Sorcerer
Base Class: Sorcerer

The fey has left residuals of their magic on the material plane, those who are born or lived a long time close to such residuals of magic can have their bodys magic and DNA melded and shaped by the residuals of magic. Their body changes and alters to fit their modified magic and DNA.

Fey Ancestor

At 1st level, you choose one type of Fey adaptation. The adaptation associated with each fey will be used by features you gain later.

Changeling

Your skin becomes milky white.

Dryad

Plants grow on your body.

Elven

You gain pointy ears.

Fairy

You become small and gain small stumps on your back that will become wings.

Kemonomimi

You gain animalistic ears and a animalistic tail. Exactly what animal is up to the player.

Quickling

Your skin turns blue.

Satyr

You gain horns.

Spirit

You become semi-transparent.

Graceful Nature

Starting at 1st level, when you fail a skill check or saving throw you can reroll the d20 and must use the new roll. This feature can only be used once per turn.

You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.

Fey Adaptation

At 6th level, you gain a Feature depending on your Fey Ancestor.

Chapechange

As an action you can change your appearance and your voice for 1 hour. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, your height can be adjusted between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form, you die or 1 hour passes.

Once you use this trait you cant do so again until you finish a long rest.

At 14th level you are no longer restricted to 1 hour, can shapechange as much as you want and cast the Alter Self at will.

Dryad Magic

You learn the Druidcraft cantrip, additionally you can cast the Speak with Animals spell a number of times equal to your charisma modifier per long rest.

At 14th level you can cast the Primordial Ward spell once per long rest.

Elven Ancestry

You gain 120ft darkvision. You have advantage against being charmed, and magic can't put you to sleep.

At 14th level you can cast the True Seeing on yourself once per long rest.

Fairy Flight

The stumps on your back grow into beautiful fair wings, you gain a fly speed of 30ft. Additionally you can cast the Enlarge/Reduce spell an amount of times equal to your Charisma modifier without expending a spell slot.

At 14th level you can cast the Conjure Fey spell once per long rest without expending a spell slot.

Kemonomimi Magic

You can cast the Enhance Ability spell on yourself. You can use feature a number of times equal to your proficiency bonus without expending a spell slot. You regain all charges at the end of a long rest.

At 14th level you can cast the Regenerate as an action on yourself once per long rest.

Quickling's Speed

You can use your bonus action to dash while you are not wearing medium or heavy armor. Additionally when you use your action to cast a spell after moving 60ft or more during your turn, you can cast 1 cantrip in addition to the spell.

At 14th level when you dash, you dont take opportunity attacks.

Satyr's Magic Resistance

You have advantage on saving throws against spells.

At 14th level when you cast a spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Spirit Body

you gain a hover speed of 15ft. and you can cast the Invisibility spell on yourself an amount of times equal to your charisma modifier.

At 14th level you can cast the Etherealness spell once without expending a spell slot per long rest.

Fey Beguilment

As an action you can spend 5 sorcery points to target one creature you can see within 60ft of you. The creature must succeed on Charisma saving throw against your spell save DC or be charmed by a you. The target obeys your commands and you have a telepathic bond with the creature up to 120ft. The creature can repeat the saving throw with disadvantage at the end of each of its turns.

Complete Adaptation

At 18th level your Adaptation is complete, you can cast the Gate to the Feywild once without expending a spell slot and without needing material components. You regain this feature at the end of a long rest.

Additionally you gain one feature depending on your Fey Ancestry.

Fairy's Fury

As an action you can shoot fairy dust out in a 30ft cone. Each creature in the cone must make a Wisdom saving throw. On a failed save a creature is Charmed, Blinded and take 10D12 Psychic damage. On a successful save they take half damage. a creature charmed or blinded can redo its saving throw at the end of each of its turns.

Once this action is used, you cannot do so again until you finish a long rest.

Kemonomimi's Prismatic Flames

You summon prismatic flames that hover around you. As an action, you summon 7 prismatic flames that hover within 10ft of you. while these flames are surrounding you, you can use your bonus action to do one of the following:

  • Hurl 1 of the flames remaining, at a creature or object within 120ft. Make a ranged spell attack against the creature. A flame deals 6D12 Fire, Lightning, Poison, or Cold damage.
  • Hurl 1 of the flames remaining, at a creature within 120ft. A flame heals 6D12.

These flames last for 10 minutes before they disappear. Once you use this action, you can't do so until you finish a long rest, unless you spend 7 sorcery points to use it again.

Nature's Wrath

Your body's aging process slows. For every 5 years that pass, your body ages only 1 year.

Additionally you can spend an action to make vines attack creatures equal to a number equal to your charisma modifier within 60ft. Each creature must make a Strength saving throw against your spell save DC. On a failed save the vines grab onto the creature, they become restrained and take 2D12 magical piercing damage. This effect lasts up to 1 minute, a creature can redo its save on the end of its turns, if it succeeds it is no longer restrained, but if it fails it takes 2D12 magical piercing damage. 

Once you use this action you cannot do so again until you finish a long rest.

Quickling Magic

You unlock the potential of a quickling. As an action, you can infuse yourself and allies with speed-boosting magic. For 1 minute you and your allies within 30ft gain the following benefits:

  • +2 AC
  • Advantage to Dexterity saving throws
  • Double speed
  • You gain an extra action that can be used to Attack(two or less weapon attacks only), Dash, Disengage, Hide, or use an object.
  • If they cast a spell with a casting time of 1 action, it can instead only take 1 bonus action.

Once you've used this feature, you can't do so again until you finish a long rest.

Satyr's Enhanced Magic Resistance

Your magic resistance evolves for 1 minute. As a bonus action you cannot be affected by spells of 6th level or lower unless you are willing.

Once you use this trait you cannot do so again until you finish a short or long rest.

Shapechange

Your form changes to exactly what you can think of. As an action you can cast the Shapechange spell once without expending a spell slot or needing material components. You can use this trait once per long rest.

Supreme Elven Accuracy

Your body flows with elven accuracy and precision, you gain the following benefits:

  • Whenever you cast a spell and it has a range of 5ft or greater, you double the range of the spell.
  • When you hit someone with a ranged spell attack roll while 120ft or greater away you can add 2D4 to the roll.
  • When you cast a spell that forces a saving throw while 120ft or greater away you can subtract 2D4 from the roll.

True Spirit

Your body becomes metaphysical. As an action you can most attacks to flow through you and gain the following benefits:

  • Resistance to all damage except psychic
  • Hover speed equal to 60ft

This effect lasts for 1 minute. Once you've used this action you cant do so again until you finish a long or short rest.

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