Your innate magic comes from your fey ancestry or prolonged exposure to the unrestrained mystical energies of the feywild. Knowingly or not, you have joined one of the great courts and have become a master of wielding natural energies, as well as communing with fey creatures.
At 1st level, you choose which of the fey courts with whom you are aligned: Seelie or Unseelie. You can speak, read, and write Sylvan.
Seelie CourtYou double your proficiency bonus whenever you make a Charisma check to interact with fey or beasts.
Unseelie CourtYou double your proficiency bonus whenever you make a Wisdom (Survival) check.
At 1st level, you learn one druid cantrip of your choice.
Seelie CourtAdd the following spells to the Sorcerer’s spell list: Faerie Fire, Moonbeam, and Conjure Woodland Beings.
Unseelie CourtAdd the following spells to the Sorcerer’s spell list: Entangle, Spike Growth, and Hallucinatory Terrain.
At 6th level, when you take damage you may use your reaction and spend 1 sorcery point to teleport up to 60 feet.
Seelie CourtAny ally adjacent to you after you teleport recovers a number of hit points equal to your Charisma bonus.
Unseelie CourtAny enemy adjacent to you when you teleport takes damage equal to your Charisma bonus.
At 14th level your ability to see through the natural world and into the realm of the fey grows stronger. You may cast the spell Commune with Nature without using a spell slot or material components. Once you do so, you must finish a long rest before you can use this feature again.
Scion of the Court
At 18th level, you unlock the power of your fey heritage. Your type changes to fey. You have advantage on saving throws against spells and other effects, and may communicate with animals and plants as if you shared a common language.
Seelie CourtAs an action, you can spend 5 sorcery points to heal allies within 30 feet of you. A number of creatures equal to your Charisma modifier of your choice within range each regain hit points equal to 3d8 + your Charisma modifier.
Unseelie CourtAs an action, you can spend 5 sorcery points to blind enemies within 30 feet of you. Choose a number of creatures equal to your Charisma modifier of your choice within range to make a Wisdom saving throw. If it fails, it is blinded until the end of your next turn.
“The powers of the natural world run through their veins. It fuels their magic. Sometimes it twists their minds.”
- Seamus the Bard