Base Class: Sorcerer
Just across an unseen border exists an eternal realm of Twilight where Sylvan Creatures live and thrive. A land of mischief, where your word is bond and where deals are struck. You, or someone from your lineage, might have become involved in a Fey contract or had given their true name to a powerful Fey. Perhaps you were traded to a Hag and were experimented on. Whatever happened, the blood of powerful Fey run through your veins, granting you untold magical power.
Sylvan Majesty
You have been blessed by the Fey so you bring a little bit of the Feywilds with you everywhere you go.
Feywild Features
d12
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your eyes reflect the current lunar cycle.
7 Your mirror reflection is slim and pale white.
8 Whenever you stand illusionary flowers blossom and when you move they follow you
9 You can shapeshift your eyes between insectoid, snake like, or cat like.
10 Your hair becomes flowing river water that never falls or autumn leaves.
11 Your teeth become gold.
12 Whenever you are hit illusionary stars swirl around your head.
In addition, when you make a persuasion or deception against a Fey, you may double your proficiency bonus to the check.
You can read, write, and speak Sylvan.
Power of Names
Starting at 1st level, you gain the ability of a fey’s true name. You may adopt your own true name and you gain the power to use another’s true name. The true name is the first and last name of the person you are communicating with. Creatures that only have one name have that as their true name.
Speaking someone's true name does the following affects:
You may cast charm person or command on the creature whose name you have spoken. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
At 5th level, you may call upon their true name and cast sending without expending a spell slot. Once this feature is used, it cannot be used again until after a long rest.
You may only pick one of these effects when using a creature's true name against them every long rest. If you only know part of their true name they get advantage on saves.
If creatures know your true name they get advantage on insight checks against you. They can also choose to either impose disadvantage on saves you make when they are attacking you, disadvantage on attacks you make against them, or can grant themselves advantage when attacking you, but they can do this once per long rest.
Anyone who knows your true name can call your true name 3 times and you will appear 30 feet near them, this can only be done every 1d4 long rests and if you are both on the same plane, to resist this effect you can do a charisma saving throw DC 20.
Additionally you may not magically force a creature to say its true name or use detect thoughts. They must consensually say it's true name. No one can overhear your name being used, it will be inaudible to them. The only way another person can know your name is if someone who knows tells them or you tell them.
Art of the Deal
Starting at 6th level, you are able to create a contract that magically binds you and another person to the terms of agreement. Each party offers an exchange of goods or a service to be agreed upon. If one party fails to uphold their end of the contract, they suffer one of the effects of the remove curse and have disadvantage on death saving throws. These effects can only be lifted by the wish. If a creature gains all of the effects of remove curse from this feature, the creature dies and can not be resurrected.
The contract must be sealed in blood and cannot be made if one of the parties uses enchantment magic on the other. Both parties must be able to understand each other and the contract. If both were to forfeit the contract would be void. Participants of the contract are magically forbidden of speaking about the contract to outside parties until after the deal is completed or rendered void.
When a contract is successfully completed, you gain temporary hit points equal to your sorcerer level and a minor boon of the DM's choice.
You can only make a number of contracts equal to your proficiency modifier every 1d4 long rests.
Sylvan Step
As a bonus action, you can teleport up to 30 feet away to a spot you can see. Immediately after you teleport, each creature of your choice within 10 feet of you takes force damage equal to half your sorcerer level + your Charisma modifier.
Archfey Ascension
As your power reaches new levels, your very force of presence has elevated you beyond mortal standing and you transform into a lesser Archfey. This transformation causes the following changes:
- Your racial type is Fey
- You gain a flying speed of 30 feet. If you already have a flying speed, increase it by 60 feet. You have the hover property.
- You no longer age, if you were already older you revert in appearance to a young adult.
- You gain resistance to non-magical weapons.
- If you spend at least one minute talking to a beast, fey, or humanoid of CR1 or lower they must make a Wisdom saving throw against your spell save DC or be charmed. While charmed, they have a positive opinion of you and their thoughts are preoccupied with being in your presence. Creatures charmed in this manner will protect you or follow you into danger only if they would do so for a friend or loved one. The effect ends when you dismiss it or if you take hostile action towards them or their companions.
- In the Feywild, none of your spells require concentration.
- Your appearance changes: you become slimmer, your ears become elongated to twice the length of an elf's ears, and your size becomes medium (if it isn't already). You may assume your original appearance or your archfey appearance as an action.






