Sorcerer
Base Class: Sorcerer

When a child is born by a fey leyline crossing under the full moon, had a lord or lady of the fey smile upon upon their birth, or has a distant ancestor of a woodland nymph or powerful archfey, they sometimes manifest as a sorcerer. These sorcerers are connected to the magic of the Feywild - a twilight realm of emotion and chaos, of the primal forces of nature and the extremes of wonder that underlies the material plane.

Sylvan Magic

Your link to the untamed energies of the Feywild allows you to learn spells normally associated with the Druid class. You learn the _Druidcraft_ cantrip. In addition, when your Spellcasting feature lets you learn 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 restrictions for selecting the spell, and it becomes a Sorcerer spell for you.

Beguiling Protection

At 1st level, your subtle charms create an illusion about your form that makes you more difficult to hit with attacks rolls. You gain a bonus to your AC equal to half your Charisma modifier (rounded up) when you are wearing no armor and not weilding a shield. At level 8 in this class this bonus increases to equal your Charisma modifier.

Tongue of Moon and Leaf

At 1st level, you have the innate ability to speak with woodland beings and plants of the wilderness. You can learn to speak, read, and write Sylvan, the song-like language of the Fey (if you already speak Sylvan, you learn Elvish or Undercommmon instead). In addition, beasts and plants understand your words when you speak Sylvan. This ability gives you no special power or skill to understand beasts or plants in return nor does it grant you a friendship with them.

Jaunt of the Fair Folk

Starting at 6th level, you begin to move in the bewildering and enchanting ways of the fair folk. As a bonus action on your turn, you can take upon a form of fey wonder as you move (such as a beautiful melody traveling through a glade, a swirling vortex of leaves dancing on the breeze, a scent of honeysuckle and lavender wafting by the morn). While in this form, you cannot be grappled or restrained and your movement does not provoke opportunity attacks and you ignore difficult terrain. You revert to your normal form at the end of your turn or when you take any action other than the Dash action.

If you end this movement and your turn within 5 feet of a friendly creature, that creature can add your Charisma modifier to its next attack roll.

You can use this feature a number of times equal to your Charisma modifier per long rest.

Open Eyes

Starting at 6th level, you gain a sight which allows you to temporarily see the hidden Fey magic of the world. As an action, you can open your awareness to magically detect any Fey or Fey-like magic in a 60 foot radius.

Until the end of your next turn, you know the location of any Fey that are not behind total cover or protected by divination magic, if any creature in the area is under the effect of an enchantment spell, or if any object or effect in there area is an illusion. This sense does not tell you anything about the Fey creature's capabilities or identity nor does it tell you the specific enchantment or illusion spell cast.

You can use this feature once per short or long rest.

Leyline Manipulation

At 14th level, you learn the fey's hidden means of using leylines, invisible channels of magic that flow through the natural world, to carry you, your image, and your friends vast distances instantly.

Your learn the Plane Shift, Project Image, and Transport via Plants spells. These do not count against your spells known as a Sorcerer but count as Sorcerer spells for you.. Once a day you can cast one of these spells without expending a spell slot or requiring the material components. The use of Plane Shift with this ability is limited and can only take you to the Feywild or back to the Prime Material plane.

Once you use this feature, you cannot use it again until you finish a long rest.

Fey Majesty

At 18th level, your fey heritage manifests itself fully. You stop aging and take upon a visage of terrifying beauty as your creature type shifts from Humanoid to Fey (if it is not already). In addition, you permanently gain the following benefits:

  • You gain Truesight out to a range of 60 feet.

  • You are immune to both the Charmed and Frightened condition and cannot be aged magically.

  • Moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

  • Whenever a creature makes a saving throw to end the effects of one of your spells that results in the Charmed or Frightened condition or investigates to end the efects of one of your illusion spells, you can spend 2 Sorcerery point to force it to do so with disadvantage.

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