Fey

The creatures of the fey realms love to meddle in the affairs of mortals. Their love of trickery, manipulation, and their twisted sense of humor leads them to influence mortals, either to achieve some inscrutable scheme or simply for their own amusement. At some point, one of your ancestors became the subject of fascination for the fey, thus introducing an element of their chaos into your bloodline. While you may want no part of these creatures or their plots, you can be certain they keep an eye on you.

Fey Magic

Starting at 1st level, you can add two of the spells listed in the table below to your list of spells known. These spells count as sorcerer spells for you, but they do not count against your number of sorcerer spells known. When you reach 3rd level, you can add one more spell listed in the table below. You must otherwise follow all restrictions for these spells.

1st Level 3rd Level
charm person, friends, minor illusion, vicious mockery blur, enthrall, magic aura, suggestion

Pernicious Charm

At 1st level, as a bonus action you can magically enhance your force of personality and your charm. You gain advantage on all Charisma ability checks for 1 minute.

You can use this feature again following a short or long rest.

Strong-Willed

At 6th level, as a reaction you can spend a sorcery point to gain advantage on a saving throw to resist being charmed or frightened.

If you fail a saving throw and become charmed or frightened, at the start of your turn you can spend a sorcery point to ignore one of these conditions until the start of your next turn. Finally, each time you make a saving throw to attempt to end being charmed or frightened, you can spend a sorcery point to gain advantage on the roll.

Misty Step

At 14th level, as a bonus action you gain the ability to magically teleport to an unoccupied space you can see within 30 feet.

Honored Friend of the Fey Court

Beginning at 18th level, you can call upon the magic of the fey court to suffuse your presence with unearthly charisma. As an action, you can spend 5 sorcery points to activate this feature. First, you gain advantage on any Charisma check you make with this power active.

In addition, any non-fey creature that starts its turn within 90 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes charmed by you for 1 minute. On a successful save, the creature becomes immune to this effect for 24 hours. If you lose your concentration (as if you were concentrating on a spell), this effect ends.

If you deal damage to an affected creature, they can repeat the saving throw, ending the effect on itself with a success.

Section 15: Copyright Notice

The Vitalic Sorcerer © 2019 Total Party Kill Games; Authors: Brian Berg, Mark A. Hart.