Sorcerer
Base Class: Sorcerer

Your innate magic comes from the magic of the fey. Perhaps you were born from the meeting of your parent and a creature of the feywild. You could have been the experiment of a hag to create a new minion or daughter. Or your magic could have come from a blessing, given to you through a deal either you or an ancestor received from an archfey. Regardless of where your powers come from, they give you a supreme influence over nature and the hearts of those around you.

Feywild Magic

Your link to the  feywild allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Tongue of Beast and Bark

Starting at 1st level, you have a deep connection with the wilds, and even the plants bend to your pleasure. You can read, write, and speak Sylvan. In addition, you can communicate and understand simple ideas with animals and plants, and difficult terrain as a result of the natural environment or foliage does not hinder you. The environment will make itself more amenable to your (and only your) passage.

Enchanting Influence

Starting at 6th level, the fey nature of your magic makes you immune to the charmed condition.

Additionally, you learn to tap into the beguiling powers of your fey heritage. As an action, you can spend 1 sorcery point to attempt and charm a creature within 5ft of you. That creature must a Wisdom saving throw or become charmed by you for 1 minute. If the creature succeeds on its saving throw, you can spend an additional sorcery point to make the creature unaware you tried to charm it. While charmed in this way, the creature idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. 

When a creature attempts to charm you, you can spend 2 sorcery points as a reaction to force another creature within 60ft of you to make a Wisdom saving throw or become charmed by you. Charmed creatures follow your orders to the best of their ability, but are unwilling to fight against others they consider allies.

Shroud of Seasons

Starting at 14th level, you learn how to step between the hidden pathways into the feywild, bringing a little of their magic with you when you return. As a bonus action, you can magically teleport to an unoccupied space you can see within 30ft of you. When you do this, you can spend 2 sorcery points to have an additional effect take place where you arrive as you bring a small portion of the feywild's seasonal magic with you. When you do this, choose one from the following optional effects: 

  • Vitality of Spring. Each creature of your choice within 10ft of where you teleport heals a number of hit points equal to your Charisma modifier.
  • Heat of Summer. Each creature of your choice within 10ft of where you teleport takes fire damage equal to your Charisma modifier.
  • Wonder of Fall. Each creature of your choice within 10ft of where you teleport must make a Wisdom saving throw. On a failed save, they are charmed by you for up to 1 minute or until any of your allies deal damage to them. While charmed in this way, the creature is incapacitated and has a speed of 0.
  • Gloom of Winter. Each creature f your choice within 10ft of where you teleport must make a Wisdom saving throw or become frightened of you for up to 1 minute. The creature can make its save against this effect at the end of each of it's turns, ending the condition on a success.

You can use this feature a number of times equal to your Charisma modifier. Once you do so, you must finish a long rest before you can use this feature again.

Archfey Presence

Beginning at 18th level, you channel the aura of the archfey themselves, extending your life and allowing you to strike others with awe or fear. You no longed age and cannot be aged magically by any means. Additionally, you and a number of creatures you choose within 30ft of you equal to your Charisma modifier are immune to the time and memory altering effects of the feywild.

As an action, you can spend 5 sorcery points to summon the power of the archfey and begin exuding an aura of awe or of fear(your choice) to a distance of 60ft. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), you can choose from one of these two auras:

  • Presence of the Seelie Court. You summon the aura of the Seelie Court. While this aura is active, you shed bright light out to a range of 30ft away from you, and dim light for 30ft beyond that. Additionally, creatures who start their turn inside of your aura and can see you must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you for the duration. While charmed in this way, creatures follow your verbal commands to the best of its ability. If you give them no verbal commands, they defend you as best as they can. The creature can repeat it's save whenever you deal damage to it. Upon a success, the creature is immune to your aura for 24 hours. 
  • Presence of the Unseelie Court. You summon the aura of the Unseelie Court. While this aura is active, you create an area of magical darkness up to 30ft, and an area of dim light for 30ft beyond that, snuffing out all nonmagical flames or light sources within it. Additionally, creatures who start their turn inside of your aura must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of your for the duration. The creature can repeat its save at the end of each of its turns, provided it is no longer inside your aura. Upon a success, the creature is immune to your aura for 24 hours.

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