Faerie Passions
Faerie Passions
Faerie Passions
Faerie Passions
5E
Faerie Passions
Credits Open Content: Subject to designation as Product Identity (see
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designated as Open Game Content is the rules content (creature
Authors: Russ Taylor and Todd Stewart stat blocks and names of skills, etc., taken from the SRD) as
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page, as well all other parts of this product including all text
Design and Layout: BJ Hensley and Daniel Marshall not specifically designated as Open Game Content is not Open
Development: James-Levi Cooke, Rich Howard, Jason Game Content. No portion of this work other than the material
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Bruck, Paris Crenshaw, Matthew Goodall, Jim Product Identity, as defined in the Open Game License 1.0a,
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Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith,
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included in this declaration.)
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Executive Partner: Neil Spicer
Open Game License) in this work to content owned by others is
Business Director: Rachel Ventura not a challenge to their ownership and is used under Fair Use.
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Contents
Creatures of a Stranger Sort���������������������������������������������������� 5
Beneath Foreign Stars: How fey approach the mortal world�� 5
Legacies of Love: The offspring of mortals and fey����������������� 8
Alternate Fey Origins���������������������������������������������������������������12
Sorcerous Origin: Dryad�����������������������������������������������������������12
Sorcerous Origin: Norn������������������������������������������������������������14
Sorcerous Origin: Nymph����������������������������������������������������������15
Sorcerous Origin: Satyr������������������������������������������������������������16
Fey Archetypes���������������������������������������������������������������������������16
Feyfriend Circle (Druid Circle)�����������������������������������������������16
Fey Hunter (Ranger Archetype)������������������������������������������������17
New Creatures ��������������������������������������������������������������������������18
Lurker in the Light�������������������������������������������������������������������18
Vodyanoi���������������������������������������������������������������������������������20
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What You Will Find Inside The
Faerie Passions
Adventures in the wild lands at the edge of civilization and beyond are often characterized by a specific type
of creature, but one of the most adaptable creature types are faeries and fairy tale creatures of every kind. While
most fantasy worlds have a faerie forest somewhere, creatures of the fey can live anywhere, since they are not really
from the wilderness at all, but instead reside in a mystical realm just beyond ours, where colors are brighter, honor
is dearer, and passions burn with a fire mortals can scarcely imagine. A campaign where the fey are featured can
certainly include plenty of other creatures, from trolls to dragons, undead warlords to giant owlbears, as well as
ordinary humans of rival kingdoms, but the touch of the fey is something that can become ubiquitous in a campaign,
at times friendly and at other times decidedly not, but appearing often enough to make it feel like another fairy is
always lurking around the next corner or under the next flower. Faerie Passions provides new character options
and also a wealth of advice to help enrich and expand the role played by the fey in your campaign, with a special
eye towards how faerie creatures interact with mortals, exploring the untamable passions that roil and surge within
their wild hearts, and what that means for the characters in your campaign.
If you enjoy introducing fey foes and influences into your campaign, consider picking up the richly detailed
and evocatively described monsters drawing upon the myths and legends of the real world with a double dose of
fantastic flair in Beasts of Legend: Coldwood Codex and the upcoming Boreal Bestiary and beyond, with an even
deeper exploration of fey influence in the world in Faerie Mysteries. The Legendary Games tradition is to combine
rich story and background, innovative layout, beautiful aesthetics, and excellence in design that is second to none,
allowing you to enliven and enrich your campaign in amazing and exciting ways. This product is the latest in that
tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on!
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In fact, causing them to violate these rules could in and appreciated what brand of tobacco he smokes, while
of itself become a way of dealing with fey far beyond the the next, smoking the same and hoping to influence the
means of player characters to conventionally defeat in fey as a result, might pay an overly inflated amount for
combat. One example would be a woman nullifying a no reason whatsoever.
bargain with and banishing a powerful fey by guessing
his name, like Rumpelstiltskin from Grimm’s Fairy Following this notion of whimsy, fey rarely make
Tales. for reliable allies as a direct result of their seemingly
random nature. Unless something interacts with some
Whenever a PC attempts to control or influence a unbreakable fey oath (which typically remains opaque
fey creature with a Charisma (Persuasion) check, a
to anyone born and raised outside of the fey lands) they
Charisma (Intimidation) check, or with an enchantment
don’t follow laws, restrictions, or rules. Half the time in
spell and fails to affect it, the fey creature is appalled at
doing so, fey tend to revel in how this makes mortals
their hubris at trying to master someone clearly their
react. A flummoxed mortal makes for an amused fey.
