Sorcerer
Base Class: Sorcerer

Your magic comes from the Feywild’s most impossible places: where logic bends, colors sing, shadows sulk, and gravity occasionally forgets its manners. Perhaps you wandered through a fairy ring, danced too long with an Archfey, or drank from a bottle helpfully labeled “Drink Me.” Whatever touched you, your magic no longer follows the ordinary rules. It follows Feywild rules: playful, emotional, beautiful, and only mostly sensible.

Level 3: Feywild Whimsy Surge

The Feywild rarely harms without a reason, but it never passes up a chance to play. When its magic stirs around you, shadows may develop opinions, flowers may applaud, hats may misbehave, and tiny impossible creatures may arrive with very serious business.

Most surges are nothing more than the Feywild giggling at your presence. Some nudge space, luck, mood, or momentum in strange directions. A few inconvenience you, because the Feywild considers embarrassment a perfectly respectable form of art. The magic is unpredictable, but not cruel.

Whenever you roll Initiative, the Feywild takes notice and a Feywild Whimsy Surge triggers. Roll a d10 and consult the Feywild Whimsy Surge Table, using the section of the table that matches your current Sorcerer level.

Roll Initiative, embrace the whimsy, and let the Feywild play.

Surge Table

Character Levels 3–4: Polite Nonsense
  1. 🧹 An apologetic broom sweeps with great professional concern.
    Choose up to two allies within 10 feet of you. Once before the end of this encounter, after a chosen ally takes damage from a melee attack, that ally can use its Reaction to move up to 10 feet without provoking Opportunity Attacks.

  2. ☕ A teacup clears its throat and offers surprisingly sound advice.
    Choose one ally within 15 feet of you. Before the end of this encounter, that ally can add 1d4 to one attack roll, ability check, or saving throw.

  3. 🪣 A bucket hops under your foot and immediately regrets it.
    Your Speed is halved until the start of your next turn.

  4. 🎩 A hat with excellent manners bows in front of a blow.
    Before the end of this encounter, you can impose Disadvantage on one attack roll made against you.

  5. 🕰️ A clock chimes thirteen times and refuses to apologize.
    The next ability check you make before the end of this encounter is made with Disadvantage.

  6. 🚪 A tiny doorknob appears in the air and whispers, “This way, please.”
    Choose one ally within 15 feet of you. Before the end of this encounter, that ally can teleport up to 10 feet to an unoccupied space it can see.

  7. 🧵 A spool of thread stitches a quick little ward into your shadow.
    You gain a +1 bonus to AC until the start of your next turn.

  8. 📦 A small box pops open, revealing a very enthusiastic cheering section.
    You gain 5 Temporary Hit Points.

  9. 🔔 A brass bell rings with unreasonable confidence.
    Allies within 15 feet of you have Advantage on the next saving throw they make against being Frightened before the end of this encounter.

  10. 🪄 A wand twitches in your direction and pretends it meant to do that.
    Before the end of this encounter, you can add +2 to one spell attack roll you make.

Character Levels 5–6: Garden Gossip
  1. 🌹 A rose petal lands over your heart like a tiny shield.
    You gain 8 Temporary Hit Points.

  2. 🌼 A daisy choir gasps in perfect harmony.
    Choose up to two allies within 15 feet of you. Once before the end of this encounter, when a chosen ally makes a saving throw, that ally can add 1d4 to the roll.

  3. 🍄 A mushroom with spectacles points out a very sensible shortcut.
    Once before the end of this encounter, on your turn, you can move up to 15 feet without expending movement and without provoking Opportunity Attacks.

  4. 🌺 A hibiscus blooms with protective light.
    Allies within 10 feet of you gain 6 Temporary Hit Points.

  5. 🌿 A vine with terrible timing wraps around your ankle.
    Your Speed is reduced by 10 feet until the start of your next turn.

  6. 🌻 A sunflower turns toward danger with heroic seriousness.
    Once before the end of this encounter, when you take acid, cold, fire, lightning, or thunder damage, you can gain Resistance to that damage type until the start of your next turn, including against the triggering damage.

  7. 🦋 A committee of butterflies files a formal objection.
    Choose one ally within 15 feet of you. Once before the end of this encounter, when a creature makes an Opportunity Attack against that ally, the attack roll is made with Disadvantage.

  8. 🌷 A judgmental tulip loudly critiques your form.
    The next attack roll you make before the end of this encounter is made with Disadvantage.

  9. 🎀 A ribbon of ivy ties itself into a charming little bow.
    Once before the end of this encounter, when you make a saving throw, you can roll 1d4 and add the number rolled to the save.

