2.4 KiB
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| Kobold Press Blog |
The origin of your magic springs from the otherworldly power of the fey, either through lineage, boon, or in exchange for service. Fey have great power over the minds and perception of mortals, as well as the natural world, and your magic reflects this.
FEY ORIGIN SPELLS
3rd-Level Fey Feature
You gain origin spells at the sorcerer levels listed in the Fey Origin Spells table. See the Sorcerer Subclass class feature for how these spells work.
Fey Origin Spells
| Sourcerer Level | Spells |
|---|---|
| 3rd | charm, misty step |
| 5th | conjure animals, major image |
| 7th | hallucinatory terrain, conjure woodland beings |
| 9th | modify memory, seeming |
| 11th | irresistible dance, transport via plants |
FEY INFLUENCES
3rd-Level Fey Feature
You can now speak, read, and write Sylvan. In addition, when you roll a Deception, Insight, Intimidation, or Persuasion check, treat any d20 roll less than your sorcerer level as if you rolled a number equal to your sorcerer level.
FEY POTENCY
3rd-Level Fey Feature
While a creature is charmed by one of your spells, you gain a bonus equal to your PB on saves against spells or effects that would give you the blinded, charmed, deafened, frightened, paralyzed, petrified, or stunned conditions.
CLOUD THE MIND
7th-Level Fey Feature
You can make defiance against your magic costly. When a creature succeeds on a save against one of your Enchantment school spells, you can spend 1 sorcery point to give the creature the poisoned condition for a number of rounds equal to the circle of the spell you cast. At the end of each of its turns, the creature can make a new save against your spell save DC, ending the poisoned condition on a success.
ELUSIVE STEP
11th-Level Fey Feature
When you take damage, you can spend 2 sorcery points to cast misty step as a reaction. When you arrive at your destination space, the mist clings to you, making the space you occupy lightly obscured until the end of your next turn.
MANTLE OF THE FEY
15th-Level Fey Feature
The power of your magic ties you more deeply to the fey realms. You are immune to the charmed and frightened conditions. If a creature succeeds on a save against an Enchantment or Illusion school spell that you cast, you can spend 6 sorcery points to make it fail its save instead. (This feature cannot override a creature’s legendary resistance, though it can make such a creature fail its initial save.)