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# Fey bloodline Those blessed with the magic of the fey are not always elves. Fey magic an the nature world effect all manner of life. Perhaps your ancestors met a fair dryad or satyr, or maybe you were the subject of some lost fey magics. Where ever you get your fey magic you now have a connection to the primeval elements of nature, illusions, and magics.
| Level | Ability| |:----:|:-------------| | 1st | Expanded spell list, Charming presence | | 6th | Fey communication | | 14th | Fey camouflage, Natures wrath | | 18th | Fey resistance, Sorcerous transcendence |
##### Fey bloodline expanded spells: Starting at 1st level, you gain extra spells. These spells are sorcerer spells for you and you always have them prepared. | Spell Level | Spells | |:---:|:-----------:| | 1st | *Disguise Self*, *Entangle* | | 2nd | *Animal Messenger*, *Misty Step* | | 3rd | *Fear*, *Hypnotic Pattern* | | 4th | *Conjure Woodland Beings*, *Greater Invisibility* | | 5th | *Cloudkill*, *Mislead* |
#### Charming presence: At 1st level, Your fey ancestry manifest as a charming aura that surrounds you. Once per short rest you can cast *charm person* without expending a spell slot. **Additionally** you have advantage against being charmed. You also learn the Sylvan language if you do not already know it.
#### Fey communication: Starting at 6th level, You can communicate with beasts, plants, and fey creatures as if you shared a language. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. **Additionally** When communicating with a beast, you gain advantage for any charisma skill checks for these beasts. \columnbreak #### Natures wrath: Starting at 6th level, Your Fey magic allows you to control nature, bend it to your will. As an bonus action, you can cause vines and bramble to grow and reach for all creatures within 10ft radius of a point you choose. You must see the area you are effecting and it must be withing 30 ft. The creature(s) must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature(s) takes *1d4 + your Charisma* bonus of piercing damage. The creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines wither and die. You can use this ability 1 + your Charisma bonus number of times before having to take a short rest.
#### Fey camouflage: Starting at 14th level, When in nature you blend in with your surroundings and have a primeval awareness of the land around you. You can attempt to hide, with advantage, when in an area of foliage, heavy rain, or another natural environment. **Additionally** you gain advantage on perception checks while in these environment.
#### Fey resistance: Starting at 18th level, your natural Fey magic makes you hard to target with spells, you gain advantage on saving throws against spells and other magical effects. Your fey bloodline also give you resistance resistance to poison damage and one damage type of your choice, out of the following damage types: Acid, Cold, Fire, Force, Lighting, Necrotic, or Thunder. You can change the damage type your resistant to on a long rest.
#### Sorcerous transcendence: At 18th level, your Fey ancestry allows you to regenerate your magical ability faster. When you take a short rest you regain half your Sorcerery points. This ability becomes expended after its first use and cannot be used again until you take a long rest.