Fey Bloodline

Somewhere in your ancestry, a family member took, not a humanoid as a partner, but one from the Feywild. This has imbued you with innate sorcerous powers originating from the Feywild. You can wield this power of trickery and illusion to aid or to curse your allies and enemies. While elves and half-elves seem better suited to this subclass, any race can have fey blood in their veins.

As a Fey sorcerer, you must use your mind to cleverly cast enchanting and bewitching spells, relying less on the blunt force of a fireball. You can the illusions of the Fey for stealth and deceit, but you can still fall back to powerful spells that decimate your opponents if your plans fail.

Arcane Trickery

Starting at 1st level, you learn the minor illusion cantrip. When you cast this spell, it has a casting time of one bonus action. This spell doesn't count against the maximum number of cantrips you know.

Unseelie or Seelie

At 1st level, you can choose a benefit at the end of the day depending on which court you feel more inclined with. When you finish a long rest, choose Seelie or Unseelie. You gain a benefit depending on your choice.

Seelie. You can bless your allies in their times of need. When an ally within 60 ft. is targeted by an attack, you can use your reaction to give them a +2 bonus to their armor class until the beginning of their next turn.

You can only use this feature a number of times equal to your charisma modifier before finishing a long rest.

Unseelie. You can slow your enemies just as they're being slain. As a reaction, when an ally targets an enemy with an attack, you can grant that enemy -2 to their armor class until the beginning of their next turn.

You can only use this feature a number of times equal to your charisma modifier before finishing a long rest.

Amplified Illusions

Starting at 6th level your illusions spells are empowered by fey magic. Whenever you cast an illusion spell using a sorcerer spell slot, you may expend a number of sorcery points equal to double the spells level. If you do, you may cast that spell again as a bonus action this turn. Casting a spell that way does not require a spell slot or any material components, and the spell dosn't need concentration.

Fey Enchantment

At 14th level, you gain a new feature whether you are Seelie or Unseelie.

Seelie. Your illusions can bolster you and your allies. Whenever a friendly creature ends its turn within 15 ft. of an illusion created by you (the illusion must be made by a non-cantrip spell), they gain temporary hit points equal to your Charisma modifier.

Unseelie. Your illusions sap the energy from your foes. Whenever a creature ends its turn within 15 ft. of an illusion created by you (the illusion must be made by a non-cantrip spell), you may force them to have their hit points reduced by your charisma modifier. If a creature is reduced to 0 maximum hit points this way, they die. The hitpoint reduction lasts until they are not within 15 ft. of an illusion you have made. When they regain their maximum hit points, their current hit points do not change with them.

Bewitching Form and Sight

Starting at 18th level, your form becomes fluid. You can cast the alter self spell at will, and it doesn't require concentartion. Additionally, you can cast the seeming spell. You can't cast this spell again with this feature until you cast a non-cantrip illusion spell.

Additionally, you know when there is an illusion within 120ft. of you and in which direction this illusion is in. Additionally, you can use an action to dispell an illusion as if by the dispell magic spell. You can do so a number of times equal to your Charisma modifier before you finish a short or long rest.