Sorcerer
Base Class: Sorcerer

You have been gifted with the magic of the fey. This power can manifest in a number of ways. Perhaps you were kissed by a pixie as a child and were granted the faerie's magic, which grew in power as you matured. Maybe one of your ancestors was a being native to the Feywild, such as a satyr, an eladrin, or even an archfey, and you inherited their magical abilities. You might even have received your powers from a darker force, when your parents made a deal with a hag with the intention of giving you a better life - or, perhaps, for more selfish reasons - and in so doing, you received a portion of that hag's power. Whatever the cause, you wield fey magic, a whimsical and deceptively powerful force which can do as much good as harm. However you choose to wield it, chaos is sure to follow.

Secrets of the Fey

Your fey magic grants you some of a fey's knowledge. You can read, speak, and write Sylvan, the language of fey creatures.

Fey Glamour

You can create convincing illusions with a wave of your hand. You learn the minor illusion cantrip and disguise self spell, which don't count against your number of sorcerer spells known. When you cast either spell using this feature, you don't require verbal or material components, and you don't expend a spell slot.

As part of your action when you cast one of these spells, and as a bonus action while either spell is active, you can apply one of the following effects to a single creature within 5 feet of the illusion or disguise that can see or hear it:

  • The creature has advantage on their next attack against a creature other than you.
  • Both the creature's next attack roll and Wisdom (Perception) check are made with disadvantage before the end of your next turn.
  • The creature has disadvantage on its next Wisdom saving throw against one of your spell effects or sorcerer features.

You can apply an effect using this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mistifying Mischief

At 6th level, you can vex foes by producing illusory duplicates of yourself or other creatures. As an action, you can expend 1 to 4 sorcery points and turn a number of creatures equal to the sorcery points expended invisible. Immediately after turning invisible, an illusion that resembling an affected creature appears in the creature's space, and remains for 1 minute or until it disappears, as described later in this feature. A creature remains invisible until 1 minute has passed, until the creature attacks or casts a spell, or until you end the invisibility (no action required).

If a creature attacks or touches an illusion, or casts a spell that would affect it, the illusion disappears into a cloud of magical mist that spreads in a 10-foot radius centered on the illusion. Creatures other than yourself that start their turn in the cloud or enter it for the first time on their turn must make a Wisdom saving throw against your spell save DC. On a failure, the creature's speed is reduced to 0, and it can't take reactions until the start of its next turn, as it is consumed by a wave of lethargy. The cloud disappears at the end of the same turn the illusion dissipates.

Whimsical Ward

At 14th level, you gain a measure of protection against effects that would bend your will or deceive you. You are immune to being charmed, and you have advantage on ability checks to discern illusions and the true forms of creatures.

You also learn how to confer this protection to creatures of your choice. As an action, you can produce an aura that protects you and creatures of your choice. The aura extends in a radius 20-feet from you, and appears as a cloud of manifestations of fey creatures or phenomena. These manifestations can resemble pixies, sprites, butterflies, glowing petals or spores, or any other faerie-like or woodlands-related beings or phenomena. These manifestations are intangible and invulnerable, and offer the following benefits to you and creatures of your choice:

  • Creatures have advantage on saving throws against being charmed. If a creature fails its saving throw, you can expend 1 sorcery point to have them succeed instead (no action required).
  • If a creature is hit by an attack, it can use its reaction to reduce the damage by half and immediately teleport to a space within the aura that it can see.
  • A creature that starts its turn in the aura or enters the aura for the first time on its turn can use its bonus action that turn to take the Dash or Disengage action.

The aura remains for 1 minute, until you are reduced to 0 hit points, or until you dismiss it (no action required). Once you summon this aura, you can't summon it again until you finish a long rest, unless you spend 5 sorcery points to summon it again.

Archfey Majesty

At 18th level, you manifest the entrancing majesty of an archfey of the Feywild. As an action, you sprout spectral wings that resemble those of a butterfly, a moth, a dragonfly, a sparrow, or a bat. In addition, you take on a more beautiful or fierce appearance, as small, magical phenomena appear around you. Small butterflies flutter around you, flowers sprout in your hair, your skin takes on a more barklike texture - these are a few ways that this form maniefests. You remain in this form for 10 minutes, and revert to your original form at the end of the duration, if you are reduced to 0 hit points, or if you end it willingly (no action required).

While in this form, you gain the following benefits:

  • You gain a flying speed of 60 feet.
  • You have advantage on Charisma checks and saving throws.
  • At the moment you transform, creatures of your choice within 60 feet of you that can see you must make a Wisdom saving throw against your spell save DC. On a failure, a creature is charmed by or frightened of you (you choose for each creature) for 1 minute. A creature can repeat this saving throw at the end of its turn, ending the condition on a success.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.

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