You know one cantrip of your choice from the feysentry spell list. You learn additional feysentry cantrips of your choice a higher levels, as shown in the Cantrips Known column of the Feysentry table.

Your arcane research and following of the Seasonal Courts has granted you the abilities to cast spells.

At 1st level, you have joined a Court of the Feywild of your choice: The Spring Court, The Summer Court, The Autumn Court, or The Winter Court, each of which is detailed further below. Your choice grants you features at 1st level and again at 3rd, 7th, 11th, 15th, and 19th level.

You start with the following equipment, in addition to the equipment granted by your backstory:

Spell Slots

The Feysentry table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your feysentry spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 6th level, you have two 2nd-level spell slots. To cast the 1st-level spell charm person, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level or Higher

At 1st level, you know one 1st-level spells of your choice from the Feysentry spell list.

The Spells Known column of the Feysentry table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the lable's Slot Level column for your level. When you reach 13th level, for example, you learn a new feysentry spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the feysentry spells you know and replace it with another spell from the feysentry spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spell casting ability for your feysentry spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a feysentry spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Trance Die

At 1st level, you gain the ability to enter a trance and allow your movements to come to you naturally.

Trance Surge

At 2nd level, your trances can wash over you and control you for longer.

You can enter a trance as a bonus action. While in a trance you are able to roll a trance die and add the result to any weapon attack, saving throw, or ability check. Your trance lasts a number of rounds equal to your Wisdom modifier (a minimum of 1). Once you use this feature, you must finish a long rest before you can use it again.

The amount of times you can use this ability increases at certain levels. It increases to 2 uses at 6th, 3 uses at 10th, and 4 uses at 14th.