Sorcerer
Base Class: Sorcerer

Your magic comes from the Feywild and the creatures that live there. You may have drawn the unwanted attention of a powerful fey who subsequently placed a magical trick or curse upon you. Alternatively, you may have a strong connection to the fey through your bloodline.

Whatever the reason for your magic, it appears to be strongest when manipulating the feelings and emotions of those around you. The fey have always held a desire to control the desires of others and make creatures feel how they want them to. As a result, you might struggle to find those who will trust you. But maybe that doesn't matter to you now, if you can get people to think the way you do.

Fey Magic

You learn additional spells when you reach certain levels in this class, as shown on the Fey 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 enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list.

Fey Spells

Fey Glamour

From 1st level, your fey magic often makes you irresistible. You become proficient in Charisma (persuasion) checks if you aren't already.

In addition, you can channel the magic of faeries to produce a beguiling disguise for yourself. As an action, you can magically alter your appearance. You can choose to use this feature to cast the disguise self spell. Alternatively, you can use this effect to enhance your features for the next hour, making you more irresistible. Either way, while you are under the effects of this feature, you gain the following properties:

  • You have advantage on all Charisma ability checks.
  • When a creature makes a saving throw to resist becoming charmed as a result of a spell you cast, it must roll a d4 and subtract the number rolled from the saving throw.

The number of times you can use this feature increases by 1 when you reach 10th level (twice).

Making Mischief

From 6th-level, you capitalise on other people's misfortunes to make a bit of fun for yourself. As a reaction, when a creature fails a saving throw made to resist a spell you cast, you channel their failure into a point of mischief, which you store as a glint in your eye.

You can store a maximum number of points of mischief equal to your proficiency bonus, and you can't store additional points while at your maximum. Additionally, you regain 1 point of mischief whenever you complete a long rest. You can use points of mischief in the following ways:

  • As a bonus action, you can expend 1 point of mischief to cause a willing friendly creature within 30 feet to become invisible. Anything the target is wearing or carrying is invisible too as long as it is on the target's person. This invisibility lasts until the start of your next turn, or until the target attacks or casts a spell.
  • As a bonus action, you can expend 2 points of mischief to force an enemy creature within 30 feet to make a Charisma saving throw against your spell save DC. On a failed save, the creature is levitated a few feet into the air and held their until the start of your next turn. While levitated, the target is restrained.
  • When an enemy creature within 60 feet that you can see makes an attack roll, you can use your reaction and expend 1 point of mischief to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, you confuddle the target and can choose the target of the attack roll to be another creature within range of the original attack. If no such creature exists or if the creature succeeds, the attack is unaffected and targets its original intended target.
  • As a bonus action, you can expend 2 points of mischief to instantly teleport up to 60 feet to an unoccupied space that you can see.
  • When an enemy creature within 60 feet that you can see casts a spell, you can use your reaction and expend 3 points to attempt to interrupt it. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Fairy Essence

From 14th level, your connection with the fey has culminated in you gaining innate features. Magic cannot put you to sleep and you are immune to being charmed. Additionally, while under the effects of your Fey Glamour feature, you have advantage on Intelligence, Wisdom and Charisma saving throws against spells and other magical effects.

Maddening Delirium

From 18th level, you can use an action and expend 6 sorcery points to extend your mind into that of an enemy creature within 60 feet that you can see. That creature is forced to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you or frightened of you (your choice) for 1 minute or until your concentration is broken (as if concentrating on a spell).

If you choose to charm the creature, while the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. 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. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." 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. Each time the target takes damage, it makes a new Wisdom saving throw against your spell save DC. If the saving throw succeeds, this effect ends. You can choose to end this effect early with a bonus action. If you do, the creature takes 7d6 psychic damage and you regain hit points equal to half of the damage dealt.

If you choose to frighten the creature, while the creature is frightened, you always know the location of the creature and you can teleport to within 10 feet of it on your turn (no action required). You can only teleport in this way once per turn. If the creature ends its turn with you not in its line of sight, it can repeat the saving throw, ending this effect upon itself with a success. You can choose to end this effect early with a bonus action. If you do, you can immediately teleport to a location you can see within 60 feet that is more than 30 feet from the target.

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