better. The fey creature’s attitude towards the PC (if
not already engaged in combat) is immediately shifted Heartlessness: Sometimes fey simply want to butcher
negatively by one step, or becomes immediately hostile mortals for no obvious reason. Far from being because
if the fey has more Hit Dice than the character using the of some real or imagined slight on the part of their
skill or spell. If already engaged in combat, the fey gains victims, some fey simply revel in the act itself. The
a +1 bonus to attack rolls, spell save DCs, and ability most classic example from real-world mythology is
check contests made against that character for one hour. the Red Caps who wash their eponymous hats in the
These bonuses stack each time the character attempts blood of their victims, while the Pathfinder Roleplaying
such a skill or effect and fails. Game introduces more such malice such as the brutal
Whimsicality: Unrestrained by mortality and the antipathy towards gnomes displayed by lurkers in the
restrictions of age, fey indulge their hearts’ desires, light. While this kind of murderous bloodthirstiness
and oftentimes do so in haphazard, almost nonsensical should not become a commonplace of all fey, it should
fashion. This need not occur because of or in be an ever-present danger when dealing with them.
adherence to whatever alien laws dictate some of their One never can tell when a seemingly tame and gentle
actions. Sometimes fey react to a given situation with creature will suddenly turn wild and feral, and amidst
randomness, spontaneity, and whimsy for the pure joy more nuanced explorations of fey motivations and
of spontaneity. One thing to keep in mind, however, is personality it is perhaps necessary to include some that
that they don’t act in this manner for the sake of chaos butcher for the sake of drawing blood, painting pictures
as a concept. They aren’t connected to chaos in the same with it on the first morning dew, and neither having nor
way a protean outsider is. For the fey, it’s more about needing any particular rationale.
mischief and amusement than any grand ideology of Veristvir, a lurker in the light, has been stranded in the
alignment and cosmological identity. mortal world for nigh on a decade now. Frustrated
Ivor the River Father, a powerful vodyanoi dwells in the more and more as the seasons pass, every spring he
river that cuts across an important trade road between finds a small, rural community and butchers any
rival states. Due to the fey’s power and territoriality, gnomes he finds, one at a time. His latest victim
the navigable stretch of water is owned and controlled was found hacked to death in the back room of his
by neither nation, something that benefits them both tailors shop, shards of broken mirrors jabbed into
by keeping the lure of trade control out of reach. But his eyes, ears, and mouth. Local investigators arrive,
the fey isn’t a merchant lord, nor is he a nobleman with study the scene, and pronounce the killer long-fled.
any sense of loyalty to the people of the region. Ivor is Unbeknownst to them however, Veristvir sits on the
in it for himself, and his price –though never beyond inside windowsill, cloaked in broad daylight, waiting
what merchants can afford to pay-varies wildly. for the victim’s family to arrive. In the midst of their
One merchant might pay a paltry fee because the fey grief, he intends to take his next victim.
Laying the Proud Low: Linked to their penchant one-off flights of fancy, mortal and fey pairings appear
for mischief, fey take particular delight in showing up in a wide variety of forms and under many different
mortals, particularly mortals of a particularly prideful circumstances throughout literature and the lore of
or haughty nature. The more confident and conceited fantasy role-playing games.
the mortal, the more enticing a target as far as most fey Love, Pure and Poignant: Given the natural beauty
are concerned. This lends itself well to besting mortals in possessed by many fey, it’s easy to understand what
contests, confusing them with riddles, and making fools mortals see in them. But what do fey see in mortals that
of them with bargains replete with exploitable loopholes
would lead them to such intimacy? Looking at mortals’
or impossible conditions. At the same time, this is also
comparative mayfly lives, an essentially immortal
a common weakness for these very same fey: they can
fey could view even a years or decades long tryst as
likewise be supremely haughty and sure of themselves.
something of no consequence, like a mortal’s one-night
Turning the tables is a fitting way of dealing with them,
stand. Alternatively, they could be amazed at the depth
but also something likely to have consequences later in
of mortal feelings and response, and the poignancy of
a campaign if the embarrassed fey lives to return for
such depth in the face of their own impermanence.
revenge in some capacity.
