Fey Blessing: Fey Courtier
Prerequisite(s): 12 level, Fair Folk feat
You have become indistinguishable from trueborn fey by all but the keenest of folk. Choose two traits selected from the Half Fey or Fey Courtier feats, or from the following traits. You can replace any one of these traits with two secondary traits from the Fey-Touched gift:
- Mark of the Forest Lord. Beast and fey creatures you summon with spells are always friendly to you and your allies, and always obey your commands, and their weapon attacks count as magical for the purpose of bypassing damage resistance. Additionally, you ignore the material components of spells that summon beast and fey creatures, and your concentration on such spells can't be broken as a result of taking damage.
- Mark of the Grove Keeper. Once on your turn, you can use 10 feet of your movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.
- Mark of the Hunt. When you take the Attack action and target a single creature with all of your attacks, you can choose a friendly creature you can see within 30 feet. That creature can use its Reaction to make one melee attack against a target of its choice. If you reduce a creature to 0 hit points, you may attack an additional creature and still use this ability. Requires Extra Attack.
- Mark of Immortality. You no longer require food, drink, or sleep. You can’t be blinded, deafened, or exhausted.
- Mark of Seduction. You may target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw
(DC equal to 8 + your proficiency bonus + your Charisma modifier)against this magic or be Charmed by you for 1 day. The Charmed target regards you as a trusted friend and obeys your spoken or telepathic commands. Each time the creature takes damage, or it receives a suicidal command, it can repeat the saving throw, ending the effect on itself as a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to this ability for the next 24 hours. If you can communicate telepathically, you ignore the range restriction on your telepathy when communicating with a creature you have Charmed, and can even communicate across planes. - Mark of Transference. You may cast the plane shift spell without material components, targeting only yourself. When you cast the spell in this way, you may only travel to the Material Plane or the Feywild.
- Mark of Warding. Choose one of the following damage types: cold, fire, lightning, poison, psychic, or radiant. If you are resistant to the chosen damage types, you are immune to it instead. If you are immune to poison, you are also immune to the poisoned condition.
- Mark of the Witch. You gain truesight out to 30 feet.

