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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. edit delete
    • (Level 11) The extra damage increases to 1d6 when you reach 11th level in this class. edit delete
  • 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. edit delete
    • Fey Wanderer Spells: Ranger Level | Spell
      3rd | charm person
      5th | misty step
      9th | dispel magic
      13th | dimension door
      17th | mislead edit delete
    • 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. edit delete
  • 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. edit delete
  • 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. edit delete
  • 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. edit delete
  • 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. edit delete

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Text Level Req'd Hideable Connected to Edit
Dreadful Strikes: 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. 3 No Sub Class: Fey Wanderer delete
The extra damage increases to 1d6 when you reach 11th level in this class. 11 No Sub Class: Fey Wanderer delete
Fey Wanderer Magic: 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.
3 No Sub Class: Fey Wanderer delete
Fey Wanderer Spells: Ranger Level | Spell
3rd | charm person
5th | misty step
9th | dispel magic
13th | dimension door
17th | mislead
No Sub Class: Fey Wanderer delete
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.
No Sub Class: Fey Wanderer delete
Otherworldly Glamour: 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.
3 No Sub Class: Fey Wanderer delete
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 successful save.
7 No Sub Class: Fey Wanderer delete
Fey Reinforcements: 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.
11 No Sub Class: Fey Wanderer delete
Misty Wanderer: 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.
15 No Sub Class: Fey Wanderer delete

Modifiers



Modifies Value Reason Level Req'd Connected to Edit