Sorcerer
Base Class: Sorcerer

Whether your ancestor was lured to the otherworld and became saturated in its magics. Or a wayward spirit created a child with another ancestor. Or perhaps the parents to whom you were born to had their child swapped as part of a mischievous ploy from a great spirit of the Otherworld. You are saturated in the magic of the Otherworld. You grew up and strange things happened around you, your family could lose you for weeks in the forest. Animals and spirits would be drawn to you and often you had an imaginary friend, as you family would have it, but actually it was a spirit drawn to your mysterious presence.

Sight of the Otherworld

Starting at 1st level, you have darkvision with a range of 60 feet. You learn the cantrip minor illusion.

When you reach 3rd level in this class, you learn the invisibility spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast invisibility using sorcery points you can only cast it on yourself but are able to end the invisibility on your turn as a bonus action. At the end of your turn you return to invisibility as long as concentration has not been broken.

Deathless Fortune

Starting at 1st level, your existence in a timeless state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point and are teleported to an empty space 10ft away. You can’t use this feature if you are reduced to 0 hit points by necrotic damage or by a critical hit.

After the saving throw succeeds, you can’t use this feature again until you finish a short or long rest.

Aspect of Otherself

At 6th level, you gain the ability to call forth a beautiful fae spirit to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a Fae Companion to target one creature you can see within 120 feet of you. The spirit uses the naiad statistics (see Mythic Odysseys of Theros), with the following changes:.

  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the spirit automatically knows its target’s location. If the target was hidden, it is no longer hidden from the spirit.

The spirit appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the spirit. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The spirit can make opportunity attacks, but only against its target. Additionally, while the spirit is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The spirit disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

The Dark Places of the Wold

At 14th level, you gain the ability to step from one non-hostile medium or larger plant into another. When you are next to a non-hostile medium or larger plant, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is next to a non-hostile medium or larger plant.

Presence of the Otherworld

You can immunity to all charm and frightened effects. Furthermore at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a fantastical fae form. In this form, you have resistance to all damage from spells, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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