FEY SOUL MAGIC
Starting at 1st level, you can speak, read, and write Elvish or
Sylvan (your choice). You also learn additional spells when
you reach certain levels in this class, as shown on the Fey
Soul 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 illusion
spell from the sorcerer, warlock, or wizard spell list.
Fey Soul Spells
Sorcerer Spells
Level
1st faerie fire, find familiar (fey creature type
only)
3rd arcanist’s magic aura, mirror image
5th counterspell, spirit guardians (fey spirits
only)
7th compulsion, hallucinatory terrain
9th mislead, modify memory
CHARMING TOUCH
At 1st level, you can bend the minds of creatures to your will
with a simple touch. You gain two of the following Charming
Touch options of your choice. You gain another one at 6th,
14th, and 18th level.
You can use an action to touch a creature and choose one
of the Charming Touch options you know, using your sor-
cerer spell save DC. You magically know if a creature failed
its saving throw against an effect. Any creature that can’t
be charmed succeeds on the saving throw for this feature
automatically.
You can use this feature twice at 1st level. You gain addi-
Fey Soul Sorcerer tional uses of it when you reach certain levels in this class:
6th level (three uses) and 14th level (four uses). You regain all
expended uses of it when you finish a short or long rest. In
NEW SORCEROUS ORIGIN
addition, if you have a familiar (such as by the find familiar
spell), you can have it deliver the effect of this feature as if it
were you, provided that it’s touching the target.
Some mages draw on their their magic like a fountain from
The Charming Touch options are presented in alphabetical
within. This wellspring of power can come from a unique
order.
origin, mysterious birthright, or simple chance of fate.
Captivate. The target must make a Wisdom saving throw.
Whatever your story may be, you are steeped in magic, and it
On a failed save, it can only focus on you, ignoring any
is yours to control.
sights, sounds, or other events in the area to do so. The effect
lasts for 1 minute, until you or your companions do anything
FEY SOUL harmful to it, or until you’re more than 10 feet away from it.
At the end of each of its turns, the target can make another
Your magic comes directly from the plane of fey. Sometimes Wisdom saving throw. On a success, the effect ends on the
called mesmers, many with this power pride themselves as target.
masterful bewitchers and illusionists. Your magic probably Charm. The target must make a Wisdom saving throw. On
stems from a powerful fey ancestry or forgotten lineage, but a failed save, it’s charmed by you for 1 minute or until you or
it’s also possible that it came to you by the will of an archfey your companions do anything harmful to it.
or the fey plane itself. Many elves who come into this power Cloak. The target must make a Wisdom saving throw. On
become archfeys themselves over time. a failed save, it can’t perceive you until the end of your next
turn. For the duration, it rationalizes anything it witnesses in
such a way as to not involve you.
2 THE GRIFFON'S SADDLEBAG
Commune. For the next 1 minute, you and the target can In addition, when you roll initiative and have no uses of
communicate as if you shared a common language. The tar- your Charming Touch feature remaining, you regain one use
get must be a creature that can speak at least 1 language. of it.
Compel. As part of touching the target, you must also give
a one-word command. The target then makes a Wisdom sav- REDIRECT MAGIC
ing throw. On a failed save, it’s compelled to follow the com-
mand on its next turn, as if by the command spell. When the At 18th level, you can confound and control the magical
effect ends, it rationalizes any action it took, provided that it powers around you. When a target that you can see within
was reasonable. If it’s obviously not, the creature knows that 60 feet of you casts a spell or creates a magical effect, you can
it was charmed and reacts accordingly. use your reaction to redirect that spell or effect to a different
point or target. You learn the original point or target for the
FEY RESISTANCE spell or effect, as well as what school of magic it’s from (if
any).
By 6th level, your fey magic protects you. You have resistance You can redirect the spell or effect to a new point or target
to damage from spells. In addition, you can use an action to up to 10 feet away from the original one. You can redirect it
end one effect on yourself that is causing you to be charmed. even farther in this way by spending sorcery points. For each
Once you end an effect in this way, you can’t do so again until point you spend, the new point or target can be an additional
you finish a short or long rest. 10 feet away, up to the spell or effect’s maximum range.
Once this property has been used, you can’t use it again
DISTANT REFLECTION until you finish a short or long rest.
Also at 6th level, you’ve learned to project a perfect illusory
duplicate of yourself, although it fails to hold up to physical
inspection. You can use a bonus action to create this dupli-
cate in an unoccupied space that you can see or in an area
that you’ve previously visited, provided you’re no more than
100 miles away from it. The duplicate remains for up to 10
minutes or until you end the effect (no action required).
You can use a bonus action on each of your turns to control
the illusion, provided that you can see it. As an action while
the duplicate exists you can become deaf and blind with re-
gard to your own senses, but can see and hear as if you were
in the illusion’s space (thereby allowing you to control it
from even great distances). You remain deaf and blind in this
way until the duplicate ends or until you choose to return
to your normal senses (no action required). You can control
the illusion as naturally as if it were your own body, moving
and speaking as you normally would (although you can’t cast
spells as if you were in the illusion’s space). While you can
move the illusion, it can’t be moved through solid objects
or through spaces smaller than your normal form would
normally be able to. It also can’t be moved more than 60 feet
away from the space in which it first appeared.
At 14th level, the range of this feature increases to 1,000
miles, instead of 100, and at 18th level, it can be used from
anywhere on the same plane of existence.
You can use your Charming Touch on a target as if you
were in the illusion’s space. In addition, if the illusory dupli-
cate is within 60 feet of you, you can use a bonus action to
teleport to its space and dispel the illusion.
Once you’ve used this feature, it can’t be used again until
you finish a long rest or until you spend 2 sorcery points to
use it again as a bonus action.
BEWILDERING REBUKE
Starting at 14th level, you can twist the minds of creatures
that dare attack you. When a hostile creature that you can see
hits you or an illusion you made with a melee attack, you can
use your reaction to beguile it with your magic. The attacker
then takes psychic damage equal to half your sorcerer level,
and you can choose to use your Charming Touch feature
against it as part of that reaction, expending one of its uses
as normal.
3
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