Depending on how the fey looked at it, their union
Orestes the satyr enjoys the taste of fine wine and spirits, with a mortal could be meaningless or a life-altering
and especially the intoxicating effects of such from the experience.
fey lands. By comparison the wines and spirits of the
mortal world are worth a taste and worth an excuse Andtheia the nymph has long admired the beauty of the
to act the fool, but in fact they do little beyond leaving mortal world, and in turn mortal men have always
him mildly happy. With his victims unaware that he is longed for her, some of them with violent intention,
quite literally immune to the worst effects of alcohol, though her beauty would strike all of them blind. For
Orestes enjoys betting large sums of money in drinking many decades she feared the fragility of mortal men
contests with traveling adventurers. Feigning a lack would leave her unable to find one who could truly
of confidence, and often making as if he has heard of love her, rather than simply lust for her beauty, till she
their fame before, he allows them to boast and raise heard the music of a young bard named Verano, and
their bets more and more as they begin drinking – found herself falling in love with both his voice and his
all the while the satyr fakes the alcohol’s effects while music. She dared not show herself for fear of striking
being perfectly lucid himself. On an average night he him blind, but instead one day she began to sing back
leaves his drinking partners bereft of their gold the in response to his own song. Never setting eyes upon
next morning, as well as naked, hung over, and left one another she would sing to him from her forest
somewhere conspicuously in public view. home, and he from the field near his parents’ villa.
After a month he begged to meet her, and initially she
refused, explaining what she was and not wishing to
Legacies of Love: The harm him. He told her that he did not care what she
looked like, for he had fallen in love with her voice, as
offspring of mortals and fey indeed she had fallen in love with his. Dreading what
Inevitably a discussion of mortal/fey interactions would occur, the next day she met him there in the
leads to consideration of two related concepts: the field where he sat, playing the first song she had ever
offspring of mortals and fey, and the faerie trope of heard from him. He was beautiful to her in body as
stealing mortal children and replacing them with much as in his music, and she saw from his milky eyes
something in exchange. Often beautiful and typically that he had been born blind, but had fallen in love
full of vitality, passion, and virility, the fey rank high on with her regardless. Verano vanished that day, carried
the list of potential objects of desire and companionship away from the world by the nymph whose heart he
for mortals, often even above their own kind. Both had captured, but local legends say that on moonlight
on a long-term basis and equally so for short-term or night the heart of the forest echoes with a pair of voices
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reaffirming their love, dwelling forever in a place where superstition, knowing it harbors a fey spirit. Aware
age mattered not. that those same superstitions would never allow him
to be with her, she leaves him ensorcelled fruit when
Wild Ravishment: The unions of mortal and fey one day a wild dog steals away his lunch. When he
unions are not always such beautiful and poetic things, falls asleep from the cursed apple, she emerges from
of course, and for that matter they are not always a result her tree. He awakens hours later, unsteady and
of willing partners sharing a moment of bliss. Love is not unsure of what happened. He doesn’t remember
required, nor is consent, and the circumstances of such much, and as such is spared for the time being, but
a union should be considered when determining the when a curiously green-skinned child is left at his
nature of a child that results from it and how it flavors doorstep, and he feels eyes upon him always in the
their subsequent interaction with the respective worlds forest, he realizes how he was used. The ramifications
of their parents. A rusalka might seize a handsome of this could be severe for him, especially if he already
man by the riverside, using him as much lover as has family.
slave for a fortnight before drowning him. While at
the extreme end of such forced affairs, ending in their • Kaelina the faerie queen is married to a husband
unwilling paramour’s death, situations in which love she has never loved. She chose her King entirely out
is not requited can take many forms, each with their of consideration of the intricate politics of the faerie
own lingering aftereffects on mortal and any potential court, and no other reason. While the ramifications
offspring. of breaking her bond with him are grave, mortals fall
outside of that arrangement, and Kaelina has nearly
• Alexi the satyr loves nothing in life more than song, a dozen mortal men to see to her desires. Not a single
wine, and mortal men and women alike. He isn’t all one of them does so willingly. Stolen from the mortal
that choosey when it comes to any of those things. world, she keeps them prisoners all sealed away in
A creature of lust, he uses his enchanted pipes and remote towers with no way out, like caged songbirds.
