Fey-Thane Bloodline (5e Subclass)
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The fey-thane are officers in a Fey Court - lords, dukes, or barons, depending on who you ask. A creature with fey-thane blood in their veins draws power from the court's very existence, able to summon strange and potent illusions with little effort. However, some Fey Courts aren't so generous with their magic, preferring to hunt down fey-thane sorcerers and... do whatever faeries do to them.
|The innate power of fey-thane blood allows for unique, expressive illusions.|
Tongue of the Forests
You can speak, read, and write Sylvan.
Blood Knows Blood
You can recognize fey creatures more easily based on your tenuous genetic connection. Once you see a fey creature, you have advantage on all Arcana, History, Investigation, and Nature checks to remember or discover information about that creature.
When you enter this bloodline at 1st level, you have the ability to channel the fey's enthralling presence. As an action, you can force every creature within 30 feet of you to make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, a creature is charmed or frightened by you (your choice) for 1 minute. If a creature is in combat with you and you attempt to charm it, it has advantage on its saving throw. A creature may make the saving throw again at the end of each of its turns, ending the effect for itself on a success.
At 6th level, the range increases to 60 feet and the duration increases to 10 minutes. In addition, you may choose which creatures are affected by the spell. You can't use this feature again until you finish a short or long rest.
At 6th level, you gain swimming and climbing speeds equal to your movement speed. In addition, you can cast tree stride once per long rest based on Charisma. The spells freedom of movement and longstrider are added to your sorcerer spell list and count as sorcerer spells for you.
Starting at 14th level, creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks and on Intelligence and Wisdom saves against illusion spells you cast. In addition, if an illusion spell you cast has a duration that is longer than Instantaneous and shorter than 10 minutes, its duration becomes 10 minutes.
Court of Twilight
At 18th level, you can use an action to shift reality in a 60-foot-radius sphere centered on yourself into an alternate plane [the Feywild]. This aura lasts for 1 minute or until you lose concentration. Within the aura, any number of creatures you choose are immune to being charmed or frightened, and any number of creatures you choose have disadvantage on saving throws against being charmed or frightened. You can use an action on your turn to summon an illusory entity, Large or smaller, in a free space within the aura. It takes the shape of whatever you choose and cannot be killed or dispelled. This entity immediately does one of the following:
- Attacks a nearby creature, dealing 30 (6d8) psychic damage and forcing it to make a Wisdom saving throw against your spell save DC or become frightened of you until the end of its next turn.
- Soothes a nearby creature with enchanting song, forcing it to make a Wisdom saving throw against your spell save DC or become charmed by you for the duration of the aura. The creature can use its action to make the saving throw again, ending the effect for itself on a success.
- Spouts curses and blessings in Sylvan, casting the bane and bless spells simultaneously on targets of your choice. This effect can only be chosen once, and concentration is not needed for either spell.
You can use your action on each of your subsequent turns to cause the entity to act again. To determine that the entity is an illusion, a creature must succeed on an Intelligence (Investigation) check against your spell save DC; once it has determined this, a creature becomes immune to the entity's effects. You can only have one entity summoned at a time. Once you use this feature, you can't use it again until you complete a long rest.