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Fey

Sorcerer

Level 3: Fey Soul Magic

You learn additional spells when you reach certain levels in this class, as shown on the Fey Soul Spells table. Each of these spells counts as a Sorcerer spell for you, but it doesn't count against the number of Sorcerer spells you know.  
Sorcerer LevelSpells
3rdFaerie Fire, Enthrall, Fear, Misty Step
5thFast Friends, Hypnotic Pattern
7thHallucinatory Terrain, Greater Invisibility
9thMislead, Modify Memory
 

Level 3: Fey Soul

You can speak, read, and write either Elvish or Sylvan (your choice).   Additionally, your fey blood allows you to bend the minds of creatures to your will with a simple touch. As a Bonus Action, you can touch a creature and choose one of the Charming Touch options below, using your Sorcerer spell save DC. A creature that can't be charmed automatically succeeds on any saving throw against this feature.   You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a Long Rest.  
Charming Touch
Captivate. The target must make a Wisdom saving throw. On a failed save, it can focus only on you, ignoring sights, sounds, and other events around it for 1 minute. The effect ends early if you or your companions do anything harmful to it, it becomes incapacitated, or you move more than 10 feet away from it. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.   Compel. As part of touching the target, you also give a one-word command. The target must make a Wisdom saving throw. On a failed save, it is compelled to follow the command on its next turn as though affected by the Command spell. When the effect ends, the creature rationalizes its actions if they were reasonable. If they were obviously unreasonable, the creature realizes it was charmed and reacts accordingly.   Cloak. The target must make a Wisdom saving throw. On a failed save, it cannot perceive you until the end of your next turn. For the duration, it rationalizes anything it witnesses in a way that doesn't involve you.  

Level 6: Fey Resistance

You have Advantage on saving throws against effects that would cause you to become Charmed or Frightened. Additionally, you can take a Magic Action to end one effect on yourself that is causing you to be Charmed.   Once you end an effect in this way, you can't do so again until you finish a Short or Long Rest.  

Level 14: Fae Fright

When you are hit by a melee attack, you can use your Reaction to lash out with frightening fey magic. The attacker takes Psychic damage equal to your Sorcerer level and must make a Wisdom saving throw against your Sorcerer spell save DC. On a failed save, the attacker is Frightened of you until the end of its next turn. Additionally, you can teleport the attacker up to 15 feet to an unoccupied space you can see.  

Level 18: Court of Thorns

As a Magic Action, you call forth the wrath of the Feywild. Twisting roots, thorned vines, and flowering briars erupt from the ground in a 30-foot-radius sphere centered on a point you can see within 120 feet. Each hostile creature of your choice in the area must make a Strength saving throw against your Sorcerer spell save DC.   On a failed save, a creature takes 8d8 Piercing damage, has the Restrained condition, and is entangled by the fey growth for 1 minute. On a successful save, it takes half as much damage and isn't Restrained. A creature Restrained by this feature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   While a creature is Restrained by this feature, whenever it takes damage from one of your Sorcerer spells, it takes additional Psychic damage equal to your Charisma modifier.   Once you use this feature, you can't use it again until you finish a Long Rest. Alternatively, you can expend 6 Sorcery Points to use it again.


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