never-empty wineskin to ply the mortal objects of Eventually they tend to commit suicide, but before
his passion. By the light of morning the satyr has they do, or before age dulls her fancies in them and
vanished, and drunken delirium typically scrubs she puts them to death herself, she uses them as she
away any firm memories from mortal companion desires, and even occasionally allows friends and
who might or might not have been using him for their allies to do the same. She doesn’t view them as people
own pleasures just as much as he them. In either on the same order as she does another fey, and she uses
event, the satyr never looks back after an evening of and shares them in the same manner as a rich dandy
revelry and debauchery. Thusly any resulting child is would allow a friend to ride a prized race-horse. Any
likely to be abandoned by their father at least, but children that would result from such a monstrous
knowing his history, other fey may come to take it, or arrangement would likely be killed, orphaned back
at least watch over it as it grows up. in the mortal world, or most perversely raised to
• Muiriana the dryad watches a woodsman, admiring maturity and afterwards used in the manner as their
for months how he leaves her tree alone out of local mortal parents.
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and mortals may experience this same trauma not as a little to no care for those around her, including lovers
result of any external compelling force, but as a result of and husbands, she doesn’t fit into either her moralistic
their own conflicted natures. society or the constraints of the mundane physical world.
Returned children may suffer psychological damage Straddling the prosaic world of her human mother and
like a child lost in a 19th century circus, wandering her father’s nightmarish, unknowable realm, only her
away from the staged events and stumbling into a eventual suicide spares further corruption of those
backstage area of clowns partially dressed and only around her, and reveals her true nature as something
partially in makeup, freak show participants no longer grossly inhuman.
hidden by poor lighting, and caged, possibly abused
circus animals. They may not wish to talk about their
experiences, even those that are beautiful rather than
Alternate Fey Origins
terrible. This damage is not exclusive to fully mortal It is one thing to simply claim descent from the fey
children, but it’s more pronounced than those of dual as a matter of flavor for your character history; it is
nature would might in some innate way understand another to actually carry with you the power of the
rather than be terrified of the world on the other side fey themselves. Many sorcerers claim descent from
of the veil. the fey, or that their powers derive from ancient favors
A stolen child’s homecoming by heroic PCs also need bequeathed by fey lords. While wild magic is typically
not be the end of that particular adventure. Later on in associated with fey lineage, many sorcerers boast a
a campaign, consider revisiting that original plot arc, stronger connection to their forbears that manifest in
with the rescued child responsible for new and initially ways as varied and diverse as the fey themselves.
unexplained occurrences. Gradually over time their The following Sorcerous Origins offer lineages attuned
connection with the fey will cause stronger and stronger to specific types of fey. At the GM’s discretion, a sorcerer
Fey Impulses to manifest, and ultimately either their with a generic fey Origin (wild magic or otherwise) may
own abduction or willing return to the fey realm unless awaken their true, specific Sorcerous Origin, with the
something can be done. powers of the specific Origin replacing the old. Such an
For a half-breed child, especially one orphaned to awakening may happen after a particularly harrowing
parents unaware of the child’s nature, this nature can encounter with the fey, through a meeting with the
initially take the form of the child telling their parents sorcerer’s fey kin, or simple as part of the evolution of
fantastical stories. Far from being an example of simply the sorcerer’s powers.
their child’s lurid imagination, what might begin as
stories of things experienced in their dreams might Sorcerous Origin: Dryad
ultimately describe ongoing phenomena in their waking
reality. The child sits and talks to invisible playmates, In your blood runs the magic of the dryads, whether
confides in other children or nannies of things their through direct descent or through family entanglement
invisible friends have said, or darker yet, asked them in the affairs of the fey. You have a special influence
to do – something explored in Arthur Machen’s classic over plants and the forests that other sorcerers cannot
story The White People. hope to match. You are less capricious than many other
sorcerers with ties to the fey, the dryad influence lending
Perhaps the best literary example of the experience
itself more to shyness and subtlety.
of mortal/fey half-breed children also comes from
Machen in that of his character Helen in the classic Plant Empathy:
19th century horror novella, The Great God Pan. The The call of the green permeates your magic. You can
child of her human mother and a supernatural being speak, read, and write Sylvan. In addition, you gain the
known as Pan, Helen is physically beautiful but leaves following spells at the listed sorcerer level. These spells
a string of suicides and broken people in her wake. do not count against the number of sorcerer spells you
Indulging herself in hedonistic behavior and displaying know.
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you can use 10 feet of your movement to step magically
Dryad Sorcerer Bonus Spells
into one living tree within your reach and emerge
Level Spells from a second living tree within 60 feet of the first tree,
1st
Charm person, goodberry appearing in an unoccupied space within 5 feet of the
3rd Entangle, pass without trace second tree. Both trees must be Large or bigger.