  10. 🪻 A patch of lavender whispers, “Walk gently; the ground is listening.”
    Choose up to two allies within 15 feet of you. Once before the end of this encounter, each chosen ally can ignore difficult terrain until the end of its turn.

Character Levels 7–8: The Little Court
  1. 📜 A fey clerk stamps the wrong form and looks very pleased with itself.
    You can’t take Reactions until the start of your next turn.

  2. 🐭 A mouse knight salutes with a needle-sized sword.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally hits with an attack, the attack deals an extra 1d6 Force damage.

  3. 🦊 A velvet fox marks a path only you can see.
    Once before the end of this encounter, on your turn, you can teleport up to 15 feet to an unoccupied space you can see.

  4. 📯 A tiny herald announces, “Courage, by order of the court!”
    Allies within 15 feet of you gain 8 Temporary Hit Points.

  5. 🪶 A moth page dusts your shoulders with silver powder.
    Once before the end of this encounter, when you make a Dexterity saving throw, you can make the roll with Advantage.

  6. 🪑 A miniature throne appears exactly where your foot wanted to be.
    The next time you move before the end of this encounter, your Speed is reduced by 15 feet.

  7. 🦔 A hedgehog footman clears its throat at the perfect moment.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally fails an ability check or saving throw, it can reroll the d20 and must use the new roll.

  8. 🦉 A velvet owl whispers the answer half a second early.
    Once before the end of this encounter, when you make an ability check, you can add 1d6 to the roll.

  9. 🛡️ A beetle guard raises a shield far too large for its body.
    Choose one ally within 15 feet of you. Once before the end of this encounter, when that ally is hit by an attack, it can use its Reaction to gain a +3 bonus to AC against that attack, potentially causing the attack to miss.

  10. 👑 A crown the size of a thimble hovers over your head.
    Once before the end of this encounter, when you make an attack roll or saving throw, you can add 1d6 to the roll.

Character Levels 9–10: Curious Decrees
  1. 👑 A floating crown appoints you “Acting Duke of Absolutely Not Getting Hit.”
    Once before the end of this encounter, when an attack roll is made against you, you can impose Disadvantage on the roll.

  2. 📜 A royal decree declares fear to be “temporarily unfashionable.”
    Choose up to two allies within 30 feet of you. Once before the end of this encounter, when a chosen ally makes a saving throw against being Charmed or Frightened, that ally can add 1d6 to the roll.

  3. 🪙 A cursed coin sticks to your palm and insists it is helping.
    The next spell attack roll you make before the end of this encounter is made with Disadvantage.

  4. 🔏 A wax seal slams itself onto the air in front of you.
    Once before the end of this encounter, when you take damage, you can reduce that damage by 1d10 + your Charisma modifier.

  5. 📯 A noble horn announces a tactical retreat with excessive dignity.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally takes damage, it can use its Reaction to move up to half its Speed without provoking Opportunity Attacks.

  6. 🗝️ A jeweled key unlocks a door that was never there.
    Once before the end of this encounter, on your turn, you can teleport up to 20 feet to an unoccupied space you can see.

  7. 🖋️ A quill writes your name incorrectly in the Book of Sensible Choices.
    The next saving throw you make before the end of this encounter is made with Disadvantage.

  8. 🧾 A receipt for tomorrow’s luck flutters into your hand.
    Once before the end of this encounter, when you fail an ability check or saving throw, you can add 1d6 to the roll, potentially turning the failure into a success.

  9. ⚖️ A tiny magistrate bangs a walnut gavel and forbids “excessive harm.”
    Choose up to two allies within 30 feet of you. Once before the end of this encounter, when a chosen ally takes damage, that ally can reduce the damage by 1d10.

  10. 💎 A gem pulses with borrowed importance.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally deals damage with an attack or spell, it can deal an extra 1d6 Psychic damage to one target of the attack or spell.

Character Levels 11–12: Stage Magic
  1. 🎭 A porcelain mask smiles warmly at the wrong person.
    The next Charisma check you make before the end of this encounter is made with Disadvantage.

  2. 🎺 An invisible orchestra swells at exactly the right moment.
    Choose up to two allies within 30 feet of you. Once before the end of this encounter, when a chosen ally makes an attack roll or saving throw, that ally can add 1d8 to the roll.

  3. 🎩 A stage curtain snaps shut between you and disaster.
    Once before the end of this encounter, when you are hit by an attack, you can gain a +3 bonus to AC against that attack, potentially causing it to miss.

