Fey Bloodline, Variant (5e Subclass)
From D&D Wiki
Your innate magic comes from the Feywild. An ancestor may have been given a boon by an archfey to whom he or she had done a great service. Perhaps a pixie cast a spell on you as an infant as part of making mischief. Maybe you were simply touched by the plane's arcane magic, which is much more potent and free-flowing than in the Prime Material Plane.
Fey sorcerers have some affinity to nature but seldom do they learn anything remotely druidic save for a few of spells. What they excel most in is beguiling their foes with enchantments and illusions, making them prime targets for crime syndicates to either hire or exploit. Naturally, working extensively with such magics have made the most powerful fey sorcerers immune to similar mind-altering effects.
Note: See here for my homebrew of the Sorcerer class which goes with this sorcerous origin.
- Worldspirit Bonus Spells
|1st||faerie fire, sleep|
|3rd||calm emotions, phantasmal force|
|5th||blink, plant growth|
|7th||dominate beast, greater invisibility|
|9th||dominate person, seeming|
Beginning at 1st level, you develop an innate resistance to your ancestor's beguiling ways. You have advantage on saving throws against being charmed.
You can speak, read, and write Sylvan. Whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check.
At 1st level, your ancestor's affinity to nature allows you to pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Starting at 6th level, when a creature you can see makes an attack roll against you, you can use your reaction to cause another creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, you and that creature both teleport, swapping places.
After a creature fails the saving throw, you can't use this feature again until you finish a short or long rest.
At 14th level, you become immune to being charmed.
In addition, you no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
At 18th level, you gain the ability to weave failsafes into your charms. When a creature succeeds on a saving throw against an enchantment or illusion spell you cast of 1st level or higher, it takes psychic damage equal your Charisma modifier.