Base Class: Sorcerer
Your magic is drawn from the mysterious powers of the feywild. It grants powers to influence others as well as limited control over nature. You may have been gifted these powers from an archfey, or are yourself a creature of the feywild. Perhaps you had an ancestor who was a dryad in disguise.
Often, Fey Born are chosen as champions of nature, tasked as protectors. Perhaps you are the caretaker of a secluded glade or entrance to the feywild. Maybe you are simply just a trickster tasked with keeping the world from being too boring.
Fey Magic
1st-level Fey Born feature
You learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Fey Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Entangle, Tasha's Hideous Laughter |
| 3rd | Misty Step, Mirror Image |
| 5th | Dispel Magic, Plant Growth |
| 7th | Dimension Door, Polymorph |
| 9th | Tree Stride, Mislead |
Feywild Spirit
1st-level Fey Born feature
Your connection to the feywild has granted you a spirit companion that guides and protects you. You learn the Find Familiar spell if you don't already know it. It doesn't count against the number of spells you know, and you can cast it once per long rest without a spell slot or material components. It also gains the following benefits:
- Your familiar's form can be any unaligned beast with a CR of 0, as long as you choose fey as its creature type.
- As long as your familiar is within 30 feet of you, you have an advantage on Wisdom (Perception) checks and Wisdom (Insight) checks, and you can speak to and understand plants and animals.
- Whenever you cast a spell, you can use a bonus action to command your familiar to use its reaction to attack and/or move up to its total movement.
When you reach 6th level, your familiar can be any unaligned beast of up to CR 1/8, and at 11th level it can be any unaligned beast up to CR 1/4.
Fade Away
6th-level Fey Born feature
You can use a bonus action to turn invisible. This invisibility lasts until the end of your turn. You can use this ability a number of times equal to your Charisma modifier (minimum of once) and you regain all uses when you finish a long rest.
Sylvan Flight
14th-level Fey Born feature
As a bonus action, you can cause faerie-like wings to sprout from your back, granting you a flying speed of 60 feet.
In addition, when you manifest these wings you can choose to reduce your size category to tiny, with your height and weight reduced accordingly (half for small creatures, one-quarter for medium, etc). All of the items you are wearing or carrying reduced as well, but any of your shrunken weapons will only deal 1d1 damage and you have disadvantage on Strength checks and Strength saving throws while reduced.
You can dismiss your wings as a bonus action, retuning you and any items reduced with you to their normal size if they were reduced with this ability. You cannot dismiss your wings if don't have enough room to return to your normal size.
Soul of the Fey
18th-level Fey Born feature
You know how to influence the fey spirits to cause events to sway in your favor. Whenever you or another creature within 30 feet of you would make a skill check, attack roll or saving throw, you can use your reaction to have the result be your choice of a 1 or a 20 instead of the rolled result. This does not count as a critical hit/miss.
Once you use this feature, you can't use it again until you finish a long rest or you can spend 6 sorcery points to use it again.
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