Sorcerer
Base Class: Sorcerer

The origin of your powers might be a union between an archfey and a beloved mortal or you might have received a boon for some deed or service. Perhaps you have a dryad in your ancestry, or you might be a scion of a powerful eladrin bloodline.

Whatever the source, you have within you a knack for the beguiling magic that is the mark of one who may be destined to become an archfey themselves.

Herald of the Courts

Your connection to the fey has granted you a powerful, hypnotic voice. At 1st level, you gain proficiency in Performance and either Intimidation or Persuasion, and the ability to speak, read and write Sylvan. You also learn the Command spell, which counts as a sorcerer spell for you, and does not count against your number of spells known. In addition, you can cast it by spending 1 sorcery points or by expending a spell slot.

Additionally, whenever you make a Charisma check while interacting with Fey creature, your proficiency bonus is doubled if it applies to the check.

Intimidation

You gain proficiency in the Intimidation skill.

Persuasion

You gain proficiency in the Persuasion skill.

Expanded Spell List

Your Fey Magic lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Fey-Touched Expanded Spells
SPELL LEVEL SPELLS

1st

Healing Word, Hideous Laughter

2nd

Silence, Enthrall

3rd

Conjure Animals, plant growth

4th

Compulsion, Hallucinatory Terrain

5th

Modify Memory, Mislead

Bewildering Charms

Starting at 6 level, targets of your enchantment spells are not granted advantage on their saving throw if they are in combat with you or your allies. Additionally, when a spell you cast that charmed one or more creatures ends, the targets must make a Wisdom saving throw against your spell save DC. If the save fails, the targets are unaware that they were magically charmed by you. Otherwise, the spell resolves as normal.

Revelry

Also at 6 level, you gain the ability to consume any amount of food and drink without feeling full or gaining weight unless you so choose, magic can no longer put you to sleep, and you have advantage on saving throws against being poisoned.

You still feel the effects of intoxicants but are able to recollect everything that transpired while under the influence as well as you normally could and you do not suffer any sort of hangover.

Flickering Form

At 14th level, you can briefly enter the Feywild to hide yourself. As a bonus action, you can teleport to a point within 90 feet that you can see and become invisible until the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once) and you regain all expended uses when you finish a long rest.

Master of Fantasies

At 18th level, your innate understanding of enchantment and illusion has grown tremendously, as has your ability to resist attempts to beguile you. You gain the following benefits:

  • You are immune to being charmed or frightened.
  • Any checks you make to discern the true nature of an illusion are made with advantage.
  • When a creature makes a saving throw to end the effects of your enchantment spells, it does so with disadvantage.

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