Arcane Tradition

Fey Magic (v2.0)

Some wizards spend their entire lives dediated to one corner of magical study. Fey Magic wizards are obsessed with the mystical properties of the fey, and the binding nature of the bargains they make with humans. Wizards who study fey magic ofen study it from arch-fey or other powerful fey beings, ultilizing their libraries and fonts of knowledge to explore the connecion the fey have to our world.

Faerie Presence

At 2nd level, you can imbue and area with fey influence. You can take one minute to perform a ritual on an area originating from you no larger than a 30 foot cube, causing one of the following magical effects to occur in that area for the next 24 hours.

All creatures have advantage on ability checks while in this area and feel generally positive and lucky.

All creatures in the area have a lingering sense of unease and discomfort. Any creature that attempts to sleep in the area has restless sleep, and gains no benefits from resting.

Any food or drink produced in the area is abnormally delicious and bountiful, fetching twice the price it normally would at market.

All food and drink in the area at the time you perform the ritual spoils and a lingering stench occupies the area for the duration.

Up to three small objects of your choice in the area are instantaneously transported to the Feywild. At the end of the 24 hours they harmlessly reappear in the spot from which they vanished.

Puckish Influence

Once you use this ability you cannot do so again until you have completed a long rest.

When you choose this school at 2nd level, you learn the friends cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast friends you can choose to imbue the spell with fey magic. As long as the target creature does not hear you say anything you know to be explicitly false (whether the target creature believes it or not) they do not automatically become hostile toward you when the spell ends. While they may be confused by their own behavior, they do not necessarily know that you used magic to influence their mood.

Once you cast friends this way, you cannot do so again until you have completed a short or long rest.

Duplicitous Duplicate

Beginning at 6th level, as an action you can teleport to another unoccupied space that you can see within 10 feet, leaving an illusory duplicate of yourself where you were previously standing.

The duplicate lasts for one minute. It closely mimics you in an appropriate way for its surroundings and appears to target the same creatures you target with the spells that you cast (if the duplicate would be out of range to do so, it appears to cast spells on the spot within its range that is closest to where you cast the spell). The duplicate’s AC is 10 plus your intelligence modifier. On subsequent turns as a bonus action you can move a duplicate up to your speed to another unoccupied space. A duplicate vanishes if hit by an attack and the attacker takes 1d8 psychic damage.

An Intelligence (investigation) check against your spell save DC reveals a duplicate to be an illusion. A creature that discerns the illusion for what it is can see through the image and any noise it makes sounds hollow to the creature.

Queen Mab's Visit

At 10th level you unlock a secret method of travel to the Feywild. You can take 10 minutes to open a portal between the Feywild and the Material plane. You and up to 5 other creatures can pass through it. After 1 hour, all creatures who passed through are instantaneously transported back to the other side of the portal in the spot where it was opened and the portal closes. Once you use this ability you cannot do so again until the next dawn.

Fey Bargain

At 14h level you have mastered the intricate magics of fey bargains. You can take one minute to weave fey magic into your words and offer a bargain to a creature who can hear and understand you. You offer them something they truly desire in exchange for an achievable requirement that you set. You may use purposefully vague wording in your offer to your advantage, but a creature under this effect may also use vague wording in the requirement to their advantage. The requirement may not include anything directly harmful to the creature, such as walking off a cliff or casting fireball on themselves.

The creature must make a wisdom saving throw against your spell save DC. If you know the creature’s full name they automatically fail the save. On a successful save the creature can choose whether or not to agree to the bargain and do not have to make another saving throw against this ability for 24 hours . On a failed save, they are charmed by you for one hour and must agree to the bargain.

Any creature that agrees to the bargain, regardless of if they passed or failed the saving throw, is bound by fey magic. Once you have fulfilled your offer, the creature is immediately compelled to perform the requirement to the exact wording that was set. The effect ends when the Dungeon Master determines that the bargain has been fulfilled according to the exact wording, when either creature who agreed to the bargain dies, when you choose to end the effect early, or when you make a bargain with another creature.

If you have made a bargain with a creature this way, you cannot make another with the same creature until the next full moon.