Sorcerous Origin

Fey Beguiler

These sorcerers wield unpredictable magic, traced to the Feywild or a similar source. Whether through faerie ancestry or direct fey influence, their power is as capricious as it is potent. Often lighthearted and whimsical, they can be formidable foes when provoked.

Beguiler manifestation spells

Beguiler Magic

If you expend sorcery points to cast a spell from the fey manifestation spell list, your spells do not end effects that would normally end or give a new saving throw when a creature casts a spell (such as the invisible condition or the charm person spell).

If you replace a spell from you manifestation spell list, the new spell must be an enchantment or illusion spell from the primal spell list.

Fey Manifestation

Beginning from 3rd level, your physical appearance becomes more like that of a fey. Your ears may become unnaturally pointy and your eyes may sparkle. Maybe your hair shines like rays of sunlight or maybe your skin changes colour to match the current season.

You gain the following ability:

  • Fairy Dust. You can use an action to touch one creature. The target gains a flying speed of 20 feet for 1 hour.

You can only use this ability once between long rests.

 

Fey Trickery

At 10th level, your fey nature allows you to beguile creatures caught with their guards down.

When you roll initiative and you are not surprised, you magically become invisible and can immediately roll a Dexterity (stealth) check to become hidden. This invisible condition ends at the end of your first turn in combat.

 

Fey Court’s Mist

Beginning at 14th level, you can cause a sudden mist to shift and hide your allies.

As an action, you can target any number of willing creatures within 30 feet of you (including yourself). You can teleport each of these creatures to another point within 30 feet of their previous location. When you use this ability, you can also choose one of the following seasonal benefits and apply it to each target you teleport like this:

  • Autumn. Immediately after a creature teleports, any creature within 10 feet of the point where the creature teleports to, must succeed on a Strength saving throw or be pushed up to 10 feet away from that point and knocked prone.

  • Winter. Immediately before a creature teleports, other creatures of your choice within 10 feet of the target has their speed reduced by 10 feet until the beginning of you.

  • Spring. When you teleport a creature, remnants of fey magic persist. Until the end of the creature’s next turn, it can use a bonus action to teleport 30 feet again.

  • Summer. Immediately after you teleport a creature, any creature within 5 feet of the point the creature teleports to must make a Dexterity saving throw or take 6d6 fire damage. Or half damage on a successful saving throw.

Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Sorcerer Level

Spells

3

sleep, silent image, decoy

4

invisibility

5

hypnotic pattern

6

major image

7

charm monster

8

confusion

9

mislead