  4. 🎻 A violin plays a note so steady even panic keeps time.
    Once before the end of this encounter, when you make a Constitution saving throw to maintain Concentration, you can make the roll with Advantage.

  5. 🩰 A pair of invisible dancing shoes mistakes you for a professional.
    The next time you move before the end of this encounter, you must move an extra 10 feet if you are able, choosing the safest available path. This movement does not provoke Opportunity Attacks.

  6. 🎤 A silver microphone announces your spell like a grand finale.
    Once before the end of this encounter, when you deal damage with a Sorcerer spell, you can deal an extra 1d8 Thunder damage to one target of the spell.

  7. 🎼 A chorus of tiny stagehands hums courage from the wings.
    Allies within 20 feet of you gain 12 Temporary Hit Points.

  8. 🎬 A director’s clapperboard snaps reality into place.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally fails an attack roll, ability check, or saving throw, it can reroll the d20 and must use the new roll.

  9. 🕯️ A spotlight finds you and refuses to look away.
    Until the start of your next turn, attack rolls against you have Advantage.

  10. 🎹 A spectral piano lands one perfect chord.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally takes damage, it gains Resistance to the triggering damage type until the start of its next turn, including against the triggering damage.

Character Levels 13–14: Moonlit Dream Logic
  1. 🌙 A crescent moon opens one sleepy eye and watches over the party.
    Choose up to two allies within 30 feet of you. Once before the end of this encounter, when a chosen ally makes a Wisdom, Intelligence, or Charisma saving throw, that ally can make the roll with Advantage.

  2. 🪞 A mirror-dream shows you the version of yourself that dodged.
    Once before the end of this encounter, when you take damage, you can use your Reaction to teleport up to 10 feet to an unoccupied space you can see and gain Resistance to the triggering damage type.

  3. 🛏️ A tiny bed appears under your foot and insists this is nap time.
    Your Speed is reduced to 0 until the start of your next turn.

  4. 🦋 A moon-moth lands on your chest and beats once like a second heart.
    You gain 15 Temporary Hit Points.

  5. 🌌 A dream opens like a door behind an ally.
    Choose one ally within 30 feet of you. Once before the end of this encounter, on that ally’s turn, it can use its Bonus Action to teleport up to 20 feet to an unoccupied space it can see.

  6. 💤 A lullaby curls around your thoughts a little too tightly.
    The next saving throw you make before the end of this encounter is made with Disadvantage.

  7. 🧵 A dream-stitch pulls a loose thread from the future.
    Once before the end of this encounter, when you fail an attack roll, ability check, or saving throw, you can reroll one d20 and must use the new roll.

  8. 🌠 A falling star lands in an ally’s pocket.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally hits with an attack or spell, it can deal an extra 1d8 Radiant or Psychic damage to one target of the attack or spell.

  9. 🌑 Your shadow forgets which way light works.
    Until the start of your next turn, you shed dim light in a 10-foot radius, and attack rolls against you have Advantage.

  10. 🌕 Full moonlight settles on the party like a silver blanket.
    Allies within 20 feet of you gain 15 Temporary Hit Points.

Character Levels 15–16: Weather With Opinions
  1. 🌧️ A raincloud mutters, “Fine, but only because I like you.”
    Once before the end of this encounter, when you take acid, cold, fire, lightning, or thunder damage, you gain Resistance to that damage type until the start of your next turn, including against the triggering damage.

  2. 🌪️ A tiny whirlwind shoves an ally with excellent comedic timing.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally is targeted by an attack, it can use its Reaction to move up to 15 feet without provoking Opportunity Attacks. If this movement puts the ally out of the attack’s range, the attack misses.

  3. 🌫️ A fogbank with stage fright hides in your eyes.
    The next attack roll you make before the end of this encounter is made with Disadvantage.

  4. 🌈 A rainbow argues passionately in favor of morale.
    Allies within 20 feet of you gain 18 Temporary Hit Points.

  5. 🌩️ A thunder sprite claps once, very loudly, for emphasis.
    Choose up to two allies within 30 feet of you. Once before the end of this encounter, when a chosen ally hits with an attack, the attack deals an extra 1d10 Thunder damage.

  6. 🌬️ A breeze with impeccable manners lifts your coat and your confidence.
    Once before the end of this encounter, when you make an attack roll, ability check, or saving throw, you can add 1d10 to the roll.

  7. ☀️ A sunbeam points at you like an accusing witness.
    Until the start of your next turn, you can’t benefit from being Invisible, and attack rolls against you have Advantage.

