Jessica Miller (Order #34955022)

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Jessica Miller (Order #34955022)

Jessica Miller (Order #34955022)


Jessica Miller (Order #34955022)
Lead Designer: Scott Gable
Designers: Dan Dillon, James J. Haeck, Chris Harris, Victoria Jaczko, Jeff Lee,
Shawn Merwin, Carlos Ovalle, Kelly Pawlik, David N. Ross, Stephen Rowe, Christopher Sniezak
Additional Designers: Thilo Graf, Eric Hindley, Amanda Hamon Kunz, David Schwartz, Mike Welham
Developers: Scott Fitzgerald Gray, David N. Ross, Stephen Rowe
Editors: David N. Ross, Stephen Rowe
Additional Editor: Scott Gable
Cover Illustrator: Eric Belisle
Interior Illustrators: Eric Belisle, Julie Dillon, Domenico Neziti,
Tanyaporn Sangsnit, Bryan Syme
Graphic Designers: Crystal Frasier, Scott Gable
Special Thanks to Michael Bauer and BJ Hensley
And to Frank Payne for the extra eyes
Tremendous Thanks to the support of our 315 Kickstarter backers
for making this all possible. You’re wonderful.

Along the Twisting Way and The Faerie Ring are trademarks of Zombie Sky Press.

Along the Twisting Way: The Faerie Ring Campaign Guide is compliant with the Open Game License (OGL).

Open Content for this product is identified as the new backgrounds, equipment, feats, and subclasses (minus any proper names, locations, and other
Product Identity of The Faerie Ring), as defined in the Open Gaming License version 1.0a. No portion of this work other than material designated
as Open Game Content may be reproduced in any form without prior written permission. Product Identity for this product is identified as artwork,
characters, dialogue, locations, plots, proper names (characters, deities, etc.), storylines,
and tradedress.

© 2020 Zombie Sky Press. All rights reserved.


www.zombiesky.com

ISBN-13: 978-1-940372-50-1 (ebook)


ISBN-13: 978-1-940372-51-8 (hardcover)

Jessica Miller (Order #34955022)


table of conten ts
INTRODUCTION 9 DARKLINGS 38
BITTERCLAWS 10 TRAITS 40
TRAITS 12 SUBCLASSES 42
SUBCLASSES 14 Child of Moaro 42
Circle of the Weep 14 Desolate Scavenger 43
College of Chaos Chemistry 14 Oath of the Peacekeeper 44
Mischief Domain 16 Path of Shadow 46
Rapscallion 17 Shimmerling 47
Roadrunner 17 Way of Twilight 48
Zealot of Flibbertigibbet 18 BACKGROUNDS 49
BACKGROUNDS 19 Corrupted Soul 49
Banished from Nibiru 19 Soldier of Zussael 50
Favored of Flibbertigibbet 20 ADDITIONAL OPTIONS 52
ADDITIONAL OPTIONS 22 Equipment 52
Equipment 22 Feats 53
Feats 23 FAR DARRIG 54
BLACK HATS 24 TRAITS 56
TRAITS 26 SUBCLASSES 57
SUBCLASSES 27 College of the Piper 57
Big Boss 27 Glade Guardian 59
Bone Domain 28 Mirage Walker 60
Circle of Blight 29 Oath of Faerie 60
College of Regret 29 Phantasm 62
Dark Reaver 31 Red Hat 63
Toxic Shade 31 BACKGROUNDS 64
BACKGROUNDS 32 Council Member 64
Gravedigger 32 Crimson Changeling 65
Prisoner 34 Dark Hunter 66
ADDITIONAL OPTIONS 35 ADDITIONAL OPTIONS 68
Equipment 35 Equipment 68
Feats 37 Feats 69

Jessica Miller (Order #34955022)


FIR BOLG 70 KITSUNE 100
TRAITS 72 TRAITS 102
SUBCLASSES 73 SUBCLASSES 104
Circle of the Wild Hunt 73 Circle of the Inari 104
College of Silence 74 Fanged Warrior 105
Gloryhound 75 Foxmate 105
Guerrilla 76 Love of Death Domain 106
Path of the Predator Soul 76 Ninetails Bloodline 106
Path of the Spear 77 Red Jack 107
BACKGROUNDS 77 BACKGROUNDS 108
Raised by Wolves 78 Red Jack Devotee 109
ADDITIONAL OPTIONS 80 Strangle Grove Survivor 110
Equipment 80 ADDITIONAL OPTIONS 112
Feats 81 Equipment 112
GOODFELLOWS 82 Feats (Fox Magic) 113
TRAITS 84 MATABIRI 114
WREATHS 85 TRAITS 116
SUBCLASSES 86 SUBCLASSES 117
Arclight Bombardier 86 Dreamweaver 117
Circle of the Hive 89 Hob 118
College of the Rose 90 Leviathan Domain 119
Of Dreams and Nightmares 90 Mudborn 119
Shadowfellow 91 Path of the Bloodied Sea 120
Shrinking Violet 92 Swampfolk 122
BACKGROUNDS 93 Vivisector 122
Preternatural Traveler 93 BACKGROUNDS 123
Manitou’s Fellow 95 Far Castaway 123
ADDITIONAL OPTIONS 96 Pearl Diver 125
Equipment 96 ADDITIONAL OPTIONS 126
Feats 98 Equipment 126
Feats 127

Jessica Miller (Order #34955022)


NORNS 128 TERAS 156
TRAITS 130 TRAITS 158
SUBCLASSES 131 SUBCLASSES 159
College of Fate 131 Faceless 159
Fate Collector 132 Oath of the Unfettered 160
Oracle 133 Oncomancer 162
Waterbearer 133 Path of the Mutant 163
Way of the Unseen Path 134 School of Mutability 164
Wyrd 134 Way of the Tentacle 165
BACKGROUNDS 136 BACKGROUNDS 166
Agent 136 Exile 166
Broker 137 Paragon of Form 168
ADDITIONAL OPTIONS 140 ADDITIONAL OPTIONS 169
Equipment 140 Mutation Feats 169
Feats 141 TWILIGHT CHILDREN 172
PUTTI 142 TRAITS 174
TRAITS 144 SUBCLASSES 175
CULTIVARS 146 College of the Knowing Seelie 176
Desert Putti 146 Darkness Domain 177
Jungle Putti 146 Giantslayer 178
SUBCLASSES 146 Lost Children 179
Circle of the Green Expanse 146 Path of the Gloaming Road 180
Circle of the Sun 147 Path of the Nightwalker 180
College of God’s Voice 148 Shadow Caster 181
Green Warden 150 BACKGROUNDS 182
Warped Nature Domain 151 Ambassador 182
Way of the Windstormer 152 Commando 183
BACKGROUNDS 152 ADDITIONAL OPTIONS 185
Planar Pilgrim 153 Equipment 185
ADDITIONAL OPTIONS 154 Feats 186
Equipment 154 APPENDIX 188
Feats 155

Jessica Miller (Order #34955022)


reference
This guide builds on the twelve primary servitor fey
introduced in Along the Twisting Way: The Faerie Ring
Campaign Guide.
Those twelve different fey species are presented here
as options for players. They are designed to be balanced
with one another and with other existing player races,
so you should feel free to adventure however you please,
as it should be. These player races are designed utilizing
the kith subtypes introduced in Along the Twisting
Way: The Faerie Ring Campaign Guide. Instructions are
given under type in the Traits sidebar for each player
race.

Jessica Miller (Order #34955022)


Jessica Miller (Order #34955022)
Introduction

The wind blows out of the gates of the day,


The wind blows over the lonely of heart,
And the lonely of heart is withered away,
While the faeries dance in a place apart,
dWelcome to the vast possibilities of Faerie! Do watch
your back.
We are here not to play in the realms we know but in
the realms beyond, in the unknown, seeking wonder
Shaking their milk-white feet in a ring, and strangeness in unplumbed proportion. These
Tossing their milk-white arms in the air; are the places free from judgement. (Except when
For they hear the wind laugh and murmur and sing they’re not.) And you have a mandate to explore and
Of a land where even the old are fair, experiment. (Except when you don’t.) And everything
And even the wise are merry of tongue; is as it should be. (Except when it isn’t.)
But I heard a reed of Coolaney say, These are the lands of the fey: delightful and fabulous,
‘When the wind has laughed and murmured and sung, complicated and exasperating. Oh, you’re in it now, my
The lonely of heart must wither away.’ friend—delight is waiting for you behind every corner.
—William Butler Yeats, You can’t escape the delight so don’t even try.
“The Land of Heart’s Desire” And you’re here to play! How grand. You’re already
one of us, so you’re fabulous right from the start. A
complex and intriguingly unique sigil scratched upon
the fabric of the multiverse. (Along with everyone
else here.) You’re already a part of the mystery, a
supernatural being with pleasure and misery at your
fingertips.
Not to worry, for there is danger enough ahead
for even the most wary. For sure, there is plenty of
excitement in your future. And you’ll only get exactly
as many chances as you need. So go find your joy, your
mystery, your salvation. That’s all you’ll need.
Find your whimsy.

Jessica Miller (Order #34955022)


Bitterclaws

Yes, yes. I am quite apologetic! Though, I think, in time,


you’ll see you are blowing this whole “limb-loss” thing
wildly out of proportion. It is all ultimately going to
work out for the best. How many people have the proper
d
Bitterclaws—whether holding together the Divided
Kingdom of Nibiru or wandering the worlds in sweet
escape—can never shed their role as big siblings to the
frenetic, infuriating gremlins. Their curse is twofold:
motivation to use their feet like hands?! both the love their sovereign has for gremlins and their
—Sir Remolio Redondo Randostan VI own devotion to their utterly irrational liege. They bear
these with some shred of dignity along with biting,
sardonic wit.
Herding gremlins has created an overdeveloped sense
of responsibility among bitterclaws. They keep careful
watch of the people shuffling and events transpiring
around them. They are always expecting the bad, and
they prepare themselves for the worst. As a result, they
have a tendency to get themselves into trouble, even
when gremlins are not involved. When gremlins are
about, however, bitterclaws are forced to follow their
sibling’s insane logic in order to get ahead of and
hopefully confine ensuing mischief. Some confuse this
unlucky tendency with recklessness.
Bitterclaws’ genesis came from an inspired matabiri
experiment, the result of an attempt to slow the
destructiveness of metal-hungry gremlins. This weighs
heavily on the psyche of these fey. They can’t forget that
Flibbertigibbet had little to do with their creation and
greeted their gift by the matabiri with the glee of a child
opening a birthday gift. While the matabiri infused

Jessica Miller (Order #34955022)


bitterclaws with more intelligence and common sense than
typically found among gremlins, the bitterclaws suspect that
such traits are no more than liabilities under the rule of
the Scattered Prince.
As Flibbertigibbet is torn in three, the
bitterclaws are torn in two—so to
speak. Motivated both by the urge
to please their lord by bearing the
responsibility of maintaining
his demesne in his frequent
absences and also by the
drive to be just as carefree
and rootless, embracing the
wanderlust they share with
the mogwoi sovereign.
T hei r temp e s t uou s
emotions do not always
blend well. The innate
common sense they
possess makes them
insightful allies, but it is
a burdensome gift in a
realm of nonsense. The
secret temper they try
to hide sooner or later
gets the better of them,
perhaps influenced by
the mystically tainted
blood in their veins.
It’s uncertain how the
bitterclaws developed
such toxic blood: some
conjecture it is the
distilled resentment
of the matabiri for
fixing Flibbertigibbet’s
“mistakes” while others
hold that perhaps the
repressed frustrations
bitterclaws have with their
sovereign has comingled
dangerously with their
innate love and obedience for
him. It grants them both a potent

Jessica Miller (Order #34955022)


weapon and a hint of the deeper and darker currents Garb is an individual choice for bitterclaws, and
running beneath the surface. some choose to do without clothing entirely. Others
Physical Description: Bitterclaws are much taller are more pragmatic and adopt the styles and customs
than their gremlin siblings but still quite small by of whatever land they happen to be traveling through.
human standards. The tallest among them reaches They make exceptions for trappings of office or of
about 4 feet tall, but few are shorter than 3-1/2 feet. accomplishment. Badges, medals, official uniforms,
Their bodies are lean and either gray or white skinned. and so on, are worn with pride and well-maintained
Some maintain a coat of white, fuzzy fur along their with studious care.
backs and limbs, but others prefer to shave entirely to Society: Within Nibiru, bitterclaws serve as wardens
better resemble Flibbertigibbet. of a massive asylum, but no one has the keys. While
Bitterclaws are mostly bipedal but drop to all fours they do their best to meet their sovereign’s expectations,
when particularly irritated or curious. They have an things eventually go wrong, and it’s the bitterclaws
unsettling grin filled with nearly indestructible metal who shoulder the blame.
teeth set in an oversized mouth, so most bitterclaws Two bitterclaws in a room bicker like an old
avoid smiling unless they wish to terrify others. Equally married couple. Larger groups of bitterclaws often
disturbing are a bitterclaw’s lengthy, needle-like claws. transform into an assembly of cantankerous, hissing

I
❖❖ Languages. You can speak, read, and write Common and Sylvan.
BITTERCLAW TRAITS
Bitterclaw characters possess an assortment of traits all their own.
❖❖ Ability Score Increase. Your Dexterity score increases by 1, and your Intelligence score increases by 2.

❖❖ Size. Bitterclaws stand between 3 and 4 feet tall and weigh about 60 pounds. Your size is Small.
❖❖ Speed. Your base walking speed is 25 feet.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the mogwoi subtype (see Appendix).

❖❖ Bitter Blood. Your blood is a psychoactive poison to humanoids. A humanoid who deals damage to you
with a melee slashing or piercing weapon must succeed on a Constitution saving throw or be poisoned
until the start of their next turn. The save DC is 8 + your proficiency bonus + your Constitution modifier.
❖❖ Darkvision. As a creature of unnatural realms, you have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
❖❖ Natural Attacks. You have a claw attack that deals 1d4 slashing damage and a bite attack that deals 1d4
piercing damage. You are proficient with these attacks, which are considered light melee weapons with the
finesse property.
❖❖ Remarkable Bite. Outside of combat, you are able to bite through most unattended nonmagical objects
given enough time. The GM determines how long it takes to bite through an object, and whether doing so
requires one or more Strength checks.
❖❖ Sense Metal. You can sense metal objects up to 60 feet away from you.
❖❖ Touched. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

— 12 —
Jessica Miller (Order #34955022)
The Faerie Ring

curmudgeons. These arguments lull in order to cobble resulting children are raised by usually one parent who
together plans and sometimes even to enact those hardly ever forms much of a bond with their offspring.
plans, but often they do not survive the mischief of the Relations: It is difficult to faze a bitterclaw. Even the
gremlins and the capricious attention of Flibbertigibbet most erratic gnome is downright stodgy compared
himself. Bitterclaws expect such failure and then jockey to a gremlin. As such, bitterclaws rarely take offense
to place the blame and retain their position or even to others’ behavior. Bitterclaws are too focused on
gain promotion. their own aims to worry much about others, but if
Flibbertigibbet assigns ranks and offices arbitrarily, an outsider interferes with their plans, a bitterclaw’s
often making up nonsensical titles and giving them moody temperament becomes abruptly dangerous.
out when he is breezing through his demesne. He even The mood swings of a bitterclaw can become
allows some bitterclaws to make up their own titles tiresome for others. When bitterclaw plans are going
and treats the whole event with his variety of pomp well, they are confident and almost cocky. When things
and circumstance within strangely grand ceremony. turn against them, they are withdrawn and passive
Then, without providing any explanation of what aggressive. Bitterclaws curiously prefer the company
the title means or is responsible for or how it ranks, of non-fey whenever possible. They find the relative
Flibbertigibbet is gone again. stability of other creatures refreshing.
Bitterclaws divide themselves roughly into the Titled Alignment and Religion: Most bitterclaws tend
and the Untitled. Titled bitterclaws form a loose council toward neutral alignment, but chaos is a part of their
that convenes regularly in the Divided Kingdom to nature as well. Their petty, grandiose schemes make
maintain the demesne and enact Flibbertigibbet’s them seem selfish at times, but their disinterest in
will, but they usually just argue for days about what arguing moral politics is refreshing to some.
the sovereign’s will actually is. Sometimes, when Bitterclaws find gods to be curious things as
a particular bitterclaw is given obvious favor and Flibbertigibbet is the only deity-like creature they
preference by Flibbertigibbet, the individual gains perceive. Most don’t see the point in worshipping gods,
enough respect from his brethren to take a more active but there are exceptions. Those bitterclaws who find a
leadership role. Other bitterclaws then fall in line, sense of purpose in the service of a deity make the most
though often begrudgingly. passionate—and dangerous—sort of zealots.
A major quirk of the bitterclaws is their obsession Adventurers: Most bitterclaws take up adventuring
with destiny. As a bitterclaw ages, they grow sooner or later, driven by wanderlust. They usually
increasingly concerned with achieving their hidden need help to fulfill their personal plots and are capable
ambitions, making their mark, and fulfilling an of working with anyone, even if they can’t stand them;
important purpose. Some are fortunate enough to be most have spent years negotiating with their own kind
given missions by Flibbertigibbet himself and throw and gremlins after all.
their all into achieving their “destined” quest. Most Bitterclaws are uncomfortable with leadership but
give in to their wandering urges sooner or later and are used to having it thrust upon them. Nonetheless,
seek out their personal meaning—a task often destined they ease comfortably into support roles. Bitterclaws
for catastrophic failure. Still, those bitterclaws that overcome by their violent tempers embrace combat
feel they’ve uncovered their purpose, either rightly roles. While some bitterclaws hear the call to
or wrongly, are powerful forces throwing their service from the gods or other masters—other than
considerable will behind their destiny. Flibbertigibbet—they tend to feel ill-suited for such
Whether by accident or by matabiri design, there roles, but they are used to being burdened.
are noticeably more bitterclaw men than women. This Age: Bitterclaws persist for anywhere from 101 and
limits their birth rates and makes mated pairs rare. 201 years before fading away to become part of Nibiru
Relationships are brief and filled with squabbling, and once more.

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Jessica Miller (Order #34955022)
Female Names: Bellay, Dizzi, Ferrana, Hebbri, additional 1d6 poison damage. When you reach 11th
Morra, Ossriana, Rozz, Teggray, Zennix. level as a druid, this additional damage increases to
Male Names: Azzo, Cellan, Evanssam, Grezzel, Jorry, 2d6 poison damage.
Linnzo, Nossam, Pergged, Syllbert, Vorennzo.
POISONOUS SNEAK ATTACK

SUBCLASSES Starting at 10th level, you gain the ability to strike


at your foes’ most sensitive areas. This works as the
The fey provide an array of unique qualities and rogue feature of the same name. You deal an extra 1d6
perspectives for creating interesting new characters. damage at 10th level, an extra 2d6 at 14th level, and
Consult your GM before applying these subclasses to an extra 3d6 at 17th level. If your attack deals poison
other races. damage, you can choose to make the extra damage

CIRCLE OF THE WEEP


from Sneak Attack poison damage. The target must
succeed on a Constitution saving throw against your
(DRUID: DRUID CIRCLE) druid spell save DC or take twice as much poison
Some bitterclaws find the perfect randomness and damage as your Sneak Attack dice.
brutality of nature so soothing, they opt to never leave—
and destroy any who would attempt to corrupt, control, LINGERING POISON
or establish “order” in their flawless domains. A weep Starting at 14th level, when a creature fails its
is a bitterclaw who has melded their savage form with Constitution saving throw against your Poisonous
natural magic to become nature’s perfect assassin. Sneak Attack, it gains the poisoned condition. At
the end of each of the target’s turns, it makes a new
BONUS PROFICIENCIES Constitution saving throw, ending the condition on
When you choose this circle at 2nd level, you gain itself on a success.

COLLEGE OF
proficiency with simple and martial weapons. In

CHAOS CHEMISTRY
addition, you gain proficiency with poisoner’s kits.

VIRULENT POISON (BARD: BARD COLLEGE)


Starting at 2nd level, creatures that are affected by your Most bard colleges place emphasis on magic through
poison—either poison you deliver or poison delivered a mixture of performance, lore, and skill-at-arms.
in your wild shape forms—have disadvantage on Bitterclaws do things a bit differently though. They
Constitution saving throws to resist the poison. emphasize study and knowledge of course, but they
focus their magical exploration and learning on the
POISONOUS WILD SHAPE mixing of chemical reagents.
Also at 2nd level, you can use your Wild Shape to Whereas most bards inspire their allies with tales of
become a beast of up to challenge rating 1, as long derring-do or rousing songs or bawdy limericks, you
as it can deal poison damage or inflict the poisoned hand your allies flasks of steaming, bubbling liquids
condition. You must still follow the other limits on the or simply splash them on targets to use your spells and
Wild Shape table. features. Instead of casting spells through music, you
throw together reagents to dramatic effect, leveraging
TOXIC WEAPONS the power of alchemy.
Starting at 6th level, your natural claw and bite Although bitterclaw colleges rarely take on non-
attacks are infused with poison. In addition to the bitterclaw students—as such students rarely complete
normal damage, your claw and bite attacks, either in their studies—chaos chemists of other races are not
your natural form or your wild shape form, deal an unheard of.

— 14 —
Jessica Miller (Order #34955022)
The Faerie Ring

EARLY ADMISSION
When you join the college of the chaos chemist,
you do so at 1st level. Make the following
changes to the normal bard abilities:
❖❖ Instead of gaining proficiency
with three musical instruments,
you gain proficiency with the
herbalism kit and alchemist’s
supplies.
❖❖ Instead of gaining a lute or
other musical instrument as
starting equipment, gain an
herbalism kit.
❖❖ You gain proficiency with
Dexterity and Intelligence
saving throws instead of
Dexterity and Charisma.
❖❖ You can use an herbalism
kit, poisoner’s kit, or
alchemist’s supplies instead
of a musical instrument as
your spellcasting focus.
❖❖ Use Intelligence to figure
your Spellcasting DC and
attack rolls instead of
Charisma.
❖❖ Use Intelligence to figure
your Bardic Inspiration
uses instead of Charisma.
You hand over or throw
v ia ls of st i mu lat ing
tonics to perform Bardic
Inspiration.

INVIGORATING INSPIRATION
Starting at 3rd level, when
a creature uses your Bardic
Inspiration die to add to a roll
they just made, they also gain
temporary hit points equal to
the number rolled. If they roll a
1 on the die, they take 1 point of
poison damage instead of gaining
temporary hit points.

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Jessica Miller (Order #34955022)
REST IN A BOTTLE MISCHIEF MAKER
Starting at 6th level, your Song of Rest ability is actually When you choose this domain at 1st level, you gain
you mixing quick chemical formulations to assist in proficiency in two of the following skills: Deception,
your recovery and that of your allies. A creature can Sleight of Hand, and Stealth. In addition, you gain
drink the concoction during the rest to heal normally, proficiency with disguise kits and your choice of one
as per Song of Rest. If they do not use the concoction gaming set.
during the short rest, they can keep it and use it as a
bonus action, up until the next time they take a short CHANNEL DIVINITY: SOW CHAOS
rest. The concoction only works for them, healing the Starting at 2nd level, you can use your Channel
number of points that it would have if they had used Divinity to create confusion in the minds of your
it during the short rest. You can only make up to ten foes. As an action, you speak gibberish. All humanoid
of these concoctions during a short rest, each for a enemies that can hear you within 30 feet must succeed
different target. on a Charisma saving throw, or they are distracted for
1 minute or until they take damage. While distracted,
FEEL THE BURN the target has disadvantage on Wisdom (Perception)
Starting at 14th level, when you use your action to checks, they cannot take reactions, and attack rolls
cast a bard spell using a spell slot, you can target one against them are made with advantage.
creature within 30 feet of you with a splash of your
chemical mixture. The creature must make a successful CHANNEL DIVINITY: ILL LUCK
Dexterity saving throw against your spell DC or take Starting at 6th level, you can use your Channel Divinity
damage equal to 1d12 + the slot level. You can choose to give an enemy worse luck in combat. As an action,
to make this damage any of the following: acid, cold, you point at one creature within 60 feet. That target
fire, lightning, poison, or thunder. must make a Charisma saving throw. If the target fails,

MISCHIEF DOMAIN
for 1 minute it has disadvantage on attack rolls and
rolls twice for the damage of any successful weapon
(CLERIC: DIVINE DOMAIN) attack, taking the lower of the two damage rolls. The
You are so attuned to the chaos and mischief around target may use an action on its turn to attempt another
you that you’ve become a living embodiment of those Charisma saving throw to remove the effect.
forces: a literal priest of mischief. Flibbertigibbet often
grants to you little paragons of chaos your abilities, SPLITTING HEADACHE
though other powers and deities may also step in if it Starting at 8th level, once on each of your turns, when
suits their needs to turn bitterclaw clerics loose on the you damage a target with a weapon attack, you can deal
unsuspecting world. an extra 1d8 psychic damage. When you reach 14th
level, the extra damage increases to 2d8.
MISCHIEF DOMAIN
You are granted the following domain spells. WREAK HAVOC
Starting at 17th level, you can use a bonus action (if
MISCHIEF DOMAIN SPELLS it is your turn) or a reaction (if it isn’t your turn) to
Cleric Level Spells force an enemy within 60 feet to reroll an attack roll,
1st disguise self, hideous laughter saving throw, or ability check before the GM declares
3rd invisibility, misty step whether or not the roll hit or succeeded. If you do, the
5th bestow curse, hypnotic pattern new result replaces the old one. Alternatively, you can
7th confusion, polymorph use this feature to apply disadvantage on a creature’s
9th animate objects, mislead passive ability check score as a reaction or bonus action

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Jessica Miller (Order #34955022)
The Faerie Ring

after an ability check is rolled against that score (such DIE LAUGHING
as a check using Stealth against a passive Perception Starting at 17th level, you can attempt to kill a
score) but before the values are compared. You can use creature with your Combat Mischief feature. If the
this feature a number of times equal to your Wisdom target creature has 150 hit points or fewer and fails
modifier (minimum 1). You regain all uses of this the saving throw, it dies. If you use this ability with
feature after finishing a long rest. Combat Mischief, you cannot do so again until you

RAPSCALLION
finish a long rest.

(ROGUE: ROGUISH ARCHETYPE) ROADRUNNER


The manic madness of Flibbertigibbet inspires you, and (RANGER: RANGER ARCHETYPE)
you yearn to follow in the footsteps of the clown prince Most think of Nibiru as a dangerous realm, but you
of the fey. You’ve studied the pranks. You’ve listened have walked its shifting and winding pathways to learn
to the legends. You have the skills. Now it’s time to the nature of that place. Your peers know you as one
show the world—regardless of how much damage and of the Roadrunners, and Nibiru is your second home.
mayhem you might inflict.
NIBIRU EXPLORER
COMBAT MISCHIEF Starting at 3rd level, whenever you are in Nibiru, you
Starting at 3rd level, you can use the bonus action gain all the benefits of your Natural Explorer class
granted by your Cunning Action to force a creature feature. You do not need to have traveled for an hour
you can see within 30 feet of you to make a Wisdom or more in Nibiru to gain these benefits.
saving throw (DC 8 + your proficiency bonus + your
Dexterity modifier). On a failed save, you trigger a ROADRUNNER’S PRESENCE
practical joke against the target. You describe the joke, At 7th level, you add the following benefits to your
and the target is knocked prone or is deafened for 1 Natural Explorer class feature after traveling for an
minute (your choice, and depending on the nature of hour or more in any of your favored terrains or while
the joke). A deafened creature can repeat the saving in Nibiru:
throw at the end of each of its turns, ending the effect ❖❖ You and your group can move stealthily at a
on itself with a success. normal pace.
❖❖ You instantly know if you have been affected by
MISCHIEF AND MAYHEM any magical effect that would cause you to lose
Starting at 9th level, when you use your Combat your way.
Mischief feature, you can also impose the blinded or ❖❖ You have advantage on Wisdom (Perception)
poisoned conditions. A blinded or poisoned creature and Wisdom (Survival) checks when you make
can repeat the saving throw at the end of each of its those checks in your favored terrain or in Nibiru.
turns, ending the effect on itself with a success.
ROADRUNNER’S STRIDE
STUNNING JAPE At 11th level, any companions within 30 feet of you who
Starting at 13th level, when you use your Combat can see and hear you gain the benefit of your Land’s
Mischief feature, you can also impose the stunned Stride class feature.
condition. A stunned creature can repeat the saving
throw at the end of each of its turns, ending the effect ROADRUNNER’S PORTAL
on itself with a success. If you use this ability with At 15th level, you gain a measure of control over the
Combat Mischief, you cannot do so again until you paths you walk, letting you step easily from world to
finish a long rest. world. When you are walking the paths of Nibiru and

— 17 —
Jessica Miller (Order #34955022)
acquire one or more steps toward finding your way, a creature that dares to harm you. When you take
you can use the teleport spell to allow you and your damage from a creature within 15 feet of you, you
companions to immediately reach your destination. can use your reaction to set up a practical joke and
When you roll on the table to determine your chance force that creature to make a Wisdom saving throw
of a teleportation mishap, you treat your destination as against your warlock spell save DC. On a failed save,
if it was very familiar, regardless of how well you really the creature is knocked prone or is blinded, deafened,
know it. Once you use this feature, you must finish a or poisoned until the end of its next turn (your choice,
long rest before you can use it again. and depending on the nature of the joke).

ZEALOT OF FLIBBERTIGIBBET
You can use this feature three times. You regain all
expended uses when you finish a long rest.
(WARLOCK: OTHERWORLDLY PATRON)
Though Flibbertigibbet is far from being the most MIND HIJACKER
powerful of the fey lords, he might be one of the most Beginning at 10th level, Flibbertigibbet infuses you
cunning and mischievous. He has bestowed power with overwhelming strength of mind. You are immune
upon you in aid of some scheme or plot—but what that to being charmed. Whenever another creature attempts
plot is and how you fit into it remains beyond your to charm you, you can use your reaction to force that
understanding. creature to make a Wisdom saving throw against your
warlock spell save DC.
EXPANDED SPELL LIST On a failed save, the creature is overcome by
Flibbertigibbet lets you choose from an expanded list irrational anger and spends its next turn engaging in
of spells when you learn a warlock spell. The following one of the following courses of action (your choice):
spells are added to the warlock spell list for you. ❖❖ The target moves toward you by the shortest
and most direct route, ignoring any danger that
FLIBBERTIGIBBET EXPANDED SPELLS
would result in immediate death. For example,
Spell Level Spells the target could be compelled to take damage by
1st bane, hideous laughter
running through an area of open flame but not
2nd detect thoughts, magic mouth to enter a pool of lava.
3rd bestow curse, nondetection ❖❖ The target attacks you in a manner of your
4th confusion, greater invisibility choosing—usually involving making the attack
5th animate objects, scrying in the worst possible way. For example, the target
might throw a melee weapon, target you with a
FRENETIC PRESENCE spell that does not affect creatures of your type,
Starting at 1st level, your patron grants you the ability and so on.
to disrupt the minds and bodies of lesser creatures ❖❖ The target is overcome by stammering and
as an action. All creatures within 10 feet of you must shivering, imposing disadvantage on its next d20
make a Wisdom saving throw against your warlock roll made before the end of its next turn.
spell save DC. On a failed save, a creature is charmed
or poisoned by you (your choice) until the end of your SPLIT ASPECT
next turn. At 14th level, you draw on the power of Flibbertigibbet
Once you use this feature, you can’t use it again until to split yourself into two identical aspects. As an action,
you finish a short or long rest. you create a second identical body that appears in an
unoccupied space within 5 feet of you and lasts for 1
PART OF THE PLAN minute. Your clothing and gear is not duplicated, but
Starting at 6th level, you can play a practical joke on you can decide which body retains certain items and

— 18 —
Jessica Miller (Order #34955022)
The Faerie Ring

gear when you split (including having one body retain on your travels, along with 13 cp, 2 gp, and an iron coin
all your gear and the other body appear naked if you with a bite taken out of it
wish). You can choose to end this effect early as an
action. BANISHMENT
The new body rolls initiative when it appears, and You can work with your GM to decide the exact nature
you control both bodies as a single creature. Each body of your exile, or you can choose or roll on the following
takes its own actions and is aware of the other body’s table to determine the reason for your banishment.
actions and thoughts. Your new body and your original
d6 Banishment
body each have hit points equal to half your current hit
1 You played a prank that caught
point total before you split (rounded down). When this
Flibbertigibbet off guard.
effect ends, your second body disappears. Any gear on
2 You told a joke about Flibbertigibbet that got
your second body returns to your original body, and
back to him, and he did not appreciate it.
you add the current hit point total of both bodies to
3 You have no idea what you did, but
determine your current hit point total.
Flibbertigibbet’s anger was most memorable.
At 16th level, the duration of this effect lasts for 10
4 Without meaning to, you kind of killed a
minutes. At 20th level, the effect lasts for 1 hour.
group of adventurers who were supposedly
Once you use this feature, you must finish a short or
important to one of Flibbertigibbet’s
long rest before you can use it again.
schemes.

