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Sub Class Fey Wanderer
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- Dreadful Strikes: (Level 3) You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Fey wild. 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.
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Fey Wanderer Magic:
(Level 3)
You learn an additional spell when you reach certain levels in this class. as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
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.-
Fey Wanderer Spells: Ranger Level | Spell
3rd | charm person
5th | misty step
9th | dispel magic
13th | dimension door
17th | mislead -
Feywild Gifts: d6 | Gift
1 | Illusory butterflies flutter around you while you take a short 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.
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Fey Wanderer Spells: Ranger Level | Spell
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Otherworldly Glamour:
(Level 3)
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 Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. -
Beguiling Twist:
(Level 7)
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 successful save. -
Fey Reinforcements:
(Level 11)
The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so 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. -
Misty Wanderer:
(Level 15)
You can 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 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.