  8. ❄️ A snowflake lands on your tongue and whispers tomorrow’s answer.
    Once before the end of this encounter, when you fail an ability check or saving throw, you can reroll the d20 and must use the new roll.

  9. 🌦️ A moody cloud changes its mind in your favor.
    Once before the end of this encounter, when you are hit by an attack, you can reduce the damage by 2d10 + your Charisma modifier.

  10. 🌤️ A patch of sunlight opens beneath an ally like a golden trapdoor.
    Choose one ally within 30 feet of you. Once before the end of this encounter, on that ally’s turn, it can teleport up to 30 feet to an unoccupied space it can see.

Character Levels 17–18: Borrowed Tomorrows
  1. ⏳ Tomorrow leans over your shoulder and whispers, “Not that way.”
    Once before the end of this encounter, when you fail an attack roll, ability check, or saving throw, you can treat the d20 roll as a 15.

  2. 🪞 A future reflection steps in front of an ally one heartbeat early.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally is hit by an attack, it can turn the hit into a miss.

  3. 🧾 A bill arrives for luck you have not borrowed yet.
    The next saving throw you make before the end of this encounter is made with Disadvantage.

  4. 🕰️ A clock with no hands lends you a second it clearly stole.
    Once before the end of this encounter, on your turn, you can take one additional Bonus Action.

  5. 👥 Three almost-yous argue over which one is real.
    Until the start of your next turn, attack rolls against you have Disadvantage.

  6. 📆 A calendar page tears itself into a perfect escape route.
    Choose one ally within 30 feet of you. Once before the end of this encounter, on that ally’s turn, it can teleport up to 40 feet to an unoccupied space it can see.

  7. 🔁 An echo of the previous moment tries to happen again.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally misses with an attack roll or fails a saving throw, it can reroll the d20 and must use the new roll.

  8. 🧦 Yesterday’s sock appears in your mouth.
    Until the start of your next turn, you can’t speak, and you can’t cast spells with Verbal components.

  9. 🌠 A possible future lands in your palm, still warm.
    Once before the end of this encounter, when you make an attack roll, ability check, or saving throw, you can roll 1d10 and add the number rolled to the d20 roll.

  10. 🫧 A moment that should have hurt pops like a soap bubble.
    Once before the end of this encounter, when you take damage, you can reduce the damage to 0.

Character Levels 19–20: Impossible Sovereignties
  1. 🌌 A pocket galaxy opens above your head and politely asks who is in charge.
    Once before the end of this encounter, when you make an attack roll, ability check, or saving throw, you can roll 1d12 and add the number rolled to the d20 roll.

  2. 👑 A crown of moonlight settles over the battlefield and declares your allies “temporarily royal.”
    Allies within 30 feet of you gain 25 Temporary Hit Points.

  3. 🕳️ A very polite black hole bows and takes your balance with it.
    Your Speed is reduced to 0 until the start of your next turn.

  4. 🪐 A tiny planet orbits your heart and insists on taking the next hit.
    Once before the end of this encounter, when you take damage, you can reduce that damage to 0.

  5. ⚖️ A law of reality kneels, sighs, and agrees to be rewritten.
    Choose one ally within 30 feet of you. Once before the end of this encounter, when that ally fails an attack roll, ability check, or saving throw, it can treat the d20 roll as a 20.

  6. 🌠 A falling star writes a shortcut through the air.
    Once before the end of this encounter, on your turn, you can teleport up to 60 feet to an unoccupied space you can see.

  7. 🪞 A cosmic reflection shows everyone the ending where they survive.
    Choose up to two allies within 30 feet of you. Once before the end of this encounter, when a chosen ally takes damage, that ally gains Resistance to the triggering damage type until the start of its next turn, including against the triggering damage.

  8. 🧬 A strand of impossible light ties itself into your shoelaces.
    The next attack roll or saving throw you make before the end of this encounter is made with Disadvantage.

  9. 🌙 A miniature moon crowns your shadow.
    Once before the end of this encounter, when you are hit by an attack, you can turn the hit into a miss.

  10. 🌈 A prismatic law announces, “No one is allowed to be ordinary today.”
    Choose up to two allies within 30 feet of you. Once before the end of this encounter, after a chosen ally takes damage, that ally can use its Reaction to move up to 30 feet without provoking Opportunity Attacks.

Level 3: Logic of the Feywild

Your magic obeys a logic all its own. Beauty matters. Promises matter. Names, moods, riddles, jokes, and dramatic timing all matter far more than any wizard would like to admit.