5th
7th
Plant growth, speak with plants
Freedom of movement, grasping vine
Sorcerous Origin: Nereid
9th Commune with nature, tree stride Your ancestry bears traces of the fey of the waters. An
ancestor may have survived a nereid’s kiss, or been her
Child of Wood: unwilling guest. Love of water is second nature to you,
When your connection to the wooded fey manifests, and those not of the sea often find you cold and distant.
patches of your skin become as hard and resilient as
Touched by the Waters:
wood. Starting at first level, when you aren’t wearing
You can speak, read, and write Aquan. Additionally,
armor, your AC equals 13 + your Dexterity modifier.
you gain a swimming speed of 30 feet and can hold your
Additionally, you learn the druidcraft cantrip. If you breath for ten minutes before running out of breath.
already know this cantrip, you learn a different druid Slipstream:
cantrip of your choice. The cantrip doesn’t count against Starting at 1st level, when you cast a spell of 1st level or
your number of cantrips known. higher, your speed increases by 5 feet per level of spell
Land’s Stride: used until the end of your next turn (minimum of 5
At 6th level, moving through nonmagical difficult feet). This additional movement grants you the ability
terrain cost you no extra movement. Ybgvfreou can also to move across any liquid surface—such as water, acid,
pass through nonmagical plants without being slowed mud, snow, quicksand, or lava—as if it were harmless
by them and without taking damage from them if they solid ground (creatures crossing molten lava can still
have thorns, spines, or a similar hazard. take damage from the heat).
In addition, you have advantage on saving throws Drench:
against plants that are magically created or manipulated At 6th level, you can manipulate the ambient water
to impede movement, such as those created by the present in the air. As an action, you can extinguish all
entangle spell. nonmagical flames within 30 feet of you. You may use
this ability a number of times equal to your Charisma
Green Binding: modifier (minimum 1). You regain expended uses when
Starting at 14th level, you can ensnare your enemies you finish a long rest.
in thick vines. As an action, make a melee spell attack
against a creature within your reach. On a hit, the Fleeting Glance:
creature is restrained and is visibly bound until the end At 6th level, you blend in with the waters around you.
While submerged in water, you are heavily obscured to
of your next turn.
creatures outside of the water and lightly obscured to
On subsequent turns, you can concentrate to maintain creatures within the same body of water. While in the
this effect to extend its duration until you break rain, you are lightly obscured.
concentration or move more than 60 feet away from the
Nereid’s Grace:
restrained creature. A creature restrained by the plants
Starting at 14th level, while using your swim speed,
can use its action to make a Strength check against your
your movement is unaffected by difficult terrain. While
spell save DC. On a success, it frees itself. you are underwater, spells and magical effects can
Once this effect ends, the conjured plants wilt away. neither reduce your speed nor cause you to be paralyzed
Soul of the Forest*: or restrained.
At 18th level, your connection with nature reaches its Soul of the Water:
apex and you become one with the forest. On your turn, At 18th level, you become one with the sea. Your
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swimming speed increases to 60 feet or becomes equal Fated Soul:
to your land speed, whichever is higher. 18th You become immune to cold damage.
In addition, while it is raining or when you are Additionally, you can manifest and cut short the thread
underwater, you can use your action to become invisible. binding a creature’s fate. As an action, you may spend 5
You remain invisible until you make an attack, cast a sorcery points to force a creature you can see to make
spell, or move out of the water. a Constitution saving throw against your sorcerer spell
save DC. On a failed save, the creature takes 20d6
Sorcerous Origin: Norn damage. On a successful save, the creature takes half
as much damage. This damage can’t be reduced in any
As the norns reweave a mortal’s fate, traces of their way and, in addition, a creature who is killed from this
manipulation may alter the destiny of that mortal’s damage can be restored to life only by means of a wish
descendants. Though few mortals claim actual descent spell or divine intervention.
from the norn, these manipulations can give rise a fey
bloodline. Norn influence often shows itself in fair hair Sorcerous Origin: Nymph
and skin hues, growing ever more pale as the bloodline Your family bears a trace of the grace and charm of
asserts its power. You glimpsed visions of possible a nymph, perhaps the legacy of seduction, perhaps
futures from an early age, making you seem cryptic and lingering effects from a nymph that acted as a muse.
odd to those not similarly afflicted. Even if not outwardly beautiful, you retain a touch of
Destined: the unearthly about you, and your presence carries
The wheel of fate turns favorably for you. Any time weight with others. You tend to be flighty and capricious
you or another creature would roll a d4 and apply the though not cruel.
result to an attack roll, ability check, or saving throw Fey Kissed:
that you make, the die is rolled twice and you may You gain fey insights into the arts of beguilement and
choose either result. conversation. You can speak, read, and write Sylvan.
