Sorcerer Origin
Feywild Lineage
The power of some sorcerers comes from antique pacts made between their ancestors and mystical creatures of the Feywild. Some even claim that they are directly descended from ancient creatures living in this parallel world. The malice of the fairies and the mystical magic of their distant forests guiding their steps.
Feywild Lineage Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Feywild Lineage Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the ranger or the druid spell list.
In addition, whenever you should learn a cantrip from the sorcerer spell list, you can choose to learn a cantrip from the druid spell list instead.
Art Credit : Wizards of the Coast
Feywild Lineage Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Faery Fire, Animal Friendship |
| 3rd | Flock of Familiars, Misty Step |
| 5th | Speak with Plant, Spirit Guardian (fey only) |
| 7th | Greater Invisibility, Polymorph |
| 9th | Awaken, Wrath of Nature |
Child of the Wild
When you choose that origin at 1st level, you gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. Alternatively, you can choose to gain proficiency with the Herbalism kit instead.
In addition, you learn how to use your innate link with nature to try to enchant the animals and vegetables around you. When you charm beasts or plants thanks to a spell or a feature, you can choose to use your bonus action to command the charmed creatures to perform a simple task (limited to a sentence or two). The charmed creatures understand you regardless of the languages they know, and do their best to fulfill the task as long as they are charmed if this one isn't obviously harmful to them or to an other creature (if it is, they just ignore your command).
You can use this feature a number of times equal to your proficiency modifier and regain all uses when you finish a long rest.
Bewitching Meta Magic
Starting at 6th level, you learn the two following meta magic options :
- Charming Spell. When you cast a spell, you can spend 2 sorcery points to create an aura of fey magic around you. Each creature within 15 feet of you must succeed a wisdom saving throw against your spell save DC or become charmed by you for 1 minute or until they take damage.
- Frightening Spell. When you cast a spell, you can spend 2 sorcery points to inspire fear inside the heart of your enemies. Each creature targeted by your spell or within the area covered by your spell must succeed a wisdom saving throw against your spell save DC or become frightened by you until the end of your next turn.
Fairy Dust
Starting at 14th level, when you target a creature with a spell, you can choose that it gains a flying speed equal to its walking speed for the duration of the spell (up to 1 hour, with a minimum of 1 round), in addition to all the other effects of your spell.
Pixie's Form
Beginning at 18th level, as an action, you can take the form of a pixie for 1 minute. While in Pixie's Form, you gain the following benefits :
- You become Tiny as you reduce to a size of 5 inches. Every object you wield or carry also reduces accordingly.
- You have a disadvantage on strength checks and strength saving throws.
- You gain a 60 feet flying speed (hover).
- You can cast Invisibility, Enlarge/Reduce and Misty Step at will without expending a spell slot.
- You are immune to charms.
- You can Hide as a Bonus Action.
When you use this feature, you can't use it again before you finish a long rest.
Homebrew lovingly made by LeRoiDeCarreau
A big THANK YOU to my patreons.
You are the ones that make all of this possible!
The Early Birds :
- Full Mettle
- Groov
- Even Geithus Øwre
- Mark Mckinney
- Ryan Magee