Base Class: Sorcerer
Your innate magic comes from Fey magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a fey or who might even have claimed a fey parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Fey Presence
Starting at 1st level, you posses the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your sorcerer spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
fey sence
Starting at 6th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 30 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 15 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. You can spend 2 sorcery points to gain additional uses.
At 10th level this ability improves to 60ft on your self and 30ft on others
fey wings
At 14th level, you gain the ability to sprout a pair of butterfly or dragonfly wings (your choice) from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
archery potection
At 18th level, because of your embrace of your fey blood you have resistances that they posses.You cease to age and can't be aged magically. You are immune to being charmed or frightened.
archefey presence
Beginning at 18th level, you can improve the presence of your fey ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened(if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
fey magic
Choose an affinity for the source of your Sylvan power: earth, wind, fire, water, or void. You learn an additional spell 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.
fey ancectory
Due to your fey blood you can speak, read, and write Sylvan and you double your proficiency bonus for CHA checks involving fey. You also have access to the unique spells of nature granted to the druids.
trickery daMAGE
Damaged trickery
Starting at 6th level, As a reaction after receiving damage, you can spend 3 sorcery point to turn invisible and teleport to an unoccupied space you can see that is no further then 30 feet.
natural traveller
Beginning at 1st level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
flight of the feywild
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to expend 3 sorcery points to teleport up to 30 feet to an unoccupied space you can see.
sylvan ressilince
At 14th level, your descendance from the fey gives you some perks. You have advantage on saving throws against being charmed, are immune to disease and poison-type damage, and magic cannot put you to sleep.
misty ride
Starting at 18th level, you have gained the ability to transport others instead of just yourself. As a bonus action, you can expend sorcery points to teleport a creature or object that is Large or smaller within 30 feet up to 60 feet away from yourself. If the target is a creature, it must make a Constitution saving throw to resist being teleported. It costs 3 sorcery points to teleport one creature, and for each sorcery point after the 3rd you spend you can teleport another creature, to a maximum amount of creatures equal to your Charisma modifier (min 1).
fleeing glacne
At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
woodland stride
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
laughing touch
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charismamodifier. This is a mind-affecting effect.
soul of fey
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
incredble presence
At 1st level, you cloak yourself in the alluring power of the fey upon using the magic gifts they have bestowed upon you. You may use a bonus action to cast Sanctuary (without using slot) upon using a spell that charms or causes fear. You must take a short or long rest before using this ability again.
quick wit and tounge
At 1st level, you gain proficiency in Persuasion and Performance. Once per long rest, you may gain advantage on a roll for either.
bewiildering presence
Upon reaching level 18, the sheer power of your existence can prove to be too much for some. You can use Incredible Presence whenever you cast a spell that charms or causes fear, without taking a rest. Also, you can substitute Sanctuary for a new effect. Like Sanctuary, the target must make a Wisdom saving throw first. However, upon failure, the target is charmed. While charmed in this manner, they are incapacitated and their speed reduced to 0. They may save again at the end of their turn to break this effect. The same target cannot be affected again for 24 hours.
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