Your bloodline is suffused with cosmic chaos. That power arises from the Feywild, where you or someone from your lineage became entangled with the fey. Perhaps someone in your family bargained with a faerie and you are now the manifestation of that deal. Whatever its origin within you, the power of chaos may seem unpredictable to others, but to you, it is something wonderful to be harnessed.
You learn additional spells when you reach certain levels in this class, as shown on the Faerie 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 an conjuration or an enchantment spell from the sorcerer, warlock, or wizard spell list.
In addition, consult the Manifestations of Chaos table and choose or randomly determine a way your connection to chaos manifests while you are casting any of your sorcerer spells.
Your connection to the Feywild allows you to manipulate the forces of chaos in the world around you. When a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to invert the d20 rolled before any modifiers are added, consulting the Create Chaos table below. You use this feature after the roll has been made but before the effects of the roll are resolved.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can perform a wild dance and unleash the powerful chaos within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
You can unleash your faerie power as a mind-altering explosion. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you appear, each creature of your choice within 30 feet of the space you left or entered must make a Wisdom saving throw against your spell save DC. If a creature is fighting you or your allies, it has advantage on this saving throw.
On a failed save, a creature is charmed by you for 1 minute, until your concentration is broken (as if you are concentrating on a spell), or until it takes damage, as it experiences joyous visions of revelry. A charmed creature has to use all of its movement on its turn to dance in place.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.