TEXT:  
  Soul Of The Fey ~1~ 
   
   
  
   
  Soul Of The Fey ~2~ 
   
   
  TABLE OF CONTENTS 
  Table of Contents 
   
   
   
  2 
  Credits 
   
   
   
   
  2 
  Introduction  
   
   
   
  3 
  Background 
   
   
   
  3 
  Soul of The Fey 
   
   
   
  3 
  Seelie Soul  
   
   
   
  3 
  Unseelie Soul 
   
   
   
  5 
  My Other Works 
   
   
   
  7 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are 
  trademarks 
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  in 
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  countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used 
  with 
  permission 
  under 
  the 
  Community 
  Content 
  Agreement 
  for 
  Dungeon 
  Masters 
  Guild. 
   
  All other original material in this work is copyright 2021 by Carl Vandal and published under the Community 
  Content Agreement for Dungeon Masters Guild.  
  CREDITS 
  Designer: Carl Vandal 
  Editor: Carl Vandal 
  Cover Art: Pixabay.com 
  Internal Art: Wizards of the Coast, Pixabay.com 
  Playtesters: Clive Hill, Mike Hill, Mark Enser, Zoe 
  Enser, James Handscombe, Andrew Moore 
  NOTES 
  All the creatures and magic items detailed in this 
  adventure can be found on www.dndbeyond.com, 
  either in the official monster section or in 
  homebrew.  All homebrew monsters and magic 
  items have been created by Carl Vandal. 
  ABOUT THE AUTHOR: 
  Carl Vandal has been playing Dungeons & Dragons 
  and other TTRPGs for over forty years. He enjoys 
  playing and DMing and tries to create the 
  scenarios he would like to play in himself. 
  Carl lives in the United Kingdom, with his family 
  This, and other works, can be found on 
  www.DMsGuild.com 
  
   
  Soul Of The Fey ~3~ 
   
   
  INTRODUCTION 
  “Soul of the Fey” provides details regarding a new 
  Sorcerer archetype that can be used in your campaign. 
  Although designed for use in the Forgotten Realms, 
  the Soul of the Fey can be used in any campaign 
  setting. 
  BACKGROUND 
  The Feywild, also called the Plane of Faerie, is a land 
  of soft lights and wonder, a place of music and death. 
  It is a realm of everlasting twilight, with glittering 
  faerie lights bobbing in the gentle breeze and fat 
  fireflies buzzing through groves and fields. The sky is 
  alight with the faded colors of an ever-setting sun, 
  which never truly sets (or rises for that matter); it 
  remains stationary, dusky, and low in the sky. Away 
  from the settled areas ruled by the Seelie fey that 
  compose the Summer Court, the land is a tangle of 
  sharp-toothed brambles and syrupy fens — perfect 
  territory for the Unseelie fey to hunt their prey. 
  Fey crossings are places of mystery and beauty on the 
  Material Plane that have a near-perfect mirror in the 
  Feywild, creating a portal where the two planes touch. 
  A traveler passes through a fey crossing by entering a 
  clearing, wading into a pool, stepping into a circle of 
  mushrooms, or crawling under the trunk of a tree. To 
  the traveler, it seems like he or she has simply walked 
  into the Feywild with a step. To an observer, the 
  traveler is there one moment and gone the next. 
  Tales speak of children kidnapped by fey creatures 
  and spirited away to the Feywild, only to return to 
  their parents years later without having aged a day, 
  and with no memories of their captors or the realm 
  they came from.  
  And so, it was with your ancestor. Whatever they 
  experienced changed them forever, and that change 
  has manifested within you. 
  SOUL OF THE FEY 
  A sorcerer with a Fey soul draws their magic from the 
  Feywild. The magic can be beautiful and enchanting or 
  dark and terrible, depending on the nature of the Fey 
  that influenced the ancestor of the sorcerer. 
  SEELIE SOUL 
  Your soul has links to the Seelie Fey. As a result, you 
  are incredibly charming and enjoy entertaining. You 
  have a greater affinity with nature and illusionary 
  magic. 
  Fey Charm 
  Your fey qualities give you a supernatural charm. As a 
  result, whenever you make a Charisma check, you gain 
  a bonus to the check equal to your Charisma modifier 
  (minimum of +1). 
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Fey Soul Spells 
  table. Each of these spells counts as a sorcerer spell for 
  you, but it doesn’t count against the number of 
  sorcerer spells you know. 
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  enchantment or an illusion spell from the sorcerer, 
  warlock, or wizard spell list. 
  Fey Soul Spells 
  