Shift Fate: Additionally, whenever you make a Charisma check
At 1st level, when another creature you can see makes when interacting with humanoids, your proficiency
a saving throw, you can use your reaction to grant that bonus is doubled if it applies to the check.
creature advantage on the saving throw. You can do so Nymph’s Charm:
after the creature rolls but before any effects of the roll Your beauty begins to manifest in ways many find
occur. Once you do so, you must finish a long rest before undeniable. Starting at 1st level, you have advantage on
you can use this feature again. saving throws against being charmed and magic can’t
Pluck the Threads: put you to sleep. In addition, whenever you charm a
Starting at 6 level, you can subtly manipulate the creature, that creature had disadvantage on all ability
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destinies of those around you. You can use your action checks that involve looking away from you.
and spend 2 sorcery points to roll a 1d4 and apply the Unearthly Grace:
number rolled as a bonus or penalty (your choice) to At 6th level, whenever you cast an enchantment spell
your next attack roll, saving throw, or ability check. You of 1st level or higher, you gain a bonus to your AC and
then apply this same number as a bonus or penalty (the saving throws equal to your Charisma modifier (with a
opposite of your first choice) to the next attack roll, minimum bonus of +1) until the end of your next turn.
saving throw, or ability check made by a creature you Additionally, when you succeed a saving throw to
can see. resist being charmed by another creature, you can use
Heart of Winter: your reaction to attempt to turn the charm back on
At 14th level, your blood chills in your veins. You gain that creature. The creature must succeed on a Wisdom
resistance to cold and fire damage. saving throw against your sorcerer spell save DC or be
charmed by you for 1 minute or until the creature takes modifier to the attack and damage rolls. Additionally,
any damage. your land speed increases by 10 feet and you can pass
Enchanting Gaze: through nonmagical plants without being slowed by
Starting at 14 level, whenever a creature you can see them and without taking damage from them if they
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and that can see you moves within 20 feet of you, you have thorns, spines, or a similar hazard.
may use your reaction to force the creature to make a Beguiling Melody:
Wisdom saving throw against your sorcerer spell save Starting at 14th level, when you cast an enchantment
DC. This save is made with advantage if you or your spell of 1st level or higher, you can use your bonus action
companions are in combat with the creature. On a failed to substitute the playing of a wind instrument for the
save, the creature becomes charmed by you for 1 minute, verbal and somatic components of that spell. When you
or until you lose concentration. Whenever the charmed do so, you reduce the number of sorcery points needed
creature takes damage, it may repeat the saving throw to use Metamagic with that spell by one (minimum of
to end the effect. On a successful save, the creature is zero). You may use this ability a number of times equal
immune to your Enchanting Gaze for 24 hours. to your Charisma modifier (minimum 1). You regain
Soul of the Nymph: expended uses when you finish a long rest.
At 18 level, your beauty transcends beyond the limits Soul of the Faun:
th
of ordinary mortals. Your Charisma score increases by 2 At 18th level, the spirit of the faun runs wild within
and your maximum for that score is now 22. you. Your horns grow, increasing their damage die to
Sorcerous Origin: Satyr 2d4 and they are considered magical for the purpose
of overcoming resistance and immunity to nonmagical
The blood of satyrs runs through your veins. For you, attacks and damage.
the natural world resounds with countless melodies
In addition, your speed increases by another 10 feet
few can hear, often moving you to song or dance. Your
and spells and magical effects can neither reduce your
instincts move you to surrender to your passions,
speed nor cause you to be paralyzed or restrained.
restraint requires discipline you often lack.
