Sorcerer
Base Class: Sorcerer

The whimsy of the fey wild dominates your blood.  Your connection to the fey wild makes everything you and everything you touch more vibrant.  At your option, you can pick from or roll on the Fey Touched Quirks table to create a quirk for your character. 

Fey Touched Quirks
d6 Quirk
1 Your emotions sway intensely from moment to moment and the tiniest spark can set you off
2 Flowers will sporadically bloom around you no matter the season
3 You have a small pair of insect wings springing from your back. (You cannot fly with these wings)
4 You have goat or sheep like horns
5 Your hair changes color every seventh heart beat.
6 When startled you quickly blink away and back again for a fraction of a second

Fey Touched Features

SORCERER LEVEL

FEATURE

1st

Fey Magic, Sylvan Majesty

2nd

Fey Magic (Charm Person and Animal Friendship)

6th

Elusive Step

7th

Fey Magic (Charm Monster)

14th

Charming Persona

18th

Cunning Trickery

Fey Magic

Your magics are deeply rooted in nature and charms.  Your connection to the feywild allows you to learn spells from the druid class. 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, you learn the spells charm person, animal friendship at the first level and charm monster at the 7th.  You can cast these spells by spending a number of sorcery points equal to the spell level it is cast at.  When casting these spells in this way they require no verbal or somatic components. Creatures charmed in this way are unaware they were charmed by you when the spell ends.

Sylvan Majesty

Fey nature of your being reveals itself to the onlookers.  Your proficiency bonus is doubled for any charisma based ability check you make that uses a skill you are trained in. Additionally  you can speak, read and write Sylvan.

Elusive Step

At 6th level the elusive nature of the fey manifests in your blood.  As a move action you can teleport up to your speed to any space you can see.  Additionally, as a reaction after taking damage you can spend 3 sorcery points to teleport 60 ft and turn invisible.  You remain invisible until the end of your next turn or until you attack.

Charming Persona

Starting at the 14th level your charms get harder to break.  Creatures subject to your illusion and enchantment spells suffer disadvantage on their first saving throw against ongoing spells.  Additionally, when a creature under your spell succeeds on a saving throw granted by the spell you can spend 2 sorcery points to force them to reroll the save.  The result of the second role must be used. This feature cannot be used if the save is a result of you directly harming the creature (spells with area affects do not count).  

Cunning Trickery

At the 18th level you can create illusory duplicates of yourself to keep your opponents guessing.  As an action you can spend 5 sorcery points teleport to anywhere within 30 ft.  Upon reappearing you create 3 perfect illusory duplicates of yourself that simultaneously appear within 30 feet next to you for 1 minute or until you lose concentration (as if you were casting a concentration spell). These duplicates, while able to move independently, are indistinguishable from you to the naked eye and adopt any changes in your image that occur while you are concentrating.  For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion, or two illusions, are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.  If you twin or quicken the spell you can have different clones appear to cast each spell.  On each of your turns you can have the duplicates do the following:

  • Whenever you move using your elusive step ability, you can spend your bonus action to move your duplicates in the same manner.
  • As a reaction when a clone is attacked you can use your reaction to sacrifice a duplicate and cast any enchantment spell you know against the attacking creature.  You are considered to be concentrating on this spell for as long as you are concentrating on the cunning trickery feature.  This can be done for each clone.

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