Sorcerer
Base Class: Sorcerer

Your innate magic comes from a connection to the Feywild, a vibrant plane of unearthly beings and eternal twilight. The origin of your powers might be a union between an archfey and a beloved mortal or you might have received a boon for some deed or service. Perhaps you have a dryad in your ancestry, or you might be a scion of a powerful eladrin bloodline.

Voice of Power

Your connection to the fey has granted you a powerful, hypnotic voice. At 1st level, you gain proficiency in either Intimidation and Persuasion and the ability to speak, read and write Sylvan. You also learn the command spell, which counts as a sorcerer spell for you, and does not count against your number of spells known.

Additionally, whenever you make a Charisma check while interacting with Fey creature, your proficiency bonus is doubled if it applies to the check.

Devastating Jinx

Starting at 1st level, your influences from the Feywild confuse this around you, you can use your action to disturb the mind of a creature you can see, the next ability check, attack roll, or saving throw critically fails. you can use this feature a number of times as your charisma modifier, this feature recharges after a long rest.

Beguiling Presence

At 6th level, you can project a powerful burst of fey magic to enchant or frighten your foes. You glamour yourself into an image of great attraction or fear to your targets. As an action, you can spend 2 sorcery points to cause creatures of your choice within a 30 feet of you to make a Wisdom saving throw against your sorcerer spell save DC.

The creatures that fail their saving throws are all charmed

Weird Magic Creation

Starting at 14th level, you can spend a number of hours creating Hex Bags that store spells that you can cast. to create a Hex Bag you must spend a number of hours as the spells Lvl as well as additional material components if the spell requires them and expending a spell slot. the Hex Bag is capable of storing the spell indefinitely, but to activate the Hex Bag it cost sorcery points equal to the spells Lvl. no matter how far away from the Hex Bag you are you can activate it. The spell stored in the Hex Bag is activated with the Hex Bag as the center point.

Master of Fantasies

At 18th level, your innate understanding of enchantment and illusion has grown tremendously, as has your ability to resist attempts to beguile you. You gain the following benefits:

  • You are immune to being charmed or frightened.
  • Any checks you make to discern the true nature of an illusion are made with advantage.
  • When a creature makes a saving throw to end the effects of your enchantment spells, it does so with disadvantage.

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