Sorcerer
Base Class: Sorcerer

The fey are mythical creatures that dwell within the feywild. By inheriting their blood, you gain the whimsy and magic from the Feywilds, bringing small miracles and wonder to the other realms.

Feywild Bloodline

Your fey blood grants you attunement to nature, gaining the following benefits:

- You learn the Druidcraft Cantrip, which doesn't count as a known cantrip.
- The Druid Spell List is added to your List of Avaliable Spells
- You can communicate and understand simple ideas with animals and plants
- You are not hindered by difficult terrain from the natural environment or plant life, having the environment forge a path for you (and only you) as if you were in the Feywilds.

Magic Arrow

When casting a spell, you can use an alternate version of spellcasting, forgoing the spell save/spell attack and range.

You conjure a bow of magical fey energy, shooting a mystical arrow that carries the effect of the spell for you. 

Make a ranged spell attack to a creature within range (150/600).
On a hit, the creature suffers the spell's effect.

- You can use spells that have a range of self or touch for this method.
- Spells that require failed saves to work automatically fail, but other spell saves must still be made.
- You can only target one creature with this arrow

On AOE spells, you can fire an arrow to choose the AOE's starting point, as long as it is in the range of 150.
(Can fire arrow over cover for an AOE spell point.)

Can be used to determine the point of creation for a conjuration spell, as long as there is enough free space for the creature, and it is within the boundary of which the spell could be kept up, if any.

Otherwordly Charms

Starting at 6th level, targets of your enchantment spells are not granted advantage on their saving throw if they are in combat with you or your allies. Additionally, when a spell you cast that charmed one or more creatures ends, the targets must make a Wisdom saving throw against your spell save DC. If the save fails, the targets are unaware that they were magically charmed by you. Otherwise, the spell resolves as normal.

Feystep

Starting at 14th level, as a bonus action or reaction to being hit with an attack, you can spend 2 sorcery points to teleport 30 feet to a spot you can see. 

Alternatively, you spend 4 sorcery points instead to gain additional benefits;
-  You regain Hit Points equal to Half your Level
- You are invisible for 1 minute, or until you attack or cast a spell.

You can only use this feature once per round.

Festivities of the Court

At 18 level, you may spend 5 sorcery points and an action to bring the Feywild into the Material Plane, lasting for 1 minute or as long as you hold concentration for it. 

This rip into the Feywild is a sphere of 60ft, centered on you and moves with you.
For all other creatures than you, it is considered difficult terrain, filled with plant overgrowth, furniture and partying fey (that do nothing but provide difficult terrain, music and noise).
All other creatures than you that start their turn in the sphere or enter the sphere must make a Wisdom Saving throw.
On a failure, the creature is wrapped up in the festivities, becoming charmed by you and unable to leave the area willingly.

When the effect ends on the creature, be it you moving out of range or the feature ending, the creature suffers the effect of the confused spell until the end of their next turn, and must make a Wisdom save to recollect any events in the battle prior to and during the feature.

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