Fey Magic
By @genasilesbian
This sorcerous origin is buried within those with Fey lineage. Whether you are a changeling, cast into the material plane carrying the gifts of your parent, or have been blessed by a mischievous pixie, you have garnered magical abilities akin to those possessed by beings of the Fey Wild.
Fey Magic Features
Sorcerer Level | Feature |
---|---|
1st | Fey Ancestry, Glamour |
6th | Court Affair, Walk with Nature |
14th | Enhanced Glamour |
18th | Mayhem and Revelry |
Fey Ancestry
Due to your Fey heritage, at first level, you learn Sylvan, gain advantage on saves against being charmed, and magic cannot put you to sleep.
You additionally learn the following spells as Sorcerer spells, none of which count against your total spells known.
Additional Spells
Sorcerer Level | Spell |
---|---|
1st | Faerie Fire |
3rd | Spike Growth |
5th | Blink |
7th | Conjure Woodland Beings |
9th | Wrath of Nature |
Glamour
Additionally, at first level, as a bonus action, you can cause your form to quiver and distort with the myriad chaotic magic of the feywild. For one minute, you can force all attackers to make a Wisdom saving throw against your spell DC each time they attack you. On a failed save they have disadvantage on their attacks against you for that turn. They must repeat their save each turn.er
You regain this ability after a long rest.
Court Affair
At sixth level, you've unearthed the court of your heritage. Choose your court, Seelie or Unseelie; From now on, the ability bestowed upon you will be determined by said court.
Walk with Nature
At sixth level, your connection
with nature itself allows you to pass through
difficult terrain unhindered, granted the
difficult terrain is comprised of natural material.
In addition, you can sense Fey in a
five mile radius.
Seelie. If you possess Seelie heritage
you additionally gain the innate ability to
communicate with beasts and plant life,
and they recognize you as a kindred spirit.
Through sounds and gestures, you can
communicate simple ideas to them as an action,
and can read their basic mood and intent.
Unseelie. If you possess Unseelie heritage you additionally gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Enhanced Glamour
At 14th level, since the discovery of your lineage, you have grown in power and your glamour has grown with you. When you enable this ability, you take on a supernatural visage of a fey-like entity, forcing any opponent within a 30 ft. radius to make a Wisdom saving throw at the beginning of Glamour's duration. On a failed save they are inflicted by the following effect dictated by your heritage as well as the previous effects granted at 1st level:
Seelie. Your opponents are Charmed by you for the duration of your Glamour.
Unseelie. Your opponents are Frightened by you for the duration of your Glamour.
In addition, you can now use Glamour twice between rests.
Mayhem and Revelry
At 18th level, you may use 4 sorcery points to create a 15 ft. cone of powerful Fey energy emanating from your hands. Any opponent within range must make a Charisma saving throw. On a failure, they take 4d8 psychic damage + 1d10 damage, dictated by your heritage. On a pass, they take half damage.
Seelie. If you possess Seelie heritage, your chosen damage can be either Radiant or Fire Damage.
Unseelie. If you possess Unseelie heritage, your chosen damage can be either Necrotic or Cold Damage.
In addition, for each additional sorcery point used for this attack, you gain an additional d10 of damage.