Sorcerer
Base Class: Sorcerer

Your innate magic comes from the Feywild. An ancestor may have been given a boon by an archfey to whom he or she had done a great service. Perhaps a pixie cast a spell on you as an infant as part of making mischief. Maybe you were simply touched by the plane's arcane magic, which is much more potent and free-flowing than in the Prime Material Plane.
While fey sorcerers learn nature-based spells because of their affinity to it, their forte lies in beguiling their foes, making them prime targets for crime syndicates to either hire or exploit. Naturally, working extensively with such magics have made the most powerful fey sorcerers immune to similar mind-altering effects.

Fey Magic

1st-level Fey Bloodline feature

You learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or an enchantment spell from the druid, sorcerer, warlock, or wizard spell list.

Fey Spells
Sorcerer Level Spells
1st Faerie Fire, Dissonant Whispers
3rd mirror image, tasha's mind whip
5th summon fey, plant growth
7th Hallucinatory Terrain, greater invisibility
9th Hold Person, Dominate Person

Fey Ancestor

1st-level Fey Bloodline Feature

You have advantage on saving throws against being charmed, and magic can't put you to sleep. You can speak, read, and write Sylvan. Whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check.

Gladewalker

1st-level Fey Bloodline feature

Your ancestor's affinity to nature allows you to pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Cunning Step

6th-level Fey Bloodline feature

When a creature you can see makes an attack roll against you, you can use your reaction to cause another creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, you and that creature both teleport, swap-ping places. After a creature fails the saving throw, you can't use this feature again until you finish a short or long rest.

Vindictive Clarity

14th-level Fey Bloodline feature
You become immune to being charmed, and when another creature attempts to charm you, you can use your reaction to conjure magical vines around them. The creature takes 6d6 piercing damage and must succeed on a Strength saving throw against your sorcerer spell save DC or be restrained for 1 minute. While restrained, the target takes 6d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your sorcerer spell save DC. On a success, the target is freed. Once you use this reaction, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Fey Wakefulness

14th-level Fey Bloodline feature. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.

Deadly Deceit

18th-level Fey Bloodline feature
Your magic is a study in meticulous spellcraft—a tapestry of trickery from which none can escape unscathed. When a creature succeeds on a saving throw against an enchantment or illusion spell you cast of 1st level or higher, or if it succeeds on an Intelligence (Investigation) check against an illusion spell you cast of 1st level or higher, it takes psychic damage equal to three times the spell's level.

Fey Bloodline Image

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