Sorcerer
Base Class: Sorcerer

Your innate magic comes from Fey magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a fey or who might even have claimed a fey parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Fey Ancestry

Due to your fey blood you can speak, read, and write Sylvan and you double your proficiency bonus for CHA checks involving fey. You also have access to the unique spells of nature granted to the druids.

Fey Magic

Choose an affinity for the source of your Sylvan power: earth, wind, fire, water, or void. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

ELEMENT SPELL
Earth Earth Tremor
Wind Healing Word
Fire Faerie Fire
Water Create or Destroy Water
Void Absorb Elements

In addition, you gain the ability to manipulate the elements to fuel magical effects. You may call upon an element of your choice, listed in the Fey Magic element chart, to cast the corresponding spell, at first level, without using a spell slot. You must then finish a long rest to use this ability again.

When you reach 5th level in this class, you may use this ability twice. You must then finish a short or long rest to use this ability again.

Earth

Earth Tremor

Fire

Faerie Fire

Void

Absorb Elements

Water

Create or Destroy Water

Wind

Healing Word

Fey Presence

Starting at 1st level, you posses the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your sorcerer spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Fey Sense

Starting at 6th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 30 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 15 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. You can spend 2 sorcery points to gain additional uses.

At 10th level this ability improves to 60ft on your self and 30ft on others

Fey Wings

At 14th level, you gain the ability to sprout a pair of butterfly or dragonfly wings (your choice) from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Archfey Protection

At 18th level, because of your embrace of your fey blood you have resistances that they posses.You cease to age and can't be aged magically. You are immune to being charmed or frightened.

Archfey Presence

Beginning at 18th level, you can improve the  presence of your fey ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened(if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

 

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