BACKGROUNDS
5 Flibbertigibbet asked you to do something
and you forgot. Or you ignored him because
The following backgrounds are especially common in you didn’t feel like it. Or both.
bitterclaws. At the GM’s discretion, other appropriate 6 You made a joke to one of Flibbertigibbet’s
races may have access to them. aspects, and he laughed hysterically. But then
he was interrupted by his second and third
BANISHED FROM NIBIRU aspects, who embarrassed the first by telling
You were once one of Flibbertigibbet’s favored him the joke wasn’t funny.
bitterclaws, running grand schemes and pushing plots
to their hilarious and disastrous conclusions. Then you FEATURE: JOKESTER FOR HIRE
made an unforgivable mistake—or at least took the Having hung out with Flibbertigibbet and his inner
blame for one. But Flibbertigibbet cut ties with you, circle, you have a gift for jokes and dark humor. When
and that’s all your brothers and sisters need to know. you start cracking funny, people can’t help but listen
Usually, you’d be killed for such an indiscretion, but and laugh. By offering to entertain for an evening,
you were simply banished instead—told to never return you can earn free lodging and food of a modest or
to Nibiru on pain of being separated into three aspects comfortable standard wherever you travel. You can also
that won’t go back together again. learn rumors or gain information from the locals when
Devastated, you now walk through numerous your performance is done, as determined by the GM.
worlds and preternatural planes as you yearn for your Unfortunately, your best comedic material tends to run
home—and as you wonder whether your banishment to insults, and while people can laugh at themselves for
is legitimate or whether this might just be part of one one night, follow-up shows in the same area tend to get
of Flibbertigibbet’s plots. stale. Or violent.
Skill Proficiencies: Performance, Survival
Languages: Two of your choice SUGGESTED CHARACTERISTICS
Equipment: A bag containing three trinkets claimed Those banished from Nibiru tend to be loners, never

— 19 —
Jessica Miller (Order #34955022)
able to wholly fit in with their new environments and d6 Bond
companions. So though you always carry yourself 1 I will dedicate every waking moment to
with humor, that humor has a dark edge—and often seeing my banishment undone.
an undercurrent of cruelty. 2 I seek out experience at all times, looking to
d8 Personality Trait find laughter in new things.
1 Everything in life is funny if you look at it the 3 Having been disowned by my fellow servants
right way. of Flibbertigibbet, I’ll show them who’s the
2 I can find a joke for every situation—whether funniest of them all.
the situation warrants it or not. 4 Flibbertigibbet remains my idol and master,
3 I use humor to hide how much my exile hurts and I will make him proud.
me. 5 Having renounced my connection to Nibiru, I
4 A prank is the best way to make a friend or kill attach myself to each new place I find in the
an enemy. hope that it will feel like home.
5 I joke only when among others. Those who 6 I left a person or thing I care about in Nibiru,
catch sight of me when I’m alone see the and I will do anything to get it back.
darkness in me.
6 Though I love playing jokes on others, I grow d6 Flaw
uneasy if anyone tries to make me the butt of 1 I’ll do anything for a laugh, and I don’t care
their humor. who I hurt.
7 My connection to the multiple aspects of 2 Sometimes my jokes are a little too honest,
Flibbertigibbet makes me partial to the but I get as much satisfaction from anger as
number three. from laughter.
8 I seek out any creature with a connection to 3 I engage in hedonistic pastimes that I believe
Nibiru, hoping for news of my lost home. will expand my mind.
4 Hoping to prove my loyalty, I’ll do anything
d6 Ideal for a fellow bitterclaw.
1 Humor. Without the unexpected madness of 5 My sense of having been betrayed by
comedy, existence would be futile. (Chaotic) Flibbertigibbet leaves me unable to trust
2 Creativity. I need to engage fully with the anyone.
world to maintain my edge. (Any) 6 My need to laugh means that I take nothing
3 Honesty. A good joke will show you the truth seriously—including self-preservation.

FAVORED OF FLIBBERTIGIBBET
of things. (Good)
4 People. I don’t care about politics, ethics, or
morality. All that matters is making people You did something that impressed Flibbertigibbet so
laugh. (Neutral) much that he . . . they . . . the trio decided to promote
5 Cruelty. At the heart of every joke is a sharp you. At least you think they promoted you. Things
word, and mine are the sharpest. (Evil) can get very confusing when it comes to deciphering
6 Healing. I need to get over what I’ve lost, and Flibbertigibbet’s plans. But however it happened, you’ve
seeking comfort in my new surroundings is earned a reputation as one of the best and brightest of
the only way to do so. (Any) the bitterclaws. Now you just need to live up to that.
Skill Proficiencies: Deception, Sleight of Hand
Languages: Two of your choice
Equipment: A wooden token given to you by

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Jessica Miller (Order #34955022)
The Faerie Ring

Flibbertigibbet, 10 gp, and a key that fits one of the with the title and even less responsibility, though some
many side doors in the Confluence (but which opens of the denizens of Nibiru might recognize you as a
no lock you’ve ever tested it in) ruler. The key is a symbol of authority for them, and
as long as you possess it, the denizens of Nibiru will
ACCOMPLISHMENT act favorably toward you (as determined by the GM).
In order to gain Flibbertigibbet’s trust, you did Additionally, other fey might recognize your station as
something that impressed him—even if you’re not a ruler of Nibiru, granting you advantage on Charisma
entirely sure what it might have been. checks at the GM’s determination.

SUGGESTED CHARACTERISTICS
d6 Accomplishment
1 You ran a scheme that helped further one of
The favored of Flibbertigibbet wear an air of superiority
Flibbertigibbet’s goals. You have no idea what
that often hides deep-seated fear and paranoia, for all
goal it was, but Flibbertigibbet seemed quite
who claim that favor have heard tales of how hard
pleased.
it is to keep it. Rumors speak of favored bitterclaws
2 Having thought for a long while on what you
that are subsequently banished when Flibbertigibbet
did to earn Flibbertigibbet’s favor, you’ve
deems their service unsatisfactory. Dark tales tell of
been forced to conclude that you didn’t do
one temporary ruler who was torn into three pieces
anything—you’ve been set up by someone.
by frenzied folk of Nibiru hoping to see if they could
3 A joke you played on another bitterclaw make a lesser Flibbertigibbet. For many of the favored,
was so funny that one of Flibbertigibbet’s the fear of failing their fey lord more than balances out
aspects died laughing. You’re now not sure any benefit.
whether the favor granted you is a setup for
Flibbertigibbet to take revenge. d8 Personality Trait
4 You won favor for the sheer number of 1 I would rather play and have fun than rule
pranks you’ve played, but that’s made you anyone, and I hope no one catches on to that.
realize that no individual prank was funny 2 I prefer to be on the move, seeing things
enough to win Flibbertigibbet’s notice. rather than sitting around and talking.
5 You saved Sweet Tooth Greta from some 3 I smile because it makes me feel better, even
threat, marking you as unusually heroic. when it makes others uncomfortable.
Unfortunately, you fear that Flibbertigibbet 4 I speak my mind when talking about
now expects you to be braver than you trivialities but always hide my true thoughts
actually are. and desires.
6 You became known for pulling off legendary 5 I secretly yearn for power, and earning the
schemes whose risks claimed many of your favor of Flibbertigibbet is the first step to
companions. But what no one knows is that seizing it.
many of those schemes were actually the 6 My lack of understanding of what I did to
plans of those fallen companions, and you’ve earn favor makes it hard to accept gratitude
been taking credit for their work for years. from others.
7 I embrace the favor granted to me and grow
FEATURE: RUN OF THE PLACE angry when others don’t treat me with
Flibbertigibbet has made you one of the temporary respect.
rulers of Nibiru. He gave you a key that fits one of the 8 I know that others covet my special
doors in the Confluence (but which has so far failed to relationship with Flibbertigibbet, and I see
work), and that was that. There’s no power that comes enemies everywhere.

— 21 —
Jessica Miller (Order #34955022)
d6 Ideal d6 Flaw
1 Logic. It is my duty to seek purpose in 1 This favor proves that I have no equal in
randomness. A prank with no point is a poor Nibiru.
prank. (Lawful) 2 The weight of responsibility gives me more
2 Balance. The chaos of existence must be satisfaction than anything else I’ve ever done.
tempered by the control of those in charge, 3 I secretly loathe Flibbertigibbet and fear that
and that’s me. (Neutral) this favor has been granted to test me.
3 Power. The favor that grants me power is 4 Even before being granted favor, I knew that
a gift, and I will work hard to show myself the multiverse revolved around me. This just
worthy of it. (Any) makes everyone else realize it too.
4 Fun. I have the power to trick others for my 5 My friends don’t treat me with the respect I
own amusement, and it gives me joy. (Evil) deserve, but they’ll come around eventually.
5 Subterfuge. I am positive that Flibbertigibbet 6 The favor granted to me is actually owed to
favored me by mistake, and I need to keep a an old companion of mine, and I couldn’t care
low profile so no one notices. (Neutral) less.
6 Charity. I was miserable as a victim of

ADDITIONAL OPTIONS
circumstance, and I will use my authority
to help others who are likewise victimized.
(Good) The following options are available to bitterclaws. At
the GM’s discretion, other appropriate races may have
d6 Bond access to some of these new rules.

EQUIPMENT
1 I hold to the throne of Nibiru even if that
throne is one of lunacy.
2 Flibbertigibbet is my sovereign and master, Bitterclaws have developed the following equipment
and I will do his bidding no matter what. according to their specific needs and utilize them to
3 I have risen to power on my own, and I will particular effect.
maintain this power on my own. Claw Guard. Similar to a cestus, this leather bracer
covers your forearm, wrist, and mid-finger, but the
4 I am devoted to the bitterclaws of Nibiru, and
claw guard goes further and has leather and metal caps
they will follow me.
extending to all but the tips of lengthy claws. You must
5 The favor given to me by Flibbertigibbet is
be a bitterclaw to wield a claw guard effectively; if you
the secret result of others’ actions, and they
aren’t, you can only use it as an improvised weapon.
won’t let me forget it.
The claw guard reinforces the strength of your sharp
6 I always felt like an outcast, and I will use my
claws, allowing you to attack with them in a wider
favor to make others rue the days when they
variety of ways. Each time you attack with a claw guard,
shunned me.
you choose whether it deals bludgeoning, piercing, or
slashing damage.
Nibiru Lockpick. This jagged metal tooth is set onto
a small wooden handle carved in the vague shape of
a gremlin. Given sufficient time, a Nibiru lockpick
can saw through almost anything, combining the
indestructible property of gremlin teeth with their total
lack of regard for subtlety. This lockpick can be used to

— 22 —
Jessica Miller (Order #34955022)
The Faerie Ring

attack unattended objects within 5 feet. It automatically claws, you can add your ability modifier to the
hits and deals 1d2 slashing damage when used this way. damage of that attack.
Tiny objects can be destroyed by this damage; larger
objects reduced to 0 hit points by a Nibiru lockpick SPLIT PERSONALITY
have up to 3 cubic inches of material removed. Prerequisites: Bitterclaw
Razor Puzzle Box. This 5-inch metal toy conceals Your long admiration for the divided nature of
blades under moving panels. Disarming and opening Flibbertigibbet’s aspects has allowed you to split your
it requires a successful DC 15 Intelligence check, which focus and concentration, granting you the following
can be made with thieves’ tools. A small object such benefits:
as a potion fits inside. While open, it can attach to ❖❖ Increase your Intelligence or Wisdom score by 1,
a latch or joint as a trap. When attached as a trap, it to a maximum of 20.
can be noticed with a successful DC 15 Intelligence ❖❖ You need to sleep for only 2 hours during a long
(Investigation) or Wisdom (Perception) check. Anyone rest, allowing you to perform light activity for
using a trapped item or failing to open the box must the duration of the rest.
make a DC 15 Dexterity saving throw, taking 3d6 ❖❖ You are immune to being charmed.
slashing damage on a failed save or half as much
damage on a successful one. SHARP-TONGUED
Prerequisites: Bitterclaw
BITTERCLAW EQUIPMENT Flibbertigibbet is the master of insults, and your
Item Cost Weight worship of his sharp wit grants you the following
Nibiru lockpick 60 gp — benefits:
Razor Puzzle Box 40 gp 1 lb. ❖❖ Increase your Charisma score by 1, to a

FEATS
maximum of 20.
❖❖ If you are proficient with the Insight or
Bitterclaws have evolved a style all their own and are Intimidation skills, you can add double your
quite fond of the following feats. proficiency bonus to ability checks involving
those skills.
NATURAL FIGHTER ❖❖ You can use a bonus action to insult an
Prerequisites: Bitterclaw intelligent creature you can see and that can
You are well versed in fighting with tooth and claw, hear and understand you. You make a Charisma
granting you the following benefits: (Intimidation) check opposed by the creature’s
❖❖ Increase your Strength or Dexterity score by 1, to Wisdom (Insight) check. If your check succeeds,
a maximum of 20. the creature has disadvantage on any d20 roll it
❖❖ Your bite and claw attacks use a d6 for damage. makes until the end of its next turn. You can use
❖❖ When you engage in two-weapon fighting, if you this feature three times. You regain all expended
make your second attack with your bite or your uses when you finish a short or long rest.

(
BITTERCLAW WEAPONS
Name Cost Damage Weight Properties
Simple Melee Weapon
Claw guard 25 gp 1d4 special 2 lb. Finesse, light, special

— 23 —
Jessica Miller (Order #34955022)
Black Hats

Yes, my lamb, it is as safe as your darling mother’s arms.


You are my dear friend, and I won’t ever harm you. I
swear it by the Painted Lady’s unchanging face and
form. Now drink it all down. Every drop. You’ll feel so
d
Black hats are tricksters without mercy or restraint,
given over to their darker urges. These wayward
cousins of the far darrig are not content to dawdle with
illusion and glamor. Rather, they tap into darker forces,
much better forever after. raising necromantic terrors to spread fear and suffering.
—Argin Atisch Gone is the ubiquitous red hat, only to be replaced with
one dyed black with shadowstuff, giving these fey their
name. Exiled and living under the rule of the Painted
Lady, the black hats perfect their strange rituals and
dark arts in the benighted caverns of Aralu.
Physical Description: The darkness tainting the
spirit of the black hats has also twisted their form. With
the slightest glance, one can see some of the traits of
goblins mingling with that of their far darrig cousins.
Unlike goblins, black hats can grow hair upon their
heads and faces. Their lank hair is typically jet black
but can gray quickly in some, turning stark white
as the years progress. Their skin is ashen and prone
to wrinkles, making them appear aged beyond their
years—even desiccated. A black hat’s pointed ears stick
out from the sides of their head, and the tips often fold
over or carry scars from battles and other misfortunes.
Their eyes are a sickly yellow as are their long, crooked
teeth, often showing within unnerving smiles.
Their spindly, emaciated bodies twist and lurch from
the bottom of their feet to their oversized heads. Black

Jessica Miller (Order #34955022)


hats are rarely taller than 3 feet, though their hunched forms
often make an individual seem shorter than their actual height,
and they average about 30 pounds. A black hat’s twisted and
awkward frame hides surprising physical strength, and many
who have underestimated these strange small creatures have
paid for the mistake with their lives.
Society: In the dark, endless caverns of Aralu, the
black hats congregate in fluid confederacies of up
to several dozen individuals. They do so for
mutual protection against other denizens
of the plane and to conspire in their
foul necromantic rites. These groups
are rarely harmonious for long and
are often plagued with power
struggles, petty arguments, and
destructive vendettas. In truth, a
black hat will readily sacrifice a
fellow in the pursuit of arcane
knowledge and other sources
of power. They maintain their
far darrig cousins’ love of
mischief and often engage in
elaborate campaigns of terror
against enemies or rivals.
These machinations are no
mere pranks and often end
in a trail of blood and bodies.
Torture and terror are high
comedy to the twisted black
hat mind.
Relations: Black hats find
goblinoids extremely useful.
They make great underlings
and have a delightfully vicious
streak. Bugbears, in particular,
are admired for their ability
to sow fear, but most black

Jessica Miller (Order #34955022)


hats favor the stealth and cunning of kobolds and with humans is often complex: they are the most
occasionally form alliances with them to access their common target of the black hats’ pranks and the most
trap expertise. Dwarves are often targeted by black hats prolific victims of their necromantic experiments.
in order to ingratiate themselves to potential goblinoid However, given that humans are relatively easy to
allies. Gnomes remind black hats overly much of their corrupt and often succumb to dark temptations, black
far darrig cousins and the fey courts and are often hats find them to be useful servants. More rarely,
murdered on sight. Half-orcs are favored targets as exceptional humans are treated as equals and allies, at
black hats enjoy cowing those larger than they are. least until their usefulness has run its course.
Halflings are often lucky or brave enough to resist a Alignment and Religion: The majority of black hats
black hat’s magics and are often granted a grudging are irredeemably evil. Any chance to change these
respect. Black hats have been known to befriend foul creatures is typically washed away in the pursuit
halflings of more malevolent bent. Their relationship of their necromantic arts, mangling any sense of mercy,

I
Black hat characters possess an assortment of traits all their own.

❖❖ Languages. You can speak, read, and write Common and Sylvan.
BLACK HAT TRAITS

❖❖ Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

❖❖ Size. Black hats stand between 2 and 3 feet tall and weigh about 30 pounds. Your size is Small.
❖❖ Speed. Your base walking speed is 25 ft.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the gnomekin subtype (see Appendix).

❖❖ Black Cap. You possess a special black hat that you created and that maintains your connection to your
magic. You can use your hat as a spellcasting focus, even if your spellcasting class doesn’t normally have
access to that feature. If you lose your hat, you can’t use your Gloomweaver trait or cast any necromancy
spells until you retrieve it or create a new one. Creating a new hat requires 1 month of work and 50 gp. As
long as you wear your black cap, you have resistance to necrotic damage.
If lost or stolen, the hat magically teleports to you at the following dawn even if it is on another plane of
existence. As long as you don’t have your hat, other black hats are hostile toward you and might even attack.
❖❖ Darkvision. Accustomed to dwelling in gloom, you have superior vision in dim and dark conditions. You
can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
❖❖ Gloomweaver. You know the chill touch cantrip. When you reach 7th level, you can cast the fear spell once
with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting
ability for these spells.
❖❖ Gnomekin Magic. You can cast the enlarge/reduce spell once per day without expending a spell slot but only
to enlarge yourself. You increase in size up to two steps, to a maximum of Large (which doesn’t otherwise
alter the spell’s effects).
❖❖ Illusion Resistance. You have advantage on saving throws against illusions and ability checks made to
recognize them.

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Jessica Miller (Order #34955022)
The Faerie Ring

compassion, or even basic empathy. Creatures are tools perspectives for creating interesting new characters.
to serve their twisted humor in either life or death. Consult your GM before applying these subclasses to
There are those rare souls that are more selfish than other races.

BIG BOSS
cruel, remaining neutral. However, such neutrality
typically gives way to evil as the years roll on and dark
taxations take over. Black hats are only rarely lawful in (FIGHTER: MARTIAL ARCHETYPE)
bent as ethical ambiguity is an advantage when dealing A black hat specialized in working with other
with the petty stratagems of their own kind. While humanoids sometimes ends up in charge thanks to
a good number of black hats embrace the depraved their fey cleverness, ruthlessness, and magic. As a big
liberty of chaos, the typical black hat is neutral evil. boss, you are obligated to provide support to others in
Most black hats are de facto servants of Jasmine, combat and to grant them a share of any rewards. But
though the relationship hinges on mutual benefit and in exchange for this leadership, you gain the ability to
fearful respect of her power rather than anything that whip your allies into a frenzy. You’re the boss. For now
can be called loyalty. Some black hats delve into utter at least.
animalism and the pursuit of occult power, becoming
servants of evil gods, demon lords, or worse, especially GET IN HERE AND FIGHT
if that entity has power over death or undeath. Starting when you choose this archetype at 3rd level,
Adventurers: Black hats are not content with their you can inspire your allies into bloodthirsty combat.
lot in Aralu. Many band together to go adventuring, When an ally within 5 feet of you makes an attack with
and even join members of other races, especially to a melee weapon, you can use your reaction to grant
increase personal power and search for necromantic advantage on the attack roll. You can use this feature
texts, artifacts, and trinkets. Such a transient existence a number of times equal to your Charisma modifier
also allows them to indulge in their dark humor and (minimum of 1). You regain any expended uses when
depraved experiments with a wider range of subjects you finish a long rest.
and move on when their misdeeds are discovered.
Many black hats practice the arcane arts, often BIG PRESENCE
specializing in necromancy or shadow magic. A few Starting at 7th level, your potential involvement in
walk the path of divine power, making pacts with dark combat is often enough to get foes thinking twice.
gods. Even those martially inclined black hats mix their You gain proficiency in the Intimidation skill if you
physical strength with magic. Many are drawn to the do not already have it, and you can add double your
straightforward role of assassins, mixing bladework, proficiency bonus to any ability check you make using
poison, and the dark arts with terrifying glee. that skill.
Age: Black hats mature at a similar rate to gnomes, In addition, your allies have advantage on Charisma
reaching adulthood at 40. They can live to fantastically (Deception, Intimidation, or Persuasion) checks made
old age with the oldest among them claiming to have against any creature within 30 feet of you.
seen the passage of millennia.
Female Names: Bracken, Cinder, Illthorn, SHOUTED ORDERS
Nightshade, Twistil, Umbra. Beginning at 10th level, your ability to motivate your
Male Names: Bogrin, Gravenail, Grist, Hobknacker, allies with a well-timed word grants them swiftness
Lubberfend, Vex. and insight. As an action on your turn, you can shout
at an ally within 30 feet of you, allowing that ally to use

SUBCLASSES
a reaction to move up to its speed without provoking
opportunity attacks. This feature has no effect if your
The fey provide an array of unique qualities and ally cannot hear you.

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Jessica Miller (Order #34955022)
ALL OF YOU GET IN HERE AND FIGHT unoccupied spaces within 30 feet of you. This number
Beginning at 15th level, your ability to incite fury into increases to double your proficiency bonus at 7th level
your allies intensifies. When an ally within 10 feet of and triple your proficiency bonus at 15th level. Undead
you makes an attack with a melee weapon, you can use you summon disappear after 10 minutes or if they are
your reaction to grant advantage on the attack roll. reduced to 0 hit points.
In addition, whenever a hostile creature has you and
at least two other creatures that are hostile to it within UNDEAD RESISTANCE
10 feet of it, that creature has disadvantage on attack Starting at 6th level, when you or a creature within
rolls and Wisdom saving throws. 30 feet of you takes bludgeoning, piercing, or

BONE DOMAIN
slashing damage, you can use your reaction to grant
resistance to the creature against that instance of the
(CLERIC: DIVINE DOMAIN) damage.
Black hat clerics delving too deeply into the secrets of
necromancy find their bodies and magic tainted by POTENT UNDEAD
death. As a follower of the domain of bones, you are Starting at 8th level, undead under your control attack
a bonecaller—able to summon undead to you, even as with more precision and strength. Whenever you
your own body twists into the stuff of nightmares. create an undead with a necromancy spell or summon
undead with your Channel Divinity feature, the
BONE DOMAIN undead gains the following benefits:
You are granted the following domain spells. ❖❖ The creature’s hit point maximum is increased by
an amount equal to your cleric level.
BONE DOMAIN SPELLS ❖❖ The creature deals an extra 1d4 necrotic damage
Cleric Level Spells on all successful attacks.
1st false life, inflict wounds
3rd blindness/deafness, darkness MASTER OF UNDEATH
5th animate dead, bestow curse Starting at 17th level, you can use an action to shroud
7th black tentacles, death ward yourself in a powerful necromantic aura that extends 30
9th hold monster, planar binding feet from you and lasts for 1 minute. This aura reduces
any bright light within it to dim light. Additionally,
BLESSINGS OF BONE you and any undead within the aura that you have
At 1st level, necrotic energy hardens your body and created or summoned or that are under your control
grants you magical sight. You gain darkvision out to are draped in deep shadow. Creatures that rely on sight
a range of 60 feet. If you already have darkvision, you have disadvantage on attack rolls against creatures
increase its range to 120 feet. draped in this shadow.
In addition, your bone structure hardens and While the aura lasts, you can use a bonus action to
reshapes itself. When you aren’t wearing armor, your command an undead within the aura and under your
AC equals 13 + your Dexterity modifier. control to attack one creature. The undead adds your
Wisdom modifier to the attack roll and deals an extra
CHANNEL DIVINITY: CONJURE UNDEAD 3d10 necrotic damage on a hit.
Starting at 2nd level, you can use your Channel After using this feature, you must finish a long rest
Divinity to tap into necromantic energies and summon before you can do so again.
undead to your side. As an action, you cause a number
of Medium humanoid skeletons or zombies (your
choice) equal to your proficiency bonus to appear in

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Jessica Miller (Order #34955022)
The Faerie Ring

CIRCLE OF BLIGHT activate the withered grove, you can have it

(DRUID: DRUID CIRCLE) ignore any creature of your choice that you can
see.
When druids fall to corruption, their magical
You can use this feature twice. You regain all
connection to nature twists and poisons the land
expended uses when you finish a short or long rest.
around them. You and other blighted druids are
creatures of hate who see all life as fodder. No longer
DRAIN THE LAND
drawing strength from the purity of nature, you instead
At 6th level, the strength of your withered grove feeds
gain power from its destruction. Many of your circle
your hatred. While that effect is active, you can make
are evil, but whispers speak of tragic druids who have
a weapon attack as a bonus action.
turned their backs on the circle out of horror and who
Further, you can drain magical energy from the land
now strive to find their way in the world.
as your withered grove defiles it. If your withered grove
lasts for its full duration, you regain expended spell
BONUS PROFICIENCY
slots when it ends. The spell slots you regain can have
When you choose this circle at 2nd level, you gain
a total number of combined levels equal to half your
proficiency with one martial weapon of your choice.
Wisdom modifier (rounded down, to a minimum of 1).

WITHERED GROVE
RAPID DECAY
Starting when you choose this circle at 2nd level, you
Starting at 10th level, the radius of your withered grove
gain the ability to create a withered grove in a 5-foot-
expands to 10 feet, and you can infuse the area with
radius sphere centered on yourself. The sphere moves
your magic to cause instant decay. At the start of your
with you and is visible as a dark haze.
turn, you can expend one spell slot to deal 1d8 necrotic
You use a bonus action to create the withered
damage per level of the spell slot to every creature you
grove, which lasts for 1 minute. It ends early if you
choose within the area of your withered grove.
are incapacitated or if you choose to end it (no action
required). While the withered grove is active, you gain
UNSTOPPABLE BLIGHT
the following benefits:
At 14th level, your withered grove has a radius of 20 feet.
❖❖ You have resistance to necrotic damage.
While it is active, your weapon attacks deal an extra
❖❖ Mundane plants (but not plant creatures) in
1d8 necrotic damage.
the area wilt and die. If you are at half your
At the start of your turn, you can choose to draw
hit points or fewer, you regain hit points equal
strength from the decay caused by your withered grove.
to your Wisdom modifier (minimum of 1) at
Until the end of your turn, you regain hit points equal
the start of any turn in which this effect kills
to half of any necrotic damage you deal on your turn.
living plants. To continue regaining hit points
Once you use this ability, you can’t use it again until the
on subsequent rounds, you must move to bring
next time you activate your withered grove.
more living plants within the area.

COLLEGE OF REGRET
❖❖ Any beast or plant creature that enters the
area for the first time on its turn or starts its
turn there must succeed on a Wisdom saving (BARD: BARD COLLEGE)
throw against your druid spell save DC or be Few creatures steep themselves in bleakness more
frightened until the start of your next turn. profoundly than black hats, and the first college of
While frightened in this way, a beast must take regret originated in the depths of Aralu. You have
the Dash action and move away from you by weaponized your despair and self-loathing, striking at
the safest available route on each of its turns the hearts of your foes to shake confidence and drain
unless it has nowhere to move. When you will, fulfilling your insidious ethos.
— 29 —
Jessica Miller (Order #34955022)
BONUS LANGUAGES
When you join the college of regret at 3rd level, you learn three
languages of your choice, the better to sow regret among a
wider range of creatures.

DIRGE
Also at 3rd level, you learn to demoralize and sap the resolve
from your foes. When a creature that you can see within 60
feet of you makes a saving throw or an ability check, you
can use your reaction to expend one of your uses of
Bardic Inspiration, rolling a Bardic Inspiration
die and subtracting the number rolled from
the creature’s roll. You can choose to use this
feature after the creature makes its roll but
before the GM determines whether the
saving throw or ability check succeeds or
fails. The creature is immune if it can’t
hear you or if it’s immune to being
charmed.

AGGRESSOR’S LAMENT
At 6th level, when an enemy within
60 feet of you damages you or any
of your allies you can see, you can
use your reaction to expend one of
your uses of Bardic Inspiration and
roll a Bardic Inspiration die. The foe
must make a Wisdom saving throw
against your bard spell save DC. On a
failed save, the creature takes psychic
damage equal to the roll of the Bardic
Inspiration die times your Charisma
modifier and has disadvantage on its
next attack roll or ability check. On a
successful save, the creature takes half
as much damage and doesn’t suffer
disadvantage.

CRUSH HOPE
Starting at 14th level, you can cause a
creature within 60 feet of you to suffer
a catastrophic loss of confidence and
will. As an action, you expend one of
your uses of Bardic Inspiration to force

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Jessica Miller (Order #34955022)
The Faerie Ring

a creature to make a Wisdom saving throw against your your proficiency bonus + your Charisma modifier. A
bard spell save DC. On a failed save, the creature gains creature automatically succeeds on its saving throw if
two levels of exhaustion or one level of exhaustion on it has previously succeeded or failed on a saving throw
a successful one. The creature is immune if it can’t hear against your Executioner’s Weapon in the past 24
you or if it’s immune to being charmed. hours. At the end of the unconscious target’s next turn,
Once you target a creature with this ability, you can’t it awakens but must make a Constitution saving throw
target the same creature again until you finish a long again. On a failed save, the target takes 6d6 necrotic
rest. damage.

DARK REAVER ENDLESS DARKNESS


(FIGHTER: MARTIAL ARCHETYPE) Starting at 15th level, when you hit with an attack
You blend blade skill with the necromantic arts, creating using your Chill Weapon, you can use this feature. If
a swift, fluid fighting style. The darkness infuses your you do, the target is blinded unless it succeeds on a
weapons, causing wounds more grievous than would Constitution saving throw against the save DC of your
seem possible. You harvest the bodies, of course, and Executioner’s Weapon. At the end of each of the target’s
supply them fresh to your fellows for research and turns, it makes a new saving throw, ending the blinded
ritual. condition on a success.

CHILL WEAPON SUPERIOR DARK POWERS


Starting at 3rd level, you can use a bonus action to Starting at 18th level, whenever you deal necrotic
channel the cantrip chill touch. When you use the damage with your chill touch cantrip or your
Attack action on the same turn, the weapon you attack Executioner’s Weapon feature, the target’s hit point
with becomes a conduit for the chill touch cantrip. The maximum is reduced by the amount of necrotic
first time you hit with that weapon before the end damage it takes. If you reduce a creature’s hit point
of your turn, you hit with the chill touch cantrip in maximum to 0, it dies.
addition to the normal weapon damage. Additionally, your Executioner’s Weapon deals an
additional 4d6 necrotic damage when you hit a target,
VAMPIRIC WEAPON before it rolls its saving throw.

TOXIC SHADE
Starting at 7th level, you can use your weapon attacks
to drain the life from your enemies and strengthen
yourself. When you hit using the Chill Weapon feature, (ROGUE: ROGUISH ARCHETYPE)
you can declare that attack to be a vampiric attack. You A gift for handling poisons, and a focus on their use
regain hit points equal to half the necrotic damage and refinement, seems second nature to you. Contract
dealt by your chill touch cantrip. Once you use this killers with no skill for subtle infiltration, dabblers in
feature, you can’t use it again until you finish a short alchemy, apothecaries gone bad, and practitioners of
or long rest. ancient cultural traditions in which potent poisons
abound: your colleagues come from wide and far. And
EXECUTIONER’S WEAPON the black hats of Aralu are well known for their ability
Starting at 10th level, you can infuse the very essence to brew deadly toxins.
of death into your weapon as an action. You can
then make one weapon attack. If you hit a creature TOXIC TOUCH
with the weapon attack, the target must succeed When you choose this archetype at 3rd level, you gain
on a Constitution saving throw or fall unconscious proficiency with the poisoner’s kit. Additionally, you
until the end of its next turn. The save DC equals 8 + can use the bonus action granted by your Cunning

— 31 —
Jessica Miller (Order #34955022)
Action to apply a dose of poison to one slashing or throw also means the creature is immune to this ability
piercing weapon or up to three pieces of ammunition. until you finish a short or long rest.

POTENT POISON
Starting at 3rd level, you learn to increase the potency
BACKGROUNDS
of your poisons. Whenever you deal poison damage The following backgrounds are especially common in
with a weapon attack, that damage ignores resistance black hats. At the GM’s discretion, other appropriate
to poison. races may have access to them.

