Sorcerer - Fey Magic
Your innate magic comes from fey magic that was
mingled with your blood or that of your ancestors. Most
often, sorcerers with this origin trace their ancestry
back to a lord or lady of the Plane of Faerie. Other fey
sorcerers are descendants of warlocks who of made a
pact with an archfey. The rarest of these sorcerers are
those who travel to the Feywild and manage to absorb
some of the plane’s natural magic by happenstance.
Fey Magic Features
Sorcerer Level Features
1st Wild Knowledge, Fey Magic
6th Nature’s Armor
14th Sylvan Embrace
18th Untamed Champion
Wild Knowledge
Starting at 1st level, you can speak, understand, and
write Sylvan and gain proficiency in the Nature skill.
Fey Magic
Your link to nature allows you to learn spells from the
druid class. When your Spellcasting feature lets you
learn or replace 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.
Nature’s Armor
Starting at 6th level, you can use a bonus action to make
thorny vines cover your skin. The vines last for 1 hour.
While this feature is active, your AC can’t be less than 16,
regardless of what kind of armor you wear, and creatures
that hit you with melee attacks take piercing damage
equal to half your sorcerer level (minimum 1). This
damage counts as magical for the purpose of overcoming
resistance and immunity to nonmagical damage.
You must finish a short or long rest before you can
before you can use this feature again.
Sylvan Embrace
When you reach 10th level, you can’t be charmed,
frightened, or put to sleep by fey and you can speak,
understand, and write Druidic.
Additionally, when you cast a sorcerer spell of 1st
level or higher, you can expend 1 sorcery point to make
yourself and any equipment you possess invisible until
the end of your next turn. This invisibility ends early if
you attack or cast a spell.
Untamed Champion
At 18th level, whenever you cast a cantrip or spell that
deals one of the following damage types, you can change
the damage to another type on the same list by spending
a number of sorcery points equal to the spell’s level: acid,
cold, fire, lightning, poison, or thunder. Changing the
damage type of a cantrip costs 1 sorcery point.
Additionally, once per turn when you cast a spell of 1st
level or higher you can spend all of your movement speed
on your turn to teleport up to 15 feet to an unoccupied
space that you can see.
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