Base Class: Sorcerer
Faerie Soul sorcerers are unique even among other sorcerers. Their natural magic is akin to the innate magical abilities of fey creatures. Sorcerers who wield this power either have a strong connection to the Feywild, or had heavy interactions with a powerful Fey creature. Much like where they get their sorcerers origin from the realm of Faerie, Faerie Soul Socerers are tricky and quite adept at charming others.
Fey step
At 1st level you can use a bonus action to teleport up to 30 ft. away to an unoccupied space you can see. You cannot use this feature again until you finish a short or long rest.
Additional Spells
At 1st Level you gain access the the Sleep spell. At 3rd Level you gain access to the Calm Emotions spell. You learn these spells in addition to your known Sorcerer spells and they are Sorcerer Spells for you.
Magic Resistance
At 6th level your connection to the Feywild grants you advantage on saving throws against magic and magical effects.
Charm Immunity
You cannot be charmed.
Fey Presence
Starting at 14th level you can use your action to cause all creatures of within 60 ft. of you to make a Wisdom saving throw against your Spell Save DC becoming charmed or frightened of you (your choice) for one minute or until dispelled. You can't use this feature again until you finish a long rest.
Fey Woodland
Starting at 18th level you can use an action and spend 4 sorcery points to cause a 30 ft cube of ground within 60 ft of you to erupt in large thorny vines. Any creature that starts its turn there must make a STR saving throw against you spell save DC. The creature takes 4d6 bludgeoning damage and is restrained on a failed save or takes half as much damage on a successful one. The area in the cube counts as difficult terrain and last for 1 minute or until dispelled.
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