DEADLY RESIDUE GRAVEDIGGER


At 9th level, your weapons always carry a lingering The grim reality of life is that one day it ends. And
trace of the poisons you wield. When you hit a creature someone should be there, ready to provide comfort
with a weapon attack, the creature takes an extra 1d8 and dignity. Someone should fulfil the wishes of the
poison damage. You can deal this extra damage only departed and comfort those left behind.
once per turn. From literal gravediggers to death-worshiping priests,
Additionally, any creature that takes poison damage characters with this background see to the final needs
from your weapon attack has disadvantage on Wisdom of the deceased. You might be clinical and detached
checks until the end of your next turn. with a focus on research or a bent toward hard logistics
of interment and disposal. Or you might concentrate
DEFT POISONER on the spiritual needs of the bereaved, comforting them
At 13th level, your poisons can affect even the hardiest in their time of loss, offering assurances of some greater
of creatures. Whenever you deal poison damage with purpose. You might be well-respected for your efforts
a weapon attack, you can choose to reroll a number of or regarded as a second-class citizen, forever marked
dice for that poison damage equal to your Intelligence by your long association with the dead.
modifier (minimum of 1). Skill Proficiencies: Intimidation, Religion
Additionally, whenever you would deal poison Tool Proficiencies: Alchemist’s supplies, disguise kit
damage with a weapon attack, a target with immunity Equipment: A disguise kit, a book of diverse
to poison has that immunity temporarily negated to funerary customs, 5 sticks of incense, a set of common
take poison damage equal to the number of damage clothes (stained with earth, ash, or incense), and a
dice you roll for the attack’s poison damage. pouch containing 15 gp

KISS OF DEATH FEATURE: AT HOME WITH DEATH


Starting at 17th level, your poisons can leave their Your vocation makes you comfortable around the
victims reeling and unsteady. Until the start of your trappings of death and those near the end of their lives.
next turn, a creature that fails a saving throw against You are familiar with nearly any culture’s funeral
your poison can’t take reactions and suffers one of the traditions, general information on the deities of death
following conditions of your choice: blinded, deafened, and the afterlife, and the most commonly occurring
poisoned, or prone. If the poison you use doesn’t undead (such as ghouls, skeletons, and zombies). At
allow a saving throw, the target must make a special the GM’s discretion, mysterious cultures or religions
Constitution saving throw to avoid this effect (DC 8 + might be beyond your expertise. Even then, you can
your proficiency bonus + your Intelligence modifier). likely find parallels to the strange traditions in more
On a successful save, the target is affected by your familiar societies or scattered folklore.
poison but doesn’t suffer any additional conditions Additionally, you can expect lodging and shelter from
and can take reactions as normal. A successful saving any organization that sees to the deceased. However,

— 32 —
Jessica Miller (Order #34955022)
The Faerie Ring

other groups might find your past or profession d8 Personality Trait


disconcerting, depending on local attitudes. 1 I guiltlessly feign whatever religion makes
people most comfortable because I know
SUGGESTED CHARACTERISTICS even deities fear death.
Gravediggers can be grim and brooding individuals 2 I always require payment for my services and
who see all the living as clients-in-waiting. Others might take from the dead what I choose if they have
be vivacious and bright with a strong appreciation for no living to reimburse me.
life and a confidence in a pleasant hereafter. However, 3 I enjoy having one-sided conversations with
they all hold a deep respect for the dying and the dead the dead as a corpse is the perfect listener.
and believe in safeguarding a soul’s journey. They 4 I am morbidly curious and bizarrely excited
almost always have a negative view of undeath as an about anything related to dying or death.
unnatural halting to an orderly transition or as a gross
5 I dress in somber clothes as if in mourning
disrespect shown to the bereaved.
and sometimes even give myself a corpse-like
appearance with makeup.
SPECIALTY
6 I seek vengeance on anyone who grossly
While you had exposure to all of the many talents
defiles the dead but recognize what is
required for preparing a corpse for peaceful rest, there
disrespectful to one culture might not be to
was one aspect of the work which appealed to you most.
another.
Choose a specialty or roll one on the Specialty table.
7 I wish to learn all there is to know about the
d8 Specialty afterlife, so I can provide the living with a
1 I enjoy placing the dead securely within their greater understanding of what awaits them.
final resting places, be it grave, mausoleum, 8 I purposefully seek to defy stereotypes and
or sprawling catacomb. preconceptions surrounding people who
2 I prefer to be of comfort to the living left handle the dead.
behind, ensuring safe places to grieve and
confidence that loved ones are cared for. d6 Ideal
3 I am fascinated with the complex arts of body 1 Callous. I believe death is the best solution to
preservation, whether embalming corpses for problems with the living. (Evil)
viewing or mummifying remains for the ages. 2 Guardian. It is my sacred duty to ensure
4 I seek to provide religious counsel because I the dead’s eternal rest is left undisturbed.
know death isn’t the end of existence. (Lawful)
5 I focus on methods of bodily destruction, 3 Charity. When someone dies unexpectedly, I
such as burning or dissolving, for local try to ensure their dependents are cared for.
tradition or for concern of disease or undeath. (Good)
6 I oversee the construction and placement of 4 Respect. I endeavor to hear and fulfil even my
stones, monuments, or even vast complexes, worst enemies’ final requests. (Lawful)
so the dead can be remembered. 5 Hedonist. I have seen too much sadness and
7 I see it as my sacred duty to prevent the death and now wish to live life to its fullest.
dead from being defiled, whether from grave (Chaotic)
robber or necromancer. 6 Hypocritical. While I counsel strangers to be
8 I obsess over esoteric funerary practices, such accepting of death, I will do anything to save
as feeding remains to animals or transmuting myself or those I care about. (Any)
loved one’s corpses into jewelry.

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Jessica Miller (Order #34955022)
d6 Bond overseers, and cutthroat inmates will always color
1 I come from a long, storied line of morticians, your perception. But the scales of justice maintain
and my family name is synonymous with the balance in all things, and your past affords you a keen
practice. appreciation of all that you have. You understand the
2 Someone I love is chronically ill or dying from true value of a trusted confidant, a warm meal, and
a mysterious condition, and I cannot bear to a safe bed. Above all, you know there isn’t much the
lose them. world can throw at you that you can’t survive.
3 I failed the person who trained me, and they Skill Proficiencies: Intimidation, Persuasion
became an undead abomination as a result. I Tool Proficiencies: Your choice of one type of
must do something. musical instrument or one type of gaming set, and
4 I keep a reliquary of someone I loved and your choice of one of the following artisan’s tools:
believe I can talk to them through it. calligrapher’s supplies, cook’s utensils, mason’s tools,
5 I see each and every client as family and treat smith’s tools
them as I would my parent or child. Languages: One of your choice
Equipment: A musical instrument (one of your
6 I sometimes meet with Death but am unsure
choice), a set of common clothes, a trinket that reminds
if it is a deity, hallucination, or trick.
you of family or an ally from your past, and a pouch
containing 5 gp
d6 Flaw
1 I see little issue with charging inflated prices FEATURE: STRETCHED THIN BUT STRONG
for my expert services. Your time imprisoned or enslaved forced you to learn
2 I believe I know what the dead would want the absolute limits of your endurance. Now you can
better than their living relations. push yourself to the edge of exhaustion without going
3 I have a secret and shameful fascination over. You can engage in one additional hour of light
with undeath and even contemplate such an activity during a long rest without spoiling your rest.
existence. You can also travel for one additional hour per day
4 I prefer the aroma of rot to more generally before you are at risk of exhaustion. Once you use this
pleasant smells, and I often stink of death. ability, you can’t use it again until you finish a long rest.
5 I enjoy making people uncomfortable and Additionally, you have a handful of contacts from
reminding them of their looming, unavoidable your time on the inside who you can call upon for
death. minor aid. Work with your GM to determine who your
6 I am acclimated to working at nights and find contacts are and where they reside.
myself lethargic or uncomfortable during
daytime hours. SUGGESTED CHARACTERISTICS

PRISONER
Depending on experience, each prisoner’s personality
can bear a multitude of scars. Many are hard
You spent a significant portion of your life incarcerated. individuals, loath to show weakness for fear of losing
Perhaps you were lawfully jailed as punishment for respect and putting themselves in danger. Others
your crimes, or you might have been born into slavery become fawning or sycophantic, always looking for
before escaping to a life of adventure. You might have someone else whose shadow they can safely stand in.
come from an even darker place, such as the torturous Above all else though, every former prisoner knows
depths of Aralu, the Gaol of Always—and you wonder how to survive. No matter what outward form the
now if you can ever truly be free of that past. past takes, a prisoner has a core of iron that refuses to
You know that memories of harsh conditions, cruel bend.

— 34 —
Jessica Miller (Order #34955022)
The Faerie Ring

d8 Personality Trait d6 Bond


1 I always track the passage of days, marking 1 Someday I’ll see the place where I was
them on walls, my armor, or scraps of imprisoned reduced to rubble and dust.
parchment. 2 I was born a slave to a kind master, and I
2 Fear means respect, so I go out of my way to hope one day to repay that kindness.
make sure others fear me. 3 Those who imprisoned me know I’ve escaped,
3 I keep quiet and try desperately to avoid and every day brings them closer.
attracting attention. 4 I willingly went into prison searching for a lost
4 Sometimes I try something new for no other treasure, and it’s still there somewhere.
reason than that I can. 5 I won’t suffer slave owners, consequences be
5 I form tight bonds with those who live in damned.
close proximity to me and push all others 6 A rival killed the person who kept me safe
away. when I was imprisoned. One day, I’ll avenge
6 I always try to identify the leaders of any them.
social group and attach myself to them.
7 There’s nothing wrong with doing the dirty
d6 Flaw
jobs as long as they get me through to
1 I can’t grasp how to live outside of
tomorrow.
incarceration anymore, so I never fit in.
8 I prefer being indoors with solid walls to
2 Though I’m no longer a slave, I fall into the
set my back against. Open spaces make me
pattern of following others rather than
nervous.
speaking up for myself.
3 I take even the slightest disagreement as a
d6 Ideal grave insult. Violence is never far behind.
1 Freedom. I know what it means to have your 4 I’ll back down from just about any cause if the
freedom taken away, and no one will ever do threat of being sent back to prison looms.
that to me again. (Chaotic) 5 The place I was held was the stuff of
2 Righteousness. My past mistakes taught me nightmares, and I still see it in my sleep.
the importance of making the right choices. I Sometimes when I wake, I’m not entirely sure
won’t waste that lesson. (Good) I’ve gotten away.
3 Debt. I’ll pay what I owe to society even if I’m 6 To escape from prison, I had to betray
no longer in chains. (Lawful) someone close to me. Others know my secret,
4 Friendship. The people near me can help and I avoid staying in any place too long as I
me get through anything, and I’ll be sure to try to keep ahead of the truth.
return the favor. (Neutral)

ADDITIONAL OPTIONS
5 Survival. You’d be surprised what a person
can live through. (Any)
6 Station. I’ll earn the respect of everyone—or The following options are available to black hats. At
beat respect into them if I must. (Evil) the GM’s discretion, other appropriate races may have
access to some of these new rules.

EQUIPMENT
Black hats have developed the following equipment
according to their specific needs and utilize them to

— 35 —
Jessica Miller (Order #34955022)
particular effect. the dead carry traces of necromantic energy. When
Araluan Robe. These robes, woven of giant spider silk enhanced by black hat secrets, these coins can afflict
and dyed black, are commonly worn by the black hats non-fey with the malaise of a lost soul.
of Aralu. The tight silken weave, darkened by wisps If you are a black hat, you inflict the forgetfulness
of shadow-stuff, are resistant to snags and tears, and of the underworld upon any creature who accepts the
its smooth material slides easily from the clutches of corpse money from you. Once you and the creature
hunting predators. You have advantage on Dexterity can no longer see or hear each other, the creature must
(Acrobatics) checks and Dexterity saving throws you succeed on an Intelligence saving throw to remember
make to avoid or escape a grapple while wearing the any details of your appearance or of the conversation,
robe. including whatever you might have purchased with
Bleeding Onyx. Gathered from volcanic caverns in the money. The save DC equals 8 + your proficiency
Aralu, this onyx’s normal glossy black color is shot bonus + your Charisma modifier. Additional effects,
through with veins of crimson. When you use bleeding at the GM’s discretion, might include a general feeling
onyx as a material component for a necromancy spell of doom and forgetfulness for details and minor
that creates undead, the spell requires twice the usual events.
value but is also more potent. The spell creates the The effects of corpse money last for 10 days or until
undead with a fleeting resistance to a cleric’s power to all the money leaves the target’s possession. Entering
Turn Undead. The first time the undead must make a an area affected by the hallow spell or similar effects
saving throw against Turn Undead, it has advantage on ends the forgetfulness immediately. Once the effect
the saving throw. ends, the target of the corpse money can recall you
Bone Dust. Bone dust is a special alchemical normally. Constructs, fey, and undead are immune to
preparation of the cleaned bones of a deceased creature the effects of corpse money.
that is dead no more than 24 hours at the time of Poison, Gnawing Death (Injury). The formula for
preparation. This dust is a potent hallucinogen and a this virulent poison is known only to the black hats.
source of information about the creature’s death. Some say it contains darkness drawn from the Shadow
A tin of bone dust remains viable for up to 1 week. Plane, but the recipe is guarded jealously. Gnawing
To use the dust, you must inhale it, taking 10 minutes death wracks the body and mind of its victim, causing
to process the entirety of the tin. Surreal, ghostly pain and maddening hunger pangs. It can be applied
hallucinations then appear and converse with you about to a melee weapon or up to three pieces of ammunition.
the afterlife for 1 hour. Unless you succeed on a DC Applying the poison takes an action. Once applied, the
13 Constitution saving throw, you have disadvantage poison retains its potency for up to 1 minute before
on Wisdom (Perception) checks, and you become drying.
incapacitated until the visions fade or you notice an A creature hit by the poisoned weapon or ammunition
obvious potential threat such as a creature with a must succeed on a DC 15 Constitution saving throw or
drawn weapon. As the hallucinations fade, you witness take 2d4 poison damage and become poisoned for 1
the consciousness of the creature, from whom the bone minute. If it was already poisoned by gnawing death
dust was made, from the final minute before its death. poison, it then becomes recklessly aggressive as long
You can ask one question about the creature’s death as it is poisoned; it no longer has disadvantage on
and gain an accurate answer. The answer is limited attack rolls from the poisoned condition and instead
to what the creature knew at the moment of its death attacks against it have advantage. If it was already
and can’t include speculation about anything after its reckless due to gnawing death poison, then it attacks
death or impart new information to the deceased. If the nearest living creature every round that it remains
only partially inhaled, the bone dust has no effect. poisoned, attempting to kill and devour any nearby
Corpse Money. Coins looted from the pockets of creature unless physically restrained from doing so

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The Faerie Ring

or unless the poison is removed or it receives greater POISON MASTER


restoration. Prerequisites: Black hat, proficiency with the poisoner’s
Poison Reservoir Hilt. This delicate alchemical and kit
mechanical modification can be made to any piercing or Your skill with poisons is unsurpassed, and grants
slashing weapon with a hilt or handle. A weapon with you the following benefits:
a poison reservoir hilt has a secret compartment that ❖❖ Increase your Dexterity or Intelligence score by
holds a single vial of poison. The reservoir can be filled 1, to a maximum of 20.
as an action by carefully pouring a vial of poison into ❖❖ When you roll for poison damage, you can treat
the compartment. As a bonus action, you can activate any 1 on a damage die as a 2.
a secret switch which releases the poison, coating ❖❖ Whenever you apply a dose of poison to a
the blade of the weapon. Black hats typically fit their weapon, you can choose to apply a second dose
sickles with such hilts for easy application of gnawing at the same time. If you do so, any creature
death poison. A poison reservoir hilt can be detected subjected to the poison has disadvantage on its
with a successful DC 20 Intelligence (Investigation) or saving throw against the poison’s effects.
Wisdom (Perception) check. A weapon with a poison ❖❖ When you make an Intelligence (Nature) check
reservoir hilt costs 50 gp more than normal. to extract poison from a creature, you are
subjected to the poison only if you fail the check
BLACK HAT EQUIPMENT by 10 or more.
Item Cost Weight
Araluan robe 200 gp 1 lb. STOIC
Bleeding onyx twice — Prerequisites: Black hat, Wisdom 13 or higher
normal You are inured to fear and can swallow the worst of
Bone dust 100 gp — its effects in times of need. At the start of your turn,
Corpse money (coin) 350 gp — if you are frightened, you can choose to suppress the
Poison, gnawing death 2,000 gp — condition for a number of turns equal to your Wisdom
(vial, 1 dose) modifier (minimum of 1). While the condition is
Poison reservoir hilt +50 gp — suppressed, you aren’t considered frightened, and this
time counts against the condition’s duration. Once you

FEATS
use this ability, you can’t use it again until you finish a
short or long rest.
Black hats have evolved a style all their own and are
quite fond of the following feats. TERRIFYING PRESENCE
Prerequisites: Black hat, proficiency in the Intimidation
MORTICIAN skill
Prerequisites: Black hat, the ability to cast fear with your You can amplify another creature’s terror to bring
Gloomweaver trait its nightmares to life. Whenever you cause a creature
You draw on the dread energies of your fellow black you can see within 60 feet of you to become frightened,
hats to imbue a corpse with a mocking semblance of you can use your reaction to force the creature to make
life. While you are within 30 feet of at least two other a Wisdom saving throw (DC 8 + your proficiency
black hats, you can use your Gloomweaver trait to cast bonus + your Charisma modifier). The creature takes
the animate dead spell using your black cap as focus, 3d6 psychic damage on a failed saving throw or half
in place of the material component. Once you use this as much damage on a successful one. On a successful
ability, you can’t use it again until you finish a long saving throw, the creature is immune to this ability
rest. until you finish a long rest.

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Darklings

There exists a truer darkness, and it flows in when fear


leads to apathy and ignorance. This darkness is tyranny.
However, like the deepest black, it can be banished with
only a small glimmer of light. This light is reason.
d
Darklings emerged from a battle for their very existence
against a powerful, unknowable Adversary—victorious
but at great cost. The appearance of the Adversary
unleashed the cascade of the darklings’ long-forgotten
—Zheddo the Bluetongue history, a history where they were almost and perhaps
should have been obliterated. Shades whisper to them
from all corners of the sprawling, shadowed city-state
of Zussael, promising knowledge, power, and truth if
only the darklings would trust them, listen, and obey.
To protect itself, the Darkling Dominion has
shunned many of the traits that once made it great.
But with ancient spirits haunting the walls, looking for
willing ears to hear them, the grand matriarch knows
destroying what the darklings once were is the only
way to save them.
Physical Description: Darklings are tall, lean, and
tough creatures whose coloration varies with the shades
of twilight. Their skin may be dusty violet, deep blue,
or a smoky gray, but it is always somewhat muted and
shadowed. Hair colors range from white to black and
many deep, dusky shades of various colors in between.
Men tend to be shorter than women, though just as
hardy. Darklings are roughly equivalent to humans in
size and weight: averaging 5–6 feet tall and 160 lb.
Darklings have long, pointed ears as well as goatlike
horns sprouting from their brow. Women tend to have

Jessica Miller (Order #34955022)


longer, sharper horns that curl slightly overhead while men’s
horns are shorter and taper into blunted ends.
The eyes are the only aspect of a darkling that isn’t muted
or faded. Indeed, darkling eyes glow a solid, jewel-like color:
sapphire blue, topaz yellow, amethyst purple,
or—much more commonly now—a
bright, ruby red.
They walk on cloven-
hoofed hind legs
and have thick,
red-tipped tails
that they use
for balance.

Jessica Miller (Order #34955022)


Darklings favor clothing and adornments that are term of public service, such as in Zussael’s military,
both luxurious and keep their lower limbs unhindered: regardless of social class or gender. Military officers are
cloaks, togas, stolas, and kilt-like wraps are common judge and jury when laws are broken. Minor offenses
garments as are gold and silver jewelry and ornamental might be resolved with compulsory public service or
bits of armor. Zussael has lost much of its rich and temporary imprisonment or—in times of conflict—
powerful legacy but some still lingers in how its forced conscription, but graver offenses leave the
residents carry themselves. offender with only two choices: exile or death.
Society: The life of a darkling is highly regimented, Darkling women occupy most of the higher
dangerous, and often lonely. Their matriarchal society echelons of power in the city-state with their rank
has links to forgotten power and expansion they have and influence—and that of their subsequent family—
yet to even fully remember, and it seems they have determined by both their matrilineal ancestral power
rebuilt their species from ashes before. And they are and by the individual darkling’s performance in
determined to do so again. Their grand matriarch does her mandatory military term. Most of the men fill
whatever is necessary to preserve her people and their supportive or artisanal roles and enjoy a little more
way of life, but survival in such circumstances can flexibility in their choice of work than women as
resemble tyranny. long as they do not attempt to step too far beyond
Darklings are raised under strict martial law. Upon their status. Darkling men with exemplary military
reaching adulthood, all darklings serve a 20-year performance records can find themselves in powerful

I
DARKLING TRAITS
Darkling characters possess an assortment of traits all their own.
❖❖ Ability Score Increase. Your Dexterity score increases by 2, and either your Charisma or Wisdom score
increases by 1.
❖❖ Languages. You can speak, read, and write Common and Sylvan.
❖❖ Size. Darklings are about the same size and build as humans. Your size is Medium.
❖❖ Speed. Your base walking speed is 30 feet.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the shadow subtype (see Appendix).

❖❖ Darkling Magic. You know the ray of frost cantrip. You can choose to use it as a melee spell attack in which
case it takes the form of a shadowy blade. You can make opportunity attacks with it as a blade. Charisma
is your spellcasting ability.
❖❖ Darkvision. Your people’s home on the Shadow Plane has granted you superior vision in dim and dark
conditions. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it
were dim light. You can’t discern color in darkness, only shades of gray.
❖❖ Self Control. You know yourself. Choose to have advantage on saving throws against being charmed or
against being frightened.
❖❖ Shadow Born. You have resistance to cold damage and vulnerability to radiant damage.
❖❖ Sunlight Sensitivity. While in direct sunlight, you have disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

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The Faerie Ring

positions as well, but these are the exceptions, and even With some notable and drastic exceptions, most
these often have a powerful matriarch working in the darklings accept these draconian social policies. From
background to elevate her son. birth, they are not given a chance to perceive their
Power means wealth and influence of course. These limitations as anything but normal. The sanitized
are worthy enough ends for members of most any histories taught to them as children omit much of
society, but in Zussael, it means something else too: a their true history—and not just the lore the Adversary
glimmer of protection against the Grand Matriarch’s brought them. Few young darklings know the artistic,
Hidden Blades. While a darkling exhibiting signs curious, and egalitarian society of the Darkling
of the Curse is doomed no matter the social status, Dominion prior to the Adversary and Moaro’s
enough power can shield certain family idiosyncrasies corruption.
for quite some time while the Blades and the soldiers Scientific and magical advancement is Zussael’s
busy themselves hunting the lower strata of Zussael for specialty, and these arenas—along with their advanced
deviants. As with everything else in darkling society, techniques in war—keep the populace busy and
power plays and shadowy intrigue are only a veneer carefully monitoring trade filtering into its markets.
atop the constant fear lurking in everyone’s minds, As isolated as darklings are, their efficiency and single-
wondering who will be taken by the Curse next and minded effectiveness has allowed them not only to
whether it will be a neighbor, a family member, or survive surrounded by horror but to keep Zussael
themselves. thriving as a dark jewel in an ocean of shadows.
Arranged marriages are the norm among darklings Relations: Darklings are in a tentative alliance with
as is a non-negotiable two-child policy; same-sex the grue beyond Zussael’s borders, a state of affairs
marriages are required to adopt. Marriages are usually that is a grim testament to the grand matriarch’s
orchestrated by the matriarch of a family who barters desperation. Apart from a kinship with shimmer dogs,
with other families of her rank for the best placement of darklings have few races they could truly call allies
her children. The “best” placement is with families who in Zussael—but visitors, clients, acquaintances, these
have lost few relatives to the Curse; despite no evidence darklings may have in spades.
to indicate it, there is an unspoken assumption among Beyond the denizens of the Shadow Plane, darklings
darklings that the Curse has some form of generational can be off-putting to races intimidated by their
bias in whom it takes. As much as possible, the two appearance and cold demeanor. Races tied to shadow
families ensure the betrothed darklings do not meet can make for either rivals or comrades. Elves can be
prior to their wedding ceremony. Weddings are opulent, drawn to the darklings’ contrast of tightly controlled
darkly beautiful affairs meant to showcase the wealth emotion, but darklings are just as likely to see elves
and taste of the participating families; the betrothed as flighty wastes of immortality. Dwarves distrust
are decorated figureheads and nothing more. In times the convoluted and otherworldly history of the
of too-fast population growth, most darkling adults darklings. Gnomes find them wholly unappreciative
remain single and cohabitate with siblings or others in of their pranks, but half-orcs, tieflings, and halflings
their trade or with secret lovers. Divorce is permitted sometimes sense a kindred spirit in exiled darklings,
in truly difficult marriages as darklings aim for loveless though a darkling is likely to deny it.
marriages not torturous ones. Hatred is as bad as love Alignment and Religion: Most darklings are
in keeping the Curse at bay. lawfully aligned out of necessity. The grand matriarch’s
There is no real poverty in Zussael thanks to strict laws are harsh, but they keep the darklings safe. The
population limits and emphasis on work efficiency and unwholesome acts sometimes necessary to accomplish
productivity. Darklings refusing to work or shirking this make it difficult for most darklings to be truly
their duties are eventually suspected of falling to the good, but their motivations prevent them from being
Curse. These darklings either shape up or disappear. wholly evil either. Darklings are nothing now if not

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Jessica Miller (Order #34955022)
pragmatic, and they realize, regardless of lofty moral Classes with emphasis on chaos and emotion such
ideals, that things simply must be the way they must. as barbarians are rare. Monks are not unusual as the
Some darklings find comfort in the worship of deities rigid structure of darkling life makes them particularly
of mercy, magic, strength, and the night, seeking suited to such discipline. Curiously, while sorcerers
forgiveness and salvation from the Curse and from and warlocks are commonly called among darklings,
Moaro. Moon deities are almost universally shunned they are frowned upon or worse, for darklings hold a
due to the moon’s terrifying effect on darkling beasts deep mistrust of the source of these classes’ powers.
and Moaro herself. Only slightly less suspected are psychically endowed
Adventurers: Adventuring darklings are often exiles darklings, and woe to any darkling that appears to
fleeing the Hidden Blades for exhibiting signs of the be channeling the ancient spirits responsible for the
Curse (true or not). Some are banished—or choose to darklings’ current state.
leave—simply for indulging in social anathema like Age: Darklings achieve maturity at 15, though must
overly emotional displays, secret marriages or children, then spend a mandatory 20 years in public service,
consorting with ancient spirits, or attempting to spread such as in the Zussael militia. They tend to live to 300
the truth of darkling history. A few are actually agents years or beyond.
of the city-state, seeking the planes for foils to the Male Names: Andreas, Carras, Gero, Hatzis, Kyrill,
Curse or tracking Moaro’s fractured consciousness on Myles, Panagi, Stevano, Xanthus.
the Material Plane. Female Names: Burou, Dianthe, Elissa, Io, Lilah,
Darklings blend magical and martial might well, Nasica, Rhea, Tabith, Voleta.

SUBCLASSES
making them well suited to roles that support this,
including inquisitorial roles if tending toward faith.

The fey provide an array of unique qualities and

THE WILLFUL
perspectives for creating interesting new characters.

& THE WISE


Consult your GM before applying these subclasses to
other races.

CHILD OF MOARO
You could say there are two types of darklings: the
willful and the wise.
The “willful” darklings live precarious lives (SORCERER: SORCEROUS ORIGIN)
within Zussael. Their emotionally demonstrative When Moaro became the monster she is now, deformed
natures constantly draw suspicion, and they often by the ancient spirit magic of your distant darkling
find themselves hunted by the Hidden Blades or past, a connection was also opened for others. You too
taking the Silver Path to whatever fate has in store have felt the intrusion of the shadowy spirits. Though
for them. Leaving is often their only recourse, and you were not corrupted to the extent Moaro was, you
outside of Zussael, characters of other races often find you can tap into that power, molding it to perform
find these darklings more personable than their feats of magic. You are of the Children of Moaro, and
more reserved kin. you are held at a distance from civilized darkling
The “wise” darklings rarely leave Zussael unless society.
under orders from the grand matriarch or her
agents. Possessed of the practiced calm necessary DARK INFESTATION
to thrive in the shadow city without drawing Starting at 1st level, you know the languages Abyssal
the wrong kind of attention to themselves, these and Infernal. Additionally, you know chill touch. It
darklings often find a different sort of danger. doesn’t count against your number of sorcerer cantrips
known.

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The Faerie Ring

DEATHLESSNESS DESOLATE SCAVENGER


Also at 1st level, when damage would reduce you to 0 (WIZARD: ARCANE TRADITION)
hit points but not kill you outright, you can use your The Plains of Desolation are fraught with danger, but
reaction to make a Constitution saving throw. The save to an enterprising mage like yourself, they are also
DC is 10 or half the damage dealt, whichever is higher. experimental playgrounds, tying shadow into magical
On a success, you are instead reduced to 1 hit point. energy. Most desolate scavengers are darklings.
Once you use this feature, you can’t use it again until
you finish a short or long rest. SHADOW AFFINITY
Beginning when you select this arcane tradition at
TOUCH OF DARKNESS 2nd level, you learn the minor illusion cantrip. If you
At 6th level, when you cast a spell that deals acid, cold, already know this cantrip, you learn a different wizard
fire, lightning, necrotic, or thunder damage, you can cantrip of your choosing. The cantrip doesn’t count
spend 1 sorcery point to change the damage type to against your number of cantrips known.
cold or necrotic instead. Additionally, whenever you
cast a spell that deals cold or necrotic damage, either CONSUME SHADOW
as a result of this feature or because the spell normally When you choose this school at 2nd level, you gain the
does so, that spell deals additional cold or necrotic ability to consume a creature’s shadow. As an action,
damage equal to your Charisma modifier (minimum 1). you may attempt to consume the shadow of a creature
When you cast any spell that deals cold or necrotic you can see within 30 feet of you. The creature must
damage, you also gain resistance to that type of damage succeed on a Charisma saving throw against your spell
for 1 minute. save DC or have its shadow devoured. If the creature
fails on this saving throw, you consume its shadow.
FROZEN TRANSPOSITION You gain a number of temporary hit points equal to
At 14th level, you gain the ability to switch places with 5 + half of your wizard level. On each of your turns,
a target of your spells. When you deal cold damage to while the target’s shadow is consumed, you can use
a creature within 60 feet, you can use a bonus action a bonus action to prevent the creature from taking a
and spend 2 sorcery points to switch places with the reaction until the start of your next turn. The creature’s
target. The target is restrained by ice in your previous shadow returns after the creature finishes a long rest.
location until the end of its next turn. The ice can be A creature that succeeds on its saving throw cannot be
broken as an action. affected by Consume Shadow until after you finish a
long rest.
CLOAK OF HORROR
Starting at 18th level, you can don a cloak of horror SHAPE SHADOW
as a bonus action by spending 4 sorcery points. This At 6th level, you gain proficiency with two sets of
cloak lasts for 1 minute or until you fall unconscious. artisan’s tools of your choice. You can use an action to
An enemy that starts its turn within 5 feet of you must create an inanimate object that you could create with
make a Wisdom saving throw against your spell save any artisan’s tools you are proficient with—but made
DC. On a failed save, the enemy takes 4d10 psychic of shadow. This object can be no larger than 3 feet on a
damage and becomes frightened until the cloak side and weigh no more than 10 pounds, and its form
disappears. On a successful save, it takes half as much must be that of a nonmagical object that you have seen.
damage and is not frightened. At the end of each turn, The object disappears after 1 hour, when you use this
the enemy makes a new Wisdom saving throw. On a feature again, or if it takes or deals any damage. If the
success, the frightened condition ends for that creature, object is exposed to bright light, it fades away after 1
and it is immune to your cloak for 1 hour. round.
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Jessica Miller (Order #34955022)
DARK ILLUSIONS Boldness. Those who willingly break the law threaten
Also starting at 6th level, Intelligence checks made to to unleash the Curse and destroy all that remains of
recognize your illusion spells in dim light or darkness darkling society. There is no time for hesitancy when
are made with disadvantage. Likewise, creatures in dim confronting them.
light or darkness have disadvantage on saving throws Pragmatism. Emotional attachments can get in the
against your illusion spells and against your Consume way of the painful actions necessary to keep chaos
Shadow feature. from destroying Zussael. Always keep the big picture
in mind, even if it demands small, distasteful deeds.
SHADOW BOLT Duty. Be responsible for your actions and their
At 10th level, you gain a new attack option that can be consequences, protect those entrusted to your care, and
used with the Attack action or as a bonus action. This obey those who have just authority over you.
attack is a ranged spell attack with a range of 120 feet.
You use your wizard spell attack bonus. Its damage is OATH SPELLS
1d10 + your Intelligence modifier, and its damage type You are granted the following oath spells.
is cold or necrotic, which you choose when you make
OATH OF THE PEACEKEEPER SPELLS
the attack. You have advantage on Shadow Bolt attacks
Paladin Level Spells
against creatures whose shadow you have consumed
3rd protection from evil and good,
with your Consume Shadow ability. sanctuary
5th see invisibility, zone of truth
SHADOW DOMINANCE 9th nondetection, phantom steed
Starting at 14th level, a creature whose shadow you 13th dimension door, locate creature
have consumed with your Consume Shadow feature 17th dominate person, hold monster
has disadvantage on the saving throws of any spells
you have cast that require it to make a saving throw,
and you have advantage on spell attack rolls against CHANNEL DIVINITY
that creature. When you take this oath at 3rd level, you gain the

OATH OF THE PEACEKEEPER


following two Channel Divinity options.
Shadow Weapon. As a bonus action, you can
(PALADIN: SACRED OATH) summon a weapon made of pure shadow. This weapon
Peacekeepers comprise the elite police force of the can take the form of any martial melee weapon that you
darkling world. You conquer and harness the unquiet are proficient with. For 1 minute, you can wield this
forces churning within you, using that energy to weapon, adding your Charisma modifier to damage
bring calm to the world. An exemplar of the grand rolls made with that weapon (with a minimum bonus
matriarch’s law and order, you and your fellow of +1). This weapon counts as a magical weapon for the
peacekeepers ensure the terrible echoes of the former purpose of affecting creatures immune or resistant to
darkling world are muted. nonmagical weapons.
If you are wielding a physical weapon, you can also
TENETS OF PEACEKEEPER summon your shadow weapon around it, adding
Though the exact words and strictures of the Oath of the shadow weapon abilities to the properties of the
Peacekeeper vary, paladins of this oath share these physical weapon. You can’t alter the physical form of a
tenets. weapon this way.
Restraint. First, remain peaceful yourself, except You can also use a spell slot to power this Channel
when reason fails. Even in action, avoid unnecessary Divinity option. You expend a spell slot to summon
upset or emotional outbursts. your shadow weapon for 1 minute per level of the spell

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The Faerie Ring

slot used.
Keep the Peace. As an action, you exude an aura of peace
and lawfulness. All creatures of your choice that you can see
with 30 feet of you must make a Charisma saving throw.
On a failed save, a creature becomes incapacitated
for 1 minute. A creature attempts another
Charisma saving throw at the end of
each of its turns to break the effect. If
a creature or its allies are attacked
or take damage, the effect
automatically ends.

