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Wield Fey Mirth and Fury

Fey Wanderer Conclave

Wield Fey Mirth and Fury

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Level 3: Dreadful Strikes

You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach Ranger level 11.

Level 3: Fey Wanderer Spells

When you reach a Ranger level specified in the Fey Wanderer Spells Table, you thereaftrer always have the listed spells prepared.

Fey Wanderer Spells
Ranger Level Spells Bonus SpellsCM
3 Charm Person Cause Fear
5 Misty Step Enthrall
9 Summon Fey Dispel Magic
13 Dimension Door Charm Monster
17 Mislead Geas

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

1d6 Gift
1 Illusory butterflies flutter around you while you take a Short Rest or Long Rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Level 3: Otherworldly Glamour

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

You also gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Level 7: Beguiling Twist

The magic of the Feywild guards your mind. You have advantage on saving throws against being Charmed or Frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being Charmed or Frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is Charmed or Frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Level 11: Fey Reinforcement

You can cast Summon Fey without a MAterial component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell;s duration becomes 1 minute for that casting.

Level 15: Misty Wanderer

You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom 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.