Sorcerous Origin: Fey-Touched Blood

Sorcerous ability can arise from many different origins, often lying dormant in a bloodline for generations. One source that is notoriously unpredictable are the gifts of fey beings; innate power stemming from fey magic mingled with the blood of mortal folk.

Since the Fair Folk are tricky and capricious, this heritage is just as likely the result of faerie enchantment as it is the result of actual offspring. Joining in a faerie dance, eating food offered by fey creatures, or just spending too much time in the Feywild can have unpredictable effects on mortals. No matter how they are earned, the gifts of the fey are elusory and deceptive.

Fey-Touched

Starting at 1st level, you have advantage on saving throws against being charmed, and magic can’t put you to sleep.

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.

Faerie Magic

Your magic stems from enchantment mingled in your blood, granting you knowledge of certain spells. You learn additional spells when you reach certain levels in this class, as shown on the Faerie Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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 an enchantment or an illusion spell from the bard, sorcerer, warlock, or wizard spell list.

Faerie Spells
Sorcerer Level Spells
1st Dissonant Whispers, Tasha’s Hideous Laughter, Vicious Mockery
3rd Enthrall, Nystul’s Magic Aura
5th Hypnotic Pattern, Phantom Steed
7th Hallucinatory Terrain, Phantasmal Killer
9th Dream, Geas

Cloak of Glamour

At 6th level, you learn to weave layers of illusion into your enchantments, and around yourself. When you cast an enchantment or an illusion spell, you can cast Minor Illusion as a bonus action. You do not need to know the Minor Illusion cantrip for this effect to occur. At the same time, you can spend 1 sorcery point to gain advantage on saving throws against spells and other magical effects for 1 hour.


Creature of Magic

At 14th level, you become capable of manifesting visible attributes of your fey power, gaining a flying speed equal to your current speed. This ability may appear as wings (typically butterfly, dragonfly, or moth), or as an aura of supernatural power, and can be turned on or off as a bonus action.

Regardless of how this ability manifests, it is a visible and audible illusion that does not interact with the material plane and can’t be dispelled.

Supernatural Presence

At 18th level, you can channel the otherworldly presence of your fey heritage, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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Credit

Author: u/Autumn_Skald
Art: Twilight (From the Realms of Faerie) by Brian Froud