Sorcerer
Base Class: Sorcerer

Your beguiling and powerful magic comes from a lineage of malice rooted in the Feywild. Whether sold to a hag by a parent, or born to a particularly cruel member of the Unseelie Fae, you harness your powers by drawing on the negative energy and sadistic tendencies of your lineage. 

The Fey powers you possess are borne from a desire to manipulate and torment. While sorcerers of this archetype aren't inherently inclined to use these capabilities for sadistic or cruel aspirations, the nature of their magic makes it easier for them to do so, and thus can draw them towards a path of evil.

Dark Fey Spells

You learn additional spells when you reach certain levels in this class, as shown on the Dark Fey Spells table. Each spell 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.

Dark Fey Spells
Sorcerer Level Spells
1st Hex, Ray of Sickness
3rd Enthrall, Hold Person
5th Bestow Curse, Fear
7th Hallucinatory Terrain, Polymorph
9th Dominate Person, Mislead

 

 

 

Duplicitous Vitality

Starting at 1st level, trickery and mischief are innate to you. You gain proficiency in Deception, and your proficiency bonus is doubled for all Deception checks.

Additionally, the vile blood in your veins bolsters you when it senses the helplessness or confusion of other creatures. When a creature fails its saving throw against one of your enchantment or illusion spells, or whenever you succeed on a Deception check against it, you gain temporary hit points equal to 1 + twice your Charisma modifier.

Cheap Escape

Starting at 6th level, you can draw on selfish energy within you to escape combat. You learn the spell misty step. It doesn't count against your spells known.

When you cast this spell, you can choose to cast it using 2 sorcery points, instead of a spell slot. When you cast it this way, you become invisible until the end of your next turn. The invisibility ends early if you cast a spell or attack a creature. You can also choose to add 1 sorcery point to the cost, up to a maximum number equal to your proficiency bonus. When you expend the extra sorcery points, your invisibility lasts for an additional round per sorcery point spent. You can also select a number of creatures within the range of the spell equal to the amount of extra sorcery points spent. After you teleport, those creature(s) appear in the closest safe space next to your original position. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC to avoid the effect. If the number of creatures you select is less than the number of extra sorcery points spent, you can create of illusory copies of yourself in the space(s) that creature(s) targeted by this effect would have been in.

The number of illusory copies left behind total the number of creatures that you could have targeted, but chose not to. They have an AC of 10 and 1 hit point, and can't move or take any actions. They disappear when reduced to 0 hit points or you become visible again, are knocked unconscious, or die.

Empowered Charm & Fear

Starting at 14th level, your ability to manipulate the emotions of others becomes incredibly difficult to resist. When you cast a spell that inflicts the frightened or charmed condition, you have advantage on checks made to maintain your concentration on it. Additionally, you can select a number of creatures that failed their saving throws up to a maximum of your proficiency bonus. You expend 2 sorcery points per creature. Those creatures have disadvantage on any future saving throws they make for this casting of the spell, if any. Also, if being harmed or damaged would end the condition for the creature, instead the condition only ends the second time the creature is harmed or damaged.

 

Fey Immortality

At 18th level, you malignant connection to the Feywild elevates you closer to immortality. When you die, you come back to life with all of the items on your person in the last location you finished a long rest at (or the nearest harmless space). Once you use this ability, it cannot be used again, unless you spend 12 hours and 18 sorcery points in an intensive and exhausting ritual, at the end of which you gain a level of exhaustion. The space in which you complete this ritual becomes the location you reemerge after death, not wherever you last took a long rest. You must complete this ritual every time you respawn as a result of this ability. 

Additionally, you are immune to poison damage and the poisoned condition. Furthermore, when poison damage is rolled against you, you regain hit points equal to the total, as the vile nature of the poison coalesces with your own corrupt essence.

Dark Fey Magic Image

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