Base Class: Sorcerer
Your heritage seems to have been mingled with denizens of the Feywild. Even without proper tutelage or guidance, you seem to have a natural connection and understanding of nature. Just from the magic within you, you are able to easily befriend all manner of beasts and plant. As you continue to pursue a greater understanding of your latent abilities, you'll develop even more control over the natural world and perhaps hints of a fey's natural charm and mystery.
Fey Mirage
Starting at 1st level, you can distort others perception of your exact position. If you are not surprised, attacks made against you have disadvantage. If an attack hits, the mirage fades temporarily. Everytime you cast a spell of 1st level or higher, the mirage regenerates
One With Nature
At 1st level, your ancestral link to the Feywild has given you an innate connection with nature. When your spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Druid spell list or the sorcerer spell list. You must obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Additionally, you learn the spell speak with animals. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. This spell cannot be replaced.
Briar Ward
Starting at 6th level, as your fey heritage begins to show more prominently in your physical features, you gain the ability to strout tough briar from your body. As a bonus action, you can cause the briar and vines to whip out and float around you. It lasts until you dismiss it as a bonus action on your turn or you fall unconscious. Whenever you hit a creature with a spell from the Druid spell list, thorns shoot out of the briar at the target, causing them to take piercing damage equal to your Charisma modifier. You can also spend 1 sorcery point, taking an action to expand the briar around you. Doing so causes a 5 ft radius around you to become difficult terrain for 1 min, Any creature that starts it turn in the briar, or makes a melee attack against the Sorcerer takes damage equal to your Charisma modifier.
Once you reach 14th level, while the briar ward is active, you gain the effects of the barkskin spell.
Hidden in the Thicket
Starting at 14th level, anytime your Fey Mirage and Briar Ward are both active your body and mind become shrouded with the illusory nature of the fey wild. While they are both active, you cannot be charmed. You can also spend 1 sorcery point as a reaction to gain advantage on saving throws made against spells until the start of your next turn. You can activate this ability after you roll for the saving throw, but before the results are known.
Additionally, you can now store charges for your Fey Mirage. If you lose your Fey Mirage while you have charges, it will automatically regenerate at the start of your next turn. If the ability is still active when you cast a spell of 1st level or higher, you instead gain a charge. If you cast an enchantment or illusion spell, you two charges. You can store a number of charges equal to your Charisma modifier, and you lose all unused charges upon finishing a long rest.
Visage of the Wild
Once you reach 18th level, your form has become a true aspect of nature. Your body has grown various new features, allowing you to choose 4 options from the following list:
- Your walking speed is increased by 10ft. Perhaps your feet turned to hooves, or your body has elongated to increase stride.
- You gain a fly speed equal to your walking speed, but you cannot end your movement in midair, falling if you do. You grow elegant wings or some other form of flight.
- You gain a swim speed equal to your walking speed. Scales and fins may now sprout from your body
- You gain a burrow speed equal to your walking speed. Rigid claws or teeth may now allow you to dig effortlessly.
- Your barkskin AC becomes 19. Your skin may have turned to real bark, or you developed a tough hide
- You gain a natural weapon. The weapon deals 2d10 bludgeoning, piercing, or slashing damage (you must choose one when you gain this feature). You can use your Dexterity or Strength for the attack and damage roll. Your fingers may now be fierce claws or antlers may have sprouted from your head.
It’s your choice how these features are depicted. Regardless of the features, your appearance is quite otherworldly. Rather than fear it though, most people find your appearance regal and almost enchanting.
You can spend 1 sorcery point as an action to cast alter self, but the appearance can only be of yourself before you gained Visage of the Wild.
Enhance Burrow Speed
You gain a Burrow speed equal to your walking speed.
Enhance Fly Speed
You gain a fly speed equal to your walking speed. You cannot sustain flight, however. If you end your turn while in midair, you will begin falling at the normal rate of descent.
Enhance Natural Weapon
You gain a natural weapon. The weapon deals 2d10 bludgeoning, piercing, or slashing damage (you must choose one when you gain this feature). You can use your Dexterity or Strength for the attack and damage roll.
Enhanced Barkskin
Your barkskin becomes 19.
Enhanced Land Speed
Your walking speed is increased by 10 ft.
Enhanced Swim Speed
You gain a swim speed equal to your walking speed.
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