Fey-Touched Sorcerous Origin

by DrYoshiyahu

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Fey-Touched

Sorcerous Origin

Your innate magic comes from fey magic that has touched you or your ancestors. Many fey-touched sorcerers can trace their descent back to a satyr, dryad, eladrin, or hag, but they may have also been blessed or even cursed by a fairy, pixie, or even an archfey.

The presence of fey magic within a person may manifest itself in vibrant, multicoloured hair, different coloured — even multicoloured — eyes, or even silvery or glittery skin. Fey-touched may experience heightened or extreme emotions, and their emotions may also tend to change rapidly and without warning.

Fey-Touched Features
Sorcerer Level Feature
1st Fey Magic, Sylvan Dialogue, Woodland Companion
6th Dance of the Feywild, Woodland Companion (Improved Abilities and Hit Points)
10th Dance of the Feywild (Invisibility), Woodland Companion (Improved Hit Points)
14th Fairy Wings, Dance of the Feywild (Etherealness)
18th Endearing Presence, Fairy Wings (Fairy Dust)

Fey Magic

This is an optional variant feature for those that use expanded spell lists with sorcerers.

You learn additional spells when you reach certain levels in this class, as shown on the Fey-Touched Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. The spells can't be replaced when you gain a level in this class.

Fey-Touched Spells
Sorcerer Level Spells
1st faerie fire, dissonant whispers
3rd enthrall, moonbeam
5th conjure animals, plant growth
7th compulsion, conjure woodland beings
9th dream, modify memory

Sylvan Dialogue

Your connection with the fey allows you to communicate with the creatures that call the Feywild home. You can speak, read, and write Sylvan.

Woodland Companion

Starting at 1st level, you can call upon the service of a creature of the feywilds. As an action, you can cast Find Familiar, ignoring spell components, conjuring either a blink dog, a cheshire cat, or a fairy owl. The creatures' statistics are included in this document. Your woodland companion can use its attacks. The creature disappears after 10 minutes, or if it is reduced to 0 hit points.

Once you use this feature, you can’t use it again until you finish a short or long rest.

When you reach 6th level in this class, the creature gains the following improvements:

  • The blink dog gains a multiattack, with which it can make two attacks and teleport if possible. Its attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. It gains a +2 to its Armor Class and Strength and Dexterity Saving Throws. Its teleport recharge is also increased to 3–6.
  • The cheshire cat gains the ability to speak Elven and one other language of your choice, and the ability to innately cast Charm Person and Sleep once each per day. Its spellcasting ability is Charisma (spell save DC 13, +4 to hit with spell attacks). It also gains a +2 bonus to Deception and Persuasion.
  • The fairy owl gains truesight out to a range of 120 feet. It gains a +2 bonus to Perception and Passive Perception. It also gains immunity to the Blinded condition.

The creature also gains additional hit dice when you reach 6th and 10th level in this class, increasing its hit points according to the Woodland Companion Hit Points table.

Woodland Companion Hit Points
Sorcerer Level Blink Dog Cheshire Cat Fairy Owl
1st 22 (4d8 + 4) 14 (4d4 + 4) 10 (4d4)
6th 27 (5d8 + 5) 17 (5d4 + 5) 12 (5d4)
10th 33 (6d8 + 6) 21 (6d4 + 6) 15 (6d4)

Dance of the Feywild

Starting at 6th level, you can spend sorcery points as a bonus action to teleport to an unoccupied space that you can see. You can teleport up to 15 feet for each sorcery point you spend, to a maximum of 150 feet.

When you reach 10th level in this class, you can spend sorcery points as a bonus action to become invisible. You can become invisible for a number of rounds equal to the number of sorcery points you spend, to a maximum of 10 rounds. The invisibility ends if you attack or cast a spell.

When you reach 14th level in this class, you can spend sorcery points as a bonus action to step into the Ethereal Plane. You remain in the Etheral Plane for a number of rounds equal to half the number of sorcery points you spend, to a maximum of 5 rounds.

You can use any number of these features with a single bonus action.

Fairy Wings

Starting at 14th level, you can use a bonus action to manifest a pair of beautiful fairy wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.

When you reach 18th level in this class, you can use an action to scatter fairy dust over your allies to give them the ability to fly for short periods of time. You can spend 2 sorcery point for each creature of your choice within 10 feet. The chosen creatures gain a magical flying speed of 30 feet for 10 minutes.

Endearing Presence

At 18th level, you gain immunity to being charmed and frightened.

In addition, when you manifest your fairy wings, or as a bonus action while they are present, you can assume a glorious fey appearance for 10 minutes, until you dismiss your fairy wings, or until you are incapacitated.

When you assume this appearance, or as a bonus action thereafter, you can attempt to charm creatures within 60 feet who can see or hear you. Choose a number of creatures up to your Charisma modifier (minimum of one).

The chosen creatures must succeed on a Wisdom saving throw against your sorcerer spell save DC or be charmed by you for as long as the fey appearance is active. Fey creatures have disadvantage on this saving throw. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

Once you assume this fey appearance, you can’t do so again until you finish a long rest.

Appendix: Creature Statistics



Cheshire Cat

Tiny fey, chaotic neutral


  • Armor Class 13
  • Hit Points 14 (4d4 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 13 (+1) 13 (+1) 16 (+3)

  • Saving Throws CHA +5
  • Skills Deception +5, Insight +3, Perception +3, Persuasion +5, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Common, Sylvan
  • Challenge 1/4 (50 XP)

Superior Invisibility. As a bonus action, the cat can magically turn any part or all of its body invisible until its concentration ends (as if concentrating on a spell). Any equipment the cat wears or carries can be invisible with it.

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage + 2 (1d4) psychic damage.



Fairy Owl

Tiny fey, unaligned


  • Armor Class 12
  • Hit Points 10 (4d4)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (+0) 10 (+0) 17 (+3) 7 (-2)

  • Skills Perception +5, Stealth +4
  • Senses Darkvision 120 ft., Passive Perception 15
  • Languages Understands Giant Owl and Sylvan but can’t speak them
  • Challenge 1/4 (50 XP)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Ethereal Sight. The owl can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The owl can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 slashing damage + 2 (1d4) force damage.

Etherealness. The owl enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

 

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