Fey Origin
Hit Points
Hit Dice: d6 per Fey Origin level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Subclass Options
Fey sorcerers are mortals that carry the bloodline of a fey being of some distinction. Perhaps a long forgotten ancestor fell for the charms of a Fairy King. Perhaps you are a changeling, swapped at birth with a mortal child. Fey sorcerers often want to know where their power has come from. As they grow in strength their control over Enchantment magic increases and their fey heritage becomes more pronounced. Both blessed and cursed, these sorcerers belong neither in the mortal or fey realms.
The fey sorcerer's magic is a manifestation of their fey heritage. The magic that infuses you is compelling and impossible to conceal. As a fey sorcerer, you are feared and distrusted by many mortals. You may also find you are unwelcome in the Feywild, as you could be the result of a scandalous dalliance. You may even find you already have powerful enemies among the fey. Fey sorcerers have to learn to master their gift by themselves. Superstition means they are often unwelcome in settled lands. Many never learn the secret of their origin. As a result, fey sorcerers often end up using their power to bind others to their will.
Party Like the Fey
Starting at 1st level, you are immune to the effects of alcohol and can eat and drink as much as you like without feeling full. You have advantage on saves versus
poison,
enchantment, and
charm effects.
Fey Touched Skill
Your heritage gives you enhanced natural abilities. Often accomplishments with these abilities gave you the first clue to your blood line. Starting at 1st level, you can speak and understand Sylvan. You have expertise in either Persuasion or Intimidation, and in one musical instrument or artisan's tool of your choice (excluding thieves' tools). If you know how to play one, you can use a musical instrument as your arcane focus.
These are in addition to your standard skills. When you use either of your selected skills or speak Sylvan, your Fey power reveals itself. Perhaps your voice takes on an unearthly tone, or colored lights dance along the strings as you play your instrument.
The Taint Manifests
At 6th level, all spells in the Enchantment school are considered sorcerer spells for you, and you may select from them as you would any normal spell whenever you can select a new spell known or replace an existing known spell.
In addition, your appearance starts to take on the characteristics of your fey ancestor. The ageing process starts to slow down to ¼ the normal rate for your race. People you encounter know that there is something unusual about you. Choose from one of the features below or make up your own:
d6 |
Appearance |
1 |
Your ears lengthen into points. |
2 |
Your eyes turn black for a split second when you blink. |
3 |
Your hair thickens and takes on a blue, pink, or green color. |
4 |
Twisted wooden antlers sprout from your temples or forehead. |
5 |
Your skin becomes hairless and gains a bronzed tan. |
6 |
A brightly colored birthmark appears on your skin. It is clearly some kind of magical symbol. |
Obey the Master
At 6th level, your ability to dominate the targets of your Enchantment spells increases. When a creature makes a save to escape the effect of an Enchantment spell you have cast, you can use a reaction to spend 2 sorcery points and force them to make the save again. You can repeat this as often as you have sorcery points to spend.
Fairy Oaths and Curses
At 14th level, you gain additional mastery over spells from the Enchantment school of magic. You can cast any Enchantment spell you know as a ritual. Casting the spell in this way costs sorcery points equal to the level of the spell, and the spell is referred to as an oath or curse. The target for your oath or curse must be a specific creature or person, even if the spell normally allows you to target a point in space. In order to cast the ritual you need as material components a piece of the target’s body, such as a lock of hair or drop of blood, which the ritual consumes. You also need magical herbs or flowers and jewelery worth from 50gp per level of the spell.
Fairy oaths and curses cast this way can target a creature or person who you cannot see, as long as you are both on the same plane of existence. If the target is not in your presence, you must use as an additional material component a perfect reflective surface, such as a mirror or still body of water. The surface must remain unbroken for the duration of the spell.
Any spell that has a duration longer than instantaneous can be extended when cast as a fairy oath or curse. The oath or curse remains in effect until a specific condition has been met. You must declare the condition when you cast the spell. Your target is aware of the condition from the moment the spell effect begins. The condition must be both reasonable and possible for the target to achieve. If your condition does not meet this criteria, you instead become the target of the spell.
Your target has the chance to resist the spell as normal, if they choose to do so. If they resist your attempt, they know that you have tried to use magic on them.
Songs and stories are littered with mortals who have gained the services of a fey sorcerer in exchange for being bound to them by an oath, or found themselves the target of a powerful curse.
Majesty of the Fey Liege
Beginning at level 18, you can change your appearance to fully realize your fey power. As an action you can spend 5 sorcery points to reveal your true form. You take on all the features from the Fey Appearance table above, or choose features for yourself. You gain both fly and climb speeds equal to your walking speed. You create an Aura of Enthrallment or Foul Dread to a radius of 30 feet that affects all hostile creatures. Creatures that enter the aura for the first time in a round or begin their turn in the aura succeed on a Wisdom saving throw or be affected by the
charm person spell (Aura of Enthrallment) or
cause fear spell (Aura of Foul Dread). Your true form lasts for 1 minute or until you lose concentration.
A creature that succeeds on its saving throw is immune to your aura for 24 hours. Once you have chosen the effect of your aura, you cannot change it.