The Sidhelien are said to be creatures of faerie dust and starlight, gifted with immortality and powers of mind and body beyond those of humankind. As a sorcerer of elven blood, no one better exemplifies that description better than yourself. Unlike human sorcery even unblooded elves and half-elves can become sorcerers. Even among elves, sorcerers are rare but Elven Sorcery is still more widespread than every other type of sorcery combined.
Elven Sorcery
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
1st Level: Detect Magic, Desonant Whispers, Mind Sliver;
3rd Level: Detect Thoughts, Suggestion;
5th Level: Fear, Sending;
7th Level: Confusion, Dimension Door;
9th Level: Rary's Telepathic Bond, Telekinesis
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 a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Telepathic Speech
Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Advanced Elven Sorcery
Beginning at 6th level, when you cast any spell of 1st level or higher from your Elven Sorcery Magic 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 the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Arcane Defenses
At 6th level, you gain resistance to psychic damage and are immune to effects that would otherwise impose the Charmed or Frightened conditions upon you.
Elven Sorcery: Arcane Transformation
- Beginning at 14th level, 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 see any invisible creature within 60 feet of you, provided it isn't behind total cover.
- You gain a flying speed equal to your walking speed and can hover.
- You gain a swimming speed equal to twice your walking speed, and you can breathe underwater by causing gills to grow from your neck and your fingers to become webbed.
- You can change your appearance as if affected by an Alter Self spell.
Elven Sorcery: Arcane Implosion
At 18th level, You can unleash your power to create a magical vortex. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
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.