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Jessica Miller (Order #34955022)
AURA OF CALM DECEPTIVE APPEARANCE
Starting at 7th level, your calming presence gives When you select this path at 3rd level, you gain
succor to your allies. When an undamaged ally within proficiency in the Stealth and Deception skills. If
10 feet of you is damaged, they gain temporary hit you already have proficiency in either of these skills,
points equal to half your paladin level. At 18th level, instead you gain proficiency in another skill from
the range of this aura increases to 30 feet. the barbarian list. Additionally, you have advantage
on Charisma (Deception) checks to hide your
SHADOW SMITE emotions.
Starting at 15th level, when you use Divine Smite and
Improved Divine Smite while wielding your shadow SHADOW’S CHILL
weapon, use d10s instead of d8s for the additional smite Beginning at 3rd level, your shadow envelopes you
damage. and your equipment when you rage, shrouding your
features in darkness and offering you additional power.
SHADOW SENTINEL You do not cast a shadow, and you are not recognizable
At 20th level, you can assume the form of a shadow by sight when you rage. While raging, the first creature
guardian of your realm. You can use your action to you hit on each of your turns with a melee weapon
gain the following benefits for 1 hour: attack takes extra damage equal to half your barbarian
❖❖ You can teleport to an unoccupied space you can level. Each time, you can choose for this extra damage
see by spending an amount of your movement to be cold or necrotic damage.
equal to the straight-line distance.
❖❖ You gain truesight out to 90 feet. You can see SHADOWY WARD
in normal and magical darkness, see invisible At 6th level, your shadow offers you protection, and you
creatures and objects, detect visual illusions can share this protection with allies. While raging, you
and succeed on saving throws against them, and gain resistance to all damage, except fire, lightning, and
know the original form of a shapechanger or a radiant damage, and you gain immunity to necrotic
creature transformed by magic. damage. Also while raging, you can use your reaction
Once you use this feature, you can’t use it again until to grant another creature you can see within 30 feet of
you finish a long rest. you resistance to necrotic damage until the beginning

PATH OF SHADOW
of your next turn.

(BARBARIAN: PRIMAL PATH) CHARGE THROUGH SHADOWS


Darklings that follow the Path of the Shadow Warrior At 10th level, you can charge through the shadows to
explore the relationship between intense emotions and attack your foes. When raging in dim light or darkness,
shadow, which some believe leads to the very edge of as a bonus action, you can teleport up to 60 feet to the
the Curse. You use you emotions to fuel your battle closest unoccupied space adjacent to a foe you can
prowess but must hide your feelings or risk discovery see. The foe must be one beyond your reach. You have
by the Hidden Blades. Foes find you disquieting in advantage on the first melee attack you make against
combat since you appear as pure darkness and make that foe before the end of the turn.
little sound. Although other creatures learn this Additionally, you have resistance to necrotic damage
wisdom, the prolonged exposure to Shadow that is even when not raging.
required makes the path almost unheard of among
most other races. SHADOWS’ VENGEANCE
Starting at 14th level, when you take damage from a
creature that is within 5 feet of you, you can use your

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Jessica Miller (Order #34955022)
The Faerie Ring

reaction to cause the creature to be blinded until the shimmer dog is dead and the body not intact, you can
beginning of that creature’s next turn. At the start spend a long rest communing with the spirits to return
of your next turn, the creature makes a Constitution
saving throw (DC 8 + your proficiency bonus +
your Charisma modifier). On a success, the blinded
condition ends on it.
I
your companion to life with full hit points.

YOUNG SHIMMER DOG

SHIMMERLING
Small fey (shapechanger),
any alignment
(RANGER: RANGER ARCHETYPE)
Many darklings forge bonds with the enigmatic Armor Class 13
shimmer dogs of Zussael, but some bonds run deeper. Hit Points 18 (4d6 + 4)
You have developed a deep friendship with a shimmer Speed 30 ft.
dog, enjoying a freedom of emotion unknown to most STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 12 (+1) 10 (+0) 10 (+0)
darklings, and your shimmer dog companion also
becomes stronger with the partnership. Saving Throws Dex +5
Skills Acrobatics +5, Stealth +5
SHIMMER DOG COMPANION Senses darkvision 90 ft., passive Perception 10
At 3rd level, you and a young shimmer dog form a Languages understands Common and Sylvan but
permanent empathic link (use the challenge rating 1/2 can’t speak
version of the shimmer dog below). Your companion Challenge 1/2 (100 XP)
has their own agency and motivations, but the bond
only forms between two that have the same alignment, Keen Hearing and Smell. The young shimmer dog
are otherwise compatible, and have similar goals. has advantage on Wisdom (Perception) checks
Your companion gains proficiency in all saving that rely on hearing or smell.
throws and proficiency in two skills of your choice Shapechanger. The young shimmer dog has three
that you are proficient in. Their proficiency bonus is +2 forms—humanoid, animal, and a hybrid—and
and increases by 1 at 5th level in this class and every they can polymorph between forms as a bonus
four levels thereafter. Your shimmer dog companion action. Their statistics are the same in each form.
gains a Hit Die each time you gain a level beyond 3rd, Any equipment they are wearing or carrying
increasing their hit points. Your companion acts on isn’t transformed if they polymorph between
your initiative. Like any creature, they can spend Hit humanoid and hybrid form but can be absorbed
Dice during a short rest to regain hit points. When you or borne by the new form if they polymorph
gain the Ability Score Improvement class feature, your between animal form and either human form or
companion’s ability scores can increase in the same hybrid form. They revert to their animal form if
manner and with the same restrictions. These benefits they die.
persist through each of your companion’s forms.
You receive the benefits of your companion’s ACTIONS
empathic link. Your shimmer dog companion can no Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
longer form an empathic link with another creature one target. Hit: 6 (1d6 + 3) piercing damage. If the
while you are bonded in this manner. target is a creature, it must succeed on a DC 11
If the shimmer dog dies, your connection allows you Strength saving throw or be knocked prone.
to bring them back to life as long as the body is intact. Empathic Link (1/Day). The shimmer dog chooses
Spending a short rest and 1 Hit Die to share your life another shimmer dog or darkling they can see,
force with them, reviving them with 1 hit point. If the establishing an empathic link with the chosen

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Jessica Miller (Order #34955022)
creature that allows them to track the creature’s You gain the ability to use your companion’s War
emotional state. If the linked creature is a darkling, Shadow ability. Once you have used it, you must take
they have advantage on saving throws to resist a short or long rest before you are able to use it again.

WAY OF TWILIGHT
the darkling curse. If the darkling is transformed
into a darkling beast as a result of the curse, the
empathic link survives, and the shimmer dog can (MONK: MONASTIC TRADITION)
use it to influence the darkling beast’s emotional To steel themselves against the temptations of the
state, as the GM determines. The empathic spirits, some darklings apply their natural self-
link can be renewed for the same creature or discipline to monastic training. You learn to make
switched to another creature when the shimmer peace with your shadows, using them against the

PROTECTIVE BOND
I
dog finishes a long rest. darkness. Due to the culture and isolation of these
monks, few non-darklings are taught these techniques,
but twilight monks of other races are not unknown.

Beginning at 7th level, your shimmer dog companion SHADOW TECHNIQUE


gains the Pack Tactics trait of the shimmer dog. Your Starting when you choose this tradition at 3rd level,
companion gains resistance to cold damage, and you can use your shadow to attack your opponent
you lose your vulnerability to radiant damage. (For when you spend ki. You can designate one of the
shimmer dog traits, see Along the Twisting Way: The attacks from your Flurry of Blows as a shadow attack.
Faerie Ring Campaign Guide.) A shadow attack counts as magical for the purpose of
overcoming resistance and immunity to nonmagical
MAGICAL BOND attacks and damage. You can additionally impose one
Starting at 11th level, your shimmer dog companion of the following effects on that target:
adds their proficiency bonus to their weapon damage ❖❖ It cannot take reactions until the end of your
rolls and gains the Luminescence and War Shadow next turn.
abilities of the shimmer dog. Once your companion ❖❖ It must succeed on a Constitution saving throw,
has used its War Shadow, it must finish a short or long or its speed becomes 0 until the end of your next
rest before it is able to use it again. The War Shadow’s turn.
save DC is equal to your spell save DC. ❖❖ It must succeed on a Wisdom saving throw,
You gain the ability to cast calm emotions once or it has disadvantage on Dexterity saving
without expending a spell slot. You regain the use of throws, and opportunity attacks against it have
this spell when you finish a long rest. advantage until the end of your next turn.

PERFECTED BOND SHADOW BOXING


Beginning at 15th level, your shimmer dog companion At 6th level, you learn to impair your opponents by
gains resistance to bludgeoning, piercing, and slashing attacking their shadows. Once on each of your turns,
from nonmagical attacks not made with silvered when you hit a creature with an attack, you can spend
weapons. 1 ki point to attack the target’s shadow. A creature such
If you and your companion are each within 5 feet of as a vampire that casts no shadow is immune to this
the same foe, your companion can use their reaction to feature. The damage dealt by attacking the target’s
hamper that enemy’s attack when you are hit, causing it shadow is either cold or necrotic (your choice) instead
to deal half damage against you. You can similarly use of its usual type, which you can choose at the time of
your reaction to hamper that enemy’s attack against the attack. You can impose one of the following effects:
your companion. ❖❖ The target must succeed on a Constitution saving

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Jessica Miller (Order #34955022)
The Faerie Ring

throw, or its level of exhaustion increases by one pariah, striking out on your own. Or you might learn
step. At the end of the target’s next turn, it can to disguise your secret nature, guarding the truth
make another Constitution saving throw, losing carefully even as you refuse to embrace the darkness
that level of exhaustion on a success. within you.
❖❖ The target must succeed on a Wisdom saving Skill Proficiencies: Deception and one of Arcana,
throw, or it is frightened until the end of your History, or Religion
next turn. Tool Proficiencies: Disguise kit
❖❖ The target must succeed on a Dexterity saving Languages: Choose one of Abyssal, Deep Speech,
throw, or it is restrained until the end of your Draconic, Infernal, or Undercommon
next turn. Equipment: A disguise kit, a set of traveler’s clothes, a
holy symbol or other badge of a society or organization,
REACHING SHADOW and a pouch containing 10 gp
At 11th level, when you take the Attack action, you can
use your shadow to extend your attacks with unarmed FEATURE: CONCEALED CORRUPTION
strikes and monk weapons. You can spend 1 ki point The concealed nature of a corrupted soul’s inherent
to have your reach extend by 5 feet or 3 ki points to darkness allows you to subvert taboos without
have your reach extend by 10 feet until the beginning immediate reprisal. Once per adventure or during
of your next turn. downtime, you can ignore one restriction or taboo
related to a class, organization, or culture to which
HARRYING SHADOW you belong without any consequences. For example, a
At 17th level, you can use a bonus action to stretch your paladin corrupted soul could undertake one act outside
shadow to distract and harry an enemy within 30 feet their oath without being in violation of it, a cleric could
until the start of your next turn. Attacks against that commit blasphemy with no direct repercussions, or a
enemy have advantage. druid could use a metal shield for a short time.

BACKGROUNDS
If someone from the relevant class, organization, or
culture witnesses your transgression, this immunity
crumbles. You might still avoid direct penalties for the
The following backgrounds are especially common in action (such as a paladin retaining their paladin status
darklings. At the GM’s discretion, other appropriate and features), but censure from the organization might
races may have access to them. follow at the GM’s determination. Depending on the

CORRUPTED SOUL
organization and the transgression, penalties might
range from penance to incarceration or expulsion
Perhaps you were possessed by a demon once, and some or even a death sentence. Work with your GM to
fragment of that unclean spirit lies dormant within you determine what organization’s taboos you can subvert
still. A nexus of pure evil might have tainted you in the and what the penalties for doing so might entail.
womb, or your distant ancestors could have traded the
purity of their descendants for a quick path to power. SUGGESTED CHARACTERISTICS
Whatever its source, your soul is twisted now around Corrupted souls often bear some mark of their inner
a shard of darkness. darkness. Sometimes that mark is physical, but it more
As a corrupted soul, the darkness in your nature need commonly manifests as behavior. Paranoia, mistrust,
not dominate you, but it colors all that you are and fear of outsiders, and an insular nature are common
do. Those around you eventually become aware that among corrupted souls. Conversely, some corrupted
something is wrong with you, and your relationships souls wear a mask of righteousness, whether to disguise
can become strained. You might find yourself a their true evil or to aggressively hold that evil at bay.

— 49 —
Jessica Miller (Order #34955022)
d8 Personality Trait d6 Bond
1 I hang on what people say and sometimes 1 There’s a secret locked away that explains my
read too much into their choice of words. dark nature, and I’ll stop at nothing to find it.
2 I feel at home in dark places others would 2 I love to subvert the laws and codes I’m
shun, such as deep caves and catacombs. supposed to uphold and will do so whenever I
3 Representatives of churches and temples can get away with it.
make me uneasy. 3 I’m desperate to purge the evil from my being
4 Rituals of all kinds fascinate me for reasons I and will do nearly anything to accomplish this
don’t understand. end.
5 I find myself most comfortable around people 4 My greatest desire is to gain control over the
like me—outsiders who live on the fringe. corrupted power within me.
6 Strangers make me uneasy. Anyone could be 5 Anyone I trust enough to share my secret
hunting me. with becomes worthy of protection at all
7 I say little, but I watch constantly. costs.
8 I always have a quick excuse at the ready. 6 A magical site or relic created the corruption
within me, and I know that one day I’ll have
to return to it.
d6 Ideal
1 Redemption. I want my destiny to be my
own, so I’ll find a way to rise above my nature. d6 Flaw
(Any) 1 Someone from my past knows the truth of
2 Service. I know better than most that good my nature, and they’re hunting me.
only thrives when people choose to do what 2 My body is marked with a physical brand that
is right, despite what stands in the way. reveals the evil within me.
(Good) 3 My corruption sets me at odds with someone
3 Wanderlust. I must keep moving. Staying in I care about, no matter how I try to make
one place too long draws too much attention. amends.
(Chaotic) 4 I lose track of time sometimes and find I’ve
4 Loyalty. Salvation lies in finding people you been doing things I don’t remember. Other
can trust. (Neutral) times, I speak in languages I don’t understand.
5 Entitlement. I carry a legacy of power, and I 5 I have a hunger to consume some unnatural
will have my due. (Evil) substance (blood, flesh, grave-dug earth, and
6 Duty. Because it’s so easy for me to break so on) that’s difficult to ignore.
commitments, they are that much more 6 I have no problem letting others pay the
important to uphold. (Lawful) price for what I’ve done . . . and it’s happened
before.

SOLDIER OF ZUSSAEL
You serve (or once served) in the military forces of the
darkling grand matriarch. In your time, you helped
protect Zussael from the beasts that are the product
of the darkling curse, as well as external threats. If not
still ongoing, your service might have ended honorably
or otherwise, and you might have served in any number

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The Faerie Ring

of capacities. However, all soldiers of Zussael share a d6 Ideal


number of common points of training and outlook. 1 Protection. I live to protect my people—even
Skill Proficiencies: Insight, Intimidation from themselves when necessary. (Good)
Equipment: Manacles, a chain, a lock, a signal 2 Vigilance. I keep watch even on the behavior
whistle, a set of common clothes, and a belt pouch of my superior officers, and they know it. No
containing 10 gp one is above suspicion. (Lawful)
3 Fearlessness. My penchant for derring-do
FEATURE: COMMAND PRESENCE
is seen as both a blessing and a curse by my
Your training and experience as a soldier of the
comrades. (Chaotic)
grand matriarch has made projecting authority as
4 Initiative. When my suspicions are roused, I
instinctive and automatic as breathing. Any Charisma
act. It is better to be safe than sorry, even if
(Intimidation) or Charisma (Persuasion) check you
my comrades don’t always admire my zeal.
make against another darkling is made with advantage.
(Evil)
5 Independence. I do my job as dispassionately
SUGGESTED CHARACTERISTICS
as I possibly can, favoring no one. (Neutral)
The soldiers of Zussael share a dedication to service
6 Misgiving. I am constantly distracted by
and duty that makes them stalwart warriors and
thoughts of the families of those I have
staunch allies—but many expect their allegiance and
driven from the city and the knowledge that
camaraderie to be rewarded by fealty rather than true
they may hate me for what I am. (Any)
friendship. Whether their commitment to their city is
a thing of the past or an ongoing duty, all soldiers of
Zussael are marked by their service and by the darkness d6 Bond
that service has exposed them to. 1 I will not hesitate to lay down my life to
protect the defenseless.
d8 Personality Trait 2 My fellow soldiers can call on me whenever
1 My face is like a mask, and I am considered the need arises.
cold even by my fellow darklings. 3 My true love remains in Zussael and has my
2 I am haunted by the memory of hunting pledge of protection.
down a family member who succumbed to 4 I know that some of the darklings I have
the curse. driven out of Zussael did not succumb to the
3 I do my duty with courtesy and good humor darkling curse, and I will make amends to
and see no point in being gloomy. them one day.
4 I take my time when making my mind up 5 I obey any lawful order from a superior officer,
about someone. And once I do, I rarely even after leaving my soldiering days behind.
change my opinion. 6 I bear a secret that could lead to the ruin of
5 I live for excitement and danger and often my home.
struggle to conceal that passion.
6 I do not speak the names of those turned by
the darkling curse once they are gone.
7 Past battles haunt me, and I am constantly
alert no matter where I am or what I’m doing.
8 I am known among my fellows for my dark
humor.

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Jessica Miller (Order #34955022)
d6 Flaw transmutation spell or a celestial, elemental, fey, fiend,
1 I become preoccupied with the emotional or undead creature of a kind that wasn’t present the
outbursts of my companions and will watch previous round, the wearer can feel it subtly shift. The
them closely for days afterward. pattern of reacting threads can be examined as an
2 On occasion, I notice some physical action to determine which school of magic or type of
characteristic or mannerism in my enemies creature caused it with a successful DC 13 Intelligence
that reminds me of a loved one, making it (Arcana) check. The cloth doesn’t react if a trigger is
almost impossible for me to strike them. obscured by a solid object, but it does react to unseen
3 I never forget an insult and will not let it go and ethereal creatures and spells. A set of clothing
until my pride is avenged. made from darkling warning cloth costs 750 gp more
4 The playful excesses of other fey drive me than normal.
into a fury. Shimmering Tea. Made from specially cultivated
herbs and flowers growing in Zussael’s gardens, this
5 I cannot pass up an opportunity for a practical
purple tea has a faint, sparkling sheen to it when
joke, regardless of the situation.
brewed. The tea is highly valued among darklings for its
6 I often wake in a cold sweat after dreaming
calming properties and its use in the emotion training
that the darkling curse has turned me.
of darkling youth. If you are a darkling, you can brew
and drink shimmering tea in a process that takes 10

ADDITIONAL OPTIONS
minutes to gain advantage on saving throws against
spells and effects that would give you the charmed or
The following options are available to darklings. At frightened condition (or that have already given you
the GM’s discretion, other appropriate races may have that condition). The tea’s effect lasts for 1 hour.
access to some of these new rules. Spirit Paper. These papers are highly illegal in

EQUIPMENT
Zussael, and possession of them is cause for banishment
or death. No two are exactly the same: some appear
Darklings have developed the following equipment torn from an ancient book while others are fresh
according to their specific needs and utilize them to scribbles on torn paper. The contents differ as well with
particular effect. some discussing historical events of unknown origin
Darklight. This oily substance is made from peat and others the lineages of forgotten families or maps
dredged from mires within the Shadow Plane and of places no one remembers existing. All have notes
refined into smooth, black grease. Darklight is usually written on them that are arcane shorthand to reach
carried in small metal tins. As an action, you can daub specific spirits.
darklight over the sides of a lantern or other solid, light- While you are able to read and reference a spirit
radiating vessel and reduce its light radius. Each daub paper, you have a +2 bonus on any ability check related
reduces the light radius of the item by 10 feet until it to learning about, conjuring, contacting, negotiating
emanates no light at all. One tin has enough darklight with, or controlling a specific celestial, elemental, fey,
to reduce 100 feet of light radius. Despite its greasy fiend, or undead detailed in the paper. The bonus also
appearance, darklight is difficult to ignite. applies to the save DC of spells you cast related to the
Darkling Warning Cloth. This fabric, traditionally aforementioned. When you cast a spell such as conjure
for girdles but also used in robes and cloaks, includes fey that could conjure the named individual but which
alchemically resonant silver thread. This thread isn’t guaranteed to, you can make an ability check
shrinks tangibly when unpredictable magic or spirits using your spellcasting ability to ensure you reach that
are active nearby. Whenever the wearer is within 30 specific spirit. The spirit paper bonus applies to this
feet of either a conjuration, evocation, necromancy, or check. The DC is determined by the GM, but unless the

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Jessica Miller (Order #34955022)
The Faerie Ring

spirit is unusually hard to contact, it is typically equal provoke opportunity attacks from that creature
to 10 + half the creature’s challenge rating. The spirit for the rest of the turn, whether you hit or not.
must otherwise be a suitable target for the spell, abiding
by challenge rating limits, creature type restrictions, or FRIEND OF THE LIGHT
other limitations. Prerequisite: Darkling
In addition, you also gain a +1 bonus on saving Your sensitivity to light is less daunting than that of
throws against the spells and abilities of that spirit most darklings. You do not have the Light Sensitivity
while you possess the paper. A spirit paper’s price racial trait, and your Wisdom increases by +1.
depends upon the prominence of the spirit it details:
minor (challenge rating 2 or lower), lesser (challenge SHADOWRIDER
rating 3–6), major (challenge rating 7–10), or greater Prerequisite: Darkling
(challenge rating 11 or higher). While in dim or dark conditions, you can cast the
misty step spell. Once you cast it, you must finish a
DARKLING EQUIPMENT long rest before you can cast it again. Choose either
Item Cost Weight Intelligence, Wisdom, or Charisma as your spellcasting
Darklight 10 gp 1/2 lb. ability for this spell.
Darkling warning cloth +750 gp —
SPIRITCALLER
Shimmering tea (serving) 10 gp —
Prerequisite: Darkling
Spirit paper, minor 200 gp — Whether willingly or not, you break the darklings’
Spirit paper, lesser 500 gp — greatest taboo—you commune with spirits. You gain
Spirit paper, major 1,100 gp — the following benefits:
Spirit paper, greater 2,500 gp — ❖❖ Increase your Charisma score by 1, to a
maximum of 20.

FEATS
❖❖ You have advantage on Charisma saving throws
to avoid being possessed.
Darklings have evolved a style all their own and are ❖❖ You can add your Charisma modifier to any
quite fond of the following feats. Intelligence checks.

DARKLING SKIRMISHER SPIRITWALKER


Prerequisite: Darkling Prerequisite: Darkling; the ability to cast at least one
You have become a capable close-quarters combatant. spell
You gain the following benefits: Heedless of the supposed “risks,” you welcome
❖❖ You can make unarmed strikes with your horns spirits into your life, quietly calling them to exert their
and hooves. These attacks use your Strength influence. You gain the following benefits:
modifier and deal 1d4 piercing damage (horns) ❖❖ If a hostile creature moves to within 5 feet of you,
or 1d4 bludgeoning damage (hooves). you can use your reaction to move 5 feet without
❖❖ Whenever you hit a creature with an unarmed provoking opportunity attacks.
strike from your horns, you can force it to ❖❖ If you are caught by surprise, you can use your
make a Strength saving throw (DC 8 + your reaction to add your Charisma modifier to your
proficiency bonus + your Strength modifier). On AC until the start of your next turn.
a failed save, the creature is knocked prone. ❖❖ If you succumb to an effect that allows you to
❖❖ Whenever you make an unarmed strike with repeat a Wisdom saving throw to end that effect,
your hooves against a prone creature, you don’t you have advantage on the saving throw.

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Jessica Miller (Order #34955022)
Far Darrig

Oh, your sword! I thought you were saying you were


bored. Anyway, yes, got it right here! Even sharpened
and polished it up for you real nice . . . and don’t look at
me like that! I am insulted you’d imply with your stinky
d
Far darrig are tricksters, deceivers, and pranksters.
While fey are known as mischievous, these beguiling
folk’s acts of deception and fraud put other fey to shame.
Guile and trickery are like music to the far darrig,
eyes that I’d ever put all of our lives in peril, during a and they love to dance. Even the most benevolent of
pivotal battle against a dire foe, all for the sake of a them is not above pulling practical jokes on friends or
theoretically hilarious prank! strangers for amusement.
—Wink Stubbins Physical Description: Standing around 3-1/2 feet tall,
far darrig are spindly of frame and long of limb. Their
fingers and toes are long and graceful. Their faces are
sharp and angular, ranging from aquiline to rodent-
like, and their ears rise to slender points. They are quick
to smile, showing long, perfect white teeth. Far darrig
complexion always has a red cast to it, usually quite
pale though, which lends to their moniker of the “red
folk,” but their eye color runs the typical range, plus the
odd outlier such as violet and gold. Though their hair
runs a gamut of colors, red is the most common. A far
darrig is never seen without its tall, round-brimmed
hat, which is always red.
Society: Within the courts of the fey, the far darrig
are common, though they are not always welcome.
Many far darrig may pay lip service to the laws of the
fey courts, taking chances that skirt as close to the
line as possible without drawing the wrath of their
sovereigns. This makes them equal parts entertaining

Jessica Miller (Order #34955022)


and exasperating. Still, many far darrig feel great loyalty to
their courts and clans. While they may tease and prank at
others’ expense, they are protective of kith and kin.
Far darrig tend to be loners but at times come together to
feast and drink and outdo one another with boasts and tales
of the wild pranks they’ve played.
Relations: Far darrig get along well with gnomes. They
harbor feelings of kinship for their lost cousins but feel
pity for their fading from the fey. Elves are looked
upon favorably and respected for their grace
and magical abilities; half-elves are treated
as elves but with more caution due to the
taint of their human blood. Far darrig
are not fond of dwarves, finding them
stiff, stodgy, and ripe targets for their
pranks. Half-orcs are also viewed as
easy targets with their quick tempers
and often slow wits making them
easy targets for trickery. Halflings are
often considered friends by far darrig,
who are taken by their charm and
hospitality, and far darrig often form
mutually beneficial relationships with
halfling neighbors. Their relations with
humans are complex. Humans have a
great deal of variability, and a far darrig
finds that unpredictability vexing. They
often pull their pranks and tricks on
humans simply to determine what sort
of individual they’re dealing with before
making proper introductions. As for the
black hats, far darrig look upon those
lost brethren with equal parts disdain
and sorrow.
Alignment and Religion: With their
predisposition toward trickery and
deceit, most far darrig are of chaotic
alignment. Lawful far darrig are rare
and typically serve a charismatic
sovereign. These lawful or less chaotic
far darrig abide by the rules of their
court, unleashing their wit and wiles
only on enemies or those outside the
fey ranks. Far darrig are quite obsessive

Jessica Miller (Order #34955022)


about their jokes, and their pranks can be cruel at paths.
times, but they rarely cause serious injury or death, Adventurers: Given their knavish natures and
even among humanoids, whom most fey deem lesser willingness to risk much for their pranks, it is no
beings. Neutrality and goodness are both paths the wonder that many far darrig end up adventuring.
far darrig walk with the former trotted with greater Their magical talents make them excellent arcane
frequency than the latter. True evil among these fey is spellcasters, and a fair amount delve into the more
rare as they know the fates of those walking the dark obscure realms of magical and psychical practice. Their

I
Far darrig characters possess an assortment of traits all their own.

❖❖ Languages. You can speak, read, and write Common and Sylvan.
FAR DARRIG TRAITS

❖❖ Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

❖❖ Size. Far darrig stand between 3 and 4 feet tall and average nearly 40 pounds. Your size is Small.
❖❖ Speed. Your base walking speed is 25 ft.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the gnomekin subtype (see Appendix).

❖❖ Darkvision. Accustomed to sneaking through the shadowy corners of the world, you have superior vision
in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
❖❖ Gnomekin Magic. You can cast the enlarge/reduce spell once per day without expending a spell slot but only
to enlarge yourself. You increase in size up to two steps to a maximum of Large (which doesn’t otherwise
alter the spell’s effects).
❖❖ Illusion Resistance. You have advantage on saving throws against illusions and ability checks made to
detect them.
❖❖ Illusory Instinct. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise
self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.
❖❖ Magic Hat. You possess a special red hat that you created and which maintains your connection to your
magic. You can use your hat as a spellcasting focus even if your spellcasting class doesn’t normally have
access to that feature. If you lose your hat, you can’t use your Illusory Instinct trait or cast any illusion spells
until you retrieve it or create a new one. Creating a new hat requires one month of work and 50 gp.
Once per day as an action while you wear your hat, you can cause it to display psychedelic colors. Each
creature that can see the hat must succeed on a Wisdom saving throw against DC 8 + your Charisma
modifier + your proficiency bonus or be charmed by you until the start of your next turn. While charmed,
it can’t move and is incapacitated.
As long as you don’t have your hat, other far darrig “disbelieve” you, ignoring you as if you don’t exist.
❖❖ Supernatural Ally. Once per day as an action, you can magically pull a beast out of your hat into an
unoccupied space within 5 feet as if you had cast conjure animals. You can conjure only one beast, and its
challenge rating can’t exceed one-third your level.

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The Faerie Ring

size and stealthy nature make them excellent rogues. one wind instrument of your choice, such as a horn, a
They have a natural knack for storytelling and bravado, pipe, or a pan flute.
which often leads them to become bards.
Age: Far darrig mature at a similar rate to gnomes, BEGUILER OF BEASTS
reaching adulthood at 40. They can live to a fantastically At 3rd level, you learn the animal friendship, animal
old age with the oldest among them claiming to have messenger, and enthrall spells if you didn’t already
seen the passage of millennia. know them. They don’t count against the number of
Female Names: Dulcina, Gelsey, Jigs, Nissa, Sebille, bard spells you can know. If you already know one
Zanna. of those spells, you learn another bard spell of a level
Male Names: Branduff, Carbry, Duffy, Eflann, you can cast. You can cast any of these spells without
Oddwig, Wix. expending a spell slot by expending instead one use
of Bardic Inspiration and playing a wind instrument

SUBCLASSES
that you are proficient with for 1 minute. You can also
target a swarm of beasts instead of a beast when you
The fey provide an array of unique qualities and cast animal friendship. You can charm the beast or
perspectives for creating interesting new characters. swarm even if it has immunity to the condition, but
Consult your GM before applying these subclasses to such a beast or swarm has advantage on its saving
other races. throw against your spell.

COLLEGE OF THE PIPER


Additionally, as a bonus action, you can choose one
beast or swarm of beasts charmed by you. Until either
(BARD: BARD COLLEGE) the charmed condition ends, you are no longer on the
You possess a beguiling power over the minds of beasts, same plane of existence, or you choose another target,
and the secrets of your songs are guarded closely by you have a telepathic link with the target. You can use
the far darrig of your college, who have a particular your action to take total and precise control over the
fondness for charming rats. target. Until the start of your next turn, the creature
Legend holds that a human woodsman tricked the takes only actions that you choose, and it doesn’t do
far darrig pipers into revealing to him their enchanting anything that you don’t allow it to do. During this time,
songs and brought this secret back with him to his you can also cause the creature to use a reaction, but
homeland, offering his services as a rat catcher and a this requires you to use your own reaction as well.
beast tamer to villages afflicted by plague or threatened
by roving wolves. Bards of all stripes hunted the world CONJURER OF BEASTS
for the piper as his legend spread, and those who found At 6th level, you learn the spell conjure animals if you
him formed a bardic college to contain and control don’t already know it. It is a bard spell for you but
those fey secrets. doesn’t count against the number of bard spells you
Some say that your people still search for the know. If you already know it, you instead learn another
guileful piper and try to trick those who have learned bard spell of a level you can cast. You can cast it without
your secret songs into giving up the knowledge— expending a spell slot by expending two uses of Bardic
permanently. Others say that the piper’s power over Inspiration and playing a wind instrument that you are
beasts could be turned against mortal minds, a thought proficient with for 1 minute. You can conjure a swarm
that has turned many villainous bards to study the pipe. of beasts with conjure animals as a beast of its challenge
rating.
BONUS PROFICIENCIES
When you join the college of the piper at 3rd level, you SPEAKER OF THE WILD TONGUE
gain proficiency in three skills of your choice and with Also at 6th level, you gain the ability to comprehend

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Jessica Miller (Order #34955022)
and verbally communicate with beasts that have a challenge
rating of 2 or lower. As an action, you can expend one use
of Bardic Inspiration to imbue a beast you can speak to with
humanoid intelligence, increasing its Intelligence score to
equal yours for 1 hour. While in this state, this beast can be
affected by spells and effects that require their target to be a
humanoid.
At 14th level, you can communicate with beasts of any
challenge rating.

