Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Fey. Your creature type is fey instead of humanoid. As a fey, you are immune to effects that specifically target humanoids, such as the charm person spell. A LeShay's home plane is the Feywilds
Aged Wisdom. Living long and being fey, you are wiser than those who would fall for simple charms, being a charmer yourself. You have advantage on saving throws against being charmed.
Immortal's Magic. You are a being which wields magic that gets more powerful as you get older, with a variety of tools from invisibility, to weapon conjuring, and charms. You can cast the charm person spell once, without requiring material components. When you reach 3rd level, you can cast the spiritual weapon spell once, without requiring material components and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the invisibility spell once, without requiring material components and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Polyglot. When you attempt to learn a language proficiency, it takes you half as long.
Sweet as Honey:
You emit an aura of sweet scent around you which fills the air with lovely odours of mild sugar and pleasant spices like cinnamon. Quite the distraction indeed.
Every creature within 5ft. of you has advantage on saving throws against being charmed. Furthermore, you gain advantage on persuasion checks as long as your opponent is within the sweet aura.
The range increases to 10ft. on Lvl. 6 and to 15ft. on Lvl. 14
Pastry Baking:
You can bake little treats, like muffins, with encouraging results. Over the course of one hour per day, you can bake small pastries up to a number equal to your Charisma modifier. These treats are edible for 24 hours, afterwards, they become hard as stone and they lose their effect. You can give the treats to someone or keep them yourself. Consuming a pastry costs a bonus action.
On level 1, you can make pastries which can enhance one’s abilities. The next time, the consumer rolls a d20, be it a skill check, an attack or a saving throw, they can add the Charisma modifier of the pastry’s creator to the check.
On level 5, you can make pastries which sharpen one’s mind and reflexes. The next time, the consumer rolls a d20, be it a skill check, an attack or a saving throw, they roll with advantage.
On level 18, you can create elevating pastries that even god’s lust for. After consuming the pastry, the consumer get’s an additional action.
A pastry can only have one of the above effects. You can choose the effect while baking them.
Your routine as baker allows you to fit the hour of baking within a Long Rest. You can spend 1 hour of your long rest baking and still gain the effects of a long rest.
You can also make small treats like candy without the mentioned effects within this hour.
Seductive Treats:
At 2nd level, ALL the treats you create entangle the senses of the consumer. The consumer is instantly more tend to believe you.
After consuming any sweet you make, the consumer has disadvantage on Insight checks against you. This effect lasts for one hour.
Delicious Archetype:
At 3rd level, you chose an archetype. Choose between Crème de la Crème, Cakewalk or Sweets for my Sweet detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th and 15th level.
Crème de la Crème:
You specialize in making soothing creams and drinks like pudding. Your magic also becomes stronger and more efficient.
Cream Filled Pastries
At 3rd level when you choose this archetype, you can fill your ‘Pastry Baking’ treats with a rich but pleasing cream. After consuming one pastry, the consumer regains HP equal to the Charisma modifier of the creator. This effect adds to the original pastry effect.
Researcher:
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Features & Traits