Base Class: Sorcerer
Every so often, a mortal catches the attention of a powerful lord or lady of the Fey. Often the object of affection or the offspring of this relationship is gifted arcane power beyond that of most mortal beings. However, these infatuations are often short-lived, and the mortals are left to learn to use their power with little supervision or instruction. Whether you were born of such a relationship, grew up near a Crossroads, or were chosen by a powerful Fey creature, you have been blessed with the changing and chaotic power of the Feywild.
Intoxicating Presence
Upon reaching 18th level, you emanate an aura of intoxicating charm within a 15-foot radius. Friendly creatures within the aura are immune to the charmed condition. In addition, when you cast an enchantment spell of 1st-level or higher that targets a creature within your aura, they have disadvantage on the saving throw
Fey Magic
Your link to the feywild grants you an affinity with charms and enchantments. When you learn a sorcerer cantrip or spell, you can choose the new spell from the bard or the sorcerer spell list. You must obey all other restrictions for selecting the spell, and it becomes a sorcerer spell for you.
You learn certain spells at the sorcerer levels noted. They count as sorcerer spells for you, but don't count against your number of Spells Known.
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 from the bard spell list.
Sorcerer Level Spell
1st Charm Person, Faerie Fire
3rd Enthrall, Calm Emotions
5th Blink, Hypnotic Pattern
7th Compulsion, Dominate Beast
9th Dominate Person, Seeming
Heartsight
Starting at 1st level, your magic gives you heightened empathetic abilities. As an action, you can touch a creature and force them to make a Charisma saving throw. On a failed save, you learn the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Creatures are not aware that you attempted to read their heart.
Seasonal Attunement
Starting at 1st level, your magic gives you heightened empathetic abilities. As an action, you can touch a creature and force them to make a Charisma saving throw. On a failed save, you learn the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Creatures are not aware that you attempted to read their heart.
Season Resistance Roll with Advantage
Spring Lightning Hit Dice
Summer Fire Initiative
Autumn Poison Concentration Checks
Winter Cold Death Saving Throws
Autumn
You gain resistance to poison damage and advantage on concentration checks
Spring
You gain lightning resistance and advantage on hit dice
Summer
You gain resistance to fire damage and advantage on initiative
Winter
You gain resistance to cold damage and advantage on death saving throws
Gateway Magic
You learn to briefly slip between the feywild and the material plane. Starting at 14th-level, immediately after casting a spell of 1st-level or higher, you can choose to teleport to an unoccupied space within 30 feet that you can see.
When you use this ability you can choose to expend sorcery points to teleport farther than 30 feet. For each sorcery point you expend you can teleport an addition 10 feet.
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