Sorcerer
Base Class: Sorcerer

Whether through a bargain, an abduction, or simple curiosity, you have found yourself in the Feywild for far longer than a short visit. The Feywild is a strange, alien place not made to play host to mere mortals, and yet...you survived. You learned how to talk with the fey beings that populate the lands; their ways of twisting words and truthful deceptions.

The Feywild has a way of changing things to better reflect its nature. The bright is brighter, the dark is darker, and the strange is mundane. In the years spent adapting your mind to the ways of the Wild, the Wild adapted your body and soul in return. Even upon leaving the Feywild, the effects linger. You still find yourself able to tap into the magical energies of the Feywild, as though you yourself have become a link to the plane.

Feywild Integration

At level one, you can speak, read, and write Sylvan. Additionally, whenever you make a Charisma check when interacting with fey, your proficiency bonus is doubled if it applies to the check.

Glamour

At level one, you can change your appearance a number of times equal to half your Charisma modifier (rounded up). This ability follows the same rules as the Disguise Self spell. You must complete a long rest to reset this ability.

Silvertongue

Starting at level 6, you can expend one sorcery point to give yourself advantage on a charisma check. You must decide to do this before rolling. You also gain an advantage on saving throws against being charmed, and magic cannot put you to sleep. 

The Sight

Beginning at level 14, you can spend 3 sorcery points to give yourself truesight for ten minutes as an action.

Revelry

Starting at 18th level, you can spend five sorcery points to manifest an aura of revelry within 30ft of you for an hour. When a sentient creature enters the area, it must make a wisdom saving throw against your spell save DC or be charmed by you.

While a charmed creature is within the area, it will act as though drunk; losing its inhibitions, treating you as a close trusted friend, and will not be aware of time passing.

When the creature leaves the affected area, it must make another wisdom saving throw. On a failed save, it will not know that it was affected by anything other than the general mood.

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