Sorcerer
Base Class: Sorcerer

You are a creature of change, for you innate magic comes from the plane of Faerie itself. You might have a distant ancestor from that ever-distant realm, or perhaps you have been touched by it's otherworldly energies. Regardless of your origin, you wield the elemental power of the Fae. Are you ruled by a distant Court? Or perhaps you are wild and untamed? Only time will tell...

Changeling Form

Gain Darkvision out to 60 feet, and upon reaching 3rd level, to a range of 15 feet, illusions both physical and magical become obvious to your senses. Finally, as with the Fae, you are immune to magical Charm and Sleep effects.

Illusive Nature

Starting at 1st level, whenever an enemy moves within 5 feet of you, you may use your reaction to dance out of it's reach, taking a 5 Foot Step into any unoccupied space and replacing you're attack of opportunity. Alternatively you may make a Dex saving throw (DC is your Dex Score+Mod v Enemy Dex Score +mod) to move 10 feet from your enemy. Failing this Dex save gives enemy advantage on their next attack against you.

Faerie Hound

At 6th level, you gain the ability to call forth a faerie hound from the depth of the Faewilds using  3 sorcery points. You may call the hound against a target within 120 feet of you. The Faerie Hound uses the Dire Wolf statistics, with the following changes.

-Hound is a medium sized Monstrosity, not a Large size beast.

-It appears with a number of TempHP equal to Sorcerer level/2

-It can move through creatures and objects as though they were difficult terrain.

-At the start of every turn, the hound automatically knows the location of it's target. If the Target was in stealth or hidden from the hound, it no longer is.

The hound appears in an unoccupied space within 30 feet of the target. If the hound is within 5 feet of it's target, your spells gain advantage against the target. The Hound disappears after it or it's target dies, or 5 minutes have passed.

The Hidden Ways

At 14th level, you gain the ability to step from your current plane into Faerie, or back, as a bonus action. You may take movement as normal while in faerie, but at the end of your turn or at will, you reappear on the material plan in the location that corresponds with your movements in Faerie. Roll a d20 (d100?) to determine where you end up in Faerie (higher is better). At 18th level, you have learned, and changed, enough to intuitively navigate the Ways, allowing you to choose your destination.

Lord of Faerie

Starting at 18th level,  you gain increased magical powers. You may cast cantrips and 1st level Illusions at will, and you gain half your level in sorcery points.

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