Sorcerous Origin: Fey Soul
The potent magic of the Feywild has been of interest to many mages of the past. Attempting to harness the magic or even travel to the plane itself was the focus of many powerful wizards and sorcerers. During these exploits into the Feywild, the magic has worked its way into mortals. This power manifests into natural prowess with odd magics, sometimes not until tens of generations later.
Fey Soul Quirks
| d6 | Quirk |
|---|---|
| 1 | Natural colors seem more vibrant to you. |
| 2 | You dislike using metal other than ore. |
| 3 | You enjoy lightheartedly pranking people. |
| 4 | When you dash, you leave a faint trail of dust. |
| 5 | You appear ever so slightly smaller than you are. |
| 6 | You are opposed to violence. |
Fey Soul Features
| Sorcerer Level | Features |
|---|---|
| 1st | Touch of the Feywild, Blessing of the Court |
| 6th | Meld Into Nature |
| 14th | Magic Resistance |
| 18th | Hide From Mortals |
Touch of the Feywild
The Fey magic you possess lets you choose from an expan-ded list of spells when you learn a sorcerer spell. The follo-wing spells are added to the sorcerer spell list for you.
Fey Soul Expanded Spell List
| Spell Level | Spells |
|---|---|
| 1st | Animal Friendship, Faerie Fire |
| 2nd | Barkskin, Moonbeam |
| 3rd | Plant Growth, Speak with Plants |
| 4th | Hallucinatory Terrain, Locate Creature |
| 5th | Commune with Nature, Tree Stride |
| 6th | Conjure Fey, Transport via Plants |
Additionally, you can speak, read, and write Sylvan.
Blessing of the Court
When you gain this feature at 1st level, choose Spring, Summer, Autumn, or Winter. You may use your action to release a wave of magic depending on the season you chose.
Spring: Up to six creatures of your choice within 30 feet of you regain hit points equal to 1d4 + half your sorcerer level and have advantage of Constitution Saving throws until the end of your next turn.
Summer: All creatures within 20 feet of you take 1d6 + half your sorcerer level fire damage and have disadvantage on Ability checks until the end of your next turn.
Autumn: Up to six creatures of your choice within 30 feet of you have -2 AC and disadvantage on Constitution Saving throws until the end of your next turn.
Winter: All creatures within 20 feet of you take 1d4 + half your sorcerer level cold damage and have their speeds halved until the end of your next turn.
Once you use this feature, you cannot use it again until after a long rest.
Meld into Nature
Starting at 6th level, you have the ability to step into a natural object or surface large enough to fully contain your body, mel-ding yourself and all the equipment you carry with the stone for the duration. This object could be uncut stone, a tree, a giant mushroom, or a mound of dirt. Using your movement, you step into the natural object at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the natural object, any Wisdom (Perception) checks you make are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the natural object. You can use your movement to leave the natural object where you entered it, which ends the spell. You otherwise can’t move. You take half of the damage that the object takes.
Once you use this feature, you cannot use it again until after a short or long rest.
Magic Resistance
Starting at 14th level , you ave advantage on saving throws against spells and other magical effects. You also gain resistance to a damage type based on your Season.
Spring: You have resistance to poison damage.
Summer: You have resistance to fire damage.
Autumn: You have resistance to necrotic damage.
Winter: You have resistance to cold damage.
Hide From Mortals
Starting at 18th level , as a bonus action you can spend 7 Sorcery Points to turn invisible until your concentration ends (as if concentrating on a spell) or until 10 minutes
pass. Up to ten creatures of your choice see a
trail of dust around you and know
your location.
You can use this feature
a number of times equal
to your Charisma modi-
fier (a minimum of once) .
You regain all expended
uses when you finish
a long rest.
