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### Song of Spring 3rd lv. As an action you can perform a tune that lasts for one minute, & allies within 30ft gain temporary hit points equal to twice your proficiency bonus.
Additionally, you may use your bonus action on subsequent turns to bestow temporary hit points to friendly creatures within 30ft of you.
You can use this feature a number of times equal to your proficiency bonus, and regain all uses after completing a long rest. ### Whimsy's Weaver 3rd lv. Whenever a creature you can see within 30ft succeeds a saving throw against a spell, you can expend one of your Bardic Inspiration die, roll the die, & subtract the total from the result; potentially turning the success into a failure.
Alternatively when a creature you can see within 30ft fails a saving throw against a spell or spell like effect, you can expend one of your Bardic Inspiration die, roll the die, & add the total to the result; potentially turning the failure into a success. ### Dazzling Display 6th lv. When a creature becomes affected by an enchantment or illusion spell you cast, you may expend one use of your bardic inspiration die. If you do, choose one of the following options: - You show them fey beauty. They become charmed by you for the duration of the spell.
Furthermore, they become charmed by one creature of your choice within 60 feet of you, as you paint them in a new light. - The target has disadvantage on all subsequent saves they make to resist the spell. - The target's speed drops to 0 for one round.
Furthermore, the round after their speed is reduced by this feature, they must succeed a wisdom saving throw or become frightened of you on the following round. ### Changeling Courtier 14th lv. When you bestow a creature a bardic inspiration die, instead of rolling the die, the target may expend the die & choose one of the following effects. - The creature has advantage on the next attack roll it makes. - The creature adds +1 to the DC of the next spell it casts. - The creature turns invisible until the start of it's next turn, or until it makes an attack or casts a spell.
\pagebreak ### Court Initiate You gain proficiency in the Insight skill, and you know the mind sliver cantrip.
It counts as a druid cantrip for you, but doesn't count against your number of cantrips known. ### Fey Shape At 2nd level, you can use your Wild Shape feature as a bonus action, instead wild shaping into a Fey creature.
If your form has spellcasting, to cast those spells you must spend a spell slot of the same level, & you can cast those spells a number of times as detailed in the stat block.(ex. 1/day)
When you do so, use your spell attack modifier & DC. #### Fey Shape Table | Druid Level | Max CR | Limitations | Example | |:---:|:-----------:| :----: | :---: | :---: | | 2nd | 1/4 | No flying or swimming speed |Blink Dog | | 4th | 1/2 | No flying speed | Satyr | 8th | 1 | | Dryad | 10th | 4 | | Yeth Hound | | 17th | 6 | | Annis Hag ### Resolve of The Wilds At 6th level, You have resistance to psychic damage, & you have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Additionally whenever you use your Fey Shape feature, you gain THP equal to your druid level. ### Distracting Visage At 10th level, as a bonus action you can teleport to an unoccupied space that you can see within 60ft.
You can use this feature a number of times equal to your PB & regain all uses after a long rest. ### Fey Resistance At 14th level, you have advantage on saving throws you make against spells.
Additionally you can gain darkvision out to a range of 60ft, or increase your darkvision's range by 60ft.
\pagebreak #### Fey Spells #### At 1st level, you learn additional spells as you level up as shown on the Fey Spells Table.
Each of them counts as a sorcerer spell for you but doesn't count against the number of spells known.
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 of the Enchantment or Illusion schools from the Sorcerer, Wizard, or Warlock spell list.
When you replace a spell through this feature, the new spell is added to the Fey Spells Table | Sorcerer Level | Spells | |:---:|:-----------:| | 1 | Charm Person, Faerie Fire, Thorn Whip | | 3 | Nathair's Mischief, Misty Step | | 5 | Blink, Hypnotic Pattern| | 7 | Confusion, Polymorph | | 9 | Awaken, Geas | #### Mantle of Illusion At 1st level your unarmored base AC is equal to 12 + your Charisma modifier. #### Mischief Maker At 6th level, you gain the ability to call forth a whimsical creature of the Feywild.
As a bonus action, you can spend 2 sorcery points to summon a fey acts on your turn & uses the Sidhe statblock.
When you use this feature & as a bonus action on subsequent turns you can command it to move 30ft & make an attack ; otherwise it takes the dodge action.
It remains in service to you for PB hours, until you use this feature again, or until it's hit points are reduced to 0. #### Fey Sorcery At 6th level when you cast any spell of 1st level or higher from your Fey Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
If you cast a spell using sorcery points & it has a duration of 1 minute or longer, double its duration, to a maximum duration of 24 hours. #### Fey Form At 14th level as an action you can polymorph into a Fey creature with a challenge rating equal to your PB.
You assume it's statistics for a number of hours equal to your Charisma modifier.
While in this form you cannot use any class or racial abilities, except for spells slots which you must expend to cast any innate spells you would gain. \columnbreak #### Petal Step At 18th level as a reaction to taking damage you can teleport 60ft to an unoccupied space you can see.
For one round a 20ft radial sphere of petals heavily obscures the space you left or the space to which you teleported (your choice).
You can use this ability a number of times equal to your Charisma modifier, & regain all uses after a long rest.
\pagebreak ___ > ## Sidhe >*Small fey, CG* > ___ > - **Armor Class** 14+PB > - **Hit Points** 5 + five times your sorcerer level (the sidhe has a number of hit dice [d10s] equal to your sorcerer level) > - **Speed** 30ft fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|15(+2)|10(0)|14(+2)|12 (+1)| >___ > - **Skills** Perception: +2+PB > - **Saving Throws** Dex: +3+PB, Wis: +2+PB > - **Condition Immunities** charmed > - **Senses** darkvision 60ft > - **Languages** Common, Sylvan > - **Challenge** PB > ___ > ### Features >
Magic Resistance
The sidhe has advantage on saving throws against spells and other magical effects
> ### Actions > Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an object > ### Attacks >
Sidhe Spark
your spell attack modifier to hit, range:30 ft; PBxd4 psychic damage