Sorcerer
Base Class: Sorcerer

Your innate magic comes from the Feywild itself. You might trace your lineage to a member of the Seelie or Unseelie Court. Or perhaps you were exposed to the Feywilds chaotic energies, by accident, or by having made a deal with one of its residents. 

This magic has a strange influence on your physical appearance, your skin might appear translucent in certain light, your eyes might change in accordance to your feelings, ...

Fey Mind

Starting at 1st level, you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic and magic can't put you to sleep.

 

Cunning of the Fey

Starting at 1st level, you can use a bonus action to expend 3 sorcery points to influence a person's mind, while speaking to a person under this influence you can add your spellcasting modifier to your Charisma checks. This effect remains for one hour after which the target must make a Charisma saving throw, if they succeed they realize you've influenced their mind, on a fail they do not.

When you reach 3rd level you in this class you learn the Misty Step spell, which doesn't count against your number of sorcerer spells known. In addition you can cast it by spending 2 sorcery points or by expending Mana. If you cast it with sorcery points you can move an additional 10 feet. 

Warrior of The Court

At 6th level you gain the ability to summon forth a creature from one of the Fey Courts. As a bonus action you can spend 3 sorcery points to summon a fey, if you are of good or neutral alignment you summon a dryad, if you are of evil alignment you summon a quickling. This creature can add your proficiency bonus to their attack and damage rolls, your spellcasting modifier to their armour class and your level to their hit points. The creature obeys your mental commands and acts on their own initiative.

It stays until it reaches 0 hit points or until 5 minutes have passed.

Fey Physiology

Starting at 14th, you can use a bonus action to sprout a pair of wings from your back, their appearance are in accordance to your fey ancestor, gaining a flying speed equal to your current speed. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armour, unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

In addition you gain resistance to psychic damage.

Form of The Archfey

Starting at 18th level, as an action,you can spend 5 sorcery points to transform in an image of an Archfey for 1 minute. While in this form you exude an aura, as long as you keep concentration, as if concentrating on a spell, in a radius of 30ft, each hostile creature that starts their turn in this aura must make a Wisdom saving throw or be either charmed of frightened, your choice when you activate this feature, of you until the the aura ends. If a creature succeeds this saving throw they are immune to it for 24 hours. On every subsequent turn you are able to use a bonus action to deal 2d8 psychic damage to every creature under the influence of this aura. If you lose concentration the aura fades as does its influence. 

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