Fey Bloodline
Fey Bloodline
Your innate magical abilities come from the magic of creatures of the Feywild that was linked in the blood of your ancestors. Sorcerers of this origin typically are able to trace their descent from the satyrs which breed rapidly with other races, however other fey creatures may have either made deals with your ancestors or reproduced with them. A small percent of these bloodlines may be well known, however, most of them are obscure due to the flighty nature of fey.Fey Bloodline Origin Spells
Sorcerer Level | Spells |
---|---|
1st | faerie fire or entangle |
3rd | calm emotions or moonbeam |
5th | plant growth or protection from energy |
7th | confusion or conjure woodland beings |
9th | geas or awaken |
11th | scatter or conjure fey |
Fey Descent
You can speak, read, and write Sylvan. Additionally, whenever you make a Charisma check when interacting with the Fey, your proficiency bonus is doubled if it applies to the check.Your link to the Feywild allows you to learn spells normally associated with the Druid class. When your Spellcasting feature lets you learn 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 the restrictions for selecting the spell, and it becomes a Sorcerer spell for you.
Natural Traveler
Starting at 1st level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.Fey Dash
At 6th level, whenever you take damage, you can use your reaction to teleport in a puff of mist up to 30 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your Constitution modifier and you regain all uses after a long rest.Presence of the Fey Wild
At 6th level, you can use an action to spend 3 sorcery points to emit an aura of calming energy. This aura lasts 1 minute, or until you lose your concentration (as if you were concentrating on a spell). All hostile creatures within 30 feet of you have disadvantage on attack rolls targeting you. At 14th level all hostile creatures in the aura have disadvantage on saving throws against any spell you cast.Sylvan Descent
At 14th level, your ancestors from the fey give you some perks. You have advantage on saving throws against being charmed, are immune to disease and poison-type damage, and magic cannot put you to sleep. You also gain advantage on saving throws against being grappled and are immune to being paralyzed.Misty Ride
At 18th level, you have gained the ability to transport others instead of just yourself. As a bonus action, you can expend 4 sorcery points to teleport a creature or object of any size within 30 feet of you to a distance of 60 feet away from yourself. If the target is a creature, it must make a Constitution saving throw against your spell save DC to resist being teleported.You can also spend 6 sorcery points to teleport a group of willing creatures equal to half of your sorcerer level out of danger, alternatively you can send yourself to the Fey Wilds and regain a spell slot of 5th or lower. You can still see the fight and watch from a distance, however, you can only stay for no longer than 1 minute while in combat.
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