Base Class: Sorcerer
Power is the source of life and death. The more power you have the more the world bends to your desires. Death and destruction is only natural in the cycle of life and you remind people of this whenever you can.
Influence is the path of charms and beguiling speeches. Even in the fey there are kings and queens, and you are one of them. With each step forward, you show true might is not in the ashes you leave behind but devoted followers you rally behind you.
Understanding is finding the truth in chaos. The universe has no obligation to make sense to you, and in those who grow their knowledge of the universe wield this gray line as a weapon.
Fey Magic
Your link to nature allows you to learn spells from the Druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose a path for the source of your fey magic: Power, Influence, or Understanding. You learn a additional spells based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
| Affinity | Spell |
|---|---|
| Power | Faerie Fire, Thunderwave |
| Influence | Charm Person, Animal Friendship |
| Understanding | Detect Magic, Speak with Animals |
Nature's Favor
Starting at 1st level, you know how to get emboldened by nature. In a one hour private ritual with another creature create a bond that lasts 24 hours, while within 60 ft of each other either you or the bonded creature may take a bonus action to grant both you and the creature temporary hit points equal to your Charisma modifier + your sorcerer level (minimum of 1 temporary hit point).
Faerie Growth
Starting at 6th level you gain a special ability depending on the speciality you chose:
Power: Whenever you reduce a creature’s hp to 0, you regain sorcery points equal to your proficiency modifier once per turn.
Influence: If you cast a charm spell or mind altering spell as your action and one or more creatures pass the save, you can use your bonus action to deal each target that passed psychic damage as a number of 1d4s equal to your charisma modifier.
Understanding: You can spend a sorcery point to gain advantage on a skill check. If you fail, you regain that sorcery point.
Note: When you get the archfey racial boon, you get the 6th and 1st level feature of a path you dont have.
Wild Paths
Starting at 14th level you develop more mobility in the field according to your path:
Power: You can use a bonus action to grow butterfly like wings that grant you 60ft flying speed while the wings are present. Spell attacks from you have advantage when in the air. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
Understanding: You create a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. Any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. If there are no plants nearby you can cast misty step at will with it's range doubled.
Influence: As a Bonus action you may designate an ally within 60 ft of you who may use a reaction to move up to their speed. This movement does not provoke attacks of opportunity.
Chaos Unleashed
Starting at 18th level you have mastered your path. Using meta magic on spells of your fey magic path costs no sorcery points.
Power: Evocation Spells
Influence: Enchantment Spells
Understanding: Abjuration Spells
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