Unnatural Revelry:
The spirit of the satyr allows you to enjoy rampant Fey Archetypes
hedonism without consequence. Starting when you Deep involvement with the fey is something that can
choose this origin at 1st level, you suffer no adverse health come about not only by blood or birth, but also within
effects from excessive drinking, such as hangovers or those deeply affected by the fey and their interactions
weight gain (although you can still become intoxicated). with mortals. As described above, interactions with the
Additionally, you gain proficiency with the flute or fey and their world can be illuminating and captivating,
another wind instrument. and it is only natural for some characters (especially
Laughing Touch: those already with an affinity for nature) to invest their
At 1st level, you can use your action to make a melee longing for the fey and communion with them into
spell attack to cause a creature to burst out laughing. their life and work as adventurers, such as the Feyfriend
The laughing creature cannot take actions until the Circle druids. On the other hand, there are those whose
end of its next turn. Once affected, you can’t use this lives (or those of friends or loved ones) have been torn
feature on that creature again for 24 hours. A creature is asunder by the callous or simply careless actions of the
immune to this effect if it’s immune to being charmed. fey, so much so that they have dedicated their lives to
Faun’s Form: destroying the fey who caused such pain to them. While
At 6th level, your body transforms, giving you the ram’s any character could find themselves in such a position
horns and goat’s legs of a satyr. You can use your horns (including a disowned by-blow of some fey romance
to make a ram attack that you are proficient with, which carrying the unwanted bloodline of their unearthly
deals 1d6 bludgeoning damage, adding your strength parent), the fey hunter ranger archetype exemplifies a
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character whose relationship with the fey is anything and illusion spells that specifically affect humanoids.
but positive. Giant Shape:
Starting at 10th level, you gain the ability to use Wild
Feyfriend Circle (Druid Shape to assume the shape of a giant you have seen
before. You can transform into a giant with a challenge
Circle) rating as high as your druid level divided by 3, rounded
The Feyfriend Circle are druids that share a special down. You can stay in a giant shape for a number of
bond with the realms beyond the veil. They draw on minutes equal to half your druid level (rounded down).
their powers to influence moods and bend minds to Your actions are still limited by what the form you take
their will. is physically capable of and otherwise follow the same
Fey Shape: rules for your regular Wild Shape.
When you choose this circle at 2nd level, you gain the Faces of the Fey:
ability to use Wild Shape to assume the shape of a fey At 14th level, you can now transform into a fey or
you have seen before with a challenge rating as high as giant with a challenge rating as high as your druid level
1 (you ignore the Max. CR column of the Beast Shapes divided by 2, rounded down. The time you can remain
table in the Player’s Handbook, but must abide by the transformed for either form remains the same.
other limitations there). Starting at 6th level, you can
transform into a fey with a challenge rating as high Fey Hunter (Ranger
as your druid level divided by 3, rounded down. Your
actions are still limited by what the form you take is Archetype)
physically capable of and otherwise follow the same
A fey hunter specializes in eliminating menaces from
rules for your regular Wild Shape.
the Fey Realms and resisting the many charms and
deceptions of the fey. Though fey hunters need not slay
Bonus Spells:
every fey they meet, alliances between the fair folk and
Your connection to the fey grants you the ability
their hunters are fleeting and uneasy.
to cast certain spells. Once you gain access to these
spells at the listed levels, you always have it prepared, Fey Foe:
and it doesn’t count against the number of spells you You are specialized in the tracking and hunting of
can prepare each day. If you gain access to a spell fey creatures. Once you choose this archetype, if your
that doesn’t appear on the druid spell list, the spell is favored enemy is not fey then it becomes fey and you
nonetheless a druid spell for you. learn one language of your choice that is spoken by fey.
Sealed Mind:
Feyfriend Bonus Spells At 3rd level, you become vigilant against the wiles of
Level Spells the fey. You gain proficiency in Wisdom saving throws.
3rd
charm person, sleep Rally Against Fey:
5th alter self, suggestion When an ally within 30 feet of you fails a saving throw
7th fear, pass without trace against an enchantment spell, you can use your reaction
to allow that ally to reroll the saving throw and take the
9th compulsion, confusion
higher result. You cannot use this feature on yourself.
Fey Sense: Lift the Veil:
You have a better grasp of understanding fey than most Starting at 11th level, your strikes cut away at the magic
do. Starting at 6th level, whenever you make a Charisma, surrounding your prey. When you take the Attack
Intelligence, or Wisdom check when interacting with action, you can use your bonus action to immediately
fey, your proficiency bonus is doubled if it applies to the end any one spell of 3rd level or lower affecting your
check. Additionally, you are immune to enchantment target. Additionally, as an action, you may expend a
spell slot of 2nd level or higher to gain truesight to a
range of 60 ft. The duration requires concentration and Lurker in the Light
lasts until the end of your next round (2nd level slot), 1
minute (3rd level slot), 10 minutes (4th level slot), or 1 This small humanoid lurks at the edge of illumination,
hour (5th level slot). its fine features bleeding away at the edges, making it
appear blurred and out of focus. Moving into the light, it
Master Fey Hunter:
vanishes, but its invisible presence is tangible as a feeling
At 15th level, your attacks and spells against fey creatures
ignore any resistances they possess. Additionally, you of being watched.
can now end spells of 5th level or lower when using your
Lift the Veil feature.
