Sorcerer
Base Class: Sorcerer

Your innate magic comes from the Feywilds, a vibrant and chaotic plane of the faerie and eternal twilight. You're powers might come from a distant fey relative or perhaps an ancestor of yours made a deal with an Archfey. Perhaps you received your powers as repayment for a deed or service you performed for a Fey, unknowingly or not.

Wherever your power comes from, you have the same knack for trickery, misdirection and charms that the denizens of the Feywilds have.

Fey Magic

The magic of the Feywilds flows in your veins, you learn the Druidcraft cantrip. Additionally, the following spells are added to your spell list at the indicated levels, these spells count as Sorcerer spells for you.

Feytouched Spells
 1st

Animal Friendship, Goodberry 

 2nd

Animal Messenger, Spike Growth 

 3rd

 Plant Growth, Speak with Plants

 4th

 Freedom of Movement, Hallucinatory Terrain

 5th

Commune with Nature, Tree Stride 

Fey-Blooded

At 1st level, you learn to innately speak, read and write Sylvan. Additionally, when a Fey creature attempts to charm you, you automatically succeed on the saving throw against the charm.

Your Fey blood allows you to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Calming Presence

At 6th level, the Fey blood in your veins can be use to be a calming influence on others. As an action, you can do one of the following options.

You can spend 2 sorcery points to lull a creature within 60 feet of you to sleep. They must make a Wisdom save against your spell save DC, on a success they do not fall sleep. Creature who fail act as if under the sleep spell.

You can also spend 4 sorcery points to charm a number of creature equal to your charisma modifier (minimum 1) within 30 feet of you. The creatures must make a Wisdom saving throw against your spell save DC, on a fail they are charmed by you for 1 minute. Creatures can make another Wisdom saving throw at the end of its turn or if your allies harm it. On a successful save, the effect ends for it.

Fey Step

At 14th level, you can temporarily use the Feywild to hide yourself. As a bonus action, you can teleport to an unoccupied space that you can see within 90 feet. Once you do so, you become invisible until the start of your next turn or until you attack or cast a spell.

You can use this feature a number of times equal to your Charisma modifier (minimum once) and you regain all expended uses when you finish a long rest.

Member of the Court

At 18th level you can channel Fey magic throughout your entire body. As an action, you can spend 6 sorcery points to gain fey-like features, such as; growing a pair of antlers, glowing eyes or whipping vine-like hair. This transformation requires concentration and lasts for 1 minute.

While transformed, the area 30 feet around you becomes difficult terrain as the plants begin to overgrow and writhe. When a creature ends its turn within this area, it must make a Wisdom saving throw; on a successful save, the creature is immune to this effect for 24 hours. On a failed save, the creature is charmed by you and every other charmed creature in the area. While charmed, the creature acts as if under the effects of the confusion spell.

Creatures are unable to leave the area on their own but other creatures can drag them out of the area. The charm lasts until you move out of range of the charmed creature, you lose concentration on transformation or until the duration elapses.

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