Sorcerer
Base Class: Sorcerer

The Archfey are powerful fey beings with abilities that are considered by many to be god-like. They are the rulers of the Feywild and Oberon is worshipped as a deity of the wilderness and animals. Whether distantly related or gifted with such power, Oberon's magic courses through you and you hone the untapped potential of the Feywild's woodland magic. 

(Art by Kevin-Glint)

One With Nature

Nature favours you and is pulled in by your fey aura. At 1st level, you are granted proficiency in Nature and Animal Handling ability checks.

Lord of Beasts

Oberon, Lord of Beasts, is worshipped for his dominion over nature and animals in the Feywilds. At the 1st level, you are able to Speak With Animals without using a spell slot (this spell will regenerate after a short or long rest). Additionally, at the 3rd level, you can conjure animals once a day (this resets at dawn). 

The Green Lord

Your connection to Oberon grants you an adeptness at his favoured magic. You learn additional spells when you reach certain levels in this class, as shown on the Oberon Bloodline Spells table. Each of these spells will take up a spell slot upon use, but it doesn’t count against the number of sorcerer spells you know.

Feywild Strength

Oberon, being one with the forest, is immune to poison himself. At the 6th level, you become resistant to poison.

Favour of the Seelies

Beginning at the 14th level, Oberon's bloodline allows you to channel the power of the fey and manifest a pair of wings as a bonus action. While the wings are present, you have a flying speed of 30 feet and you may add 2 to your AC. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action. Your wings will resemble faerie wings, but the colour and appearance are specific to you. 

Child of Oberon

Starting at the 18th level, you are able to enhance your Archfey features during battle as a bonus action for 5 sorcery points. While maintaining this form, your wings enlarge and any other apparent Archfey features grow. During this time, you are resistant to magic damage, immune to poison, and have an advantage against saving throws. Calling on your chaotic Archfey power, your targets require a Wisdom saving throw with each attack, or else they take an extra 1d8 of poison damage, while your allies gain 1d8 hit points. 

Your mortal being struggles with your Archfey form and can only be maintained for a short while. After 3 turns, you can dismiss your form. If you attempt to maintain this form after 3 turns have passed, you must take 1d8 of damage and pass a Constitution saving throw each turn to continue use. Your advantage against saving throws does not count towards these.

Oberon Bloodline Image

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