Base Class: Sorcerer
When you take your first level in this class and choose this subclass, you gain the following features:
Fey Traits
Roll a d6 to determine your traits randomly, or select one of the following options.
| d6 | Spells |
|---|---|
| 1 | Your eyes glow, sparkle, or are heterochromatic with at least one unnatural colour. |
| 2 | Horns or small antlers begin to sprout from your head. |
| 3 | Your fingers, toes, and limbs are just a bit longer than they should be, enough to unnerve the people around you. |
| 4 | Children are easily and unintentionally entranced by your voice. |
| 5 | Seasonal flowers grow from your hair. |
| 6 | You faintly smell of baked goods or spices |
Fey Magic
You learn an additional spell when you reach certain levels in this class, as shown on the Fey Bound Spells table, depending on the court you are aligned with, either Seelie or Unseelie. Your choice of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Additionally, you may select spells from the Druid spell list; these spells count as sorcerer spells and use your sorcerer spell casting modifier and DC.
Fey Bound Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | Bless (Seelie), Bane (Unseelie), Burning Hands (Seelie), Command (Seelie or Unseelie), Ice Knife (Unseelie) |
| 3rd | Bestow Curse (Unseelie), Remove Curse (Seelie), Summon Fey (Seelie or Unseelie) |
| 5th | Awaken (Seelie or Unseelie), Wrath of Nature (Seelie or Unseelie) |
Charming Personality
You have gained the following options; choose two now, and then another at 6th, 14th, and 18th level. However, much like the residents of the Feywild, you have discovered the power of someone's True Name, which will impact the effectiveness of such things.
You can use each of the options below a number of times per day equal to your proficiency bonus, and use your Sorcerer spell save DC. You magically know if the creature has succeeded or failed their saving throw. Those creatures whose True Names you know have disadvantage on any saving throws or ability checks.
Captivate
You touch a target, gaining their undivided attention; the target must make a Wisdom saving throw. On a failed save, they can only focus on you, ignoring any sights, sounds, or other events in the area to do so. The effect lasts for 1 minute, until you or your companions do anything harmful to them, or until you're more than 10 feet away from them. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. Any creature that is immune to the charm effect succeeds the saving throw automatically.
Charm
You touch a target, who must make a Wisdom saving throw. On a failed save, they are charmed by you for 1 minute or until you or your companions do anything harmful to them.
Cloak
Upon moving out of the direct field of view of the target, they must make a Wisdom saving throw. On a failed save, they cannot perceive you until the end of your next turn. For the duration, they rationalize anything they witness in such a way as to not involve you.
Commune
You lock eyes with a target; for the next minute, you and the target can communicate as if you shared a common language. The target must be a creature that can speak at least 1 language.
Compel
You lock eyes with a target and speak a one-word command. The target must make a Wisdom saving throw, on a failed save it must follow the command as though you cast the command spell. When the effect ends, it rationalizes any action it took, provided that it was reasonable. If it was obviously not, the creature knows that it was charmed and acts accordingly.
Disguise
As you enter the field of view of a target, you take on the appearance of someone else as though using the disguise self spell. If the target of the spell suspects you not to be who you say you are, they must succeed on an Intelligence (Investigation) check against your spell save DC to see through your appearance.
Frighten
You lock eyes with a target, striking fear into their soul; they must make a Wisdom saving throw or be frightened by you for 1 minute. They are able to repeat the saving throw at the end of each of their turns.
Speak
You can cast the sending spell to speak to those whose True Name you know.
Fey Resistance
At 6th level, you have become attuned to the magic in the world surrounding you. You gain advantage on any saving throws from spells that you can see, and resistance to the damage type associated with the court you are aligned with; Fire (Seelie) or Cold (Unseelie). In addition, you can use an action to end an effect that is causing you to be charmed. Once you have done this you cannot do it again until you complete a short or long rest.
Fey Trickery
Starting at 6th level, when a creature you can see makes an attack roll against you, you can use your reaction to cause another creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, you and that creature both teleport, swapping places.
After a creature fails the saving throw, you can't use this feature again until you finish a short or long rest.
Bewitching Defense
At 14th level, you have learned how to use someone's own abilities against them. You have become immune to being charmed or put to sleep; additionally, should an enemy make the attempt to magically charm you, you can use your reaction to turn the charm back against them. They must make a Wisdom saving throw against your spell save DC or be charmed for up to 1 minute as though you had cast charm person on them. You can additionally choose to spend 2 Sorcery Points to amplify the spell and charm an additional person.
Magical Redirection
At 18th level, you have learned the intricacies of the magical world around you, and how to make it bend to your will. As spells are cast by enemies and allies alike, you learn the target and effect of the spell, including which school of magic it is from. When a spell is cast targeting a creature you can see within 60 feet of you, you can use your reaction to redirect the spell to a space, occupied or not, within 10 feet of the original target. You may also spend sorcery points to move it further; you can move it an additional 5 feet for each sorcery point you expend.
Once this property has been used, you cannot use it again until you complete a short or long rest.
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