Base Class: Sorcerer
Unlike Warlocks who may obtain their powers due to a bargain with a fey, your fey ancentery means you were born with magical talent. You may have a family record of the ancestor, and even some family legends or stories, or it may be a complete mystery due to some fey in disguise who was never discovered. While the common explanation given by sorcerers of this origin is of a fairy, sprite, or even a mermaid ancestor, it is a well established fact that the vast majority of Fey Bloodline sorcerers have Hag ancestory.
Fey Connection
At 1st level, you have a special connection to the feywild and fey creatures. You can speak, read and write Sylvan. It was never taught to you, you just somehow know it.
Additionally, fey creatures see you as a fellow fey and are naturally inclined to trust you as one of their own. It is well established that fey cannot lie, but you not being 100% fey, this restriction does not apply to you. When making a Deception (Charisma) skill check against a fey creature, you gain Advantage on the roll.
If your Deception is ever realized, the fey creature will become hostile toward you. A fey prone to violence might attack you. Another might seek retribution in other ways (at the DM's discretion), depending on their nature. Either way, fey live very long lives, and take debts, slights, and insults very seriously.
Step of the Fey
Starting at 1st level, you always have the spell Misty Step prepared. It does not count against the number of spells you can learn, and it does not count against the number of spells you may have prepared.
Additionally, you may cast it a number of times equal to your Charisma modifier without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
What's in a Name
Mortals making bad deals with the fey are the basis of countless fairy tales, and you are starting to understand why. "Normal" people seem to be easily tricked, and the urge to get one over on somebody is practically irresistable.
Starting at 6th level, when you trick a creature into agreeing to give you something important but intangible, without you giving anything back in return (for example, "Can I have your name?", or "May I have your attention please?", or "Can I get your pronouns?"), you feel a rush of fey magic in your body, and you may immediately either regain 2 Sorcery Points, or regain 1 Spell Slot of 2nd level or lower.
Once your Spell Slot of Sorcery Points are regained with this feature, the intangible but important thing given to you is immediately lost and forgotten from the creature that gave it. Only you remember and have access to what was given, as it is now "yours". This loss may only be restored to the creature through the use of the Wish spell.
Fey Resilience
At 6th level, you cannot be put to sleep by magical means, and you have advantage on saving throws against being charmed or frightened.
Pixie Dust
You seem to manifest a very light, almost imperceptible, amount of pixie dust.
At 14th level, you gain the ability to briefly fly during moments of unexpected joy or relief. When you suceed on an Ability Check or Saving Throw, you may use your Reaction to fly with a flying speed up to your current speed without provoking opportunity attacks.
You only have this feature during the course of the Reaction in which you activated it. If you remain in the air by the beginning of the next turn, you may fall and be subjected to fall damage.
As You Wish
At 18th level, you feel your connection to your fey ancestry growing. Your magic is stronger than ever, and while your greatest power can't benefit you directly, you can probably find a way to benefit from helping others.
You now have access to the spell Wish, and it is always prepared.
When you cast this spell on behalf of someone else, and their Wish (or the result of their Wish) has no direct positive impact on you, for example as part of a transaction or deal, you can more easily achieve something beyond the scope of the specifically listed examples in the spell description.
As the creature making the wish states their wish to you, it is you that has great latitude in ruling what occurs in such an instance (not the DM). The creature making the wish, depending on your whims, may suffer some unforeseen consequence as a result of how they worded the wish.
For example, wishing that a villain were dead might propel them forward in time to a period when that villain is no longer alive, effectively removing them from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport them to the presence of the item's current owner.
When the spell is cast in this manner, using this feature, with a result that does not have a direct positive impact on you, you are not weakened by the casting of the spell as described in the spell description.
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