Sorcerous Origin: The Feywild

Your magic is a result of a strong connection with the Feywild. Perhaps one of your ancestors was a powerful archfey, you had a run-in with the plane at a young age, or you spent such a long time around fey magic that it became infused into your blood.

Either way, fey sorcerers almost always excel at the enchantment magic associated with their origins, which may also change their outward appearance. At your option, you can pick from or roll on the Fey Sorcerer Quirks Table to create a quirk for your character.

Fey Sorcerer Quirks

d6 Quirk 1 Small woodland animals are especially drawn to you. 2 You feel uncomfortable when touching or handling anything made of iron. (This quirk has no mechanical drawback.) 3 You feel a strong compulsion to speak in rhymes. 4 Your hair and eye colours change with the seasons. 5 When you say the verbal components of a sorcerer spell, you sound as if you're laughing or singing. 6 You have a hard time sitting still and are constantly moving or fidgeting.

Blessings of the Rowan

At 1st level, you gain the ability to not only resist charm effects, but reflect them back at their casters.

When a creature you can see targets you with a spell or effect that forces you to save against the charmed condition, you can use a reaction to reflect it and force the creature to save against its own DC instead of you. If it fails, it is charmed by you as if you had cast the spell or used the effect on it. You can use this ability a number of times equal to your Charisma modifier (minimum of 1) per long rest.

Additionally, the fey origins of your magic enable you to cast a wider variety of spells. Every time you pick a new sorcerer spell, you can choose from the druid spell list. These spells count as sorcerer spells for you, and count against your total number of spells known.

You can also read, speak, and write Sylvan.

Airy Avenue

At 6th level, you learn to teleport via the Feywild, inspiring awe and fear in those who witness you do this.

You learn the spell Misty Step, which doesn’t count against your spells known. You can cast it by spending 3 sorcery points instead of a spell slot. When you cast it in this way, choose any number of creatures within 5 feet of the space you teleport to. These creatures are forced to make a Wisdom save against your spell DC or be charmed or frightened (your choice for each creature) by you until the end of your next turn.

And I Serve

At 14th level, you call upon your innate gifts to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on that creature again until you complete a short rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute and requires concentration.

During that time, you can use your action to end this effect and cast the Dominate Person spell on the creature without expending a spell slot or using any components. The target automatically fails its saving throw against the spell. You can use this feature a number of times equal to your Charisma mod per long rest.

At 18th level, you cast Dominate Monster instead.

One of the Fair Folk

At 18th level, the power of your enchantment magic becomes almost impossible to resist.

Creatures with immunity against the charmed and frightened conditions can still be charmed or frightened by your magic, although they have advantage on saving throws against these effects. Additionally, creatures with magic resistance or features such as Fey Ancestry that would usually give advantage against these effects don’t benefit from them against your charm and fear spells.