Sorcerer
Base Class: Sorcerer

Every so often, a mortal catches the attention of a powerful lord or lady of the Fey. Often the object of affection or the offspring of this relationship is gifted arcane power beyond that of most mortal beings. However, these infatuations are often short-lived, and the mortals are left to learn to use their power with little supervision or instruction. Whether you were born of such a relationship, grew up near a Crossroads, or were chosen by a powerful Fey creature, you have been blessed with the changing and chaotic power of the Feywild.

Intoxicating Presence

Upon reaching 18th level, you emanate an aura of intoxicating charm within a 15-foot radius. Friendly creatures within the aura are immune to the charmed condition. In addition, when you cast an enchantment spell of 1st-level or higher that targets a creature within your aura, they have disadvantage on the saving throw

Fey Magic

Your link to the feywild grants you an affinity with charms and enchantments. When you learn a sorcerer cantrip or spell, you can choose the new spell from the bard or the sorcerer spell list. You must obey all other restrictions for selecting the spell, and it becomes a sorcerer spell for you.

You learn certain spells at the sorcerer levels noted. They count as sorcerer spells for you, but don't count against your number of Spells Known.

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 from the bard spell list.

Sorcerer Level     Spell

1st                          Charm Person, Faerie Fire

3rd                          Enthrall, Calm Emotions

5th                          Blink, Hypnotic Pattern

7th                          Compulsion, Dominate Beast

9th                           Dominate Person, Seeming

Heartsight

Starting at 1st level, your magic gives you heightened empathetic abilities. As an action, you can touch a creature and force them to make a Charisma saving throw. On a failed save, you learn the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Creatures are not aware that you attempted to read their heart.

Seasonal Attunement

Starting at 1st level, your magic gives you heightened empathetic abilities. As an action, you can touch a creature and force them to make a Charisma saving throw. On a failed save, you learn the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Creatures are not aware that you attempted to read their heart.

Season     Resistance     Roll with Advantage

Spring       Lightning         Hit Dice

Summer    Fire                   Initiative

Autumn     Poison              Concentration Checks

Winter        Cold                  Death Saving Throws

Autumn

You gain resistance to poison damage and advantage on concentration checks

Spring

You gain lightning resistance and advantage on hit dice

Summer

You gain resistance to fire damage and advantage on initiative

Winter

You gain resistance to cold damage and advantage on death saving throws

Gateway Magic

You learn to briefly slip between the feywild and the material plane. Starting at 14th-level, immediately after casting a spell of 1st-level or higher, you can choose to teleport to an unoccupied space within 30 feet that you can see.

When you use this ability you can choose to expend sorcery points to teleport farther than 30 feet. For each sorcery point you expend you can teleport an addition 10 feet.

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