You gain the following benefits:

Feywild Attunement

You learn the Prestidigitation cantrip. It counts as a sorcerer spell for you, and it does not count against your number of cantrips known.

Feywild Tongue

You learn Sylvan. If you already know Sylvan, you instead gain Advantage on Charisma checks made to interact with Fey creatures.

Feywild Instinct

You have Advantage on saving throws against being Charmed, and magic can’t put you to sleep.

Feywild Spark

You gain proficiency in one skill of your choice from the following list: Nature, Arcana, or Performance.

Level 6: Feywild Resonance

The Feywild’s magic no longer simply happens around you. It answers you, sometimes helpfully, sometimes with the smugness of a cat knocking over a teacup.

Resonant Casting

When you trigger a Feywild Whimsy Surge, you can choose to roll twice and pick either result.

You can use this feature a number of times equal to your Charisma modifier, minimum of once, and you regain all expended uses when you finish a Long Rest.

Feywild Step

When you cast a Sorcerer spell of 1st level or higher, immediately before the spell resolves, you can magically teleport up to 10 feet to an unoccupied space you can see. This teleportation does not provoke Opportunity Attacks.

You can use this feature a number of times equal to your Charisma modifier, minimum of once, and you regain all expended uses when you finish a Long Rest.

Feywild Resilience

You gain Resistance to Psychic damage.

Level 14: Feywarp Aura

The world around you begins to take on Feywild manners. Footsteps land where they should not, fear turns into laughter at the wrong moment, and bad luck can be caught like a falling teacup if your hands are quick enough.

You emit a 10-foot-radius aura of shifting Feywild energy. The aura has the following effects:

  • Charm‑Tinged Magic:

When you or a creature you can see inside your Feywarp Aura makes a saving throw against being Charmed or Frightened, you can use your Reaction to grant that creature Advantage on the saving throw.

  • Warped Footing:

When a creature you can see enters your Feywarp Aura, you can use your Reaction to teleport that creature to an unoccupied space of your choice on a surface that can support it inside the aura. This teleportation does not provoke Opportunity Attacks.

If the creature is unwilling, it must first make a Charisma saving throw against your Sorcerer spell save DC. On a failed save, the creature is teleported. On a successful save, it is not teleported.

  • Mirthful Misstep:

When a creature you can see inside your Feywarp Aura misses an attack roll, you can use your Reaction to twist the space beneath it. You move the creature to an unoccupied space adjacent to it that is also inside the aura. This movement does not provoke Opportunity Attacks.

  • Borrowed Luck:

When an ally you can see inside your Feywarp Aura rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can use your Reaction to catch the misfortune before it lands. The ally rerolls the die and must use the new roll. Before the end of your next turn, you have Disadvantage on the next attack roll, ability check, or saving throw you make.

Level 14: Feywild Echo

The echoes of your whimsy no longer fade right away. They linger at the edge of the moment, giggling backward through time, giving you just enough room to nudge fate one step sideways.

When you roll on your Feywild Whimsy Surge Table, you can increase or decrease the result by 1 after seeing the roll. The table wraps around: if you increase a roll of 10, treat the result as 1; if you decrease a roll of 1, treat the result as 10.

Level 18: Whimsical Sovereignty

At last, the Feywild stops treating you as a guest and starts treating you as one of its own. Your magic no longer merely invites chaos. It hosts it, seats it at the head of the table, and politely tells it when to behave.

Sovereign Surge

When you trigger a Feywild Whimsy Surge, you can choose any result from your current level band instead of rolling. You can use this feature a number of times equal to your Charisma modifier, minimum of once, and you regain all expended uses when you finish a Long Rest.

Feywild Crown

An unseen crown settles lightly over your soul. Fey creatures recognize something old and strange in you, and even ordinary folk may find your presence difficult to ignore. You gain the following benefits:

  • You have Advantage on Charisma checks.
  • You are immune to the Charmed condition.
  • Magic can’t put you to sleep.

Reality’s Wink

When you cast a Sorcerer spell of 1st level or higher, you can catch reality’s eye and persuade it to cheat in your favor. Choose one of the following benefits:

  • You regain 2 expended Sorcery Points.
  • You teleport up to 60 feet to an unoccupied space you can see.
  • You gain Temporary Hit Points equal to twice your Sorcerer level.

The chosen benefit occurs immediately before the spell resolves.

You can use this feature a number of times equal to your Charisma modifier, minimum of once, and you regain all expended uses when you finish a Long Rest.

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