   
  Soul Of The Fey ~4~ 
   
   
  Fey Sorcery 
  At 6th level, when you cast any spell of 1st level or 
  higher from your Fey Soul Spells feature, you can cast it 
  by expending a spell slot as normal or by spending a 
  number of sorcery points equal to the spell’s level. If 
  you cast the spell using sorcery points, it requires no 
  verbal or somatic components, and it requires no 
  material components, unless they are consumed by the 
  spell. 
  In addition, you gain resistance to psychic damage, and 
  you have advantage on saving throws against 
  being charmed or frightened.  
  Fey Step 
  At 14th level, you gain the ability to slip in and out of 
  the Feywild, to move in a blink of an eye: you can 
  cast misty step without expending a spell slot. You can 
  do so a number of times equal to your Charisma 
  modifier (minimum of once), and you regain all 
  expended uses when you finish a long rest. 
  In addition, whenever you cast misty step, you can 
  bring along one willing creature you can see within 5 
  feet of you. That creature teleports to an unoccupied 
  space of your choice within 5 feet of your destination 
  space. 
  Fey Presence 
  A 18th level, you gain the ability to channel the 
  presence of your fey ancestor, causing those around 
  you to become awestruck. As an action, you can 
  spend 5 sorcery points to draw on this power and 
  exude an aura of awe to a distance of 60 feet. For 1 
  minute or until you lose your concentration (as if you 
  were casting a concentration spell), each hostile 
  creature that starts its turn in this aura must succeed 
  on a Wisdom saving throw or be charmed until the 
  aura ends. A creature can repeat the saving throw at 
  
   
  Soul Of The Fey ~5~ 
   
   
  the end of each of its turns, with disadvantage if you 
  are within line of sight, ending the effect on itself on a 
  success. A creature that succeeds on this saving throw 
  is immune to your Fey Presence for the next 24 hours. 
  UNSEELIE SOUL 
  Your soul has links to the Unseelie Fey. As a result, you 
  have a very unsettling presence and have a vicious 
  sense of justice. You have a greater affinity with 
  darkness and illusionary magic. 
  Fey Glamour 
  The magic of the Feywild guards your mind. This 
  grants you advantage on saving throws against 
  being charmed or frightened. 
  In addition, when you take damage from a creature you 
  can see within 60 feet of you, you can force that 
  creature to succeed on a DC 16 Constitution saving 
  throw or take 11 (2d10) psychic damage. 
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Fey Soul Spells 
  table. Each of these spells counts as a sorcerer spell 
  for you, but it doesn’t count against the number of 
  sorcerer spells you know. 
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be an 
  enchantment or an illusion spell from the sorcerer, 
  warlock, or wizard spell list. 
  Fey Souls Spells 
  Fey Sorcery 
  At 6th level, when you cast any spell of 1st level or 
  higher from your Fey Soul Spells feature, you can cast 
  it by expending a spell slot as normal or by spending 
  a number of sorcery points equal to the spell’s level. If 
  you cast the spell using sorcery points, it requires no 
  verbal or somatic components, and it requires no 
  material components, unless they are consumed by 
  the spell. 
  In addition, you gain resistance to psychic damage. 
  Fey Step 
  At 14th level, you gain the ability to slip in and out of 
  the Feywild, to move in a blink of an eye: you can 
  cast misty step without expending a spell slot. You 
  can do so a number of times equal to your Charisma 
  modifier (minimum of once), and you regain all 
  expended uses when you finish a long rest. 
  In addition, whenever you cast misty step, you can 
  bring along one willing creature you can see within 5 
  feet of you. That creature teleports to an unoccupied 
  space of your choice within 5 feet of your destination 
  space. 
  Fey Visage 
  At 18th level, you gain the ability to present your true 
  fey appearance. As an action, you can spend 5 sorcery 
  points to draw on this power and exude an aura of 
  
   
  Soul Of The Fey ~6~ 
   
   
  awe to a distance of 60 feet. Any humanoid that starts 
  its turn within 60 feet of you and can see you must 
  make a Wisdom saving throw. On a failed save, the 
  creature is frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, 
  with disadvantage if you are within line of sight, ending 
  the effect on itself on a success. If a creature's saving 
  throw is successful or the effect ends for it, the 
  creature is immune to your Fey Visage for the next 24 
  hours. 
  
   
  Soul Of The Fey ~7~ 
   
   
  MY OTHER WORKS 
   
  
   
  Soul Of The Fey ~8~ 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Sorcerer/Soul of the Fey.pdf