Sorcerous Origin
Fae-Touched
Every moment in your life was little stranger, a little brighter, and carried odd omens on the wind. In your past either through the meddling of your ancestry or your doing, you've been granted powers of the Feywild.
Fae-touched sorcerers often lead lives filled with the same mischievous or aloof nature as the source of their innate magic. They've be more likely be tricksters or thieves, but sometimes they dabble in the affairs of import like the nobility of the fey unknowingly influence by the Feywild subtly swaying their personality. At your option, you can pick from or roll on the Fae-Touched Sorcerer Quirks table to create a quirk for your character.
Fae-Touched Sorcerer Quirks
| d8 | Quirk |
|---|---|
| 1 | You can divine the mood of wild places by the color of the sea and sky as well as the shape of clouds. |
| 2 | Tiny animals, such as rats or birds, seem to subtly flock or swarm around you. |
| 3 | Your eyes change color with your emotion. |
| 4 | You have an aversion to iron, its presence disgust you. |
| 5 | You can taste and smell the emotions of others on their belongings or crafts, or at least you think you can. |
| 6 | Your appearance changes slightly with each rest you take, sometimes you feel like you can't even recognize yourself in a mirror. |
| 7 | Whenever you come across a specific type of treasure or object you can't help but take it. |
| 8 | You try to never give your true name, you always use a multitude of made-up titles, aliases, or noms de guerre. |
Fae-Touched Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Blood of the Fey, Faeful Provocateur |
| 6th | Blood of the Fey (2nd Choice), Weird Weapon |
| 14th | Fey Body |
| 18th | Escape to the Wilds |
Blood of the Fey
At 1st level, you've become warped by fey magic finding that you possess the powers of a certain type of fey. You choose one fey bloodline now and a second at 6th Level. Choose one of the following options:
Fomorian Blood. You gain proficiency with martial melee weapons and advantage against effects that would blind you.
Pixie Blood. Your size becomes tiny. Additionally, as an action you can gain a flying speed equal to half your walking speed until the end of your turn. Afterwards, you can’t use this feature again until you finish a long rest.
Nymph Blood. You always have advantage on Charisma (Persuasion) checks against creatures that can see you.
Seelie Blood. You know one of the following cantrips: dancing lights, druidcraft, or thaumaturgy. It doesn't count against the number of cantrips you know.
Unseelie Blood. You become resistant to cold and necrotic damage.
Faeful Provocateur
Starting at 1st level, when you make successful spell attack you may choose one of the following effects:
- Essence Transfer. On hit, you swap places with your target, teleporting both of you.
- Mesmer Grasp. On hit, all creatures within 15 feet of your target make a Charisma saving throw against your spell save DC. On a failure, they are pulled towards your target as far as possible (into adjacency if possible).
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Weird Weapon
Starting at 6th level, you can alter your weapon with fey magic. When you finish a long or short rest, choose one melee weapon you are proficient with. This weapon becomes magical, and any attack you make with it counts as a melee spell attack (in regards to Metamagic and similar abilities). When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Fey Body
At 14th level, the fey blood within you becomes stronger. Depending on which fey bloodlines you chose, you gain the following:
Fomorian Eye. You can spend 4 sorcery points to magically force a creature you can see within 60 feet to make a Charisma saving throw. On a failure, it is cursed. While cursed, the creature has disadvantage on saving throws and attacks. The cursed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.
Pixie Fade. You can spend 4 sorcery points to cast the greater invisibility spell on yourself, at will without expending a spell slot.
Nymph Beauty. As a reaction to being attacked, you can spend 4 sorcery points you can force the attacking creature to make a Wisdom saving throw or be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Seelie Speed. You can spend 4 sorcery points to gain an additional action or bonus action this turn. You can only do this once per turn.
Unseelie Malice. You can imbue your strike with frost and shadow. When you make a successful attack, you can spend 4 sorcery causing your target to make a Dexterity saving throw. On failure, they take an additional 2d10 cold damage and are blinded until the start of your next turn. On a success, they take half damage and aren't blinded.
Fey Metamorphosis
As you gain more insight in the fey magics influencing you, your physical form has the possibility of changing. Your eyes might glaze over with arcane amber, your hair might appear like a flowing river, feathers might sprout across your body, your scent might perpetually give the aroma of cinnamon, or your skin could be permanently be covered in frost.
Escape to the Wilds
Starting at 18th level, you can spend 6 sorcery points to transport yourself to the Feywilds. You can spend an additional sorcery point to transport a willing creature you're touching. You can repeat this ability for up to eight willing creatures who are linked by touch.
You can specify a target destination in general terms, such as the City of Starlight, the Fortress of Frozen Tears, the Lake of Dreams, Harrowhame or Mithrendain, and you appear in or near that destination. If you are trying to reach the City of Starlight, for example, you might arrive in its brightly bannered market, before the University of Astrazalian, or looking at the city from across the Swan docks, at the DM’s discretion.
For an hour after you arrive, you can spend 3 sorcery points to return to original location you transported from, this includes any creatures brought with you and they do not need to be in physical contact with you. Once the hour is over, you cannot transport back.