```metadata title: 'Sorcerer: Fey Child ' description: '' tags: '' systems: - 5e renderer: legacy theme: 5ePHB ```
### Sorcerer: Fey Child ___ *Your existence is one intertwined with that of the Feywild, as within you is the soul of a fey. Perhaps one of your ancestors was a fey themselves and now their powers have manifested themselves within you. Maybe you once helped a fey in need and an Archfey, taking notice, granted you a blessing to show gratitude. Or maybe your were an orphan raised by fey and constant exposure to their magic rubbed off on your soul. As a result of this fey influence, you are able to fool and beguile others much like a trickster character found in old folklore.* ___ #### Fey Spells Your connection to the fey allows you to channel the magic of the Feywild. You learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. ##### Fey Magic | Sorcerer Level | Spells | |:---:|:-------------------------:| | 1st | Animal Friendship, Faerie Fire | | 3rd | Enthrall, Pass Without Trace | | 5th | Fast Friends, Summon Fey | | 7th | Conjure Woodland Beings, Polymorph | | 9th | Dominate Person, Mislead | ___ #### Trickster's Tongue ___ Starting at 1st level, your experience with the fey has allowed you to learn their language and taught you how to use your words to fool even the most clever of folk. You learn how to read, write, and speak Sylvan. You gain proficiency with the Persuasion and Deception skills. Whenever you make a Charisma (Persuasion or Deception) check, you can add double your proficiency bonus instead of any other bonus. ___ #### Tricks of the Fey ___ At 1st level, you have learned how to utilize the illusory magic of the fey to beguile your foes. As an action, you can create the illusory image of an object, a creature, or some other visible phenomenon that is no larger than a 10-foot cube. The image appears at a spot that you can see within 30 feet of you. The illusory image is accompined by the appropriate sensory effects. You can use a bonus action to cause the image to move up to 30 feet. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Creatures that are within 5 feet of where the image appears must make a Wisdom saving throw against your spell save DC. On a failure, they are charmed by the image and if the image moves away from them they must spend all their movement to follow it. On a success, the creature is immune to the effect for the rest of the duration. A charmed creature can repeat the save at the end of its turn, ending the effect on a successful save. The image lasts for 1 minute or until you dismiss it as a bonus action. You can use this feature a number of times equal to your Charisma modifier, regaining all expanded uses on a long rest. ___ #### Enchanting Presence ___ Beginning at 6th level, you have mastered using the alluring and charasmatic nature of they fey to your advantage when trying to sway others. When you make a Charisma (Persuasion or Deception) check against another creature, you can spend 2 sorcery points to roll a d4 and add the number rolled to your total ability check. ___ When you cast a spell or use a feature that charms or frightens a creature and that creature makes a saving throw to resist, you can use your reaction to spend the same amount of sorcery points to roll a d4 and subtract the number rolled from the creature's total save. This die increases as you gain levels in this class, becoming a d6 at 12th level, a d8 at 14th level, a d10 at 16th level, and a d12 at 18th level. ___ #### Friend of the Forest ___ Additionally at 6th level, your fey soul has allowed you to develop a deep connection with the natural world, specifically to the fauna and flora that inhabit it. You are able to fluently communicate with animals and plants as if you were constantly under the effects of the Speak with Animals spell and the Speak with Plants spell. You also have advantage on Intelligence (Nature) checks and on Charisma (Persuasion) checks you make against beast and plant type creatures. ___