Base Class: Sorcerer
Your innate magic comes from both the natural world and the inhabitants dwelling in it. An ancestor may have been given a boon by an Archfey to whom he or she had done a great service. A hag had influence over you in your early years, hoping to one day convert you. Perhaps you were born to a family of druids and their magic shaped your very blood.
While fae sorcerers learn nature-based spells because of their affinity to it, their forte lies in beguiling their foes, making them great envoys in a faerie court or the mundane world as a voice for the other side. Naturally, working extensively with such magics have made the most powerful fae sorcerers immune to similar mind-altering effects.
Magia Naturalis
Your link to nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
You learn additional spells when you reach certain levels in this class, as shown in the Fey Spells table. Each of these spells 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 with this feature with another spell of the same level. The new spell must be an enchantment or transmutation spell from the druid, sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 1st | Charm Person, Bane |
| 3rd | enthrall, Phantasmal Force |
| 5th | Bestow Curse, Plant Growth |
| 7th | Phantasmal Killer, Guardian of Nature |
| 9th | dominate person, contact other plane |
Minor Shapechange
At 1st level, your connection with nature grows and with the life that lives in it. As an action, you may take on a form typically assumed by a familiar spirit. You may choose from the following animals: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. While in this form, you are unable to speak or cast spells. You can stay in this form for up to an hour or end it early as a bonus action. You automatically revert if you lose concentration (as if concentrating on a spell), fall unconscious, drop to 0 hit points, or die.
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
You may use this feature a number of times equal half your proficiency bonus (rounded up). You regain expended uses after finishing a long rest.
Witch's Hex
Fae-blooded Sorcerers learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 6th level, you gain two hex of your choice from the below list. You gain an additional hex at levels 10, 14 and 18. Using a hex expends 3 sorcery points, and uses an action, unless otherwise noted. You cannot select an individual hex more than once. Hexes use the Sorcerer's spellcasting save DC.
Evil Eye
You cause doubt to creep into the mind of a foe within 30 feet that you can see. The target takes a 1d6 penalty on one of the following (sorcerer’s choice): AC, ability checks, attack rolls, or saving throws. This hex lasts for 1d6 rounds. A Wisdom save reduces this to just 1 round. At 14th level, this penalty increases to 1d8.
Fortune
The witch can cause a creature within 30 feet to suffer good luck for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it rolls with advantage. At 14th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. A creature cannot be the target of this hex again for 1 day.
Ice Tomb
A storm of ice and freezing wind envelops the target, which takes 2d8 points of cold damage, and is paralyzed for 1d4 rounds. Succeeding on a Constitution saving throw reduces the cold damage by half and negates the paralysis. The ice tomb has AC 10 and 20 hit points; destroying the ice frees the creature. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.
At 14th level, the cold damage increases to 4d8, the ice tomb's AC increases to 14, and it's HP increases to 30.
Retribution
When a creature within 30ft of you (which you can see) deals damage to you, you may use a reaction to deal 2d10 psychic damage to that target, and they are now a frightened of you for 1d4 rounds. A successful Intelligence saving throw reduces the damage and duration by half.
At 14th level, the damage increases to 4d10.
Slumber
You cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Wisdom save to negate the effect. If the save fails, the creature falls asleep for 1d4 rounds.
The creature will not wake due to noise or light, but others can rouse it with an action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Vision
Granting a vision takes 1 minute, during which time you and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to DM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the sorcerer that granted them. For example, the visions granted by a chaotic evil sorcerer often show scenes of death and destruction, while those of a neutral good sorcerer tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. You cannot use this ability on yourself. Unwilling creatures receive a Wisdom saving throw to negate the vision.
Witch's Brew
You a gain proficiency with a Herbalism Kit, if you did not already have it.
Using this hex allows you to make a check with this kit to brew a healing potion, the potency of which depends on your check result, as per the following table:
| DC | Amount healed |
| 10 | 1d6 + Wisdom Modifier |
| 15 | 2d6 + Wisdom Modifier |
| 20 | 3d6 + Wisdom Modifier |
| 25 | 4d6 + Wisdom Modifier |
Creating this potion takes half an hour. The potion lasts until used or at the start of a long rest, in which case a potion losses its potency.
Wither
You sap the life force from a creature within 30ft of you, empowering you in the process. The target takes 2d8 necrotic damage and gains disadvantage on all Strength, Dexterity or Constitution (your choice) ability checks and saving throws for the next 1d4 rounds. A successful Constitution saving throw reduces the damage and duration by half. Additionally, you gain an amount of temporary hit points equal to the amount of damage dealt. At 14th level, the necrotic damage increases to 4d8.
Improved Shapechange
With much practice, you have mastered the art of turning into an animal spirit. At 14th level, when you expend a use of your minor shapechange feature you may choose any beast of CR1/4 or lower. Also, you may now stay in your animal form for a number of hours equal your sorcerer level divided by 3 (rounded down).
Fey Instincts
Also at 14th level, the magic coursing through your veins gives you a heightened awareness that helps guard your mind. You are immune to the charmed condition and have advantage on saving throws against spells from the enchantment and illusion schools of magic.
Feywild Deception
When you gain this feature at level 18, you become a true master of cloaking your inherent abilities. When you cast a spell or use an ability that would charm or frighten a creature, and a creature is not effected by the feature due to an immunity to the charmed or frightened condition, you can expend 4 sorcery points to ignore that immunity for the spell or effect you use.
Additionally, truesight cannot see through your illusions or determine your true form, you cannot be compelled to tell the truth by magic, and your lies cannot be discerned magically.
Previous Versions
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