My Documents
Support GM Binder!
# Fey Magic ## Arcane Tradition Deep in the ancient wilds, scholars of the arcane study in Sylvan Libraries as old as the first Elves. These Wizards weave a weird magic from the threads of Illusion, Enchantment, and the old magic of the untamed wilds. #### Natural Trickster At level 2 you learn to speak, read, and write Sylvan and become proficient in the Deception skill if you were not already. You may make Charisma (Deception) checks using your Intelligence bonus in place of your Charisma bonus. #### Lore of the Wild Ancients At level 2 you learn two cantrips from the Druid spell list. Intelligence is your spellcasting ability for these cantrips. Additionally, Druid spells are considered Wizard spells and you may transcribe them to your spellbook as you would any other Wizard spell and learn them as the spells you gain when you gain levels. #### Nimble Illusionist At level 6 you learn to control your illusions with a natural ease. If an illusion spell allows you to control or alter it as an action, you may do so as a bonus action instead. Additionally when you voluntarily stop concentrating on an illusion spell, its effects persist for a number of rounds equal to your intelligence modifier (minimum of 1) #### Piercing the Night Veil At level 10 you may cast the spell Dream without expending a spell slot even if you do not have it prepared. You cannot do so again until you finish a long rest. If you cast the spell on the night of a full or new moon and your target fails their Wisdom saving throw, you may cast the spell Geas without expending a spell slot even if you do not have it prepared. This replaces Dream's effect of preventing rest and dealing psychic damage. A creature that succeeds on its saving throw against Geas is immune to Dream and Geas spells you cast for a year and a day. #### Sylvan Sanctum At level 14 you create a private sanctum deep in the Feywild. It is a circular grove of trees 100' in diameter. The area is protected from Divination magic and creatures you do not permit may not teleport or plane shift into this area. Wish or equivalent magic can overcome this restriction. The sanctum is surrounded by a 1000' radius of mists and twisting paths. Creatures that enter these mists (either be exiting or attempting to enter the area of the sanctum) must make a Charisma saving throw with disadvantage. If they fail, they become lost and confused and emerge from the mists outside the sanctum. A creature that fails this throw automatically fails further attempts until they have finished a long rest. Beasts are immune to this effect and may wander through the mists as they would any other obscured area. The sanctum has a stream of pure water and grows fruit that is edible and nutritious for any creature and grows enough to feed 20 creatures every day. While in your sanctuary you recover the maximum number of hit points possible when spending hit dice. You have advantage on saves to resist the effects of poisons, diseases, and curses while in your sanctum. As an action you may teleport or plane shift yourself and up to 19 willing creatures to your sanctum as an action. Also as an action you may teleport yourself and up to 19 willing creatures from the sanctuary to the place you teleported there from or to a wooded location well known to you. While in the sanctum, creatures age at half their normal rate. Objects and creatures that spend an extended amount of time in the sanctum may be enchanted or otherwise altered by the magic of the Feywild. Magic items may take on a chaotic intelligence and creatures find themselves drawn to the mists, tempted to join the fey and leave their old lives behind. ## Feat ### Forest Gnome Magic Prerequisite: Gnome (forest gnome) You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast Nystul's magic aura at will, without needing a material component. You can also cast each of the following spells once with this ability: invisibility, disguise self, and major image. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.