BEGUILER OF THE MASSES


At 14th level, you learn the spell charm
person if you didn’t already know it,
and it doesn’t count against your
number of bard spells known.
If you already know it, you
instead learn another bard
spell of a level you can cast.
Regardless of whether you
learned it from this feature,
you can cast charm person
without expending a spell
slot by playing a wind
instrument that you
are proficient with for 1
minute. While casting
the spell in this way, you
can expend and roll a
Bardic Inspiration die.
You can cast the spell as
if you had cast it using
a spell slot of a level
equal to the result of the
die. On a result of 10 or
higher, the spell affects
all creatures that you can
see of your choice and
that can hear you within
30 feet.
Additionally, you can
choose one creature
charmed by you as a
bonus action. Until
either the charmed

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Jessica Miller (Order #34955022)
The Faerie Ring

condition ends, you are no longer on the same plane until your stand ends.
of existence, or you choose another target, you have ❖❖ If you end your turn outside the area of your
a telepathic link with it. You can use your action to stand, your stand ends immediately.
take total and precise control over the target. Until the You can use this feature twice. You regain all
start of your next turn, the creature takes only actions expended uses when you finish a short or long rest.
that you choose, and doesn’t do anything that you don’t
allow it to do. During this time, you can also cause the UNWAVERING GUARDIAN
creature to use a reaction, but this requires you to use Starting at 7th level, when a creature targets any
your own reaction as well. creature or object other than you that is within your

GLADE GUARDIAN
stand with an attack or a spell, you can use your
reaction to force the attack or spell to target you instead.
(FIGHTER: MARTIAL ARCHETYPE) You add half your proficiency bonus to your AC against
The far darrig know too well that illusions and magic the attack or to any saving throw you make against a
can’t solve every problem, so the glade guardians arose spell. This is in addition to any proficiency bonus you
to keep their settlements safe from more tangible are normally allowed on the saving throw.
threats. As a glade guardian, you draw upon the
power of the Veil to mark an area of the world as yours, ONE WITH THE STAND
becoming a potent force for the defense of your people. At 10th level, while you are within your stand, you gain
blindsight with a radius of 10 feet. As a bonus action,
GUARDIAN’S STAND you can magically teleport to any unoccupied space
Beginning when you choose this archetype at 3rd level, within your stand. You have advantage on the next
you can use a magical technique to take limited control attack roll you make during the same turn that you
of the Veil in an immediate area called a stand. teleport.
You use a bonus action to create your stand, which
lasts for 1 minute. Your stand is a 15-foot-radius area DEADLY STAND
centered on your space, which doesn’t move with you At 15th level, while you are within your stand, your
once you create it. The radius of your stand increases weapon attacks are magical, and you add your
to 20 feet at 5th level, 25 feet at 7th level, 30 feet at 10th Charisma modifier (minimum 1) to the damage of your
level, 35 feet at 15th level, and 40 feet at 18th level. weapon attacks.
While you are within your stand, you gain the
following benefits: FINAL STAND
❖❖ You have advantage on any saving throw or At 18th level, if you drop to 0 hit points while within
ability check made to resist any effect that would your stand, you automatically stabilize at the start of
force you out of your stand. your next turn and regain 1 hit point. If an effect would
❖❖ If you are charmed, frightened, or possessed by cause you to die outright while within your stand, you
another creature or if you are subject to an effect drop to 1 hit point instead. Once you use this feature
that fails to work on creatures immune to being to avoid death, you can’t use it again until you finish
charmed, you can use your reaction to suppress a long rest.
the effect until the start of your next turn. The Additionally, while you are within your stand and
time suppressed counts against the duration of you are at half your hit points or fewer or when you
the condition or the effect. are within 5 feet of two or more foes but no allies, your
❖❖ At the start of your first turn within your stand, weapon is infused with the power of the Veil and deals
you gain temporary hit points equal to your an extra 4d8 psychic damage. You can deal this extra
fighter level. These temporary hit points last damage only once per turn.

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Jessica Miller (Order #34955022)
MIRAGE WALKER immune to the dispelling portion of this feature until

(RANGER: RANGER ARCHETYPE) you finish a short rest.

Taking up the mantle of the mirage walker means


MIRAGE COMMAND
confronting the deceit that enshrouds all existence. As
At 11th level, your command over the Veil surrounding
your understanding of the Veil grows, you learn to defy
you grows stronger. Choose one of the following effects:
its hold on you and your companions. Eventually, you
❖❖ You can ignore the effects of cover caused by
can turn it against your foes, using it both as a weapon
terrain.
and as a shield against those who seek to do you
❖❖ If terrain causes an area to be lightly obscured or
harm.
heavily obscured, you can ignore that terrain’s
effects on your attacks.
SHIFTING MIRAGE
❖❖ You can ignore difficult terrain caused by
At 3rd level, you learn to take hold of and alter the Veil
magical manipulation of an area.
in your immediate vicinity. As an action, you cause
You can use this benefit only once per turn.
the terrain within 15 feet of you to become one of the
You can use this feature a number of times equal
terrain types chosen for your Natural Explorer feature.
to your Wisdom modifier (a minimum of once). You
The specific terrain within the affected area does not
regain all expended uses when you finish a short or
change, but you treat that area as if it were one of your
long rest.
favored terrains. This effect moves with you, and lasts
for a number of hours equal to your Wisdom modifier
TWISTED IMAGE
(minimum 1).
At 15th level, when a creature you can see targets you
Additionally, at 3rd, 5th, 9th, and 13th level, your
with an attack, you can use your reaction to force the
growing understanding of the Veil grants you access
attacker to make a Wisdom saving throw against your
to illusion spells. These spells count as ranger spells
ranger spell save DC. On a failed save, the attacker
for you but don’t count against the number of ranger
redirects the attack to a different target of your choice
spells you know.
within 30 feet of you, resolving its attack against the
MIRAGE WALKER SPELLS target you chose.
Ranger Level Spell A creature that succeeds on the saving throw against
3rd silent image this feature can’t be affected by it again until you finish
5th mirror image a long rest.

OATH OF FAERIE
9th major image
13th phantasmal killer
(PALADIN: SACRED OATH)
PART THE VEIL
Although rare, some far darrig bear a strong sense
of order and goodness, faithfully serving good
At 7th level, you learn to let the Veil imbue your attacks,
sovereigns of Faerie and utilizing their humor and
granting an edge against your opponents. When you
pranks to impart important moral lessons. These fey
hit a creature with an attack, the creature takes an
are sometimes noticed by more whimsical gods, often
extra 1d8 psychic damage. You can deal this extra
associated with magic or children, who make them
damage only once per turn. If a target takes psychic
shining lights of laughter and wonder. As a faerie
damage from this feature and is currently affected by
knight, you still possess the far darrig love of illusion
one or more illusion spells, you can dispel one illusion
and tricks, unlike most paladins. But you use such
spell of 4th level or lower on the target. If the target is
guile only with the best of motivations and with the
affected by multiple illusions, you choose which one to
intention of restoring goodness.
dispel. Once you dispel an illusion from a target, it is
— 60 —
Jessica Miller (Order #34955022)
The Faerie Ring

TENETS OF THE FAERIE Exit Stage Left. You can use your Channel Divinity
The tenets of the Oath of the Faerie are in many ways to cause you and your allies to disappear in a cloud of
less strict than those of the Oath of Devotion and colored smoke. As an action, you flourish dramatically,
the Oath of the Ancients, encouraging trickery and forcing each hostile creature within 30 feet of you to
deception to achieve the greater good. Though the code make a Wisdom saving throw. For each creature that
allows faerie paladins to do as they see fit, all faerie fails its save, you and all allied creatures within 30 feet
paladins share these tenets. of you become invisible for 1 minute. An individual
Be Swift. Act quickly and decisively, but temper your invisible creature becomes visible if it attacks or casts a
speed with guile. spell. For a hostile creature that successfully saves, you
Be Kind. Do not deceive the innocent; save your and your allies are still partially hidden by the smoke,
trickery for the evils of the world. which heavily obscures the area in a 30-foot radius
Be Clever. Outsmart your enemies, eschewing open around you for 1 minute or until a wind of moderate
combat for a decisive end behind the scenes. or greater speed (at least 10 miles per hour) disperses it.
Be Yourself. Constant trickery can weigh on the soul.
Delight in showing your true colors to your friends and AURA OF SEEING
companions. Beginning at 7th level, your familiarity with illusion
magic lets you easily reveal the truth to others. You and
OATH SPELLS friendly creatures within 10 feet of you automatically
You are granted the following oath spells. succeed on saving throws to see through illusions, and
you all have advantage on Intelligence (Investigation)
OATH OF FAERIE SPELLS or Wisdom (Perception) checks to find secret
Paladin Level Spells compartments, doors, or similarly concealed objects
3rd disguise self, silent image or rooms.
5th invisibility, mirror image
9th blink, major image BASTION OF KINDNESS
13th greater invisibility, hallucinatory Starting at 15th level, your outward positivity and
terrain
strength makes you even more resilient in the face of
17th modify memory, seeming
danger. The first time a creature attempts to attack you
in combat, it must succeed on a Charisma saving throw
CHANNEL DIVINITY equal to your spell save DC. On a failure, the creature
When you take this oath at 3rd level, you gain the cannot attack you until the start of its next turn, and
following two Channel Divinity options. you have advantage on the next Charisma (Deception)
Humbling Prank. You can use your Channel Divinity or Charisma (Persuasion) check you make against that
to trick an enemy, imposing an awkward circumstance. creature.
As an action, you create an embarrassing illusory effect
on a creature you can see, such as soiling the mayor’s REALMS OF ILLUSION
pants or causing a tyrannical king to shout out a Beginning at 20th level, you can emanate an aura of
swear word or declare his love for Oberon during a shimmering illusion, casting doubt on everything your
speech. The creature must succeed on a Charisma enemies see.
saving throw or have the illusion appear real, which As an action, you create an illusory form as if you had
imposes disadvantage on all the creature’s attack rolls cast disguise self, except that the form can recreate any
and Charisma checks for 1 minute. On a success, the creature no larger than a 20-foot cube. Any creature
effect is revealed as an illusion, and the creature does attempting to discern your true form has disadvantage
not have disadvantage. on its Intelligence (Investigation) checks to do so. This

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Jessica Miller (Order #34955022)
form lasts for 1 minute, during which time you also Starting at 6th level, you can bolster the effect of any
radiate an aura of bright, colorful light in a 30-foot illusion spell you cast. Any creature that makes a
radius and gain the following benefits: saving throw or an ability check to disbelieve or resist
❖❖ At the start of each of your turns, you can cast the illusion does so with disadvantage. You can’t use
silent image as a bonus action. this feature again until you finish a short or long rest.
❖❖ Enemy creatures in the aura have disadvantage
on Intelligence (Investigation) checks and UNCERTAINTY FIELD
Intelligence saving throws. Beginning at 14th level, you can spend 1 sorcery point
❖❖ Whenever a hostile creature fails an Intelligence as a bonus action to create a shifting field of phantom
(Investigation) check or an Intelligence saving images in a 15-foot-radius area around you. The field
throw while in the aura, that creature is stunned moves with you and lasts until the start of your next
until the end of its next turn. turn.
After using this feature, you must finish a long rest Any creature you designate that enters the area for
before you can do so again. the first time on its turn or starts its turn there must

PHANTASM
make an Intelligence saving throw against your sorcerer
spell save DC. On a failure, the creature loses sight of
(SORCERER: SORCEROUS ORIGIN) you, treating you as invisible until the start of your next
The varied potential of the multiverse drifts through turn. If the saving throw fails by 5 or more, all of the
the planes, sometimes concentrating in special places creature’s allies that are also within the field appear to
or within individuals. You might have been trapped be you as long as you are treated as invisible. If the
in a plane composed of unreal energies, such as the creature has no allies in the field, it sees an illusory
Shadow Plane or any of the Preternatural Planes. Or image of you 10 feet from your actual location. The
perhaps a great burst of illusion magic suffused the area effects of the field end for a creature that leaves the area.
where you were born, and that magic settled into your
blood. PHANTASMAL BEING
At 18th level, you have immunity to psychic damage
DETECT ILLUSIONS and necrotic damage.
Starting when you choose this origin at 1st level, you As a bonus action, you can spend 2 sorcery points
can use a bonus action to attempt to identify any to become shady and insubstantial until the start of
illusion you can see. Until the start of your next turn, your next turn. During this time, you can pass through
you automatically recognize any illusion for what it is. objects and creatures as if they were difficult terrain,
You don’t know what caused the illusion or what its and you have resistance to bludgeoning, slashing, and
exact effects are—only that it is an illusion. piercing damage from nonmagical attacks. If you end
your turn in a solid object, you take 5 (1d10) force
FORCE OF PERSONALITY damage, and you are pushed to the nearest open space
Starting at 1st level, when you aren’t wearing armor, at the start of your next turn.
your AC equals 10 + your Dexterity modifier + your While in this phantasmal form, you can’t talk or
Charisma modifier. manipulate objects, and any objects you were carrying
Additionally, you can use your reaction to add your or holding can’t be dropped, used, or otherwise
Charisma modifier as a bonus to a Wisdom saving interacted with. You can’t attack or cast spells.
throw you make. You can’t use this feature again until As an action, you can instead use this ability on an
you finish a long rest. ally you touch. If you do so, you can’t use it on yourself
until the start of your next turn.
TENACIOUS ILLUSION

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Jessica Miller (Order #34955022)
The Faerie Ring

RED HAT disadvantage on saving throws against your warlock

(WARLOCK: OTHERWORLDLY PATRON) spells. The hat stays on the creature’s face for 1 minute
or until the creature or another creature succeeds on
The mystic properties of a far darrig’s red hat are
a Strength check against your spell save DC to remove
notorious, but not all such hats manifest their magic
it.
the same way. You have made contact with your patron
inside the strange, extradimensional interior of your
PROTECTIVE HAT
hat. The nature of your patron is entirely speculation,
Beginning at 10th level, your hat protects you from
though none can deny its power.
certain magical effects. While wearing the hat, your
thoughts can’t be read by telepathy or any other means
EXPANDED SPELL LIST
unless you allow it.
The patron you make contact with inside your hat lets
Additionally, when a creature casts a spell that
you choose from an expanded list of spells when you
requires you to make an Intelligence, Wisdom, or
learn a warlock spell. The following spells are added to
Charisma saving throw, you can use your reaction to
the warlock spell list for you.
gain advantage on that saving throw. Once this feature
RED HAT EXPANDED SPELLS is used, you must finish a short or long rest before you
Spell Level Spells can use it again.
1st bane, sleep
2nd blindness/deafness, silence OTHERWORLDLY PRISON
3rd dispel magic, slow Starting at 14th level, you can capture a creature in
4th arcane eye, freedom of movement your hat for a short period of time. As an action, you
5th modify memory, wall of force can cause any creature that has both failed its saving
throw against your Engulfing Hat feature and currently
has the hat on its face to disappear into the hat with a
WARLOCK’S HAT
puff of red smoke. While inside your hat, that creature
Your red hat functions as a hat as well as a small
is incapacitated, cannot take damage, does not need
extradimensional space that can hold 8 cubic feet of
to breathe, and does not age. The creature can attempt
material weighing up to 80 pounds.
a Charisma saving throw equal to your spell save DC
In addition, your hat is magically adhered to your
at dawn each day, ejecting itself out of your hat on a
head. If any creature other than you attempts to remove
success. Another creature in possession of your hat can
it, the creature must succeed on a Charisma saving
pull out any creature stuck in the hat with a successful
throw equal to your spell save DC. On a failed save,
Strength check against your warlock spell save DC. You
the creature cannot remove your hat by any means for
can remove the creature from your hat in the same
24 hours. If you are ever separated from your hat, you
fashion you would remove a stored object, either by
can summon it back onto your head as a bonus action
reaching into the hat and calling the creature to mind
as long as it is on the same plane of existence.
or by turning your hat inside out and spilling out all

ENGULFING HAT
its contents.

BACKGROUNDS
Starting at 6th level, you can use your red hat as an
offensive weapon. As an action, you can attempt
to shove your hat over the top of a Large or smaller
The following backgrounds are especially common in
creature’s head. This forces the creature to succeed on
far darrig. At the GM’s discretion, other appropriate
a Dexterity saving throw equal to your spell save DC or
races may have access to them.
have the hat engulf its face. While engulfed by the hat,
the creature is blind, cannot take reactions, and has
— 63 —
Jessica Miller (Order #34955022)
COUNCIL MEMBER d8 Personality Trait
You were a member of your community’s ruling 1 I try to always put my best foot forward.
council. You might have been young for the position, 2 My former station demands respect, and I
or you might be older than most other far darrig expect all around me to understand that.
wanderers—but for whatever reason, your time on the 3 Manual tasks are beneath me.
council is now over. During your service, you enjoyed 4 I have advice to give on every topic, and I’m
great status among your people, and you forged eager to share.
many connections with the ruling councils of other 5 Even if I’m no longer a community leader, it’s
far darrig communities. However, the circumstances important to look the part.
surrounding your decision to give up your seat could 6 Manners are all well and good, but actions
have repercussions. speak louder than words.
Skill Proficiencies: Deception, Persuasion 7 I am always evenhanded in managing
Tool Proficiencies: One musical instrument of your disputes.
choice 8 I enjoy getting to rub elbows with different
Languages: One of your choice kinds of people. It’s important to understand
Equipment: A musical instrument (one of your how the common folk feel.
choice), a set of fine clothes, a badge or other symbol of
office, and a pouch containing 25 gp
d6 Ideal
1 Belief. The Veil must be lifted, and adherence
FEATURE: CONNECTED ACROSS THE HORIZON
to the old ways is how it will happen. (Lawful)
While most far darrig dwell in the Preternatural
2 Equity. My position carries great
Planes, many have migrated to the Material Plane
responsibility, and I pursue it fairly. (Neutral)
and settled there. Council members of various far
3 Change. Broad experience is the best teacher.
darrig settlements keep in touch with one another,
(Chaotic)
forming a slow, informal, and most useful network of
4 Benevolence. Those around me are counting
contacts. You can send messages through this network
on me, and I won’t let them down. (Good)
using secret signs and drop locations, and you can
5 Power. There must be a reason I’m always in
expect shelter and basic aid from most far darrig you
charge. (Evil)
encounter.
6 Unity. Together we can accomplish the
SUGGESTED CHARACTERISTICS
impossible. (Any)
The council members of the far darrig all navigate the
halls of power within a society that doesn’t believe halls d6 Bond
actually exist. They understand the importance of laws, 1 I cherish my sterling reputation.
tradition, and belief, counterpointed with the eventual 2 The debt I owe the one who helped me
goal of universal disbelief. As might be expected, many escape the destruction of my old home can
such characters develop conflicting ideas and quirks never be repaid.
along the way. 3 I take the time to help the less fortunate
whenever I can.
4 I attained my position by stealing my
predecessor’s cap and throwing it away.
5 It is my duty to protect those around me.
6 A jealous rival ousted me from the council.

— 64 —
Jessica Miller (Order #34955022)
The Faerie Ring

d6 Flaw you. When you use an action or a bonus action to


1 I follow the laws of my people, even around examine a phenomenon that you suspect to be an
folk who don’t understand those laws. illusion, you automatically succeed on any Intelligence
2 Anyone less powerful than me isn’t worth my (Investigation) check you are normally allowed. If the
time, but I can’t let it show. illusion effect doesn’t allow such a check, you have no
3 My fondness for gold often gets the better of greater ability to see through it than anyone else.
my judgment.
SUGGESTED CHARACTERISTICS
4 It’s easy for me to treat my allies as my
Life among the far darrig leaves a mark, and those
subordinates.
they capture resemble the red folk in personality more
5 I’ve become too used to the perks of power.
than they do ordinary mortals. Crimson changelings
6 I’m quite jealous of other powerful leaders.
find the truth to be a fluid thing, and while they might

CRIMSON CHANGELING
not deliberately try to deceive those around them,
such deceit comes as naturally to them as breathing.
You were born to ordinary mortal parents, but in
Likewise, if they’re not careful, many such changelings
the early days of your life, you were switched with
slip into the habit of dismissing very real things as
a false child and taken to live with the far darrig. In
illusions.
observance of their strange beliefs, the red folk took
you in as family, raising you and gifting you with a red d8 Personality Trait
hat of your own. 1 When asked questions, I often make up
Living among the far darrig, you have learned the stories instead of giving truthful answers.
rudiments of their strange cultural philosophy. You 2 I sometimes ignore things that would
understand that the nature of the world around you is otherwise demand my attention.
an elaborate ruse. The red folk’s teachings granted you 3 The color black, particularly in clothing, makes
a general familiarity with the workings of magic and me uneasy.
with illusion in particular. And though you lack the 4 Magic that deals with the dead frightens and
capacity to truly manipulate the ever-present illusions angers me.
around you, you know how to twist expectations and 5 I’m more comfortable on the road or in
use them to your advantage. People are primed to smaller settlements. Large cities have too
believe whatever they see or hear, and you can easily many solid walls hedging me in.
find the leverage to make them believe what you want 6 I sometimes speak to people who aren’t there
them to. because I’m so used to my adopted family
Skill Proficiencies: Arcana, Deception being around even if I can’t see them.
Tool Proficiencies: Disguise kit 7 Physical objects fascinate me, and I can lose
Languages: Sylvan a great deal of time fiddling with things that
Equipment: A disguise kit, a red hat (in a style of don’t vanish when I touch them.
your choice), a set of traveler’s clothes, a memento from 8 I love to challenge my friends’ views of the
your far darrig family (a pebble or other worthless world.
trinket that appears to be a wondrous bauble), and a
pouch containing 10 gp

FEATURE: SEEING IS BELIEVING


Having grown up surrounded by illusions, you find
that sniffing them out has become second nature to

— 65 —
Jessica Miller (Order #34955022)
d6 Ideal d6 Flaw
1 Dedication. The only constant is tradition. 1 I am terrified of the undead and have great
Everything else is smoke and shadows. difficulty facing them.
(Lawful) 2 My skin has taken on a faint red hue from my
2 Family. Nothing is more important than those time with the far darrig, and I will go to any
closest to me. (Neutral) length to hide it.
3 Travel. There’s so much to see beyond the 3 I can’t ever just tell the whole truth. I always
next hill. I know that something out there will mix in a bit of a lie, no matter how small.
eventually let me make sense of the world. 4 I occasionally forget that other people take
(Chaotic) the idea of “personal property” so seriously.
4 Service. It’s hard to get by alone, so I try not 5 I am slow to trust others because of how I
to let anyone be truly alone when I’m around. was stolen as a baby.
(Good) 6 I can’t imagine anyone getting the better
5 Mischief. What good is knowing the world is of me through deceit. I’m just too good at
a lie if I can’t make the lie work in my favor? spinning lies.
(Evil)
6 Aspiration. I want to make a lasting impact on DARK HUNTER
the world—something I know is real. (Any) You are no stranger to the evil that lives in the shadows
of the multiverse. You’ve seen the corruption that can
d6 Bond take root and turn good beings into monsters, and
1 I’ll stop at nothing to take revenge on the you’ve been trained to root it out. Perhaps you are a
black hats that killed my family and drove me far darrig warden who hunts the traitorous black hats.
into hiding. Or you might be one of the few to survive a vampire’s
2 The teachings of the red folk still resonate predations and lived to tell the tale. Whatever its source,
with me, and I hope to find others who will your sense of duty—or your sense of vengeance—now
study the Veil with me. sees you stand between the darkness and the innocent.
3 I’m searching for lore that will help my family Choose a creature of darkness, such as undead,
unravel the secret nature of the world. fiends, dark fey, or aberrations. Creatures of that type
4 I want nothing more than to find a magical are your sworn enemies, though you’ll stand up to any
relic that lets me wield my own innate illusion foul beast that seeks to prey on those who dwell in the
magic as I have none of my own. light. One of these creatures might have attacked you,
5 My companions are like my family, and I’ll do or perhaps you survived the destruction they wrought
anything I can to protect them. on those you loved. Whatever the creature and for
whatever reason, you have become the thing they will
6 Because of me, my far darrig family became
learn to fear.
black hats. They’re still hunting me.
Skill Proficiencies: Arcana, Survival
Tool Proficiencies: Poisoner’s kit
Languages: One of your choice of Abyssal, Deep
Speech, Infernal, Sylvan, or Undercommon
Equipment: A poisoner’s kit, a hunting trap, a dagger,
a set of traveler’s clothes, and a pouch containing 10 gp

— 66 —
Jessica Miller (Order #34955022)
The Faerie Ring

FEATURE: AGAINST THE SHADOWS d6 Ideal


You recognize subtle signs of corruption, either because 1 Competition. I’m clearing out my rivals as
of long study or a sinister familiarity with creatures efficiently as I can. (Evil)
of darkness. Whenever you spend an hour or more in 2 Obligation. Why do I do this? Because I’m the
the presence of dark creatures or in the vicinity where only one who can. (Any)
those creatures prowl or lair, you begin to catch their 3 Honor. I swore an oath to beat back the
telltale signs. These are subtle enough to not fully give a darkness. (Lawful)
creature away but sufficient to alert you to its predations 4 Life. People shouldn’t have to live with the
in the area. If you attempt to gather additional evidence, fear of being hunted. (Chaotic)
you can expect shelter and mundane aid from good- 5 Greater Good. What it costs me doesn’t
aligned organizations. matter. It’s worth it. (Good)
6 People. I made a commitment to the people
SUGGESTED CHARACTERISTICS I care about, and that’s all that matters.
Brooding or jumpy. Scarred or vigilant. Dark hunters (Neutral)
always bear some mark of the things they’ve seen and
fought, whether physical or psychological. They are
often practical, decisive, and intolerant of frivolity. d6 Bond
Some dark hunters might bear hidden hypocrisy or 1 Those who saved me from monsters died
ulterior motives for their hunts while some might to keep me safe, and I’ll carry on in their
simply be too jaded to relate well with others. memory.
2 Anyone who takes up arms against the
d8 Personality Trait darkness will be my ally.
1 I don’t talk much—the better to keep an eye 3 Most people have no hope of standing
out for trouble. against the things I’ve seen. I fight so they
2 When night falls, I can’t help but keep my don’t have to.
back to a wall and one eye on the shadows. 4 I have sworn vengeance against the specific
3 I never turn away a sincere offer of help. creature that attacked me or my loved ones,
4 I never give up once I’m set on a goal. and I won’t rest until I find it.
5 I suspect the motives of anyone who shows 5 I can’t forget how dark monsters left my
me kindness. home in ruins, and I will rebuild it someday.
6 Simple solutions are usually the best ones. 6 The creatures I hunt took something of great
7 I try to be sociable to avoid alerting my prey value. Nothing else matters but getting it
that I’m on to them. back.
8 When I notice that other people are trying to
hide something, I call them on it.

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Jessica Miller (Order #34955022)
d6 Flaw typically crafted of blackthorn or oak, often from
1 I see evil in every shadow, and there are root wood to increase the weapon’s durability. The
shadows in every room. end is hollowed and filled with lead for added weight
2 I’m quick to judge others because I’ve seen and striking power. This weapon is traditionally used
how far they can fall. in duels between far darrig. It doubles as a walking
3 My worst fear is becoming the thing I hate. I’ll stick.
do anything to avoid that fate. Whenever you attack with the far darrig shillelagh,
4 I overlook deeper meaning in pursuit of my you can choose to make the attack roll with
prey. disadvantage. If you accept this disadvantage, even
if your attack misses, the target of your attack has
5 I secretly hope that the things I hunt will put
disadvantage on its next attack roll to hit you before
an end to me.
the start of your next turn. A non-proficient wielder
6 A few fellow survivors know that my actions
can use a far darrig shillelagh as a mace.
drew the monsters that destroyed our home,
Promise Coin. This gold piece is octagonal. One side
and I fear that others will find out.
bears the image of a hat and the other a grinning face.
Writing in Sylvan around the outer edge of the hat side

ADDITIONAL OPTIONS
reads “A promise made, a bargain fair, this coin buys
fey favor; oath breakers beware.” Far darrig give this
The following options are available to far darrig. At coin to a creature owed a favor. The coin is a promise
the GM’s discretion, other appropriate races may have to keep the bargain and help the bearer of the coin at a
access to some of these new rules. later date, either personally or through proxies. When

EQUIPMENT
you display the coin to a fey that is neither neutral evil
nor chaotic evil, you get a +1 bonus on any Charisma
Far darrig have developed the following equipment check made to influence that fey, so long as the coin
according to their specific needs and utilize them to is not given to the fey. The coin can instead be used
particular effect. to buy a service from such a fey, but the GM decides
Far Darrig Coat. This long coat is woven of whether or not the fey agrees to the exchange and
lightweight but durable fabrics and adorned with large what manner of service the fey is willing to provide. A
buttons. Though a far darrig coat is not armor, your merchant won’t allow you to walk out of the shop with
armor class when you wear it without armor is 11 + the entire stock but might loan out a needed item. A
your Dexterity modifier. It is sewn with a number of warrior won’t die for the coin but might fight as an ally
cunningly hidden pockets, giving you advantage on in one battle with reasonable apparent odds or perhaps
Dexterity (Sleight of Hand) checks made to hide objects delay an opponent long enough for you to escape.
within. Trapped Puzzle Box. Far darrig prize their secrets
Far Darrig Shillelagh. This knob-ended stick is as much as a good joke. The puzzle boxes they craft

(
FAR DARRIG WEAPONS
Name Cost Damage Weight Properties
Martial Melee Weapon
Far darrig shillelagh 30 gp 1d6 bludgeoning 3 lb. Special

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The Faerie Ring

are much like those of other races but with penalties ❖❖ Increase your Charisma score by 1, to a
should someone attempt to open them without proper maximum of 20.
cunning. Solving the puzzle requires three successful ❖❖ As an action, you can expend one spell slot of
DC 10 Intelligence (Investigation) checks before three 3rd level or higher (or one use of a 3rd-level or
failed checks. Attempting each check is an action. higher innate illusion spell) to dispel an illusion
Upon the third failure, the puzzle resets itself (the spell you can see within 60 feet of you. You must
count of both successes and failures returns to 0) and have successfully identified the target spell as
activates the trap. Succeeding by 5 or more counts as an illusion by some means. The spell ends, and
two successes and succeeding by 10 or more solves the you gain temporary hit points equal to twice the
puzzle. Traps contained in this puzzle box are simple spell’s level.
pranks, such as a loud alarm going off. Some may be
loaded with hidden bladders that spray the offender VEIL ADEPT
with something noxious, such as skunk musk. Each Prerequisite: Far darrig
puzzle has a different trap decided at creation (and The illusory threads of the Veil infuse your red hat’s
approved by the GM). Opening the box without solving substance, granting you greater control over illusions.
it requires a successful DC 15 Dexterity check with You gain the following benefits:
thieves’ tools. The trap triggers automatically if this ❖❖ You can use your Illusory Instinct trait to cast
Dexterity check fails. the disguise self spell once and regain the ability
to do so when you finish a long rest.
FAR DARRIG EQUIPMENT ❖❖ When you reach 5th level, you can use your
Item Cost Weight Illusory Instinct trait to cast the invisibility spell
Far darrig coat 120 gp 3 lb. once and regain the ability to do so when you
Promise coin 15 gp — finish a long rest.
❖❖ When you reach 7th level, you can use your
Trapped puzzle box 15 gp 1 lb.
Illusory Instinct trait to cast the major image

FEATS
spell once and regain the ability to do so when
you finish a long rest.
Far darrig have evolved a style all their own and are
quite fond of the following feats. VEIL SAVANT
Prerequisites: Far darrig, the ability to cast at least one
FEINTING ATTACKER illusion spell
Prerequisites: Far darrig, proficiency in the Deception Your study of the far darrig philosophy of the Veil
skill grants you keen insight into the nature of illusions. You
Your careful study of a foe grants you an edge in gain the following benefits:
combat. The first time you attack a creature on your ❖❖ Increase your Intelligence score by 1, to a
turn, you can use your reaction to gain advantage on maximum of 20.
the attack roll. ❖❖ Whenever you perceive an illusion that allows an
Intelligence (Investigation) check to determine
PIERCER OF THE VEIL its nature, you can make the check as a reaction.
Prerequisites: Far darrig, the ability to cast at least one ❖❖ When you cast an illusion spell, you can add
illusion spell of 3rd level or higher double your proficiency bonus to your spell save
You have a profound talent interacting with the DC for that spell. Once you use this ability, you
Grand Illusion, an ability to accept—or not—as your can’t use it again until you finish a short or long
needs demand. You gain the following benefits: rest.

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Fir Bolg

The Hunt echoes in our blood like a howl in the night.


When we were strong, it sang eternal, picked up anew
by another before it could ever fall silent. Now, we fade,
and the song dies with us.
d
They are conquerors conquered and hunters hunted,
but the proud backs of the fir bolg have not yet broken
beneath centuries of injustice. Once, they were the
fearsome avatars of the Wild Hunt’s savage power.
—Mallt-y-Nos, the Dog Mother Someday, they may be again.
These fey are not what they once were, but they are
too stubborn to die. Their connection to Annwn is
broken, taking the might of the Wild Hunt with it. The
betrayal of the túatha dé danaan shattered the tribes’
greatest leaders. A terrible curse forces those fir bolg
capable of giving birth to choose between their minds
and parenthood, and the fir bolg numbers dwindle.
The tribes are divided. Their outlook is grim, and they
work tirelessly to survive. They fight without restraint
or fear, for they know their enemies are many and their
days few.
Yet there is hope. Sláine, the Gray King, neither alive
nor as dead as he should be, has returned, and in him
kindles anew the power of the Wild Hunt, birthed from
the fir bolg themselves. In a time to come, the fir bolg
may stand, tribes united under the banner of the Gray
King, and unleash the Wild Hunt once more against
the fools who dared attempt to bring them to heel.
Physical Description: Fir bolg possess a sinewy
grace granted by the tight, chiseled musculature of
their bodies and the fluidity of their movements. They

Jessica Miller (Order #34955022)


resemble elves somewhat with their angular
faces and long, pointed ears, but fir bolg
are both taller and bulkier. Their skin
color is always some shade of gray,
ranging in tinge from yellow to
blue or green. Many fir bolg
shave their heads, but they
can grow lengthy hair in
earthy colors: muddy
brown, clay orange,
foliage green, or
stone gray. Fir
bolg have hunters’
e ye s: ye l low,
orange, and red
are common
hues, but just
as many are
nearly black.

