Sorcerer
Base Class: Sorcerer

Fey Magic
You are descended from the fey, for your innate magic comes from the Feywild itself. You might trace your lineage to an archfey, or perhaps you were exposed to its energy and transformed by it.

The magical energy of the Fey is obvious over your physical presence. You are as chaotic as the Feywild itself, and you often find it difficult to muffle the Fey energy that flows through your veins. At your option, you can pick from or roll on the Fey Sorcerer Quirks table to create a quirk for your character.

Fey Sorcerer Quirks
d6   Quirk
1    Your mood swings to extremes. You can go from extremely happy to extremely angry
2    When you aren't running your skipping, when you aren't skipping you're dancing.
3    Your physical appearance changes slightly when you experience different emotions.
4    You often have a sparkly glowing aura around you.
5    People find it hard to talk to you, you can't stop changing the subject.
6    You can't help but whistle in situations that are not appropriate

Fey Magic Features
Sorcerer Level Feature
1st Touch of the Fey (Faerie Fire, Find Familiar, Speak with Animals)
3rd Touch of the Fey (Alter Self, Suggestion)
5th Touch of the Fey (Blink, Haste)
6th Fey Spirit
14th Step of the Fey
18th Archfeys Boon

 

Touch of the Fey

When you pick this subclass at 1st level, you learn a few spells gifted to you by the Feywild. You learn the faerie fire, find familiar, and speak with animals spells. These spells don't count against your number of sorcerer spells known. In addition you can cast it by spending 1 sorcery point, or by expending a spell slot. If you use sorcery points to cast the find familiar spell, you can change the casting time from 1 hour to 1 action.

When you reach 3rd level in this class, you learn the alter self, and suggestion spells, which don't count against your number of sorcerer spells known. In addition, you can cast them by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you remove the concentration feature of the spell.

When you reach 5th level in this class, you learn the blink, and haste spells, which don't count against your number of sorcerer spells known. In addition, you can cast them by spending 3 sorcery points or by expending a spell slot. If you cast blink with sorcery points, you can spend a sorcery point at the end of each turn to choose whether to stay or blink out. If you cast haste with sorcery points you remove the lethargy effect of the spell should you lose concentration.

Fey Spirit

At 6th level, the magic of the Fey makes you more resilient to certain magical effects. If failing a saving throw would cause you to be blinded, Charmed, Petrified, or Stunned, you can roll a d6 and add it to the total of the saving throw. You must declare the roll before hearing that you've failed or succeeded. This dice can be used with bardic inspiration, or any other assistance.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Step of the Fey

At 14th level, you gain the ability to transport from one tree into another. You can bring one other along with you but they have to end their turn adjacent to the tree. You use 5 feet of your movement and can teleport to a tree you have seen within 150 ft of you.

Archfeys Boon

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself to have a more fey appearance. Your visage sparkles and shines, and your skin appears to take on a rough bark like texture. In this form you have resistance to all damage except for necrotic, and radiant.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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