- shadoww touched feat(+1 to cha) +invisibilty, inflict wounds
- ability enhancement(+2 to cha)
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
- Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an
elf.
- Speed. Your walking speed is 30 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race)
- Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
- Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn
.
- Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
- Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
- Keen Senses. You have proficiency in the Perception skill.
- Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
- Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
- Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
At 1st level, you learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell you can only choose the form of a spectre, which becomes your phantom companion. Instead of a celestial, fey, or fiend this familiar's creature type is undead.
As an action you can command your phantom companion to turn invisible until it attacks or you cast a spell through it. While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment or objects it is holding remains visible.
Additionally, at 3rd level, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make its Life Drain attack with its reaction.
Starting at 1st level, when you make Dexterity ability check to determine initiative, you gain a bonus to the roll equal to your Charisma modifier.
At 6th level, your bond to the spectre summoned by your Phantom Companion feature empowers it further. You gain the following benefits:
Your spectre's maximum hit points increase by four times your level in this class.
Your spectre can deliver spells of any range, not just touch. Apart form this change, it follows all normal rules of casting a spell through your familiar.
When you use your action to cast a spell, you can use a bonus action on the same turn to command your spectre to use its Life Drain attack against a creature within range of your choice.
At 6th level, you gain resistance to necrotic damage. In addition, when you cast a sorcerer spell that deals damage, you can choose to change the damage type to necrotic.
At 14th level, as an action you can direct your phantom companion to attempt to possess and enter a humanoid of your choice within 5 feet of your phantom. Creatures immune to the charmed condition are immune to this feature. When you do, the creature must succeed on a Charisma saving throw against your spell save DC or be possessed by your phantom for 1 minute. During this time your phantom cannot be affected by spells or abilities, take actions, or interact in any way.
While the target is possessed, you have a telepathic link with it as long as the two of you are within 100 feet. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability, taking the Dodge action if it has not used its action already.
Each time the target takes damage, it makes a new Charisma saving throw against the possession. If the saving throw succeeds, the possession ends and your phantom companion reappears in the closest unoccupied space.
Once you use this feature, you can't do so again until you finish a short rest.
At 18th level, you can transmute your physical form into a spectral one when you near death. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points. At the start of each of your turns, you lose 5 temporary hit points and all creatures of your choice within 30 feet take 5 necrotic damage. While you have any temporary hit points granted from this feature, you have resistance to all damage, a fly speed of 30 feet, and can move through creatures and objects provided you end your movement in an unoccupied space.
Once you use this feature, you can't do so again until you finish a long rest
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level