Sorcerer
Base Class: Sorcerer

When the fancy takes them Fey have been known to make deals with mortals, often those deals involve the handing over of a child as payment. Those children which are taken by the capricious faires often then become suffused with the power and magic of the Feywild as they grow up. When fully grown they are comfortable with words and charming individuals beyond compare. Their enchantment magics are something to be feared, and it is best not to anger them, as they can be as wild as they Feywild they come from.

Feywild Blood

1st-level Fey Child feature

Starting at 1st level the magic of the Feywild flows through your speech. You gain proficiency in the skill of your choice from Persuasion or Deception.

Additionally, your mind is protected from mind-altering effects. You have advantage on saving throws against being charmed or frightened.

Enduring Charm

1st-level Fey Child feature

Starting at 1st level your magical charms are harder to overcome. When a creature that is charmed by you takes damage that would cause it to lose the charmed condition, instead it must first make a Wisdom saving throw against your spell save DC. On a failure it remains charmed.

Lunacy of the Fey

6th-level Fey Child feature

Starting at 6th level, you are able to send those you have charmed mad. As a bonus action, you can deal 1d6 psychic damage to a creature which is either charmed, or frightened by you. You can deal this damage to a number of creatures equal to your proficiency bonus each turn. 

This damage increases to 2d6 at 11th level, and 3d6 at 16th level.

Hidden Paths

6th-level Fey Child feature

Starting at 6th level, you are able to use the secret passages of the Fey to avoid further harm. As a reaction, when you are hit with an attack, you can teleport 30 feet to an unoccupied space. You may use this feature once per short or long rest.

Beguiling Obfuscation

14th-level Fey Child feature

Starting at 14th level you are able to slip away unnoticed after magically charming an individual leaving them none the wiser. When you cast an Enchantment spell of 1st level or higher, you can spend two sorcery points to turn invisible until the start of your next turn, you attack, or cast a spell.

Dreadlord of the Court

18th-level Fey Child feature

Starting at 18th level you can channel the very soul of the Feywild, and become a terrifying avatar of the Fey Courts. As an action, you can spend 6 sorcery points, and unmask the terrible form beneath.

For one minute you gain the following abilities:

  • You can teleport 30ft as a bonus action.
  • As an action you can force any creatures within 60 ft. to make a Wisdom saving throw against your spell save DC, on a failure they become frightened of you for the next minute. On a success they are immune to this effect for the next 24 hours. They can repeat the save at the end of their turn provided they cannot see you.
  • Your Lunacy of the Fey damage is increased by 1d6.
  • Any fey creature of CR 6 or lower has disadvantage on attack rolls against you.

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