Base Class: Sorcerer
The Feywild is known as a place of wild nature and fey magic tied heavily to elves and primal magic. Unique fonts of energy manifest from this untamed source, and create powerful sorcerers who are tied implicitly to the magic of the Feywild. Sorcerers bearing this power charm and confuse their enemies, but can be as fickle as the fey creatures in using this power.
Touch of the Fey
When you choose this origin at 1st level, your spells leave a magical essence that attracts others to you. For 1 minute after you cast a spell of 1st level or higher, you can use a bonus action to attempt to charm a creature that you can see. The target creature must succeed on a Wisdom saving throw against your sorcerer spell save DC or become charmed by you for 1 minute. If the target is in combat with you, it has advantage on the saving throw.
Once you do so, you must finish a short or long rest before you can use this feature again.
Fey Magic
You have been infused with the essence of magic usually only found in fey creatures. At 1st level, you can speak, read, and write Sylvan, and when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose your alignment of magic from the feywild: Neutral, Summer, or Winter. You learn the druidcraft cantrip and additional spells at 1st and 3rd levels based on your alignment. These spells count as sorcerer spells for you, but do not count against your number of sorcerer spells known.
Neutral
You have aligned with the Neutral magic of the Feywild, ignoring the competing force of the Seelie and Unseelie Fey. You learn the druidcraft cantrip and faerie fire at 1st level, and moonbeam at 3rd level. These spells count as sorcerer spells for you, but do not count against your number of sorcerer spells known.
Summer
You have aligned with the Summer magic of the Feywild, following along the same vein of power granted to the Seelie Fey. You learn the druidcraft cantrip and entangle at 1st level, and enthrall at 3rd level. These spells count as sorcerer spells for you, but do not count against your number of sorcerer spells known.
Winter
You have aligned with the Winter magic of the Feywild, following along the same vein of power granted to the Unseelie Fey. You learn the druidcraft cantrip and bane at 1st level, and silence at 3rd level. These spells count as sorcerer spells for you, but do not count against your number of sorcerer spells known.
Enchanting Magic
Starting at 6th level, you can distract your enemies with your enchanting presence. As a reaction to being targeted by a weapon or spell attack, you can spend 2 sorcery points to cause the roll to be made with disadvantage.
Callous Regard
At 14th level, you can longer be charmed or frightened. When using your bonus action to charm a creature from your Touch of the Fey feature, you may instead to choose to cause the target to be frightened of you for 1 minute.
Wrath of the Feywild
When reaching 18th level, you are able to channel the more violent side of the feywild. When you cast a spell targeting a creature and miss the spell attack roll or the creature succeeds on the saving throw, you can use a bonus action to spend 3 sorcery points and cast another spell against the same target. If the first spell cast still affects the creature on a successful save, such as only taking half damage, you can't use this feature to cast another spell.
When casting the second spell you expend a spell slot as normal if it 1st level or higher. This spell can have a casting time of 1 action or 1 bonus action and is not limited by the spellcasting rules listed in Chapter 10 of the Player's Handbook. After using this feature, you gain 1 point of exhaustion and must finish a long rest before you can do so again.
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