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# Fey Blessed Your innate magic comes from the Feywild. Maybe you have fey blood in your family tree, or were exposed to the powerful energies of the plane. Perhaps you did something kind for a powerful fey, and they gave you this gift in reutrn. No matter how you gained it, the wild power of the Feywild now blossoms within you. *Note: This subclass was designed to be used alongside my Sorcerer rework, found [here](https://www.gmbinder.com/share/-MeqmBpmg5XO0F-5F2KW). As such, the levels at which you gain certain features are altered. If you would like to use this alongside the PHB Sorcerer, simply adjust the level at which you receive the final two abilities* ### Expanded Spell List ##### You learn additional spells when you reach certain levels in this class, as shown on the Faerie Magic table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list. ## Faerie Magic |Sorcerer Level | Spells | |:----:|:-------------| | 1st | ***Charm Person***, ***Faerie Fire*** | | 3rd | ***Enthrall***, ***Moonbeam*** | | 5th | ***Hypnotic Pattern***, ***Plant Growth*** | | 7th | ***Polymorph***, ***Conjure Woodland Beings*** | | 9th | ***Mislead***, ***Modify Memory*** | ### Faerie's Blessing Starting at 1st level, the blessings of the Feywild coat your words like honey. You can speak, read, and write Sylvan. Additionally, whenever you make a Charisma check when interacting with Fey, your proficiency bonus is doubled if it applies to the check. ### Protective Glamour At 1st level, your charisma and force of personality are so strong that they act as a shield. While wearing no armor or under the effect of the *mage armor* spell, you may use your Charisma modifier inplace of Dexterity when calculating your AC. ### Blessing of the Courts At 6th level, your connection to the fey wild allows you to invoke a blessing from the Seelie or Unseelie court. - **Unseelie Blessing.** When you are targeted with an attack by a creature within 30 feet of you, but before the attack is rolled, you can use your reaction to invoke this blessing, taking on a horrifying and chilling visage. The target must make a Wisdom saving throw. On a failure, the target is frightened of you until the start of it’s next turn. - **Seelie Blessing.** As an action, you may invoke this blessing to take on a beautiful and calming visage. For the next minute, you have advantage on any (Charisma) Persuasion ability checks that you make. While this blessing is active, you may use an action to cast the spell *calm emotions* on a creature within 5 feet of you. The blessing then ends. Regardless of what blessing you choose, you have a number of uses of this ability equal to your Charisma modifier (minimum 1). You regain all uses of this feature when you finish a long rest. ### Font of Enchantment At 10th level, your ability to charm those around is a natural instinct, as well as a shield against charms. You are immune to the charmed and frightened conditions. Additionally, when an Enchantment spell you cast ends, if the target would normally be aware that you charmed it or altered its temperament, it does not become aware of that fact. ### Archfey’s Presence At 14th level, you can channel some of the power of an archfey into yourself. As an action, you may spend 10 sorcery points to give yourself a powerful fey appearance and aura. This transformation lasts for 1 minute, or until you end it as a free action. While you are transformed, you gain the following benefits: - When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target up to 2 additional creatures - Creatures of your choice that move within 10 feet of you or start their turn there must make a Wisdom saving throw. On a failure, they are either Charmed or Frightened (your choice) for 1 minute, and may repeat the saving throw at the end of their turn. On a success, they become immune to this feature for 24 hours - When you make a Charisma check, you may treat a roll of 9 or lower as a 10 - Unless you are willing, you cannot be targeted by spells of the Enchantment school of magic Once you have transformed using this feature, you may not do so again until you finish a long rest.