Base Class: Sorcerer
Your innate magic comes from the blood of the fey that runs through your veins. One or more of your ancestors came from the Feywild, a realm of wonder and magic. Elves and gnomes are obvious carriers of the fey bloodline, but even members of other races might have a distant fey ancestor whose magic has reappeared after unnumbered generations. Or, perhaps your own blood has become infused with the magic of the Feywild after spending an extended period of time there yourself, having accidentally stumbled through one of the hidden and fickle doorways to this plane.
Fey Magic
The spark of magic that exists in your blood 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 Minor Illusion and Thaumaturgy cantrips as well as the Detect Magic and Purify Food and Drink spells. These spells do not count against your spells known and cannot be replaced.
Beguiling Eyes
Starting at 1st level, you can tap your fey heritage to help you charm, influence, and beguile others. When you cast a spell where the target becomes charmed if they fail a saving throw, you can make the target have disadvantage on their saving throw if the target can see you. Once you use this ability, you cannot use it again until you take a short or long rest. Also, you also gain proficiency with the Persuasion or Deception skill.
Otherworldly Charms
Starting at 6th 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.
Magic In The Veins
Starting at 14th level, the fey magic coursing through your veins begins to give your mind and your body some protection from the magical attacks of others. You are immune to magical sleep and gain advantage against both charms and spells.
Sylvan Heritage
Starting at 18th level, your fey heritage begins showing itself further, making the differences between yourself and humans more and more stark. You are now immune to disease and poison-type damage and resistant to spell damage. You also now have Truesight.
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