Jessica Miller (Order #34955022)


Tattoos are popular adornments among the fir bolg. aggression; with their numbers dwindling, even hated
In fact, they often wear more tattoos than clothing. rivals are loathe to kill one another. Spars to first blood
Designs are usually nature motifs or badges of hunting are popular and frequent sources of a fir bolg’s network
prowess. Inks tend to be bright to call attention. It isn’t of scars.
unusual for fir bolg to create intricate designs from Fir bolg are a warlike people, but they do not throw
their many scars, even creating new ones to help map their lives away carelessly. If they can best a foe with
the scars together. intimidation or guerilla warfare to diminish losses,
Society: Fir bolg are tribal folk led by their fiercest they will do so; if direct combat is the only choice, then
and canniest hunters. These leaders are effectively they face it without fear.
tiebreakers and champions now—the storied leaders Families are complicated for the fir bolg. Lifebringers
of old long gone. The fir bolg have so thoroughly transform into cŵn annwn after childbirth, thus only
scattered into small, nomadic groups that governance ever bearing one child; twins are truly spectacular and
is simple. Most tribes number fewer than a hundred, good omens. As such, parenthood is seen as something
and those numbers continue to shrink as the birthrate avoided as long as possible, but the pressure to
plummets, lifebringers bearing only one child before preserve their race weighs heavily on the fir bolg. After
their transformation into cŵn annwn, barring twins. transforming, cŵn annwn walk a precarious balance
Apart from the unusual fir bolg of Solitude, the between losing themselves to the hound or becoming
tribes are nomadic hunters who move with their prey. cù sìth, tools of the Morrigan. The choice is difficult,
Conflicts with other tribes over territory happen but and no easier is the fir bolg duty to put down any cù
are seldom resolved with violence despite fir bolg sìth, despite once being a proud member of the tribe.

I
FIR BOLG TRAITS
Fir bolg characters possess an assortment of traits all their own.
❖❖ Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
❖❖ Languages. You can speak, read, and write Common and Sylvan.
❖❖ Size. Ranging in height from 5 feet to more than 6 feet tall, fir bolg bear a resemblance to elves but are
stockier and more muscular.
❖❖ Speed. Your base walking speed is 40 feet.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the fomorian subtype (see Appendix).

❖❖ Darkvision. Owing to the necessities of the hunt, you have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
❖❖ Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
❖❖ Mark Prey. When you hit a creature with an attack, you can choose to mark it as your prey until you mark
another creature as your prey. You always know the direction to your prey as long as it is within 30 feet and
have advantage on Wisdom (Survival) checks made to track it.
❖❖ Survivor. Your people have always made their homes in the wild places of the world. You have proficiency
in the Survival skill.

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The Faerie Ring

Fir bolg have a powerful connection with nature and rangers. They have a strong spiritual side too, however,
its creatures. Much of their upbringing revolves around and they also count many druids among their number.
learning plants, animals, stones, and the weather. A fir Arcane classes have the stink of the Morrigan about
bolg earns their first tattoo when they hunt and slay them so are viewed with suspicion and prejudice. And
their first prey; fir bolg children are not considered as a war-like race, skalds are highly regarded.
adults until they can participate in hunting parties. Age: Like their elf cousins, fir bolg reach physical
Tattoos are typically earned for feats of strength, maturity in their late teens, like humans. They can live
endurance, or cunning, for felling a great beast or for as long as 750 years, though most die far younger.
slaying foes of the tribe. Female Names: Almedha, Caryse, Elin, Glesig,
Relations: Fir bolg associations with other fey Indeg, Lynwen, Nia, Perweur, Sian.
or other races tend to be terse at best and hostile at Male Names: Bledwyn, Derog, Folant, Harri,
worst. The fir bolg despise the sídhe and the Morrigan’s Kevenard, Moried, Owein, Rhisiart, Talorg, Vauhan,
other servants and attempt to kill them on sight. Ysfael.

SUBCLASSES
Weak cultures—those the fir bolg view as softened
by civilization—are seen as valid raiding targets for
supplies. Those strong enough to earn fir bolg respect
may be considered for trading or worthy of a glorious The fey provide an array of unique qualities and
war. Against their most hated enemies though, a fir perspectives for creating interesting new characters.
bolg will put aside any enmity to rally against them. Consult your GM before applying these subclasses to
Alignment and Religion: Spiritual fir bolg revere other races.

CIRCLE OF THE WILD HUNT


nature itself or totemic or natural spirits. They consider
hunting a sacred ritual, and many of their traditions
and rites of passage involve a hunt in some way. To (DRUID: DRUID CIRCLE)
kill a creature without both expressing gratitude for Some fir bolg focus on their connection with the natural
its return to nature and then making use of its carcass world by embodying the traits, drives, and instincts of
is considered immoral. The gruesome displays some fir the wolf. You integrate with local wolf (or other canid)
bolg make of their prey—preserved heads, bone jewelry populations—ensuring the prosperity of your extended
and adornments, trophies—are not just about prowess family. Harmony is not your priority, and your lands
but are used out of respect of the creature they slew. Fir prove threatening to settlers and explorers.
bolg believe that when a slain foe is honored, its spirit
and strength live on and make the fir bolg stronger. CIRCLE SPELLS
The fir bolg began as servants of the Wild Hunt, but You are granted the following circle spells.
over time, more and more, they are becoming the Wild
CIRCLE OF THE WILD HUNT SPELLS
Hunt itself. As a consequence of this and their shattered
Druid Level Circle Spells
history, they have undergone a shift in their cultural
3rd see invisibility, web
temperament. Where once they were honorable beyond
5th fear, haste
reproach and dedicated to their people and families,
7th dimension door, faithful hound
now they are more fractured, torn between serving
community and their own self-preservation, and the 9th hold monster, mislead
family unit no longer exists as it did. Most fir bolg are
decidedly neutral, only held together by the hunt and PACK TACTICS
loyalty to their individual, small tribes. Beginning at 2nd level when you choose this circle,
Adventurers: Unsurprisingly, most fir bolg prefer you take on the combat instincts of the wolf. You have
the martial classes, especially barbarians, fighters, and advantage on attack rolls against a creature if at least

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Jessica Miller (Order #34955022)
one of your allies is within 5 feet of the creature and the you with misleading information or use your howl to
ally isn’t incapacitated. track you.
You must be outdoors to use this ability.
BEYOND DOG AND WOLF
Also at 2nd level, you add the following creatures to the HOWL FOR AID
list of Wild Shape forms you can take at the indicated Beginning at 14th level, you can use your Howl ability
levels. to call for assistance from wolves (and other canids)
within 5 miles of you. The type and number of canids
Druid Level Creature
are appropriate to the environment and at the GM’s
2nd blink dog
discretion, as is the length of time it takes them to
4th death dog
arrive. The wolves will fight alongside you, though they
6th feyhound might flee if one or more of them is killed. They will
9th winter wolf not attack your companions unless provoked, though
12th cŵn annwn they are not charmed.
15th cŵn wybyr Evil canids who hear your howl might respond to
18th cù sìth you with misleading information or use your howl to
track you.
HOWL You must be outdoors to use this ability.

COLLEGE OF SILENCE
Beginning at 6th level, you can use your action to howl
to any wolves (and other canids) within 5 miles of you
and understand their responses. Those you contact (BARD: BARD COLLEGE)
this way can communicate the general direction and Fir bolg know the danger of idle words: careless tongues
distance between you and the nearest source of food have shattered armies, secrets shared in bad faith
or water. A wolf’s ability to communicate limits how have toppled empires. While the minstrels of mortals
specific its directions can be: such as, “West of you, openly share knowledge and lore through music, you
near the creek.” As well, a wolf ’s definition of food and the other warrior-poets of the fir bolg keep secrets
covers a wide range of options, from herd animals on locked away behind oaths of binding, communicating
the move to caches of rotting carrion. in silence through gesture and innuendo. Known as
You must be outdoors to use this ability. silent skalds, you use words like sacred weapons—to
be brandished only when prepared to kill.
HOWL FOR WARNING
At 10th level, you can use your Howl ability to ask BONUS PROFICIENCIES
for information about danger in the area around you. At 3rd level, you gain proficiency with medium armor,
All wolves (and other canids) within 5 miles of you shields, and martial melee weapons.
report the presence of threats they have encountered If you’re proficient with a melee weapon, you can use
or avoided, giving the monster type if this would be it as a spellcasting focus for your bard spells.
detectable by a wolf’s senses (for example, the smell
of undead). A wolf can provide information only on FIGHTING STYLE
threats it has encountered within the previous 48 hours. Also at 3rd level, you adopt a style of fighting as your
Wolves cannot single out an individual creature within specialty. Choose one of the following options. You
a group unless something distinctive to their senses can’t take a Fighting Style more than once, even if
(for example, the smell of an infected wound) sets that something in the game lets you choose again.
creature apart from others. Defense. While you are wearing armor, you gain a
Evil canids who hear your howl might respond to +1 bonus to AC.

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The Faerie Ring

Great Weapon Fighting. When you roll a 1 or 2 on throw or have its voice stolen for a number of rounds
a damage die for an attack you make with a melee equal to the result of your roll. The save DC is equal to
weapon that you are wielding with two hands, you can your spell save DC.
reroll the die and must use the new roll, even if the new A creature with a stolen voice cannot speak and
roll is a 1 or a 2. The weapon must have the two-handed cannot cast spells that include a verbal component.
or versatile property for you to gain this benefit. A remove curse spell immediately restores its target’s
Protection. When a creature you can see attacks a voice as does any other spell or magic that removes a
target other than you that is within 5 feet of you, you curse. Additionally, you gain 5 temporary hit points for
can use your reaction to impose disadvantage on the each voice you steal.

GLORYHOUND
attack roll. You must be wielding a shield.

SILENT SKALD (FIGHTER: MARTIAL ARCHETYPE)


At 3rd level, your bard spells no longer require verbal Gloryhounds revel in landing killing blows against foes.
components, but you must be able to perform somatic By displaying grisly trophies of your most powerful
components instead. Additionally, creatures do prey, you bolster your own strength and ego.
not have to hear you in order to gain the benefits of
your Bardic Inspiration, but they must be able to see KILLING RUSH
you. Beginning at 3rd level, the thrill of killing an opponent
If you choose to cast a bard spell of 1st level or higher spurs you to a rampage. Whenever you reduce a hostile
using its verbal component, you can expend one use creature to 0 hit points, you gain advantage on attack
of your Bardic Inspiration to make the spell harder to rolls made before the end of your next turn.
resist. Roll a Bardic Inspiration die and choose one of
the following: add the number rolled to your next attack GRISLY TROPHIES
roll for the spell, add the number rolled to the damage Starting at 7th level, you can use your action to collect
the spell deals to one target, or subtract the result from a body part (such as a tooth or claw) or a piece of
one saving throw made against the spell. After casting clothing or armor from a dead creature that you fought
the spell, you can’t take actions or reactions until the within the last 24 hours and then use a bonus action to
end of your next turn. display that trophy on your person. While the trophy is
visible on your person, your successful weapon attacks
EXTRA ATTACK deal an extra 2d6 damage to any creature that has the
At 6th level, you can attack twice, instead of once, same type or tag as the creature you gathered your
whenever you take the Attack action on your turn. trophy from, and you have advantage on Charisma
(Intimidation) checks made against those creatures.
SONG OF PERFECT SILENCE You can display only one grisly trophy at a time. The
Starting at 14th level, whenever you give an ally a Bardic extra damage dealt to creatures that share a type or tag
Inspiration die, you can expend an additional use of with your trophy increases to 3d6 at 11th level, 4d6 at
Bardic Inspiration to help your ally remain quiet and 15th level, and 5d6 at 19th level.
also steal the voices of nearby creatures. Your ally has
advantage on Dexterity (Stealth) checks with advantage THRILL KILLER
until they speak or spend the Bardic Inspiration die Starting at 10th level, while you have advantage on
you gave it. Also choose a number of creatures within attack rolls granted by your Killing Rush feature, you
5 feet of your ally equal to your Charisma modifier cannot be charmed or frightened, and you also have
(minimum 1) and roll a Bardic Inspiration die. Each advantage on Intelligence, Wisdom, and Charisma
of those creatures must succeed on a Wisdom saving saving throws.

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Jessica Miller (Order #34955022)
FETISH COLLECTOR a Wisdom saving throw or be frightened of you for 1
Starting at 15th level, you can use your Grisly Trophies minute. The save DC is 8 + your proficiency modifier
feature to display up to three items at a time, and + your Dexterity modifier. The creature repeats this
you gain advantage on Wisdom (Insight) checks and saving throw at the end of each of its turns, ending the
Wisdom (Perception) checks when interacting with any effect on itself on a success. Once you have used this
creature that shares a type or tag with a creature you feature, you can’t use it again until you finish a short
gathered any grisly trophy from. or long rest.

GUERRILLA SKIRMISHER
(RANGER: RANGER ARCHETYPE) Starting at 7th level, you are adept at striking with
The massive, regimented armies of empire trample surprise and retreating without a trace. When you
smaller armies with ease but stumble against foes hit or miss with a weapon attack on your turn and
who strike like vipers and fade too quick back into the had advantage on the attack roll, you can take the
wilderness. As a guerrilla, you have no use for “rules of Disengage or Hide action as a bonus action. If your
war” or “honorable” combat. You know the only rule attack hits, the target has disadvantage on Wisdom
is to survive. (Perception) checks until the end of your next turn.
Starting at 15th level, you no longer have to use a
GUERRILLA SPELLS bonus action to take the Disengage or Hide action
Starting at 3rd level, you learn an additional spell when when you use this feature for the first time on your turn.
you reach certain levels in this class, as shown on the
Guerrilla Spells table. The spell counts as a ranger spell SKIRMISH LEADER
for you, but it doesn’t count against the number of Starting at 11th level, when one of your allies within
ranger spells you know. 60 feet of you hits with a weapon attack on their turn
while having advantage, the target has disadvantage on
GUERRILLA SPELLS Wisdom (Perception) checks until the end of that ally’s
Ranger Level Spells next turn. If the target already had disadvantage on
3rd expeditious retreat Wisdom (Perception) checks from this feature or your
5th blindness/deafness Skirmisher feature, you can use your reaction to cause
9th meld into stone the attack to deal an additional 3d8 damage. At 15th
13th confusion level, this extra damage increases to 4d8.
17th mislead
MASTER AMBUSHER
NATURAL AMBUSHER At 15th level, when you hit a creature with a weapon
Also at 3rd level, you have advantage on Dexterity attack in the first round of combat, it must succeed on a
(Stealth) checks while within your favored terrain. If Constitution saving throw or be incapacitated until the
you aren’t in your favored terrain, you can use your end of its next turn. The save DC is 8 + your proficiency
action and expend one ranger spell slot to treat the modifier + your Dexterity modifier.

PATH OF THE PREDATOR SOUL


terrain you’re currently in as your favored terrain for 1
hour per level of the spell slot spent.
(BARBARIAN: PRIMAL PATH)
FRIGHTFUL AMBUSH Fir bolg are fearsome hunters, but some have a stronger
Starting at 3rd level, when you hit a creature with a sense of the mystic bond between predator and prey. As
weapon attack and it didn’t know your location at the a predator soul, you easily impose your will on lesser
start of the current turn, the creature must succeed on creatures and absorb the strength of your slain prey.

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The Faerie Ring

BLOOD FEAST available route on each of its turns unless there is


Starting when you choose this path at 3rd level, you nowhere to move. If the creature ends its turn where it
gain strength and vitality from your fallen foes. When doesn’t have line of sight to you, the creature can make
you reduce a hostile creature to 0 hit points while a Wisdom saving throw against the original DC. On
you are raging, you gain temporary hit points equal a successful save, the effect ends for that creature. A
to your Constitution modifier + your barbarian level creature who saves against this feature is immune to
(minimum 1). These temporary hit points last until it for 24 hours.

PATH OF THE SPEAR


expended or until the end of your rage.

BESTIAL SOUL (BARBARIAN: PRIMAL PATH)


At 3rd level when you adopt this path, you gain the The spear has always been the chosen weapon of your
ability to cast the animal friendship and speak with people, even taking on a spiritual status. You wield it
animals spells but only as rituals. as though you were born to it, applying this ecstatic
martial tradition to focus your explosive strength in
COERCE PREY destroying your enemies.
Beginning at 6th level, you can use your innate
predatory instincts to force lesser creatures to submit LUNGING ATTACK
to your will. You have advantage on Wisdom (Animal Starting when you choose this path at 3rd level, you can
Handling) checks to calm or intimidate an animal use a bonus action to increase your reach for any melee
and on Charisma (Intimidation) checks against any attack you make with a spear to 10 feet. This benefit
creature you have hit with a melee attack since your lasts until the end of your turn, and it can’t be used on
last long rest. an attack made as a reaction.

HUNTER’S INSTINCT PARRYING DEFENSE


Starting at 10th level, you sense weakness as easily Beginning at 6th level, you master the ability to knock
as a predator smells its prey. When a hostile creature aside the attacks of your foes with your weapon. You
within 5 feet of you moves away from you, you can use gain a +1 bonus to your armor class when wielding a
your reaction to move up to your speed to follow that spear with two hands.
creature.
In addition, you have advantage on Wisdom FAR STRIKER
(Perception) and Intelligence (Investigation) checks to Beginning at 10th level, if you move at least 10 feet
find or track any creature you have hit with a melee before making a ranged attack with your spear, the
attack since your last long rest. range of that attack increases to 40/120 feet.

GORY FINISH HEART SEEKER


Starting at 14th level, you kill enemies with such ease Starting at 14th level, you know how to hit your
and ferocity that you terrify lesser creatures. When you enemies for maximum harm. Your spear attacks score
reduce a hostile creature to 0 hit points with a melee a critical hit on a roll of 19 or 20.

BACKGROUNDS
weapon attack, each hostile creature within 30 feet of
you must make a Wisdom saving throw (DC 8 + your
proficiency bonus + your Charisma modifier). Each
creature that fails is frightened of you for 1 minute. The following backgrounds are especially common in
While frightened by this feature, a creature must take fir bolg. At the GM’s discretion, other appropriate races
the Dash action and move away from you by the safest may have access to them.

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Jessica Miller (Order #34955022)
RAISED BY WOLVES
Whether by ill luck, fate, or cruel design, you were left on
your own at birth. Then the wolves came. These were no
ordinary beasts though, rather the cŵn annwn—fir
bolg transformed and trapped in animal form
by an ancient curse. Still possessing some
of the intelligence of their former selves,
they were able to keep you alive and
protect you with a ferocity no fir
bolg could have matched. In
the years since, you learned
the ways of the wild with a
depth and thoroughness
few can understand.
Though you form
deep and lasting
bonds with your
companions, your
upbringing sets you
apart from them
on a fundamental
level. You will
always feel most
at home under
an open sky or a

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The Faerie Ring

forest canopy with loam and leaves beneath your feet. d6 Ideal
Skill Proficiencies: Nature, Survival 1 Mercy. I have a habit of picking up stray or
Tool Proficiencies: Herbalism kit orphaned animals and raising them, viewing
Equipment: A leather bag filled with tokens of your this act as payment for how the wolves
early life (leaves, stones, small bones, teeth, and so on), raised me. (Good)
a set of common clothes, an herbalism kit, and 5 gp 2 Discretion. Sometimes my quarry is too swift
or powerful. I am quite comfortable walking
FEATURE: SLEEP ANYWHERE away from fights I can’t win. (Neutral)
Thanks to your upbringing, you have developed the
3 Optimism. If I am beaten down by life one
ability to lie down and get a decent rest virtually
day, that doesn’t mean it will happen the
anywhere, suffering no ill effects or exhaustion. As
next day as well. (Chaotic)
long as you take no damage from the environment or
4 Possession. If I can take it, it’s mine. (Evil)
weather, you can curl up on the ground and rest for any
5 Power. Questions of right and wrong don’t
length of time with no difficulty.
concern me when it comes to who rules. The
ability to dominate one’s peers should be the
SUGGESTED CHARACTERISTICS
sole requirement for leadership. (Evil)
Characters raised by wolves have a wildness to their
6 Community. As long as I’m part of a strong
nature that can never be completely hidden, no matter
group, I don’t mind someone else being in
how much time they spend among “civilized” folk.
charge. (Any)
Though they seek out the company of others to recreate
the pack structure they grew up in, they crave solitude
in equal measure—especially when it’s time to hunt. d6 Bond
1 The pack that raised me and the land they
d8 Personality Trait call home will always be foremost in my
1 I sometimes go days without speaking—and heart.
do so only begrudgingly. 2 My companions are my pack now, and I will
2 I have a number of canine social habits, such defend them without a thought—for good
as brushing against people I like and sniffing or for ill.
strangers. 3 Whenever I can, I patrol a specific region that
3 At no other time am I happier than when I I consider my territory, clearing it of threats
am hunting wild game. to my primacy or to the natural order of
4 Something about items in containers things.
transfixes me. I often unpack bags and boxes 4 I am protective of the most defenseless of
for no apparent reason, leaving the contents my packmates, responding with fury toward
strewn around after inspecting them. anyone or anything that might do them harm.
5 I have never fully adjusted to the sleep cycle 5 I have a particular item, whether a valuable
of others and will become nocturnal within a treasure or a favorite old bone, that I always
couple of days if left to my own devices. keep buried near my current location. If it
6 I love engaging in horseplay wherever and ever goes missing, it will cause me a great
whenever I can. deal of anxiety.
7 Monetary wealth doesn’t have the same 6 Outside my closest companions, I am far
value to me as items I can directly use. less likely to bond with people than with the
8 I am fascinated with the moon and am drawn mounts and other animals serving them.
to groups and cultures that venerate it.

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Jessica Miller (Order #34955022)
d6 Flaw consumed or when applied to a melee weapon (or up
1 I react to being cornered with hostility, even to three pieces of ammunition). Applying the poison
when it is done by accident. takes an action. Once applied, the poison retains its
2 I am utterly without any sense of decorum. potency for up to 1 minute before drying.
3 I dislike children that aren’t my own and see A creature who consumed an entire dose or is hit by
no point in being subtle about it. the poisoned weapon or ammunition must succeed
4 I have little use for clothing and shed it when on a DC 12 Constitution saving throw or become
it becomes uncomfortable—regardless of poisoned for 8 hours. As long as it is poisoned, it
my surroundings. exudes glowing sweat. The glow might be blue, green,
or violet, depending on the breed of vermin used. The
5 I accept that fighting for dominance in any
glow negates all benefits of invisibility and sheds dim
social group is just how things are done.
light in a 10-foot radius. Sighted creatures can track
6 I bathe only often enough to maintain good
the glowing sweat without making an ability check.
health, leaving me with a musky odor that
At the end of every hour it is poisoned, the creature
some find offensive.
makes another saving throw. On a successful save, the
poisoned condition ends.

ADDITIONAL OPTIONS
Quicksnare. The fir bolg grow and collect a living
vine that reacts to fast movement by tightly constricting.
The following options are available to fir bolg. At the The plant can be used to rapidly set effective snare traps.
GM’s discretion, other appropriate races may have Setting a quicksnare trap is an action. A creature can
access to some of these new rules. notice the quicksnare trap with a DC 15 Intelligence

EQUIPMENT
(Investigation or Nature) or Wisdom (Perception
or Survival) check. The ability check DC to spot
Fir bolg have developed the following equipment quicksnare is increased by 5 in forest or jungle terrain.
according to their specific needs and utilize them to The skill check DC is decreased by 5 in urban terrain. It
particular effect. can be rendered harmless as an action with a successful
Hunter’s Pigment. This pigment, derived from DC 15 Dexterity check with thieves’ tools or DC 15
fairy dust, is bluish when pure but can be combined Wisdom (Survival) check. If the ability check exceeds
with local ingredients to provide camouflage in any the DC by 5 or more, the quicksnare can be collected
environment. If you are a fir bolg or proficient with without ruining it and can be reused.
disguise kits, you can apply it with 1 minute of effort. Quicksnare can only affect a single Large-sized or
It gives the wearer advantage on Dexterity (Stealth) smaller creature. Quicksnare constricts around the
checks to avoid being seen. If you are a fir bolg wearing limb or other part of a triggering creature’s body
hunter’s pigment and roll a 4 or lower on the die for a entering its 5-foot square. A creature can avoid the
Dexterity (Stealth) check to avoid being seen, you can grasping quicksnare with a successful DC 15 Dexterity
treat the result as if you had rolled a 5 on the die. The saving throw. On a failed save, the creature cannot
pigment lasts for 8 hours before fading. move from the square until it is free of the snare. If
Poison, Deathglow (Ingested/Injury). Fir bolg the creature’s save failed by 5 or more, the creature is
harvest venom from large, bioluminescent wasp-like also restrained. A creature can use its action to make a
vermin. The poison causes victims to uncontrollably DC 15 Strength check, freeing itself or another creature
shake and sweat, and their perspiration glows with a within its reach and ruining the quicksnare on a
soft green radiance. Poisoned creatures leave traces success. A creature can escape with a successful DC 15
of glowing sweat behind them, making each easier to Dexterity (Acrobatics) check as an action. Quicksnare
track over long distances. The poison is effective when can be attacked (AC 15, 10 hit points, immunity to

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Jessica Miller (Order #34955022)
The Faerie Ring

psychic damage). At the GM’s discretion, if there is a ❖❖ Increase your Dexterity score by 1, to a
tall object or structure nearby, the quicksnare lifts the maximum of 20.
creature up to 10 feet off the ground. ❖❖ While in a chariot, you gain a +2 bonus to armor
Trackless Slippers. Trackless slippers are special class.
lightweight footwear made of leather and wood that ❖❖ While in a chariot, if you move at least 20 feet
fir bolg craft to aid in concealing their tracks. While straight toward a target and then hit it with a
you wear trackless slippers, you can cover your tracks melee weapon attack on the same turn, that
as you move to increase the DC of Wisdom (Survival) attack is automatically a critical hit.
checks made to track you by 5. Thanks to the assistance If you are driving a chariot, you can wield a weapon
of the slippers, covering your tracks this way doesn’t only with one hand. If you are a rider in a two-person
slow your movement. chariot driven by someone else, you can wield a weapon
Wild Call. The wild calls of the fir bolg can take with two hands.
many forms, but most are carved of wood and resemble
whistles or horns. When it is created, a wild call is made DEN DWELLER
for a specific type of creature with the beast creature Prerequisite: Fir bolg
type (“wolves” is an acceptable target, “canids” is not). Your senses come alive in a new way when you are
When you sound a wild call as an action, it emits a beneath the ground. You gain the following benefits:
sound that draws members of that species closer if they ❖❖ Increase your Wisdom score by 1, to a maximum
hear it. If you are in an environment where the selected of 20.
animal lives and your game uses random encounters, ❖❖ Air flow, dampness, and faint echoes all combine
then the next random encounter within the area is to give you an impression of what lies ahead
automatically one or more of the appropriate animal. while underground. As an action, you make
Additionally, you have advantage on your next Wisdom a Wisdom (Perception) check, consulting the
(Survival) check made to track or locate an animal of table below on a result of 14 or higher. Results
the appropriate type. on the table are cumulative, so any result also
yields the previous information. Absolute silence
FIR BOLG EQUIPMENT and stillness are required of you and your
Item Cost Weight companions while you make this check. It is
Hunter's Pigment 100 gp 1/2 lb. possible for environmental factors to play tricks
Poison, deathglow (vial, 1 750 gp — on your senses, as determined by the GM.
dose)
d20 Result
Quicksnare 150 gp 10 lb.
14–16 You can detect moisture in the air,
Trackless slippers (pair) 150 gp 1 lb.
indicating if a source of water lies ahead.
Wild call 10 gp 1/2 lb. 17–19 A shifting breeze lets you know whether

FEATS
the path widens ahead into a chamber.
20–22 You can pick up the faint scent of other
Fir bolg have evolved a style all their own and are quite creatures in the immediate area, though
fond of the following feats. not whether they are currently present.
23–25 You are able to sense the faint traces of
CHARIOTEER bad or poisoned air or water ahead.
You have trained and drilled in the deadly practice 26+ When you detect the scent of a creature,
of attacking from a moving chariot. You gain the you are able to identify it if it is a creature
following benefits: you have encountered before.

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Jessica Miller (Order #34955022)
Goodfellows

The baron’s ebon castle? Oh my, yes. You are quite close!
You should be able to see it once you reach the top of
that mountain . . . though it is concealed by the mists.
Anyway, you are better off walking around the peak
d
Are goodfellows Puck’s light-hearted playmates? Meant
to contrast his mother’s foreboding kingdom? Or are
they disarmingly innocent spies serving as Queen
Mab’s eyes and ears across the realms? None can be
rather than going up it. Just keep heading clockwise certain—maybe not even the goodfellows themselves.
until you get all the way around twice, then do the same What is certain is these tiny fey provide unpredictable
thing but halfway up the southward side. Oh . . . wait. Is adventure wherever they go. Their elaborate pranks
it Tuesday? Okay, all of that I just said but backwards.” and impetuous mischief can create legends talked
—Duggen Dreamheart about for generations—or lead to unforeseen tragedy
for their erstwhile targets. Most goodfellows aren’t
intentionally malicious, but their capricious, free-
spirited temperament puts them at odds with mortal
empathy.
Magic is essential to the goodfellows. They pity those
without it and shun as aberrations their own kind who
are bereft of it. That said, very little angers these fey,
but despoiling the natural places they protect incites a
wrath of pranks turned deadly and hails of tiny, lethally
poisoned arrows.
Physical Description: Goodfellows are tiny creatures,
resembling elves in miniature. Their coloring is as
vivid as nature’s flora: eyes, skin, wings, and hair may
be dark as ebony bark or bright as magnolias or any
rainbow of hues in between.
While not androgynous, visual differences between
genders are subtle. All genders may have long or short

Jessica Miller (Order #34955022)


hair and few goodfellows bother with rich adornment. goodfellow from taking on a particular role,
Most in fact reuse natural detritus they find as armor, but time has shown certain wreaths excel
weapons, clothing, and decoration. at particular society functions. Clever and
Society: Goodfellows form clustered, tightly knit elaborate pranks are the best way to prove
communities centered around particular regions of aptitude beyond wreath as the set-up, target,
flowers but have only a loose society as a whole. Thus a effect, and resolution of a prank reveals much
single forest with several wildflower meadows within of the mind behind it; since pranking one’s own
may be home to dozens of goodfellow communities. community is frowned upon, communities
These communities are often aware of each other and engage in prank wars with each other to prove
engage in trade, intermarriage, or prank wars but themselves—after training on hapless mortals
are not beholden to one another unless Puck comes and fey of course.
knocking and rounds them all up. For those unfortunate goodfellows born
The different magical aptitudes of goodfellows, called without magic—the wreathless—their role is
wreaths, divide their communities into something uncertain and unpleasant. Life at the bottom
resembling a loose caste system. Rose goodfellows, of their community is typically the best they
for example, are often in leadership can hope for,
positions while Elders are
typically sages and
healers. There
is nothing
ba r r i ng
a

Jessica Miller (Order #34955022)


working as a menial laborer or servant. If very sometimes the goodfellow need only acknowledge
lucky, one wreathless may meet another and enjoy a feelings for another in the community, but other times,
family and have a fulfilling life even on the fringe of finding a goodfellow’s heartmate requires searching
goodfellow communities. Sometimes groundbound into other communities or embarking on a quest. Once
communities (those goodfellows without wings, either the heartmate is found, the ritual is complete, and only
by birth or misadventure) welcome such wreathless death will separate them.
goodfellows and usher them into a different lifestyle Same-gender relationships are as common as
where they are free from judgment. These are best- opposite-gender ones among goodfellows. As
case scenarios however; many wreathless end up alone, pregnancy is relatively easy for female goodfellows,
shunned, or exiled. extra children aren’t uncommon, and babies may be
The family unit is of major importance to gifted to heartmates unable to have children together.
goodfellows. While cavalier about relationships as a Heartmate marriages are lavish affairs and tend to
rule, after numerous trysts, a goodfellow in want of bring multiple communities of goodfellows together—
settling down will engage in a ritual originating with but they annoy Queen Mab.
Poppy goodfellows to find their true, fated heartmate. Once a decision is made to keep or gift a child, it
The identity of this individual is delivered in a dream; is done; that child becomes a part of the family unit.

I
GOODFELLOW TRAITS
Goodfellow characters possess an assortment of traits all their own.
❖❖ Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
❖❖ Languages. You can speak, read, and write Common, Sylvan, and Undercommon.
❖❖ Size. Resembling miniature humans with wings, goodfellows are approximately 1 foot tall and weigh only
a few pounds. Your size is Tiny, your class’s Hit Die type is reduced by 1 die type, and you can’t use any
two-handed or versatile weapon except for those designed for Tiny creatures, such as a deftbow.
❖❖ Speed. Your base walking speed is 20 feet.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the sprite subtype (see Appendix).

❖❖ Darkvision. As a creature of Mab’s dominion, you have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
❖❖ Flight. You have a flying speed of 20 feet.
❖❖ Glow. You naturally shed bright light in a 5-foot radius and dim light for an additional 5 feet. If you cover
your entire body, you shed only a 5-foot radius of dim light. You can’t hide from vision where your light is
brighter than your surroundings. As an action, you can increase the brightness up to a 20-foot radius of
bright light, with dim light for an additional 20 feet, for as long as you concentrate (as if concentrating on
a spell).
❖❖ Wreath. Goodfellows have no subraces, but like all others of your kind, you belong to a wreath. This is a
community of goodfellows whose members all share the same magical interests and aptitudes. Choose a
wreath from those provided (see Goodfellow Wreaths).

