Base Class: Sorcerer
Some creatures are able to reach deep into their ancestral power and awaken abilities known only to a select few within fey nobility. This manifestation within their bloodline grants them supernatural understanding and abilities tied closely to the fey realms. The individuals who are able to tap into this latent power, are able to develop fey like characteristics as they focus inward to unlock innate potential.
Speech of the Wilds
At 1st level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
At 11th level you can cast Speak with Plants and Speak with animals at will, without expending a spell slot.
Innate Knowledge
Your heritage gives you innate proficiency in rapiers, shortsword, longbows, shortbows, light armor, and shields, in addition your unique bloodline gives you access additional spells on your spell list.
Domain of the Noble Court
At 6th level, home can be wherever you are. During a short or long rest, you can invoke a portion of the Fey Court's Domain to help obfuscate you while you seek rest. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Extra Attack
6th-level Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Unearthly Presence
At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. You are immune to being charmed and frightened.
In addition, as a bonus action, you can assume a magically unearthly presence for 10 minutes or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this unearthly presence, you can't do so again until you finish a short or long rest.
Evasion
Starting at 14th Level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Archfey
Beginning at 18th level, you can invoke with your fey lineage, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Charisma saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Archfey Step
At 18th level you gain the ability to magical step through a sliver of time and appear in a different space nearby. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Previous Versions
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2/15/2022 12:03:34 AM
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