Base Class: Sorcerer
Fae Soul sorcerers are unique, even among other sorcerers, as they tend to be restricted solely to Faerie and Pixie races, although other Feywild creatures may also have Fae Soul origins. They enjoy the preternatural, innate magical abilities of fey creatures as well as blessings of the Archfey. As such, Fae Soul Sorcerers are tricky and quite adept at charming others.
Their natural arcane blood makes them prime targets for spellcasters and alchemists who would use their blood to power their own eldritch creations and experiments.
Fae Magic
Your fae blood bestows additional sorcerer spells to you as you grow. You learn these additional spells as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. Fae spells never require material components, although verbal and somatic components may remain.
| FAE LEVEL | Spell |
|---|---|
| 1st Level | charm person, shillelagh |
| 3rd Level | blur, mirror image |
| 5th Level | blink, fear |
| 7th Level | confusion, compulsion |
| 9th Level | dominate person, mislead |
Proficiency
Additionally, you are proficient in light armor. While you can wear medium armor that's fashioned for your size, you cannot fly while wearing any armor heavier than light.
Luck of the Fae
Starting at 1st level, the luck of fae blood helps guide your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
At 12th level, you can use this feature twice per short rest.
Fae Escape
Starting at 6th level, when you are hurt in battle you may use your reaction to flee to the Feywild, as if by the plane shift spell. At the start of your next turn, you return to an unoccupied space of your choice that you can see within 30 feet of the space you vanished from. If you are in the Feywild when you take this reaction then you appear in a random plane determined by the DM. Once you use this feature you cannot use it again until you finish a long rest.
Fae Strike
Also starting at 6th level, you gain the ability to infuse your weapon strikes with Fae energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Fae 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.
Unearthly Fae Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.