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The Faerie Ring

Goodfellow communities aid one another with child- nature-based classes. Bards are also common. Rare
rearing, but parents are who typically determine a are the very disciplined or devout classes, like clerics
child’s wreath, who will introduce the child to Puck or monks, or intense ones, like barbarians.
(and sometimes Mab), who instill reverence for the Names: The secret names of goodfellows are complex
wild places, and who, most importantly, whisper a and in an ancient language. Perhaps it was whispered
secret name, one never spoken again, to the baby. to them during their creation by Puck or—more
Goodfellow parents take a child’s secret name to the alarmingly—Mab herself, or perhaps they learned
grave; a goodfellow can’t reveal his or her secret name, it from the trees and the animals and insects. Their
so Queen Mab and other fey cannot learn it—thus everyday names, however, are often taken from flowers
goodfellows cannot be controlled. or trees or natural features. Goodfellows don’t have
Besides weddings, threats to a forest or other natural formal surnames, instead using their everyday name,
place will also bring goodfellow communities together followed by their wreath and community name. Thus,
in a hurry to protect and to repel interlopers. All a goodfellow may be Hazel, Poppy of Brambles-by-Oak.
goodfellows are expected to serve as wardens of their Age: A goodfellow is immortal and can live forever as
homes and to respect the flora and fauna they share. long as it isn’t killed in some unfortunate way.
Relations: Goodfellows befuddle mortal races. They Female Names: Bonnet, Daffi, Ferna, Hazel,
use pranks and riddles and tricks the way some might Jassimine, Lilliane, Nest, Posey, River, Thistle, Valeria,
tell stories or share mementos: such methods are how Yarrow.
goodfellows introduce themselves, engage in creative Male Names: Ant, Chrysant, Elms, Gardennis,
expression, and brag about their accomplishments. Indigo, Magnol, Orchis, Quill, Saffron, Umber, Willow,
They get on well with gnomes. Elves may be patient with Zeed.

GOODFELLOW WREATHS
them and respect their appreciation for nature. Shorter-
lived races often find them frustrating and fascinating—
sometimes in the same hour. Dwarves they find dour
and insulting and tend to prank mercilessly. Goodfellows group into wreaths based on their magical
Alignment and Religion: Most goodfellows tend aptitudes.
toward a free-wheeling chaotic neutral, abiding by
few rules other than the guidance of their emotions WREATH OF THE BELLADONNA
and aptitudes. More are good than evil with most As part of the Wreath of the Belladona, you are
wishing to make the world a happier or at least more naturally duplicitous, and magic associated with
entertaining place. They are profoundly irreverent and trickery and poison calls to your talents. Mab loves
tend to make poor religious converts, but they do have your wreath, believing that you will aid her in taking
a worshipful attitude to nature that can border on down Titania someday.
spirituality. Belladonna Magic. You know the acid splash and
Adventurers: Goodfellows like to form up in bands mage hand cantrips. In addition, you can cast detect
and go on adventures together. Some go on jaunts poison and disease once without expending a spell
in mortal realms and like it so much they decide to slot and regain the ability when you finish a long rest.
stay, even if Mab won’t have them back—or especially Charisma is your spellcasting ability for these spells.
because Mab won’t have them back. Exiles, wreathless,
and goodfellows opposing Mab comprise the bulk of WREATH OF THE ELDER
adventurers found outside Mab’s kingdom. As part of the Wreath of the Elder, you are fascinated by
Classes vary depending on wreath—Belladonnas, for succor and suffocation, and your magic reflects those
example, are typically rogues. However, all goodfellows interests. Mab loves your wreath, believing that you
share a predilection for arcane spellcasting and for will help her torture Titania someday.

— 85 —
Jessica Miller (Order #34955022)
Elder Magic. You know the vicious mockery cantrip. loves your wreath because she believes you’ll help her
In addition, you can cast goodberry and purify food and infiltrate Titania’s realm, giving her the answers she
drink once each without expending a spell slot. You seeks to complete her revenge.
regain the uses of these spells when you finish a long Pumpkin Magic. You can cast the alter self spell
rest. Charisma is your spellcasting ability for these without expending a spell slot but only to use its
spells. change appearance option, and you can change your
size to Small or Medium. Charisma is your spellcasting
WREATH OF THE FOXGLOVE ability for these spells.
As part of the Wreath of the Foxglove, you are drawn
to luminosity and the magic that comes from within. WREATH OF THE ROSE
Mab watches your wreath closely, believing that you As part of the Wreath of the Rose, you delight in the
will grant her insight into overcoming the light and magic of enchantment, enticing others to your beauty
love that surrounds Titania. while trusting in your thorns to help keep you safe.
Foxglove Magic. You know the dancing lights cantrip. Mab loves your wreath because you will help her
In addition, you can cast expeditious retreat and faerie destroy Titania and her ilk with your beauty and pain.
fire once each without expending a spell slot. You Rose Magic. You know the minor illusion cantrip. In
regain the uses of these spells when you finish a long addition, you can cast charm person and entangle once
rest. Charisma is your spellcasting ability for these each without expending a spell slot. You regain the uses
spells. of these spells when you finish a long rest. Charisma is
your spellcasting ability for these spells.
WREATH OF THE POPPY
As part of the Wreath of the Poppy, you are a dreamer
and are fascinated by the state of sleep. Mab loves you
SUBCLASSES
because you help her watch and weave the dreams of The fey provide an array of unique qualities and
Titania’s court, which might give her the advantage she perspectives for creating interesting new characters.
needs. Consult your GM before applying these subclasses to
Poppy Magic. You know the minor illusion cantrip. other races.

ARCLIGHT BOMBARDIER
In addition, you can cast sleep once without expending
a spell slot and regain the ability when you finish a long
rest. Charisma is your spellcasting ability for these (FIGHTER: MARTIAL ARCHETYPE)
spells. Raining explosive projectiles onto your foes from the
Lullaby. When you sing this magical song as an sky, you excel at softening opposition for your ground-
action, every creature within 10 feet of you who hears bound allies before a fight begins. Squadrons of arclight
you must succeed on a Wisdom saving throw (DC 8 + bombardiers are often used by Mab as a first wave of
your proficiency bonus + your Charisma modifier) or attack against her foes.
become drowsy for 1 minute. While drowsy, a creature
has disadvantage on Wisdom (Perception) checks and RESTRICTION: FEY ONLY
on saving throws against effects that would cause it to While only the tiny fey known as goodfellows
fall asleep. Once you use this ability, you can’t use it are instructed in the martial ways of the arclight
again until you finish a short or long rest. bombardier, the secrecy of these techniques are not
the only thing keeping creatures of other races from
WREATH OF THE PUMPKIN training as a bombardier. The powers of an arclight
As part of the Wreath of the Pumpkin, you crave bombardier are drawn from the primordial magic of the
change and see magic as a means to that end. Mab fey themselves—and they also make heavy use of their

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Jessica Miller (Order #34955022)
The Faerie Ring

natural-
born fey
powers of
flight.
For these reasons, only
fey with a natural flying speed can choose volatile sphere the size of a pea. This tangle of arcane
the arclight bombardier. The GM can alter this energy can be manipulated like a physical object, but
restriction to fit the campaign but should still only mere moments after it leaves your hand, it explodes.
make this archetype available to creatures that have As an Attack action, you can create and use one
constant access to flight, whether through a natural of the following arcane explosives. Charisma is your
flying speed or through magic items. spellcasting ability for your arcane explosives, your
spell save DC equals 8 + your proficiency bonus + your
ARCANE BOMBARDIER Charisma modifier, and your spell attack modifier
Starting at 3rd level when you choose this archetype, equals your proficiency bonus + your Charisma
you learn how to twist the magic of the fey into a modifier. If you have a feature such as Extra Attack that

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Jessica Miller (Order #34955022)
allows you to make multiple attacks in the same Attack Quakecrystal. A hunk of crystal forms on the back
action, you can create and use an arcane explosive in of your hand. Choose a point on the ground that you
place of one or more of your attacks. can see within 60 feet. When the bomb touches that
Once you use an arcane explosive, you can’t use it point, the ground in a 20-foot radius around it quakes
again until you complete a short or long rest. violently, turning that area into jagged, difficult terrain.
Arcing Light: A diamond of radiant light appears Any creature in that area when you throw the explosive
in the space between your hands. You can throw the must succeed on a Dexterity saving throw or take 1d6
explosive at a point you can see within 60 feet of you on bludgeoning damage and fall prone.
a surface. Once it touches the surface, beams of golden After you reach 10th level in this class, if this is the
light burst from the diamond, creating an area of bright first bomb you throw on the current turn, all creatures
light in a 30-foot radius until the end of your next turn. in the area must make a Dexterity saving throw, taking
All creatures within this area must make a Constitution 3d8 bludgeoning damage and falling prone on a failed
saving throw, taking 1d4 radiant damage on a failed save or taking half as much damage on a successful one.
save as they are struck by arcing beams of light or Stone-eater. A bubble of hissing acid appears at your
taking half as much damage on a successful save. fingertips. Make a ranged spell attack against a creature
After you reach 10th level in this class, if this is the or object you can see within 60 feet. On a hit, the target
first bomb you throw on the current turn, each target takes 1d8 acid damage, and that creature’s resistance to
takes an extra 2d4 radiant damage. bludgeoning, piercing, and/or slashing damage (if any)
Gravelbomb. A vibrating stone appears in your is suppressed until the end of your next turn.
clenched fist. You can throw the explosive at a point After you reach 10th level in this class, if this is the
you can see on a surface within 60 feet of you. Once it first bomb you throw on the current turn, the target
touches the surface, it explodes in a hail of sharp stones, takes an extra 2d8 acid damage, and its resistance and
and all creatures within 15 feet of that point must make immunity to bludgeoning, piercing, and/or slashing
a Dexterity saving throw, taking 1d6 piercing damage damage (if any) is suppressed until the end of your
on a failed save or half as much on a successful one. next turn.
You can also throw the explosive at a point you can’t
see within 60 feet of you as long as the explosive can AERIAL SUPERIORITY
physically travel to that point, but creatures affected by Starting at 7th level, while flying, you have advantage
the explosion have advantage on their saving throws. on Dexterity (Acrobatics) checks and on saving throws
After you reach 10th level in this class, if this is the to avoid being restrained, knocked prone, or moved.
first bomb you throw on the current turn, each target Also, if a creature that is at least 20 feet below you but
takes an extra 2d6 piercing damage. within 60 feet makes a saving throw as a result of one of
Pepperblast. A fiery sphere appears in the palm of your bombs, it has disadvantage on that saving throw.
your hand, its condensed flames straining to break
free. Make a ranged spell attack against a creature ARCANE RESERVES
you can see within 60 feet. On a hit, the target takes Also at 10th level, you can use each of your arcane
1d10 fire damage, and all creatures within 5 feet of the explosives twice before needing to complete a short or
target must make a Dexterity saving throw, taking half long rest to use them again.
as much damage on a failed save or no damage on a
successful save. STEALTH BOMBER
After you reach 10th level in this class, if this is the Starting at 15th level, whenever you end your turn
first bomb you throw on the current turn, both the without having moved in that turn, you become
primary target and any secondary targets take an extra invisible. Anything you are wearing or carrying is
2d10 fire damage. invisible as long as it is on your person. This invisibility

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lasts until you move, take damage, cast a spell, or make IMPROVED HIVEBORN COMPANION
an attack. Starting at 6th level, you no longer have to expend a
Starting at 18th level, this invisibility isn’t ended by use of Wild Shape to transform your bee familiar into
attacking with arcane explosives or by moving. a giant wasp, and its transformation lasts until you

CIRCLE OF THE HIVE


transform it into a bee again as an action.
Additionally, you now add your proficiency bonus
(DRUID: DRUID CIRCLE) to the wasp’s AC, attack rolls, Dexterity saving throws,
Druids that join the circle of the hive form deep bonds damage rolls, and its sting saving throw DC. Its attacks
with creatures so small as to be ignored by the great also count as magical for the purpose of overcoming
forces of the world. You are particularly fond of bees resistance and immunity to nonmagical attacks and
and are likely to become a beekeeper at the edge of damage.
civilization, trading honey and fruits from your blessed Finally, the wasp is now a Large creature, increasing
orchards. Your circle lives in close-knit communes and its hit points to 16 (3d10) and increasing its carrying
holds to a strict ideology: the burden of power should capacity to 300 pounds.
not be borne by a single great person but by a unified
group of people bound by trust and cooperation. BEE SPEECH
However, some of your circle do set out on their own Also at 6th level, you gain the ability to comprehend
for a time in the name of the hive. and telepathically communicate with bees and other
insects. The knowledge and awareness of many insects
HIVEBORN COMPANION is limited by their Intelligence, but at minimum, insects
Starting at 2nd level, the find familiar spell is added can give you information about nearby locations and
to the druid spell list for you. When you cast find monsters, including whatever they can perceive or have
familiar, you can only use it to summon a bee (or perceived within the past day.
another stinging insect). This familiar uses hawk
statistics but has no attacks. Its sting does no damage SWARMING WILD SHAPE
but causes a painful red welt to appear on the flesh of At 10th level, you can use Wild Shape to transform
living creatures. into a swarm of insects. Using the variant Insect
As an action, you can expend one use of Wild Shape Swarm rules, you can choose to transform into a
to transform the bee into a giant wasp for up to 1 swarm of beetles, centipedes, spiders, or wasps. Your
minute. This wasp obeys your commands to the best consciousness is fragmented across each individual
of its abilities and acts on your initiative but does not creature in the swarm, and you can control each insect
take any action unless you command it to. On your individually and/or as a single swarm. An individual
turn, you can mentally order the wasp where to move insect can leave the larger swarm (which must remain
(requiring no action) and use your action to order in a 5-foot-by-5-foot space), but you lose 1 hit point at
it to take one of the following actions: Attack, Dash, the start of each of your turns for each insect outside of
Disengage, Dodge, or Help. the main swarm. An insect separated from the swarm
has the swarm’s statistics except it can’t attack and it
POWER OF THE HIVE has 1 hit point. When Wild Shape ends, you can choose
Also at 2nd level, whenever you deal damage to a any of the swarm’s members to return to your normal
creature with a spell attack or weapon attack, you deal form while the rest of the swarm disappears.
an extra 1d4 damage if one of your allies is adjacent to
that creature. You can deal this extra damage once per HIVE MONARCH
turn. This extra damage increases to 1d6 at 5th level, Starting at 14th level, you can communicate
1d8 at 11th level, and 1d10 at 17th level. telepathically with any ally within 60 feet. Whenever

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an ally in this area takes damage, you can use your bard spell save DC.
reaction to give that ally resistance to all of that damage. On a failed save, the creature is charmed by you until
When you do, you take an amount of psychic damage your performance ends. While charmed, the creature
equal to the damage your ally takes, which can’t be moves toward you by the shortest and most direct route,
reduced or prevented in any way. ending its turn if it moves within 5 feet of you. While
Additionally, whenever you cast a spell with a range the creature is charmed, the first attack roll or check
of touch, you can choose any ally within 60 feet to you make against it is made with advantage.
make the spell attack instead of yourself and can cast
spells with a range of self on any ally within this area. ROSE’S THORNS
The ally must use a reaction to accept your spell or At 6th level, you understand how to harm creatures
deliver a touch spell, but you still make any spell attack affected by your mind magic. Whenever you deal
roll required. damage to a creature that is charmed by you, that

COLLEGE OF THE ROSE


creature takes an extra 1d6 psychic damage. This
damage increases to 2d6 at 12th level and 3d6 at 18th
(BARD: BARD COLLEGE) level.
A goodfellow bard who belongs to the Wreath of the
Rose can choose this option. SO BEAUTIFUL IT HURTS
All goodfellows of the Rose practice the magic of At 14th level, you learn to channel a performance so
enchantment, but its bards further focus that magic beautiful that it causes pain to those who witness it.
through performance and song. They believe that the When you use your Enticement feature, it affects all
inevitable end goal of their magic is to control the nonhostile creatures within 60 feet of you that can see
reactions of their audience. or hear your performance. Additionally, when you
You gather within the black rose hedges of Mab’s expend your use of Bardic Inspiration, roll a Bardic
gardens, seeking to be closer to the beauty and pain Inspiration die. Any creature that fails its Wisdom
of the magic they wield. In exchange for the use of her saving throw against your Enticement takes psychic
gardens as a place to meet, learn, and grow in your art, damage equal to the roll of the Bardic Inspiration die
Mab desires only that you perform for her at court once but remains charmed by you until your performance
a year—a performance no one will forget. ends.

PERFORMER OF DREAMS AND NIGHTMARES


When you join the college of the rose at 3rd level, you (SORCERER: SORCEROUS ORIGIN)
gain proficiency in the Performance skill if you do A goodfellow sorcerer who belongs to the Wreath of the
not already have it. If you already have proficiency in Poppy can choose this option.
Performance, your proficiency bonus is doubled when All fey have some connection to magic, but your
using that skill. power is stronger than most, coming as it does from
the world of dreams and nightmares. You might
ENTICEMENT have been birthed by the realm of dreams itself, able
Also from 3rd level, you gain the ability to use your to unknowingly walk its ways since you came into
performance to lure a creature to you. As an action, existence. Or perhaps you met and mingled with a
you can start a performance that lasts until the end of living dream or nightmare.
your next turn. Choose a nonhostile creature within 60
feet of you that can see or hear your performance, and WATCHER OF DREAMS
then expend one use of Bardic Inspiration to cause that Starting when you choose this origin at 1st level, you
creature to make a Wisdom saving throw against your can tap into the minds of other creatures to glean

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information from their dreams. Choose one creature sorcery points to instantly enter or exit that realm along
you know. You see that creature’s most recent dreams, with up to eight willing creatures. While in Dream, you
which come to you as symbols and fragments, as can spend 2 sorcery points to gain advantage on any
determined by the GM. Additionally, you can ask a ability check, saving throw, or attack roll.

SHADOWFELLOW
single question about the creature whose dreams you
saw. The GM offers a truthful reply. Once you use this
feature, you must finish a short or long rest before you (ROGUE: ROGUISH ARCHETYPE)
can use it again. A goodfellow rogue who belongs to the Wreath of the
Belladonna can choose this option.
DREAM MAKER You live or have lived in Scáthbaile and understand
Starting at 6th level, you can cast the dream spell. Once that shadows are not just images left behind by the light.
you use this feature, you must finish a long rest before Shadows are the reflections, echoes, and memories of
you can use it again. the figures that create them, and you have come to
an understanding with those memories and echoes.
DREAM WALKER Shadows speak to you, hear your call, and treat you
Starting at 14th level, you and up to eight willing as a friend.
creatures can enter the realm of Dream by use of a
meditative ritual that takes 10 minutes to perform. SHADOW CLOAK
Dream is the place where dreamers go when they Starting at 3rd level, you can draw shadows around you
sleep—a realm where nightmares are born and where to help conceal yourself. While in an area of dim light
dreams persist after a sleeper wakes. While within this or shadow, you have advantage on Dexterity (Stealth)
realm, you are physically present in Dream and can be checks.
harmed or killed there. You can also bring things out
of Dream. SHADOW IMAGE
While in Dream, you can seek out the dreams of Starting at 9th level, when you use Uncanny Dodge,
sleeping creatures, shifting and changing their dreams you can teleport up to 15 feet to an unoccupied space
in the manner of the dream spell. Additionally, you can you can see, leaving a shadowy image of yourself
alter a dreaming creature’s perceptions of reality and behind. The shadow persists until the end of your next
the way they think, behave, and function. Doing so is turn. While the shadow persists, you can use a bonus
dangerous though, and every dreaming mind you try action to teleport back to it as long as its space remains
to alter will present its own pitfalls, guardians, and unoccupied.
nightmares as determined by the GM.
To exit Dream, you need to once more engage in ECHOES FROM THE DARK
a meditative ritual that takes 10 minutes to perform. At 13th level, you gain the ability to fully tap into the
You reappear in the same place from which you entered memories that shadows hold. You must spend 1 hour to
Dream. If you are killed or abandoned while in Dream, listen to a shadow (typically one cast by an object in a
other creatures that accompanied you must find their well-lit area). After which, you can question the shadow
own way out of that realm as determined by the GM. for 10 minutes about events within 30 feet of it within
Once you use this feature, you must finish a long rest the past day, gaining information about creatures that
before you can use it again. have passed, weather, and other circumstances.

MASTER OF THE DREAM SHADOW SPEAKER


At 18th level, you have mastered the process of entering When you reach 17th level, you understand how to
and exiting Dream. As an action, you can spend 5 speak with shadows and can ask them to do things for

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you. As a bonus action while you are within an area of dispatched with your venom.
dim light or shadows, you can make use of one of the
following options: DIMINUTION
❖❖ Use the Attack action to shove a creature within Starting at 3rd level, you can use your action to
30 feet of you. shrink your body and all items on your person.
❖❖ Take the Use an Object action for any object Your weapon attacks deal 1d4 less damage for each
within 30 feet of you. size category shrunk (this can’t reduce the damage
❖❖ Use the Help action to aid a friendly creature below 1). If you drop an item, it instantly returns to
to accomplish a task or attack another creature its original size. Your size decreases by one category,
within 30 feet of you. such as from Medium to Small. Your size is halved in
The creature or object you affect with these actions all dimensions, and your weight is reduced to 1/8 of
must also be within the same area of dim light or normal. If you are grappled when you shrink, you can
shadows. make a Dexterity (Acrobatics) check with advantage

SHRINKING VIOLET
to escape as a bonus action. You remain this size as
long as you concentrate (as if concentrating on a spell);
(ROGUE: ROGUISH ARCHETYPE) when no longer concentrating, you and all items you
Good-natured and mischievous, you manipulate shrunk instantly revert to your original size. If you
your size to hide under the feet of larger creatures, revert to your original size in a place that does not fit
possibly as a spy and sneak for some cause or liege. you, you either break the enclosure or are immediately
Those creatures that do manage to see you are quickly ejected into the nearest unoccupied space (at the GM’s

ADJUSTING FOR SIZE


The rules don’t currently account for creature sizes smaller than Tiny. So for a goodfellow character to gain any
benefit from the shrinking violet subclass, we just need to revisit earlier editions to add two more size categories:
Diminutive and Fine.
Conveniently, size doesn’t have the mechanical impact that it did in previous editions, so incorporating two
new sizes is relatively straightforward. Most of what you need should already be incorporated into the subclass
features. Other questions that might come up are few, such as grappling, moving through another’s space, and
squeezing, but these are all relative to another creature or object’s size rather than based on concrete modifiers.
(See Size Categories table below for numerical values of the new size categories.)

SIZE CATEGORIES
Size Space Typical Height/Length
Fine 1/2 × 1/2 ft. or smaller Less than 1/2 ft.
Diminutive 1 × 1 ft. 1/2–1 ft.
Tiny 2-1/2 × 2-1/2 ft. 1–2 ft.
Small 5 × 5 ft. 2–4 ft.
Medium 5 × 5 ft. 4–8 ft.
Large 10 × 10 ft. 8–16 ft.
Huge 15 × 15 ft. 16–32 ft.
Gargantuan 20 × 20 ft. or larger 32–64 ft. or more

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discretion). If you are grappled or restrained when you SHARE SIZE


increase in size, you can make a Strength (Athletics) Starting at 17th level, you can choose a creature within
check to escape as a bonus action. 5 feet as an action and change its size to match yours
While reduced in size in this way, creatures that are for 1 hour. If the target is unwilling, it can make a
one size larger than you have a −5 penalty on Wisdom Constitution saving throw (DC 8 + your Intelligence
(Perception) checks made to see you. Creatures that are modifier + your proficiency bonus). On a success, it
two sizes larger than you instead have a −10 penalty remains its current size. It can make a new saving throw
on Wisdom (Perception) checks made to see you. at the end of each of its turns, ending the effect on a
Creatures that are three or more sizes larger than you success. You can reverse the effect as a bonus action
instead have a −15 penalty on Wisdom (Perception) on your turn or a reaction on another creature’s turn.
checks made to see you. If the target changes size and is grappled or restrained,
Starting at 17th level, you can choose to decrease you can choose to free it as it changes size.
your size by two categories when you use this feature, If the creature is reduced in size, its size is halved
such as from Medium to Tiny. in all dimensions, and its weight is reduced by 1/8 for
each size category it shrunk. It also has disadvantage
UNDERFOOT STEALTH on Strength checks and Strength saving throws for the
Also at 3rd level, you can end your movement in the duration. Its equipment also shrinks, and its weapon
spaces of creatures at least two size categories larger attacks deal 1d4 less damage for each size category it
than you and hide from them by using their own shrunk (this can’t reduce the damage below 1).
bodies as cover. The creature must not have been aware If the creature is enlarged in size, its size is doubled
of your location at the start of the turn in order for your in all dimensions, and its weight is multiplied by 8 for
Hide action to be effective against it. each size category it grew. It also has advantage on
Strength checks and Strength saving throws for the
SLUMBERING STING duration. Its equipment also grows, and its weapon
Starting at 9th level, you can enwreathe your weapons attacks deal 1d4 more damage for each size category
with drowsy magical energy. As a bonus action, it grew.
choose one weapon or piece of ammunition that you Once you use this feature, you can’t use it again until
are holding. The next creature hit by that weapon you finish a long rest.
before the end of your turn must make a Constitution

BACKGROUNDS
saving throw (DC 8 + your Intelligence modifier +
your proficiency bonus) before you deal damage. On a
failed save, it falls unconscious for 1 minute but takes The following backgrounds are especially common in
no damage from the attack. The creature wakes up if goodfellows. At the GM’s discretion, other appropriate
it takes damage or if another creature uses its action races may have access to them.

PRETERNATURAL TRAVELER
to wake it up. On a successful save, the target takes
normal damage but doesn’t fall unconscious.
Once you have used this feature, you can’t use it Life in Scáthbaile was nice for a while, but you
again until you complete a short or long rest. Starting eventually grew tired of the shadows, the cold, and
at 17th level, you can use it twice between rests. the hate your queen felt toward Titania. So you left
that realm to go wandering across the Preternatural
DIMINUTIVE NIMBLENESS Planes (see Along the Twisting Way: The Faerie Ring
Starting at 13th level, you have advantage on melee Campaign Guide). As you walk those realms and meet
attack rolls against creatures of a larger size category their strange and unusual denizens, you stop from time
than you. to time in the hope of settling down. Still, you know it’s

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only a matter of time before you start wandering again. d8 Personality Trait
Skill Proficiencies: Insight, Survival 1 My moods swerve in strange directions like
Languages: Two of your choice the winding road.
Equipment: An explorer’s pack with 20 feet of silk 2 I love good conversation with someone
rope instead of hempen rope, a rose thorn from Mab’s new even more than talking with an old
garden, a walking stick, a leaf hat, and fragments of acquaintance.
diamond worth 10 gp 3 Existence stretches ahead of me like an
endless horizon, and I walk toward whatever
FEATURE: I’VE MET THAT FEY
might be waiting there with a smile.
Having traveled through many lands, you have met
4 I like to cause trouble as much as help end it,
countless fey who you count among your friends—and
but I don’t always think my pranks through.
sometimes your enemies. Each time you enter a city or
5 Blazing new trails through wilderness and
demesne, you know someone in it. The GM determines
unsettled lands are preferable to urban areas.
how and when you meet this creature, but its attitude
6 Details of all the people I meet are kept in my
toward you is determined by rolling a d20. If the roll is
journals, and I often relive my conversations
16 or higher, the creature is friendly toward you. On a 5
in their pages.
or lower, the creature doesn’t like you or wants to harm
7 Nothing brings me more joy than bringing
you for some reason. Any other result indicates that
people together through my pranks.
you are aware of each other but hold neither animosity
8 I draw detailed maps of all the places I visit.
nor friendship for each other.
Additionally, the many rumors you’ve heard on your
travels mean that you always have a good idea of where d6 Ideal
to start looking for someone. When you want to speak 1 Knowledge. Mab’s way wasn’t for me, but I
with a figure in Faerie, the GM will tell you the best still need to find a way. (Lawful)
place to seek that creature out. 2 Experience. I never walk the same path twice.
(Any)
SUGGESTED CHARACTERISTICS 3 Independence. Putting down roots isn’t
Many preternatural travelers carry a sense of darkness really my thing. (Chaotic)
and wonder, extending from the realms they have 4 Beauty. Seeing the wondrous beauty of
journeyed through. The things they have seen leave Faerie is what I live for. (Any)
some preternatural travelers possessed of an unnatural 5 Connection. Interacting and aiding others is
calm as if nothing is capable of surprising them. Others the best way I can help. (Good)
are constantly wary and on edge, having been taught 6 Power. Collecting and leveraging secrets
by their experiences to take nothing and no one at face along the way ensures my comfort. (Evil)
value.

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d6 Bond MANITOU’S REQUEST


1 My endless wandering is the only way to stay When you first met Manitou, he granted to you the
one step ahead of the others of my wreath. protection of his abdicated demesne (which he still
2 I wander because I couldn’t be with the star maintains just enough influence over) in exchange
sprite I love. for something. Roll or choose a request from the table
3 I’ve met so many incredible creatures on my below, or create a different request with the GM’s
travels, and I wish to meet them all again. approval.
4 Faerie is as beautiful as it is varied, and I must
d4 Request
protect that beauty.
1 Keep an eye on Mab, and make sure she
5 Gathering knowledge is all that matters.
doesn’t go to war with Titania.
6 My dearest is lost out there somewhere, and
2 Protect Manitou’s Gift from any
I won’t stop until I find them.
encroachment from the others of Faerie.
3 Help Manitou find his daughter Pellowea.
d6 Flaw 4 One day, Manitou will ask for a favor, and
1 I have a hard time making friends because I you will do it, no questions asked.
don’t want to stay in one place.
2 I dislike those who have settled lives. FEATURE: MANITOU’S BLESSING
3 I’ll walk out of a place that needs help if You can go to Manitou’s Gift, and the land will provide
doing so means saving myself. you with succor in the form of the hunt. Manitou’s Gift
4 I typically come on strong with new folks, is a place of the wilds, and you feel at home there. You
and doing so often gets relationships off on can find food, shelter, and simply exist for a time. And
the wrong foot. if you go to Hunter’s Tower, you might find Manitou
5 I don’t really like people much at all. himself and beg his wisdom.
6 I’ll go to any length for the perfect prank,
even if people get hurt. SUGGESTED CHARACTERISTICS

MANITOU’S FELLOW
All of Manitou’s fellows are shaped to some degree
by the secrecy inherent in their relationship with the
You’ve spent time in Manitou’s Gift against queen Mab’s trickster lord—and by their fear of what might happen
wishes and have met the trickster lord. He showed you if that relationship is discovered by the wrong people.
the way of wild, untamed lands and the feral beauty They are drawn to wilderness and untamed lands, and
they contain. Having roamed the lands of Manitou’s they quickly become restless in other environments,
Gift whenever you can, you adhere to the lessons that especially civilized realms where the need to hunt
Mab’s former lover has taught you. Of course, you now cannot be satisfied.
see the tame lands of Scáthbaile as the prison they truly
are.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Herbalism kit, musical
instrument (horn)
Equipment: Hunting horn, 5 gp worth of platinum
flakes, a token from Manitou (usually a symbol of the
hunt), a set of traveler’s clothes, and 10 days’ worth of
rations

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d8 Personality Trait d6 Bond
1 I enjoy the green and the warm so much 1 There is no lovelier place than Manitou’s Gift.
more than the cold. I spend as much time there as I can.
2 Animals are my friends and allies—my family. 2 The folk of my wreath are precious, but if
I would never harm an animal unless I had no they knew about my time in Manitou’s Gift, it
choice. would cause an irreparable rift between us.
3 I stare into people’s eyes. It’s just something 3 Mab killed the leaders of my wreath. I will
I do. find some way to get revenge.
4 I always look for a weakness or an edge I can 4 I owe Manitou a debt for saving my life. I will
exploit, in all situations, always trying to get repay him or die trying.
the upper hand. 5 Despite Manitou’s friendship, he hurt one I
5 I constantly crave the thrill of the hunt, the hold above all, and I cannot forgive that.
pounding heart, the labored breath, the 6 I owe it to myself to live my truest life.
taxing muscles.
6 I honor the land—even speak to it—every
d6 Flaw
day.
1 I’ve become a little wilder than I used to be
7 I avoid people, requiring instead only
and would be of no use in courtly affairs.
solitude.
2 Instinct is my first response to any problem—
8 I talk to myself all the time. I mean, I’m doing
and my instinct too often tells me to fight.
it right now.
3 A wreathmate found out about my
arrangement with Manitou, and I was forced
d6 Ideal to murder them to keep my secret.
1 Joy. To hunt gives me the greatest joy, 4 I’m blunt, lacking any tact or subtlety. It
regardless of what prey I seek, always testing draws attention to me in a way I don’t like.
my wits and my might. (Evil) 5 I have no interest in fulfilling Manitou’s
2 Preparedness. It’s only a matter of time request of me.
before something bad happens, but I’ll be 6 I’m paranoid of Mab’s spies, that she
ready. (Lawful) suspects and is constantly watching me.
3 Beauty. I hunt to eat, but I live for Manitou’s

ADDITIONAL OPTIONS
Gift. (Any)
4 Dedication. The living come and go, but the
hunt is forever. Accept the hunt, for it is The following options are available to goodfellows. At
eternal. (Neutral) the GM’s discretion, other appropriate races may have
5 Service. For all I’ve been given, it is important access to some of these new rules.

EQUIPMENT
that I be useful, that I return something of
myself. (Good)
6 Freedom. I can live like I’ve always wanted. Goodfellows have developed the following equipment
(Chaotic) according to their specific needs and utilize them to
particular effect.
Acid Flower. This weaponized plant is similar to a
blowgun, but its ammunition is a carnivorous flower
bud. Medium and larger creatures have disadvantage
on attacks with an acid flower due to its small size.

