| Fey Minds. Enkki have advantage on saving throws against enchantment spells and magic.
Spellcasting. The sorcerer is an 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The sorcerer has the following sorcerer spells prepared:
Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, lightning bolt, fly
4th level (3 slots): polymorph
5th level (1 slots): insect plague
Wild Magic Surge. When an Enkii uses a spell of 1st level or higher, roll a d20. On the result of 1, roll on the Alternate Wild Magic Surge Table (below) or use the Wild Magic Surge table on p.104 PHB.
Tides of Chaos. The Enkii can use this ability to gain advantage on one attack roll, ability check, or saving throw. However, when it does so, the next spell cast (of 1st level or higher) causes a roll on a Wild Magic Surge Table. Once this trait is used, it may not be used again until either it has rolled on the Wild Magic Surge table or after a long rest.
Meta Magic (Recharge 3-6). The sorcerer can use this ability to modify a spell in one of the following ways:
- Empowered Spell. The sorcerer may re-roll up to 3 of a spell's damage dice.
- Quickened Spell. The sorcerer may use a bonus action to cast a spell with a casting time of 1 action.
Quills. A melee attack made by an unarmed strike or natural weapon (such as a claw or bite) or an undesired Touch range spell will take 1d4 piercing damage. In addition, melee weapon attack against them that rolls a natural 1 will also cause the attacker to take this damage.
Sense Magic. Enkki can sense magic within 30 feet of themselves. If they use an
action to concentrate on the magic, they can determine its school, if any.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.
Bend Luck (Recharge 6). The sorcerer can add or subtract 1d4 to another creature's attack roll, ability check, or saving throw after the roll, but before any of its effects are realized.