Sorcerer
Base Class: Sorcerer

Every so often, a mortal catches the attention of a lord or lady of the Fey. Often, the object of affection or offspring of this relationship is gifted wondrous arcane ability beyond that of other mortals. However, these mortal infatuations are usually brief, and the mortals are left to learn to use their power with little supervision or instruction. Whether you were chosen by a powerful Fey or were the child of such a relationship, you have been blessed with the whimsical power of the Feywild.

Fey Spells

Your link to the Feywild grants you an affinity with charms. When you learn a sorcerer spell, you can also choose from the bard spell list, and it becomes a sorcerer spell for you. You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known. When you gain a sorcerer level, you can replace one spell from this feature with another enchantment or illusion spell of your choice.

Fey Spells
Sorcerer Level Spell

1

charm person, faerie fire

3

calm emotions, misty step

5

blink, hypnotic pattern

7

confusion, greater invisibility

9

dream, mislead

Heartsight

At 1st level, your Fey magic grants you heightened empathic abilities. You gain proficiency in Insight, and you add double your proficiency bonus to any Insight checks you make.

As an action, you can touch a creature to read its heart. Make a Charisma (Insight) check, contested by the creature's Charisma (Deception) check. If you succeed, you learn its alignment. Celestials, fiends, and undead automatically fail. Creatures are unaware you attempted to read their heart.

Seasonal Attunement

Beginning at 6th level, you can align yourself with one of the seasons like a true Fey. At the end of each long rest, you can choose a season and gain the benefits listed below. Each season grants you a resistance and advantage on certain rolls.

Season

Damage Type

Roll With Advantage

Spring

Lightning

Hit Die Rolls

Summer

Fire

Initiative Rolls

Autumn

Poison

Concentration Checks

Winter

Cold

Death Saving Throws

Gateway Magic

Your magic allows you to slip between the Feywild and the material plane. Starting at 14th level, after you cast a spell of 1st-level or higher, can choose to teleport to an unoccupied space of your choice within 30 feet that you can see.

Intoxicating Presence

You exude the intoxicating presence of an Archfey. Starting at 18th level, creatures of your choice within 15 feet of you have disadvantage on saving throws to resist enchantment spells.

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