Base Class: Sorcerer
When a child is born by a fey crossing opened at the full moon, had a lord or lady of the fey smile upon them, or has a distant ancestor of a woodland nymph or other faerie, they sometimes manifest magical abilities at some point in their life. These sorcerers are deeply connected to the magic of the Feywild, a twilight realm of emotion and primal forces of nature that underlies the Prime Material Plane, though the barrier between the two worlds is thin in many locations and may allow magic or creatures to seep through.
Sylvan magic allows a link between the Feywild and the Material Plane, expanding the available magics to those more akin to a druid than a traditional sorcerer. 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 either the druid or sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Charisma is your spellcasting ability for all spells.
Opened Eyes
At 1st level, you gain access to an extra layer of sight on top of the usual workings of the Material Plane. You learn the detect magic spell, which doesn't count against your number of sorcerer spells known. You may cast it at will. When you do, you learn if any of the magic you detect was created by fey or if it has ties to the Feywild.
Additionally, you may learn 1 extra cantrip of your choice from either the druid or sorcerer spell list, which you may cast as a bonus action even if it normally takes an action to cast.
When you reach 2nd level in this class, you gain the ability to amplify your detect magic by spending 1 sorcery point or by expending a 1st level spell slot. If you cast it in this way, you do not need to concentrate on the spell; rather, it has a duration of 10 minutes, and you can choose to end the spell early (no action required).
Tongue of Moon and Leaf
Also at 1st level, you gain the innate ability to speak with woodland beings. You learn to speak, read, and write Sylvan, the song-like language of the fey. In addition, beasts understands your words when you speak Sylvan. This ability gives you no special power or skill to understand beasts, nor does it grant you an inherent friendship with them, but you do get advantage on Charisma checks made to influence beasts that you have not shown any hostility towards.
Most beasts lack the intelligence to understand sophisticated commands, but a beast might follow simpler ones if it is friendly towards you.
Faerie Flood
At 6th level, you learn to use the emotional, chaotic magic of the Feywild to strengthen your spells at the cost of damaging yourself as the energy flows through you.
When you cast a spell of 1st level or higher that allows you to roll for damage or to restore hit points, you can spend 3 sorcery points to cause a power surge. When you do, you can roll up to 4 additional damage dice or dice used to restore hit points, and you immediately take 1d10 force damage for every additional die rolled. This damage cannot be reduced in any way, including from resistances or immunities, and this damage cannot make you lose concentration on a spell unless it causes you to fall unconscious.
Additionally, any spells you cast that may damage an ally are treated as having the Careful Spell metamagic option applied to them without requiring expending a sorcery point.
Fey Resilience
Also at 6th level, your connection to the Feywild grants you resistance to psychic damage, and you have advantage on saving throws against being charmed or being transformed into another creature (as with polymorph and similar spells) against your will, and magic can't put you to sleep.
Leyline Travel
At 14th level, you learn the fey's hidden means of using leylines to travel - invisible channels of magic that flow through the natural world - to carry you and your friends vast distances instantly.
You learn the teleport spell if you don't already know it. You can cast it once per long rest without expending a spell slot. Additionally, you learn and may use the spell tree stride at will. Neither of these count against your number of sorcerer spells known.
Woodland Resistance
At 18th level, you feel so deeply connected to the land that you are able to call upon it to defend you in times of need. As a bonus action, you may spend 5 sorcery points to weave woodland magic around you to protect you from numerous effects. For 1 minute, you gain the following benefits:
- You have advantage on saving throws against spells and other magical effects.
- You have resistance to damage dealt by spells or other magical effects.
- You ignore difficult terrain.
- Whenever a creature within 10 ft. of you hits you with an attack, it takes 3d10 magical piercing damage as thorny vines lash out to defend you.
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