Base Class: Sorcerer
The Archfey are the kings, queens, princes, and princesses of the realm known as the Feywild. A chaotic realm claimed by wild nature and wilder magic, these beings of immense power shape it as they see fit. Archfey frequently visit the mortal realms, their power comes from the collective emotions and passions of the mortal races. Once in a great while an archfey will bear a mortal son or daughter. You are a child of one such bloodline, and have begun to develop the immense magical power of your ancient kin.
Line of Archfey
Level 1:
- You may choose from the Druid Spell list in addition to the Sorcerer spell list
- 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 as if you were in the Feywild
Choose one of the four prominent Archfey bloodlines.
Frost Queen
The Queen of Frost is a servant of Auril, the goddess of Fear and Winter. Her heart is as cold as the ice she has mastery over.
You gain the following spells from your bloodline, these count as sorcerer spells for you and do not count against your spells known.
Inflict Wounds |
Hold Person |
Sleet Storm |
Ice Storm |
Cone of Cold |
Lord of the Hunt
The Lord of the Hunt revels in felling the beasts of the Feywild with his enchanted arrows, combining sorcery and marksmanship.
You gain the following spells from your bloodline, these count as sorcerer spells for you and do not count against your spells known.
Longstrider |
Spike Growth |
Conjure Animals |
Freedom of Movement |
Wall of Stone |
Queen of Night and Magic
The Queen of Night and Magic deals in the raw forces of magic, able to unravel and reconstruct the weave.
You gain the following spells from your bloodline, these count as sorcerer spells for you and do not count against your spells known.
Mage Armor |
Mirror Image |
Dispel Magic |
Banishment |
Wall of Force |
The River King
The River King draws his power from the domain of the rivers and swamp of the Feywild
You gain the following spells from your bloodline, these count as sorcerer spells for you and do not count against your spells known.
Fog Cloud |
Blur |
Slow |
Control Water |
Cloudkill |
Revised Sorcerer
This is a revised Sorcerer variant, as such you get some benefits:
Sorcerous Recovery
When you take a short rest you regain sorcery points equal to 1+1/4 your sorcerer level (rounded up).
- Level 1: 2 Sorcery Points
- Level 5: 3 Sorcery Points
- Level 9: 4 Sorcery Points
- Level 13: 5 Sorcery Points
- Level 17: 6 Sorcery Points
This feature can be used once per long rest
Additionally, you may pick 2 additional sorcerer spells. These spells can be changed when you gain a level in sorcerer by clicking "edit character".
Reweave Reality
You may call upon the Archfey's ability to attempt to force reality to your needs in a limited capacity. Whenever an attack roll or ability check occurs within 30 feet of you, or when you make a saving throw, you may add or subtract your charisma modifier to the roll. This ability may occur once per day and triggers a surge on the Wild Magic table (see Wild Mage subclass) or on the variant great wild magic surge table.
Feywild Attunement
Your distant relation to a ruler of the Feywild has granted you a number of powerful boons
- You may choose from the Druid Spell list in addition to the Sorcerer spell list
- You can read, write, and speak Sylvan
- 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 as if you were in the Feywild
Ancient Powers
Level 6
The connection to your ancient bloodline improves, granting one of the following benefits:
Flood Blast
A blast of pressurized water can be issued forth from you as a reaction to taking damage for 1 sorcery point. This acts in an identical manner to the Thunderwave spell except that it does bludgeoning damage and effects only targets you choose. You may increase the damage of this effect by 1d8 for each additional sorcery point you choose to spend (to a maximum of 5d8). If you have the Control Water spell active, this feature deals an additional 4d8 damage
Ice Prison
Whenever you cast a spell with a frost component, you may attempt to freeze large or smaller targets of that spell at a cost of 1 sorcery point per target. Targets must make a Dexterity save vs your Spell Save DC or be restrained for 1 minute or until the icy restraints are destroyed (AC 10, hitpoints equal to your sorcerer level)
Reweaving
Whenever you lose concentration on a spell you can use your reaction to gain sorcery points equal to half the level of the spell lost, rounded up. If this exceeds your sorcery point maximum you must use the additional sorcery points on your next turn or suffer 1d6 force damage per point and lose them. This effect does not apply if more than half of the spell's duration has expired, as too much of its magic has been consumed
Sorcerous Arrow
You gain proficiency in bows and crossbows. Whenever you cast a ranged spell you may do so as part of a single ranged weapon attack using your Spell Attack modifier, if you are within the spell’s range. Taking this action eliminates the ability to select multiple targets with the spell if the spell would normally be able to do so (For example: Scorching Ray). You may also spend 5 sorcery points to make the shot a Lightning Arrow, as per the third level ranger spell
Born of Enchantment
Level 14
Your awakening Archfey blood has granted you mastery over hostile enchantment spells,
- When you fail a save against an enchantment spell or curse you can instead choose to succeed. This feature can be used once per short or long rest.
