Base Class: Sorcerer
Every so often, a mortal catches the attention of a powerful lord or lady of the Fey. Often the object of affection or the offspring of this relationship is gifted arcane power beyond that of most mortal beings. However, these infatuations are often short-lived, and the mortals are left to learn to use their power with little supervision or instruction. Weather you were born of such a relationship, grew up near a Crossroads, or were chosen by a powerful Fey creature, you have been blessed with the changing and chaotic power of the Feywild.
Fey Magic
Your link to the Feywild grants you an affinity with charms. When you learn a new spell, you can choose from the bard or the sorcerer spell list. You must obey all other restrictions for selecting the spell, and it becomes a sorcerer spell for you.
You learn certain spells at the sorcerer levels noted in the Fey Magic table. They count as sorcerer spells for you, but don't count against your number of Spells Known.
Whenever you gain a level, you can replace one spell from this feature with another spell of your choice of the same level from the bard spell list.
Heartsight
Starting at 1st level, your magic heightens your empathic abilities. You gain proficiency in Insight, and you add double your proficiency bonus to any Wisdom (Insight) checks.
In addition, you can use an action to touch a creature and make a Wisdom (Insight) check, contested by the target’s Charisma (Deception) check. If you succeed, you learn the creatures alignment. You automatically succeed on this check when targeting a celestial, fiend, or undead. Creatures are unaware that you attempted to read their heart.
Gateway Magic
Your magic allows you briefly slip between the Feywild and the material plane. Starting at 14th level, immediately after casting a spell of 1st-level or higher, can choose to teleport to an unoccupied space within 30 feet that you can see.
When you use this feature to teleport, you can expend sorcery points to increase the range. For each sorcery point you expend, you can teleport an additional 15 feet.
Seasonal Attunement
Beginning at 6th level, you can align yourself with one of the four seasons, like the denizens of the Feywild. At the end of a long rest, choose one of the four seasons, gaining the benefits from the Seasonal Attunement table. Each season grants you a damage resistance and advantage on certain rolls.
| Season | Resistance | Roll with Advantage |
|---|---|---|
| Spring | Lightning | Hit Dice |
| Summer | Fire | Initiative |
| Autumn | Poison | Concentration Checks |
| Winter | Cold | Death Saving Throws |
Intoxicating Presence
You have the presence of an Archfey. Upon reaching 18th level, you emanate an aura of intoxicating charm in a 15-foot radius. Creatures of your choice within the aura are immune to the charmed condition, and when you force a creature within the aura to make a saving throw to resist the effects of an enchantment spell, they have disadvantage on their roll.
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