Sorcerer
Base Class: Sorcerer

Your innate magic was bestowed upon you by a being of the Feywild. You may have been granted this gift by an indebted fey, have an ancestor with Archfey blood, or you may simply have been subjected to raw, exposed magic in the Feywild. Either way, the trickery of the fey runs in your blood.

Please note that some spells are unavailable on DND Beyond due to limitations with licensed content.

Level 3: Archfey Ruse

The treacherous nature bestowed upon you manifests in your actions, and you crave the ability to toy with your opponents. You gain proficiency in the Performance and Deception skills. If you already have proficiency in both of these skills, you may gain expertise in one of these skills instead.

Level 3: Tricky Escape

Like the ones who bestowed their power upon you, you are famously slippery and hard to pin down. Any Opportunity Attack made against you is rolled with disadvantage.

Level 3: Archfey Spells

When you reach a Sorcerer level specified in the Archfey Spells list, you thereafter always have the listed spells prepared. These spells do not count towards your known spells list.

Archfey Spells.
Level 3: Colour Spray, Crown of Madness, Dissonant Whispers, Suggestion.
Level 5: Feign Death, Hypnotic Pattern.
Level 7: Dominate Beast, Grasping Vines.
Level 9: Contact Other Plane, Dominate Person.

Level 6: False Charisma

Your tricky ways manipulate others into a false sense of security around you. You gain immunity to the Charmed condition, and any enemy who makes a save against you to avoid or end the charmed condition does so with disadvantage. 

In addition, your connection to the Feywild’s magic has begun to manifest in your person. Consult the Archfey Manifestations table and either choose or roll a d6 to determine how your connection to the Feywild manifests while you are casting any of your Sorcerer spells.

Archfey Manifestations (1d6).
1. Iridescent vines grow around your limbs.
2. The sound of a whispering fey can be heard by you and those affected by your magic.
3. A bed of flowers grows around your feet.
4. Illusionary horns or antlers sprout from your head.
5. A pair of translucent pixie wings sprout from your back.
6. Your eyes are coated by a faint glittering mesh. 

Level 14: Fey Connection

Your connection to the magic of the Feywild has grown ever stronger, and you are now able to borrow additional power from it at will.

Call of the Faeries: You can cast the Summon Fey spell for free a number of times equal to your proficiency bonus per long rest.

Beguiling Request: Gain expertise in the Persuasion skill. If you already have expertise in this skill, choose another skill which you are proficient in to gain expertise in instead.

Level 18: Shimmering Step

A brief dip into the Feywild allows you to manipulate your own location. As a bonus action, you teleport to an unoccupied space you can see within 60ft of yourself. On arrival, each creature within 15ft of you must make a Dexterity saving throw. On a failed save, the creature takes 3d8 Radiant damage and becomes charmed as concentrated Feywild magic is thrown at them. On a successful save, the creature takes half damage.

This feature can only be used one per Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

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