- You gain advantage on wisdom saving throws.
- When you succeed on a saving throw against an enchantment spell or curse, you can expend 1 sorcery point per level of the spell to redirect it at another target within 60 feet of yourself.
- The deleterious time and memory effects of the Feywild do not apply to you or those you choose within one 100 feet of you.
Archfey Transformation
Level 18
As your power reaches new levels, your very force of presence has elevated you beyond mortal standing and you transform into a lesser Archfey. This transformation causes the following changes:
- Your race changes to Sylvan, your racial type is Fey
- You gain a flying speed of 30 feet. If you already have a flying speed, increase it by 60 feet. You have the hover property.
- You no longer age, if you were already older you revert in appearance to a young adult.
- You gain resistance to non-magical weapons.
- If you spend at least one minute talking to a beast, fey, or humanoid of CR1 or lower they must make a Wisdom saving throw against your spell save DC or be charmed. While charmed, they have a positive opinion of you and their thoughts are preoccupied with being in your presence. Creatures charmed in this manner will protect you or follow you into danger only if they would do so for a friend or loved one. The effect ends when you dismiss it or if you take hostile action towards them or their companions.
- In the feywild, none of your spells require concentration.
- Your appearance changes: you become slimmer, your ears become elongated to twice the length of an elf's ears, and your size becomes medium (if it isn't already). You may assume your original appearance or your archfey appearance as an action.
As an Archfey you must choose a court, your bloodline does not determine this, it is a decision you must make based upon your own alignment and attitudes:
Archfey of Summer
Your hair turns fiery red and your skin becomes the color of amber. Your eyes become larger and glow yellow. The smell of a forest after a rainstorm is often discernable in your presence, and the environment within 60 feet of you tends towards a mild temperature by up to 20 degrees from its current state.
You gain resistance to fire, poison, and lightning damage.
You gain the Flesh to Stone spell if you do not already have it. You may now also use this spell to turn creatures and objects to wood of any type you choose. If you use this spell on a sufficiently large amount of wood you may shape it as you see to a creature sized Large or smaller. You may give this creature the game statistics of any beast or fey of CR2 or lower with the following changes: the creature has 10 intelligence. The creature is charmed by you and is utterly devoted to you. You may communicate telepathically with your creation within 100 feet, and in combat it acts on your initiative. You may have two such creatures active at a time.
Archfey of Winter
Your skin and hair become as white as snow and the environment within 30 feet of you is always 10 degrees colder than the surroundings. Your eyes become solid orbs of black.
You gain the Flesh to Stone spell if you do not already have it. You may now also use this spell to turn creatures and objects to ice. If you use this spell on a sufficiently large amount of ice you may shape it as you see to a creature sized Large or smaller. You may give this creature the game statistics of any beast or fey of CR2 or lower with the following changes: the creature has 10 intelligence, immunity to frost damage and vulnerability to fire damage. The creature is charmed by you and is utterly devoted to you. You may communicate telepathically with your creation within 100 feet, and in combat it acts on your initiative. You may have two such creatures active at a time.
Additionally, you gain immunity to cold damage and resistance to poison damage.
Revised Sorcerer: Additional Metamagic
You may pick additional metamagics at levels 6 and 14
Careful Spell
When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you Cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.
Subtle Spell
When you Cast a Spell, you can spend 1 sorcery point to cast it without any somatic or verbal Components.
Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
the link to the great wild magic surge is broken
what are the levels 3-6 benefits all i see clearly defined are 1, and 14+?
This subclass is overpowered when compared to the vanilla ones, the "revised sorcerer" sections are meant to be used with any subclass to provide more selection (the sorcerer being on par with the eldritch knight for spell selection bugged me with flexible casting being given to multiple classes in 5e, making what was unique to the sorcerer less unique but giving the sorcerer nothing back). If you want to use this subclass but don't want those parts, do not select anything for bonus spells or bonus metamagics in the character builder.