Base Class: Sorcerer
Your innate magic comes from a run-in with the denizens of the Feywild in your or your ancestors' past. You may have a distant relative who is actually a fey or perhaps you were conceived at a revelry at one of the fey courts. The magic of the perpetual twilight of the Feywild can be as capricious as the fey themselves and it's entirely possible you were simply granted these powers with a sprinkle of faerie dust and the fickle whim of a bored sprite.
Expanded Spell List
You know the Druidcraft cantrip, and you learn the following spell at the listed sorcerer level. None of these spells count against your total spells known.
Fey Ancestor
At 1st level, you can speak, read, and write Sylvan. Whenever you make a Charisma check the involves interacting with a creature of the fey type, your proficiency bonus is doubled for the check.
Otherworldly Presence
The magic of the Feywild drapes over you like a heavy cloak, subtly influencing how the world interacts with you. Your ancestry manifests in the mind of those trying to harm you. At 1st level, when a creature attacks you, you can use your reaction to spend 1 sorcery point to cause the creature to make a Wisdom saving throw. If the attacker fails, they have disadvantage on all attacks targeting you until the start of their next turn. Creatures that are immune to being charmed pass the check automatically.
Bewildering Charms
Starting at 6th level, you inherit the Fey's uncanny ability to charm people, even those actively trying to fight you. Targets of your enchantment spells are not granted advantage on their saving throws if they are in combat with you and your allies. If combat would make them immune to the spell, the instead make the check with advantage. Additionally, when a spell you cast that charmed one or more creatures ends, the target must make a Wisdom saving throw against your spell save DC. If the save fails, the target is unaware that they were magically charmed by you. Otherwise, the spell resolves as normal.
Faerie Dust
At 14th level, you are able to temporarily bless yourself and others with the gifts of the Feywild. As an action, you can spend 1 sorcery point to choose one ability from the list below. You gain the benefits for one hour. By instead spending 4 sorcery points, you may target a number of additional creatures equal to your Charisma Modifier. You grant each targeted creature one of the options below of your choice for 1 hour. Each creature can gain the same benefit, or each creature can be granted a separate benefit.
Fairy Wings: You grow a pair of fairy wings. You gain a flying speed of 30 feet. If you already have a flying speed, it increases by 30 feet.
Fey Cover: Your body is constantly covered in a field of shimmering sparkles, otherworldly shadow, or natural foliage, depending on your surroundings. This cover gives you advantage on all Stealth checks.
Feywild Size: You gain the ability to change the size of your body. You change you size, just like you had cast the enlarge/reduce spell on yourself. The effects last for 1 hours.
Festivities of the Court
Your connection to the Feywild is so strong, you're able to open a gate between the Feywild and the Material Plane. At 18th level, you may spend 5 sorcery points as an action to bring the Feywild into the Material Plane in a 30 foot circle centered on you that lasts up to 1 minute and requires concentration. This area is treated as difficult terrain for all creatures other than you as the area is filled with overgrown with plants. All creatures of your choice that start their turn in the area must make a Charisma saving throw. Creatures that fail this saving throw are charmed by you, and are unable to leave the area willingly. Creatures that are immune to being charmed automatically pass this saving throw.
Comments