Lurker in the Light
Small fey, neutral evil
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Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one takes 1 hour to complete and each lurker involved must
creature. Hit: 6 (1d4 + 4) slashing damage. use its action and movement for the duration and must
Daylight Door (1/Day). The lurker magically teleports maintain concentration while performing the ritual (as
itself from an area of bright light, along with any If concentrating on a spell). For travel between planes,
equipment it is wearing or carrying, to a location up at least five humanoid sacrifices are required. The gate
to 120 feet away to an unoccupied space it can see remains open for 1 minute. For summoning creatures,
that is also in bright light. a lurker can sacrifice any number of humanoids. The
lurker can summon a creature of a Challenge rating
Poisoned Dagger. Melee or Ranged Weapon Attack: equal to or lower than the number of humanoids
+7 to hit, reach 5 ft. or range 20/60 ft., one target. sacrificed. The summoned creature appears in an
Hit: 6 (1d4 + 4) piercing damage, and the target must unoccupied space within 60 feet of the summoners.
succeed on a DC 15 Constitution saving throw or
become poisoned for 1 minute.
Ritual Gate
A lurker or a group of lurkers can perform a sacrificial
ritual to magically conjure a gate to the Material Plane,
one of the Elemental Planes, or the realm of the fey to
either travel to that plane or to summon allies. The ritual
Vodyanoi 3/day each: control water, dancing lights, grease,
water breathing
This humanoid salamander carries a gnarled staff in 1/day each: lesser restoration, protection from
one hand. Tendrils drape its chin, resembling the beard of poison
an eccentric hermit. Actions
Vodyanoi Multiattack. The vodyanoi makes three attacks: one
with its bite and two with its spear.
Medium monstrosity, chaotic neutral
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Armor Class 15 (natural armor) target. Hit: 7 (1d8 + 3) piercing damage
Hit Points 135 (15d8 + 63) Spear. Melee or Ranged Weapon Attack: +6 to hit, reach
Speed 30 ft., swim 50 ft. 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
piercing, or 7 (1d8 + 3) piercing damage if used
STR DEX CON INT WIS CHA with two hands to make a melee attack.
16 (+3) 19 (+4) 18 (+4) 13 (+1) 20 (+5) 12 (+1) Suffocating Water (1/Day). All water within a 15-
foot radius from the vodyanoi becomes difficult
Senses darkvision 60 ft., passive Perception 15 to breathe in for water-breathing creatures. The
Languages Aquan, Common, Sylvan suffocating water persists in the area where it
Challenge 5 (1,800 XP) was first created for 5 minutes before becoming
breathable again. Any creature within the
Amphibious. The vodyanoi can breathe air and water. suffocating water, except the vodyanoi and up to 3
Innate Spellcasting. The vodyanoi’s innate spellcasting creatures of its choosing, must hold their breath or
ability is Wisdom (spell save DC 16). The vodyanoi risk suffocation.
can innately cast the following spells, requiring no
material components: Vodyanois resemble humanoid salamanders. They
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have short noses, bulging eyes, and broad mouths and aquatic races encroaching on their lands as
covered with thickets of fleshy tendrils. Skin color enemies, and if they suspect travelers are in league with
varies wildly depending on the climate and terrain, those races they often attack on sight. Those who live
from drab greens and grays to vibrant oranges and reds. in close proximity to vodyanoi tribes learn quickly to
Vodyanois stand roughly 5-1/2 feet tall and weigh just leave the folk alone, and when visits or intrusions into
over 100 pounds. They can live up to 120 years. vodyanoi lands are necessary (such as when one might
While vodyanois themselves are rarely evil, they are need to seek out a vodyanoi for aid in curing a disease),
capricious and often quick to anger, particularly when gifts of magic potions and exotic fruits are highly
they feel their territories have been intruded upon. recommended.
Vodyanois are territorial and treat other amphibious
LG026KM045E