Base Class: Sorcerer
Your sorcerous talents stem from an innate connection to the wondrous realm of the capricious fey. These abilities may have manifested within you thanks to a powerful fey ancestry or a forgotten lineage, or perhaps after a visit to the Feywild. Either way, you now possess magical abilities that allow you to trick and bewitch others, confounding their minds with illusions and captivating their hearts and minds with enchantments.
Fey Magic
At 1st level, you can speak, read and write Sylvan. You’ve also learnt how to innately cast certain magical spells related to fey and the Feywild. You learn additional spells when you reach certain levels in this class, as shown on the Fey Soul Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Fey Soul Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | faerie fire, find familiar (always fey creature type) |
| 3rd | mirror image, misty step |
| 5th | blink, spirit guardians (fey spirits only) |
| 7th | compulsion, hallucinatory terrain |
| 9th | mislead, modify memory |
Charming Touch
Also at 1st level, your simple touch is enough to bend the minds of others to your will. As an action, you can reach out and touch a creature, choosing one of the following effects when you do so:
Captivate. The target must make a Wisdom saving throw. On a failed save, it cannot perceive anything but you and ignores any sights or sounds in its surroundings for 1 minute. The effect ends early if you move more than 10 feet away from the target, or if you or your allies do anything harmful to it. An affected target can reroll its saving throw at the end of each of its turns, ending the effect on a success.
Charm. The target must make a Wisdom saving throw. On a failed save, it is charmed by you for 1 minute, or until you or your allies do anything harmful to it.
Cloak. The target must make a Wisdom saving throw. On a failed save, it cannot perceive you in any way until the end of your next turn. For the duration, it rationalizes anything it witnesses in such a way as to not involve you.
Commune. For the next 1 minute, you and the target can communicate as if you shared a common language, provided it knows at least one language.
Compel. As part of touching the target, you must utter a one-word command of your choice. The target then makes a Wisdom saving throw. On a failed save, it is compelled to follow the command on its next turn, as per the command spell. When the effect ends, it rationalizes any action it took, provided that the action was reasonable. If it obviously is not, the creature knows it was magically compelled and reacts accordingly.
If the effect you choose requires a saving throw, a creature immune to being charmed automatically succeeds on its saving throw. Moreover, you automatically know if a creature succeeded or failed its saving throw.
You can use this feature twice per short- or long rest. You gain an additional use of this feature at 6th- and 14th-level.
Capricious Mind
At 6th level, the chaotic fey magic you wield has influenced your mind and disposition. Other creatures have disadvantage on Wisdom (Insight) checks made against you. In addition, whenever you are charmed or frightened, you can use your action to immediately end the effect.
You can use this feature once per short- or long rest.
Trickster's Twin
Also at 6th level, you’ve learnt how to manifest a near-perfect illusory duplicate of yourself. As a bonus action, you can summon this illusory duplicate of yourself in an unoccupied space you can see, or in an area you’ve previously visited, provided you are no more than 100 miles away from it. The duplicate lasts for 10 minutes, until you end it (no action required), or until you use this feature again. As a bonus action, provided you can see the duplicate, you can control it; causing it to move up to your movement speed or speak using your voice. You can also use your Charming Touch feature through it, though you cannot attack or cast spells through it. However, it doesn’t hold up to physical inspection, as objects and creatures simply pass through it. It also cannot move through solid structures, nor can it move more than 60 feet away from the space it appeared in. As an action, you can use the duplicate’s senses, becoming blinded and deafened in regards to your own. While using its senses, you can control it as if you could see it. Finally, while it is within 60 feet of you, you can use your bonus action to dispel the duplicate and teleport to the space it occupied.
You can use this feature once per long rest, unless you spend 3 sorcery points to regain a use of it.
At 18th level, you can manifest your duplicate in any area on the same plane of existence as you.
Bewildering Rebuke
At 14th level, you can twist the minds of those who’d do you harm. When a creature you can see hits you or an illusion you’ve made with a melee attack, you can use your reaction to beguile it with your fey magic. The attacker takes psychic damage equal to half your sorcerer level rounded up, and you can choose to use your Charming Touch feature as part of that reaction, expending one of its uses as normal.
In addition, when you roll initiative and have no uses of your Charming Touch feature remaining, you regain one use of it.
Redirect Spell
At 18th level, you can confound and control magic around you. When a creature you can see within 60 feet of you casts a spell, you can use your reaction to redirect it to a different point or target. You immediately learn the spell’s original point or target, as well as what school of magic the spell is from. The new point or target you redirect the spell towards must be within 10 feet of the original one, unless you spend sorcery points to increase the distance. For each sorcery point you spend, the new point or target can be an additional 10 feet away, up to the spell’s maximum range.
You can use this feature once per short- or long rest.
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