Sorcerer
Base Class: Sorcerer

You learn additional spells when you reach certain levels in this class, as shown on the Dancing Soul Spells table. Each spell 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 evocation or an illusion spell from the sorcerer, wizard, druid spell lists. 

Dancing Soul Spells    

Sorcerer Level     Spells

1st     Faerie Fire, Grease

3rd     Moonbeam, Silence

5th     Wall of Sand, Wind Wall

7th     Hallucinatory Terrain, Wall of Fire

9th     Antilife Shell, Modify Memory

Dance Partner

 Starting at 1st level, you gain the Dancing Lights cantrip. You can cast this normally or spend 1 sorcery point to cast it as an empowered form that takes the shape of a being of light dancing in place. If you are attacked while within 10 feet of your Dance Partner the attack is made at disadvantage. As a bonus action on your turn you can move the dance partner up to 10 feet. 

 If you spend 3 sorcery points you can extend this ability to allies within 10 feet for 1 minute. 

Samba of Carnage

 Starting at 6th level, you can tap into the darker side of the Feywilds allowing you to channel destructive power beyond your normal means. 

 By using 2 sorcery and your bonus action you can store 1 spell up to 7th level as a dance. While a spell is stored you are unable to attack or cast additional spells (can not be used on the same turn as any offensive spell actions) . On the following turn you can release the stored spell as a single spell level higher than the spell was cast at without using a higher spell slot. You are allowed to hold the spell to add 1 additional spell slot level per round for an increased cost up to a maximum of 3 turns.

 Turn Cost: 

1 Turn 2 Sorcery Points

2 Turn 4 Sorcery Points for a total of 6 spent

3 Turn 4 Sorcery Points for a total of 12

This ability can only be used 1 per short rest. At 14th level this becomes usable twice per short rest. 




Step of Devotion

 Starting at 14th level, you channel the power of trickery from the Feywilds. By using your reaction you can redirect a single target non touch spell from a target within 10 feet of you to a target within 30 feet of you. This can be used on allies and enemies. The caster can make a spell save DC against your spell casting DC to nullify this effect.

 This can be used once per long rest unless you spend 5 sorcery points to use it again. Can not be used if you have already used your reaction.


Twilight Waltz

 At 18th level, you embody the nature of the Feywild becoming an avatar of jubilation and despair. As an action, you summon fey like spirits around you in a 30 foot cube The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

 Heal 50 divided evenly amongst allies within the cube.

 Deal 50 damage evenly amongst enemies within the cube.

 Every active spell within the zone of influence rolls a D6 on Evens the spell persists on Odds the spell ends. 

 Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

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