Base Class: Sorcerer
Fey Blood sorcerers are born to cause Mischief and trickery everywhere they go. Whether through a Fey tricking their parent or being a human born in the Fey realm Fey sorcerers use illusions and tricks to control and manipulate those around them. When around a Fey Sorcerer always watch your word because if they get your name, they'll never let it go.
Trickster Magic
1st-level Trickster Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Trickster Spells table. Each of these spells 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 Illusion or a enchantment spell from the sorcerer, warlock, or wizard spell list.
Trickster Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Charm Person, Disguise Self |
| 3rd | Misty Step, Mirror Image |
| 5th | Hypnotic Pattern, Major Image |
| 7th | Phantasmal Killer, Hallucinatory Terrain |
| 9th | Mislead, Geas |
Name Taker
1st-level Fey Blood feature
Your connection to the plane of the Fey allow you to hold power over those who are foolish enough to trust you. As a Bonus action when you know a creature's name and you can see said creature within 60 feet of you. Your knowledge of their name gives you different levels of power over them. When a creatures name is taken they can still act for themselves but they will be dazed, their speech may slur and memories may seem foggy. This does not affect their fighting ability.
If you know only their first name they have disadvantage on attacking you.
If you know their Frist and Last name they also have disadvantage on saving throws against your spells and to be charmed by you.
Starting at 6th level when you've taken a creature's first and last name you can spend a three sorcery points and a bonus to look through the creatures memories and take one for yourself. The creature will forget this memory and the memory will be transferred to you. However this causes you to release the name you have taken but the memory will always be yours.
While you can know multiple names you can only take one and use it to your benefit and once you take a name you cannot steal the same name again until you finish a long rest. But you can spend a sorcery point to steal a different name.
Fey Trickery
6th-level Fey Blood feature
The Fey blood coursing through your veins allows you to influence others around you and turn the tables. By using 2 sorcery points and an action. You can end the charmed or frightened condition on yourself or one creature you can see within 30 feet of you. Along with that when you end the condition you can bounce it back at the person who caused it making them roll a charisma saving with a save DC equal to your spell save DC. If they succeed nothing happens but if they fail then the person who originally was charmed or frightened is the new cause of fear or the person the creature is charmed to.
Taken Name Command
14th-level Fey Blood feature
Your power over names increases as your Fey blood becomes more potent.
As part of taking a creature's name as a bonus action you can give said creature one command. This command can involve anything but it cannot include the creature hurting themselves, others, or any suicidal action. Should you command the creature to do such an action their name is released from your hold and you cannot steal their name again or 1d6 days.
Complete Control
18th-level Fey Blood feature
You are able to have complete control over those whose name you've taken. When you take someone's name you can take all of their memories leaving the creature with nothing. Along with that you can now command a creature whose name you've taken to do anything including hurt themselves or others. However once they take damage their name is given back.
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