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The Faerie Ring

Beguiling Fife. When you play this fife with a bee is similar to a riding queen bee except that it is
successful DC 15 Charisma check as an action, it Small, it has 10 (3d6) hit points, its Strength is 7 (−2),
emits notes that distract one target beast that can its challenge rating is 1/8 (25 XP), and stinging is very
hear it within 60 feet. The target can negate the effect risky for it. Whenever it stings, it must succeed on a
with a successful DC 10 Wisdom saving throw. If a DC 10 Constitution saving throw, or its stinger rips
creature succeeded on its saving throw against that free, in which case it can no longer sting and it dies 10
fife in the past 24 hours, it automatically succeeds on minutes later. A trained riding worker bee stings only if
its saving throw. A distracted creature is incapacitated, a goodfellow or queen bee uses an action to command
has disadvantage on passive Wisdom checks, and it to do so. Riding bees require a light but carefully
approaches you for as long as you continue to play as placed exotic saddle, which keeps the rider out of the
an action each round. If this movement would take the way of the bee’s wings.
creature through a dangerous area, it gets a new saving Wreath Emblem, Common. Gifted to goodfellow
throw with advantage immediately, ending the effect children when their magical abilities develop, this
on itself on a success. If the creature is attacked, the minuscule, wreath-shaped metal symbol has the
effect ends. Creatures engaged in combat are immune imagery of the goodfellow wreath the individual has
to the fife’s sound. shown an aptitude for. Often worn as a cloak clasp
Deftbow. This Tiny shortbow is made up of one or a brooch, this emblem is the envy and bane of the
piece of wood, about 8 inches in length. If you score a goodfellows who lack magical talents.
critical hit with it, double your Dexterity bonus along Wreath Emblem, Elaborate. Elaborate wreath
with the damage dice. Medium and larger creatures emblems are similar to common wreath emblems
have disadvantage on attacks with a deftbow due to its except that they are intricately styled and typically
small size. made of precious metals inlaid with precious stones.
Goodfellow Riding Bee, Queen. Goodfellows have
domesticated a species of giant bees. These riding bees GOODFELLOW EQUIPMENT
have been bred to respond to goodfellows; you have Item Cost Weight
advantage on Wisdom (Animal Handling) checks to Acid flower buds (50) 1 gp 1 lb.
influence riding bees if you are a goodfellow. A riding Beguiling fife 400 gp 1/2 lb.
queen bee has the same statistics has a giant wasp. A
Deftbow arrows (50) 1 gp 1 lb.
riding queen bee can be ridden by a Small humanoid or
Wreath emblem, common 5 sp —
up to four goodfellows in a basket underneath (which
is a type of exotic saddle). Wreath emblem, elaborate 10 gp —
Goodfellow Riding Bee, Worker. A riding worker

(
GOODFELLOW WEAPONS
Name Cost Damage Weight Properties
Martial Ranged Weapons
Acid flower 25 gp 1d4 acid 1/2 lb. Ammunition (range 25/100),
loading, special
Deftbow 35 gp 1d4 piercing 1 lb. Ammunition (range 60/240),
special, two-handed

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GOODFELLOW MOUNTS DEADLY NIGHTSHADE
Carrying Prerequisites: Goodfellow, Wreath of the Belladonna
Item Cost Speed Capacity You have mastered the magic of the belladonna to
Goodfellow Riding Bee gain the following benefits:
Queen 350 gp 50 ft. 100 lb. ❖❖ Increase your Intelligence or Charisma score by
Worker 100 gp 50 lb. 50 lb. 1, to a maximum of 20.
❖❖ When you make a Charisma check, you can treat

FEATS
the check as if you had rolled a 15 on the d20.
You can choose to do so after you roll the die for
Goodfellows have evolved a style all their own and are
the check but before the GM tells you whether
quite fond of the following feats.
you succeed or fail. Additionally, if you are
under any effect that would compel you to speak
ARGEMONE (PRICKLY POPPY)
the truth or that would detect the truth of your
Prerequisites: Goodfellow, Wreath of the Poppy
statements, anything you say as part of the check
You have mastered the magic of the poppy to gain the
is treated as truthful. If you must make a saving
following benefits:
throw to speak the truth, you automatically
❖❖ You add the major image spell to your Poppy
succeed. Once you use this ability, you can’t use
Magic trait. You can cast this spell once with
it again until you finish a short or long rest.
that trait and regain the ability to do so when
❖❖ You can spend 1 Hit Die to magically produce one
you finish a long rest.
dose of poison, which can be delivered through
❖❖ You add the sleep spell to your Poppy Magic trait.
ingestion or by injury. The dose of poison can be
You can cast this spell three times with that trait.
used to coat one slashing or piercing weapon or
You regain all expended uses when you finish a
up to three pieces of ammunition and remains
long rest.
potent for 5 minutes. Any creature that ingests
❖❖ Your skin sprouts thorns and burs that make
the poison or is injured by a weapon treated with
it painful to maintain contact with you. Any
it must succeed on a Constitution saving throw
creature that successfully grapples you or hits
(DC 8 + your proficiency bonus + your Charisma
you with a natural weapon or an unarmed
modifier) or be poisoned for 1 minute.
strike takes 1d6 piercing damage. You can then
use your reaction to cast sleep against only that
ELDERBERRY
creature. When you do so, roll 10d8 instead of
Prerequisites: Goodfellow, Wreath of the Elder
5d8 to determine how many hit points the spell
You have mastered the magic of the elderberry to
can affect.
gain the following benefits:
❖❖ Increase your Intelligence or Charisma score by
DARKLIGHT
1, to a maximum of 20.
Prerequisites: Goodfellow
❖❖ You add the lesser restoration spell to your Elder
You are able to absorb the light around you:
Magic trait. You can cast this spell three times
❖❖ As a bonus action, you can completely turn off
with that trait. You regain all expended uses
your Glow trait, so that you shed no light. As a
when you finish a long rest. Your magic can sap
bonus action, you can turn your Glow back on.
the energy from an enemy. Choose one creature
❖❖ You can cast the darkness spell once per day
within your reach. The target must succeed
without expending a spell slot. It must be
on a Constitution saving throw (DC 8 + your
centered on yourself, and you can see through
proficiency bonus + your Charisma modifier) or
the darkness you create with this feat.
gain one level of exhaustion. You can use this

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The Faerie Ring

ability three times. You regain all expended uses PLANT FRIEND
when you finish a long rest. Prerequisite: Goodfellow
You are in tune with the natural world around you,
HUMMINGBIRD granting you the following benefits:
Prerequisites: Goodfellow, Wreath of the Foxglove ❖❖ While you are within an area containing plant
You have mastered the magic of the foxglove to gain life (including grasses, trees, or shrubs), you
the following benefits: can use a bonus action to teleport up to 30 feet
❖❖ Increase your Intelligence or Charisma score by to a space you can see within the same area of
1, to a maximum of 20. plant life. The path of your teleportation cannot
❖❖ You add the blur spell to your Foxglove Magic cross over any area more than 5 feet wide that is
trait. You can cast this spell three times with devoid of plant life.
that trait. You regain all expended uses when ❖❖ You add the entangle spell to the spellcasting
you finish a long rest. trait granted to you by your wreath. You can
❖❖ You add the haste spell to your Foxglove Magic cast this spell once with that trait and regain the
trait. You can cast this spell three times with that ability to do so when you finish a long rest.
trait. You regain all expended uses when you ❖❖ As long as you are within an area containing
finish a long rest. plant life, you have advantage on Wisdom
❖❖ You add the slow spell to your Foxglove Magic (Perception) checks to notice anything taking
trait. You can cast this spell once with that trait place within the same area of plant life.
and regain the ability to do so when you finish
a long rest. SPRIGHTLY
Prerequisite: Goodfellow
HYBRID FLOWER You are faster than other goodfellows and better at
Prerequisite: Goodfellow avoiding danger while in the air. Your flying speed
You have the knack and aptitude for more than one increases to 30 feet, and you have advantage on
kind of wreath magic. You can choose another wreath Dexterity ability checks and saving throws made while
in addition to the wreath you chose at character you are flying.
creation. You have access to all its associated abilities.
TILLER
JACK-O’-LANTERN Prerequisite: Goodfellow
Prerequisites: Goodfellow, Wreath of the Pumpkin You have developed a connection to the earth that
You have mastered the magic of the pumpkin to grants you the following benefits:
grant you improved shapechanging ability. You ❖❖ Increase your Strength or Constitution score by
gain the druid’s Wild Shape ability except you can 1, to a maximum of 20.
transform only into a Small or Medium beast. You use ❖❖ You gain a burrowing speed of 20 feet. You
your character level to determine the challenge rating can burrow through sand, earth, mud, and
of the beast you can transform into, and you can stay ice but not through solid rock. If you end your
in beast shape for a number of hours equal to half your movement within the material you’re burrowing
character level (rounded down). through, you gain one level of exhaustion.
You can use this ability twice. You regain all ❖❖ Your hands are tipped with claws that can be
expended uses when you finish a short or long rest. used as a melee weapon attack. Your claws
If you already have the druid’s Wild Shape feature, deal 1d4 slashing damage and have the finesse
this feat works separately from that feature. property.

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Kitsune

Around every corner, beneath every rock, and past


every horizon is a mystery. Sometimes you guess the
ending before you get there, but sometimes it defies
your most fevered dreams. I’m not going to waste my
d
Clever and bold, foxes lead independent lives and
flourish just fine by themselves, thank you. When a fox
reaches a century of age, it transforms into a fey known
as a kitsune, opening a new chapter—one of many to
life with people who only seek answers or, worse, who come—in a life much more complex than a mundane
can’t muster enough curiosity to care. fox could ever know.
—Mokuren “Ren” Kamura A kitsune is every bit as charming and witty as
a typical fox but enhanced by magic and greater
intelligence. With age, kitsune grow extra tails and
uncover new stages of enlightenment and powerful
sorcery. A kitsune’s journey is long and full of new
challenges, but intuition and magic act as their guides,
pushing the kitsune into new life milestones with each
new tail. These challenges are simple enough at first
but grow more daunting with time. Only the strongest
kitsune ever reach the pinnacle of their enlightenment:
a ninth tail.
The spiritual side of the kitsune is important to them
but is not a side outsiders ever see. As part of their
development, kitsune are driven to interact with others.
Early in maturity, these interactions are often driven
by mischief and a desire to test boundaries and elicit
reactions. Later, their dealings with outsiders become
more curious, seeking knowledge and forming bonds.
The outside world carries many dangers for kitsune
however; their history is rife with betrayals, hunts, and

Jessica Miller (Order #34955022)


mistrust from outsiders who do not understand them or are
confused and frightened by their changing natures. Once a
kitsune becomes consumed
with bitterness and
revenge, there is
no turning
back.

Jessica Miller (Order #34955022)


I
KITSUNE TRAITS
Kitsune characters possess an assortment of traits all their own.
❖❖ Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
❖❖ Languages. You speak, read, and write Common and Fox—a unique language that allows kitsune to
communicate with true foxes as well as others of their kind.
❖❖ Size. An adult kitsune is slightly more than 3 feet long, and weighs about 20 pounds. Your size is Small.
❖❖ Speed. Your base walking speed is 40 feet.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the yokai subtype (see Appendix).

❖❖ Bite. Your sharp teeth grant you a bite attack that deals 1d4 piercing damage. You are proficient with your
bite attack, which is treated as a light melee weapon with the finesse property.
❖❖ Darkvision. Your fey heritage provides you with superior vision in dim and dark conditions. You can see
in dim light within 60 feet as if it were bright light and in darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
❖❖ Dextrous Tail. You have one tail. You can use your tail to hold and manipulate objects as easily as you could
with a hand. You can also use it to provide somatic components for spells. You can’t use your tail to wield
shields or to attack with weapons (other than those specifically designed for it). At 3rd level and every odd
level thereafter, you grow an additional tail, to a maximum of nine tails.
❖❖ Fox Magic. Choose dancing lights or minor illusion. You know the chosen cantrip. You can also cast speak
with animals once per day. Feats can allow you to cast other spells with this feature. Charisma is your
spellcasting ability for these spells. Casting any of them requires your star ball as a spellcasting focus (see
below).
❖❖ Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
❖❖ Quadruped. You move on four legs and have paws instead of hands. You cannot hold items such as weapons,
shields, or implements, and you cannot wear armor or other items unless they are modified to fit your form.
❖❖ Shapechanger. At character creation, you can choose the form of a Small or Medium humanoid race and
choose a unique appearance for an individual of that race. You can use your action to assume that unique
appearance. In humanoid form, your speed becomes 30 feet, and you lose your Bite, Dextrous Tail, Keen
Smell, and Quadruped traits. Each time, you can choose to retain your tail or make it disappear until you
return to fox form. By concentrating for 10 minutes (as if concentrating on a spell), you can change your
humanoid form (but not its race). You can change your humanoid form’s appearance, including height,
weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if
any. You can make an Intelligence (disguise kit) check to create a disguise this way even without a disguise
kit. At 3rd level, you can alter your humanoid shape in 1 minute.
❖❖ Star Ball. You can use a stone as a spellcasting focus even if your spellcasting class can’t normally do so.
It must be magic or have sentimental value to you and be no larger than a few inches in diameter. While
attuned, the star ball can be made to cling firmly to your forehead or the base of your throat, and it cannot
be targeted or stolen while attached. Attaching or detaching a star ball is an action. The star ball is a required
spellcasting focus for your Fox Magic feature. Magic star balls can serve a variety of functions, such as
weapons and armor, as described in Along the Twisted Path: Magic Guide.

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The Faerie Ring

Physical Description: A young kitsune resembles a over again. (Though, thankfully, there is only the one
slightly larger fox. Their coloration is typical of foxes, of said furious, death-infatuated quiddity.)
from a vivid red or orange to brown, black, or snowy Relations: Kitsune are seen by many cultures as
white. Kitsune do carry themselves with a regal air creatures of ill omen. Their mischief and tendency
and compose themselves with more intelligence than toward deception has made them unwelcome guests
a typical fox, but these differences are slight. As kitsune in many areas, though just as many kitsune meddle for
age, they gain multiple tails, marking their fey nature the benefit of their targets. It makes no difference—it is
immediately. the negative that tends to be remembered. Among other
Kitsune also possess a humanoid shape chosen fey, kitsune may be respected for their potent magic
when they learn to transform as fledgling fey. For most and wisdom or dismissed for their capriciousness and
kitsune, this form is static and is indistinguishable fascination with mortals.
from a normal member of their chosen race. Kitsune Alignment and Religion: Despite their poor
tend to keep similar coloration between their forms or reputations, kitsune actually trend toward good, albeit
at least hints of it. They may choose to keep their tails a fiercely independent and chaotic good. Evil kitsune
in humanoid form each time they transform, or they are quite rare and are almost always exiles, often
may hide them entirely. victims of a betrayal or injustice that has consumed
Society: Kitsune are fiercely independent and have a them with hatred and vengeance or else kitsune that
life cycle demanding their latest stages be taken alone, played a malicious trick too many for their tribes to
so kitsune society is a loose, fragmented thing. They continue tolerating them.
claim no kings or lords, only occasional leaders some Kitsune are spiritual creatures, and it isn’t uncommon
foxes choose to rally behind—or not. for them to forge divine connections, especially with
Kitsune, especially young ones, tend to make the natural world or with more mysterious forces, given
dens near others of their kind. These little tribes their curiosity.
are essentially neighborhoods where kitsune enjoy Adventurers: The bulk of kitsune adventurers are
company, advice, and limited protection. Kitsune are of an age around their fifth tail, when they become
quick to defend their own against unwarranted attack, consumed with the urge to travel and explore. If mated,
but should a kitsune provoke an outsider, it’s generally they will implore their mate to go with them, but they
accepted they should take responsibility for the otherwise break with tribes, seeking adventure on
consequences of their actions. Otherwise, the kitsune their own. Other kitsune adventurers may be exiles
reason, how shall they learn to keep their meddling or else curious, younger kitsune often hiding in their
under control? A fox unable to contend with possible humanoid form.
retribution for mischief is a dead fox. Magic-using kitsune are just as common as are
Kitsune are easy-going and tolerant for the most part those in roles appealing to their penchant for charm
but take seriously threats brought down on them by and trickery, such as bards and rogues. Their strong
their own. Kitsune who do not understand how their spiritual side may also draw them into roles such as
actions affect their own kind can quickly come to find oracles, shamans, and witches.
themselves run out of their own den. Age: A kitsune is considered mature by age 100, and
Another quirk of kitsune culture, keeping it most kitsune don’t start to see a decline until 200 years
unorganized, is their fascination with other cultures. of age. Some lucky members of this race might live to
It’s easy for a kitsune to get swept away in a double life 300 years and beyond.
among other races, even marrying in and producing Names: Kitsune collect names the way some mortals
children, all—more often than not—while hiding their collect rocks. They usually acquire a nickname, often
true identity. The tragic tale of Red Jack is one that mono- or disyllabic, using gruff or chuffing sounds
repeats itself all too often among the kitsune, over and to suit their natural form. They usually transform

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this name into something appropriate for the region’s CIRCLE OF THE INARI
races they interact with, and they go by that in public, Druid Level Circle Spells
borrowing names of celebrities or folk heroes as needed 3rd augury, spike growth
to fill in gaps or preserve anonymity, slipping off one 5th plant growth, remove curse
identity for another as it suits them. 7th blight, divination
Female Names: Aishi, Cha, Eki, Hibiki, Jun, Miki, 9th insect plague, scrying
Ori, Suza, Waka.
Male Names: Dakki, Goro, Isaku, Kenji, Noku, Ryo,
PLANTSPEAKER
Taru, Yuti.
Starting at 6th level, you can easily influence plants

SUBCLASSES
and plant creatures with your magic. You can spend
10 minutes and expend a spell slot to magically alter
the plant life in a 500-foot radius around you for better
The fey provide an array of unique qualities and
or for worse. If you decide to aid the plant life, it grows
perspectives for creating interesting new characters.
twice as fast as it normally would for 1 day per level of
Consult your GM before applying these subclasses to
the spell slot expended. If you decide to harm the plant
other races.
life, it does not grow for 1 day per level of the spell slot
CIRCLE OF THE INARI expended.
(DRUID: DRUID CIRCLE) In addition, your healing magic is exceptionally
effective on plant creatures. Whenever you cast a spell
Those of Inari associate themselves with agricultural
that would restore hit points to a creature with the
communities, especially healthy harvests and sacred
plant type, that creature regains the maximum number
feasts. You derive great meaning in the patterns of crops,
of hit points possible. For example, a 2nd-level cure
the movement of seasons, and the cycle of agriculture.
wounds spell would restore hit points equal to 16 + your
Happy, you are a harbinger of well-fed communities,
spellcasting modifier.
but scorned, you herald famine and blight.

NATURE’S CHOSEN
BONUS CANTRIPS
When you reach 10th level, you are immune to poison
When you choose this circle at 2nd level, you learn two
and disease, and you have resistance to one of the
cantrips of your choice from any class’s spell list.
following damage types of your choice: acid, cold, fire,

DIVINER OF NATURE
lightning, or thunder. Once this choice is made, it
cannot be changed.
Starting at 2nd level, you learn to see omens of danger
in the natural world around you. When you are
NATURE’S MANTLE
outdoors or in the presence of ample plant or animal
Starting at 14th level, your very presence dramatically
life, you have advantage on initiative rolls, and you
affects the plant life around you. As an action on your
cannot be surprised.
turn, you can cause the rampant growth of any source

CIRCLE SPELLS
of plant life or fungus in a 60-foot radius around you.
This growth lasts for 1 minute, during which time you
You are granted the following circle spells.
can use a bonus action each round to have the growth
latch on to a creature you can see. That creature must
succeed on a Strength or Dexterity saving throw or be
restrained and take 3d8 bludgeoning damage. On a
successful save, the creature takes half damage and isn’t
restrained. Affected plants and fungi return to their
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The Faerie Ring

normal size and form after 1d4 hours. After activating 5 feet of a hostile creature that is not incapacitated, you
this feature, you must finish a long rest before you can gain a +4 bonus to AC against ranged attacks and a
use it again. +4 bonus to Dexterity saving throws against area

FANGED WARRIOR
effects.

(FIGHTER: MARTIAL ARCHETYPE) JAWS OF STEEL


Most humanoid races have similar visions of the skilled At 18th level, your tenacity in battle makes your bite
warrior. An armored knight with longsword and shield. attacks almost impossible to avoid. When you hit a
An agile master of the rapier. A brutal wielder of the creature with your first attack on your turn, you can
greataxe. But for certain creatures, a fast bite can prove latch onto that creature. Any attack you make against
just as deadly as the most fearsome weapon. the same creature until the end of your turn has
To be a fanged warrior, you must be proficient with advantage, and such attacks score a critical hit on a
a bite attack, for the familiarity you have with this roll of 18–20.

FOXMATE
natural weapon cannot be duplicated by any kind of
mundane weapon training. As a fanged warrior, you
combine the ferocity of close combat with the agility (ROGUE: ROGUISH ARCHETYPE)
of the most skilled martial artists. Kitsune, more so than most other fey, bear a special
fascination with mortals. As a foxmate, you bring this
VICIOUS BITE fascination to life through your dedication to being an
When you choose this archetype at 3rd level, your ideal partner to your allies. The connection you forge
bite becomes more vicious. If the damage die for your is everything to you.
bite attack is smaller than a d8, it increases to a d8. If
the damage die is already a d8 or greater, increase the PROTECTIVE
damage to the next largest die. Starting at 3rd level, your rogue talents are most
Additionally, you can choose to have any bite attack effective when you have an ally or innocent to protect.
you make deal either bludgeoning, piercing, or slashing Choose a nonhostile creature to be your partner (no
damage. action required). Whenever a creature you can see
attacks your partner, you can use your reaction to
CLOSE-QUARTERS FANGS attack that creature. When you choose a partner, you
Starting at 7th level, you can move through the space of maintain that connection for 1 hour or until you
any creature regardless of its size, and that space is not choose another partner. You can use this feature a
difficult terrain for you. Additionally, whenever you number of times equal to your Charisma modifier
start your turn grappled, you can make a bite attack as (minimum once). You regain any expended uses when
a bonus action on that turn. If the bite attack hits, the you finish a long rest.
grappled condition ends on you.
ALL EYES ON ME
MARAUDER LEAP Beginning at 9th level, you can draw attention to
Beginning at 10th level, your bite attack strikes sure yourself to protect your companions. Whenever you
and swift. Your reach with your bite attack increases successfully use your Sneak Attack feature against
by 5 feet. a creature, the target must make a Charisma saving
throw (DC 8 + your proficiency bonus + your Charisma
IN THE FRAY modifier). On a failure, the target has disadvantage on
At 15th level, you have mastered the art of using your attack rolls targeting any creature other than you until
foes’ positions to your advantage. When you are within the end of its next turn.

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SOMEONE TO PROTECT SEEKER OF DEATH
Starting at 13th level, whenever you use your Protective Also starting at 1st level, any spell you cast that deals
feature to choose a partner, your connection with your damage to a creature deals extra damage equal to 2 +
partner grows deeper. Both you and your partner the spell’s level.
have advantage on death saving throws as long as one
of you is still conscious, and you both automatically CHANNEL DIVINITY: MARK OF DEATH
succeed on Wisdom (Medicine) checks to stabilize one Starting at 2nd level, you can use your Channel
another. Divinity to mark your prey for death.
As an action, you mark a creature you can see with
EXCEPTIONAL TEAMWORK the symbol of Red Jack. For 1 hour, you can sense the
By 17th level, whenever you use your Protective feature direction to the creature’s location, and all your attack
to choose a partner, you and your partner can almost rolls against the creature have advantage.
read one another’s minds in combat. While you are
within 5 feet of your partner, you both have advantage CORPSE SPEAKER
on saving throws, and you both gain a bonus to Beginning at 6th level, you ask Death to grant you a few
your attack and damage rolls equal to your and your moments with a creature it has claimed. You can ask
partner’s Charisma modifiers combined. a corpse a single question as if you had cast the speak

LOVE OF DEATH DOMAIN


with dead spell. Once you use this ability, you can’t use
it again until you finish a long rest.
(CLERIC: DIVINE DOMAIN)
The love of death domain attracts clerics who worship DEADLY SPELLCASTING
Red Jack as a god and who the fey lord deems worthy of Starting at 8th level, you add your Wisdom modifier to
being closer to Death. The quiddity’s power helps you the damage you deal with any cleric cantrip.
kill those deserving of death’s cold embrace. You may
seek that power to express your rage. You may simply GRAY WALKER
believe that death is the inevitable end of life and desire Starting at 17th level, you are able to transform into
to understand that endless cycle. You may simply have an insubstantial figure of gray mist. As an action,
an ineffable attraction to the mystery of the grave. you can gain the benefit of the gaseous form spell (no
concentration required), or you can change back into
LOVE OF DEATH DOMAIN your normal form.

NINETAILS BLOODLINE
You are granted the following domain spells.

LOVE OF DEATH DOMAIN SPELLS (SORCERER: SORCEROUS ORIGIN)


Cleric Level Spells The magic that flows through your veins stems from
1st create or destroy water, inflict a particularly powerful nine-tailed kitsune. While
wounds
kitsune typically take the shape of a fox, they also
3rd gentle repose, ray of enfeeblement
possess the power to take human form, and while
5th speak with dead, vampiric touch
these creatures are capricious tricksters, they are also
7th blight, phantasmal killer
steadfast and loyal lovers and parents. Thanks to their
9th cloudkill, flame strike
supernaturally long lives, they often watch over their
bloodline for generations, often retreating later in life
BONUS PROFICIENCY to protect their particularly heroic descendants as a
When you choose this domain at 1st level, you gain secret mentor.
proficiency with the Survival skill. Some particularly mirthful kitsune arrange events to

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urge their descendants into a life of adventure and then


RED JACK
leave subtle clues to guide those adventurers to them in
(WARLOCK: OTHERWORLDLY PATRON)
order to train them in the ways of magic.
You have been touched by the mind of Red Jack. His
power is your power, and you wield it with great skill.
SPIRIT TAIL
The confidence that comes from your patron often puts
At 1st level, choose one spell from the bard or druid
you at the center of attention when others are looking
class list. A spell you choose must be of a level you
to be entertained. But behind your grace and affability
can cast, as shown on the Sorcerer table, or a cantrip.
is a darkness, for Death itself bolsters your powers
This chosen spell counts as a sorcerer spell for you but
and commands your attention. You scare yourself
does not count against the number of sorcerer spells
sometimes.
you know. If you do not already have one, a fox tail
manifests on your body, twitching and behaving
EXPANDED SPELL LIST
exactly as a natural tail might. You can make your fox
Red Jack lets you choose from an expanded list of spells
tail invisible or visible as a bonus action.
when you learn a warlock spell. The following spells are
Additionally, at 3rd, 5th, 7th, 9th, 11th, 13th, 15th,
added to the warlock spell list for you.
and 17th level, you gain one new spirit tail spell as an
additional tail appears next to the first. RED JACK EXPANDED SPELLS
Spell Level Spells
TAILS OF VITALITY 1st hideous laughter, inflict wounds
Starting at 6th level, you can spend 1 sorcery point as 2nd blindness/deafness, calm emotions
a bonus action to regain 1d8 hit points. Each time you 3rd revivify, speak with dead
do, another of your Spirit Tails turns a drab color until 4th confusion, death ward
you finish a long rest or until you spend 1 sorcery point 5th antilife shell, contagion
as a bonus action to restore its color.
You can’t activate this feature while all your tails are
ONE WITH DEATH
drab.
Starting at 1st level, your connection to Red Jack
provides you with the ability to transfer the life force
MISCREANT’S MISDIRECTION
of one creature to another. When you reduce a hostile
Starting at 14th level, when you are hit by an attack,
creature to 0 hit points, you can restore hit points
you can use your reaction to turn invisible, teleport
equal to 1d4 + your Charisma modifier to one creature
to an unoccupied location you can see within 60 feet,
within 60 feet of you that you can see. You can use this
and create an illusory corpse of yourself in the place
feature three times. You regain all expended uses when
you are standing. This illusion is intangible but looks,
you finish a short or long rest.
sounds, and smells like your corpse and with a wound
appropriate to the way it was supposedly killed. The
IMMEDIATE VENGEANCE
double lasts for 1 hour or until you become visible
Starting at 6th level, Red Jack grants you the ability to
again. The invisibility ends if you attack or cast a spell.
unleash pain on those who harm you. When a creature
Once you have used this feature, you can’t use it
within 5 feet of you deals damage to you with a melee
again until you finish a long rest.
weapon attack, you can cause that creature to take
psychic damage equal to half the damage dealt to you
TAILS OF FLOWING POWER
(no action required). Once you use this feature, you
Beginning at 18th level, you can spend 9 sorcery
must finish a short or long rest before you can use it
points as an action to regain one spell slot of up to 6th
again.
level.

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Jessica Miller (Order #34955022)
RED JACK’S BLESSING LIVING DEATH
Beginning at 10th level, Red Jack shields you from At 14th level, you can use your action to plunge a
the ravages of death. You gain resistance to necrotic creature within your reach into a living death. The
damage. Additionally, your Immediate Vengeance creature must succeed on a Wisdom saving throw
feature can deal psychic damage or necrotic damage, against your warlock spell save DC or be stunned
as you choose. until the start of your next turn. At the start of that
next turn, the creature is incapacitated until the start
of your following turn. Once you use this feature, you
must finish a short or long rest before you can use
it again.

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Jessica Miller (Order #34955022)
The Faerie Ring

BACKGROUNDS
You might also have a connection to a specific
patron within the Red Network who can offer atypical
The following backgrounds are especially common resources. As long as you and your associates agree
in kitsune. At the GM’s discretion, other appropriate to occasionally perform tasks and share information
races may have access to them. about Red Jack, this patron can offer special benefits,

RED JACK DEVOTEE


ranging from a safe place to stay to access to rare
equipment and services to powerful allies.
Growing up, your elders warned you and your peers
about what happened to young foxes that misbehaved: SUGGESTED CHARACTERISTICS
Red Jack would pay you a visit, eat your body, and steal Members of the Red Network are generally kitsune,
your soul. But while the other youngsters shook with but any creature that has been touched by Red
fear and hid deep within their dens at the thought, you Jack—whether directly or indirectly—can join. Most
were intrigued. Could such a creature actually exist? members are simply infatuated with the stories of his
What kind of power would it take to inspire generations powers. However, a number of Red Network devotees
of people of all races to fear you so? have had closer experiences. These characters are
As you matured, rather than growing out of such held in the highest regard within the Red Network,
superstitious beliefs, you embraced them. If the old achieving celebrity status. Unfortunately, some of those
stories are true and Red Jack does exist, he surely must directly touched by Red Jack and his powers have been
be one of the most marvelous creatures to ever grace tainted by the experience—warped by an obsession
the planes. So with your curiosity piqued and your with death and vengeance and letting those powerful
nascent knowledge of Red Jack firmly driving you, you forces control their lives.
went out into the world to see if you could find him. Are
d8 Personality Trait
you just beginning your journey to learn more about
1 I believe in the power of stories—the more
Red Jack and his secrets, or have you been searching for
fantastical, the more real they are to me.
years? And if you have learned of Red Jack’s obsession
2 Another reality lingers just behind the one
with revenge and death, has that changed your opinion
we live in. I must find that alternate reality.
of him—or does that just draw you closer?
Skill Proficiencies: History, Nature 3 When I find a path that leads toward my
Tool Proficiencies: Cartographer’s tools goals, nothing can stop me from following it.
Equipment: A map to a recent location of Strangle 4 Nothing is more important than power.
Grove, a set of common clothes, and a pouch containing Without it, you cannot achieve your goals.
20 gp 5 There is a time for action, but that time
comes only when one understands all the
FEATURE: THE RED NETWORK nuances of a situation.
As a devotee to Red Jack, you have met others who 6 I will never know as much as I need to know,
have a similar infatuation with the fey lord. You share but I will pretend I know. That way, everyone
information and experiences with each other, all will defer to me.
hoping to someday meet the object of your obsession. 7 No one is truly knowable. Even the most
You and your adventuring companions can expect to terrible creatures are simply misunderstood.
receive help and solace from other members of the 8 Fortune favors the bold. Recklessness is just
Red Network, as you call yourselves. You can live at a a word used by those without the will to
modest lifestyle by drawing upon the resources of the succeed.
Red Network and performing small tasks or sharing
information with your hosts.

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Jessica Miller (Order #34955022)
d6 Ideal d6 Flaw
1 Knowledge. The world—both seen and 1 I spend much of my time telling tales of the
unseen—works according to immutable fey. Everyone should love my stories.
laws. The more I know, the better off I am. 2 Leisure time is a waste of time. We need to
(Lawful) keep moving and working to reach our goals.
2 Death. A small voice tells me that everything 3 The real world is an illusion, and its mundane
must die. While I do not kill for death’s sake, pursuits are irrelevant. I bore quite easily
neither do I hold back. (Evil) when presented with mundane problems.
3 Vengeance. Unless people understand that 4 There are agents, hidden by illusion, trying to
actions have dire consequences, the world stop my pursuit of knowledge.
will continue to be a terrible place. (Chaotic) 5 I would do anything to meet Red Jack even
4 Power. The more power I gain, the better once. Anything at all.
control I will have. (Neutral) 6 If Red Jack notices me, I will gain his favor.
5 Acceptance. Good and evil are just constructs This means that everything I do must be
of small minds. The world and the creatures dedicated to catching his attention.
within it should not be judged outside the
context of their actions. (Neutral) STRANGLE GROVE SURVIVOR
6 Destiny. I am destined to be powerful, At some point during your formative years, the fey
inspiring awe in others. (Any) demesne of Strangle Grove was overlaid onto your
homeland. You and your family didn’t notice the
d6 Bond difference at first, and life in your village went on
1 A sibling or close friend wandered off into as normal. Soon, however, unnatural occurrences
the forest one day and never returned. I and monstrous attacks became an ongoing threat,
know they are still alive. manifesting as shambling undead, strange plant
2 An old nine-tail once told me a story of being creatures, and spectral visions of horror seemingly
at the village where Red Jack died. I think dragged from your mind.
she knows more that she is not telling. Where others died, you survived. Where others’
3 A new family has arrived, and one of the kits sanity cracked under the barrage of terror, you became
has a mark that makes me think they are a a shining point of calm in a maelstrom of chaos. Finally,
favored of Red Jack. I must watch warily as after years of fear, the phantom world evaporated.
this young one grows. Scarred but unwavering, you helped rebuild your
4 My life’s work is in a collection of scrolls, village, making sure those left of your friends and
detailing all my knowledge of Strangle family were safe as they readjusted to their former lives.
Grove. I would be distraught if anything ever But what now? Are you determined to learn what
happened to it. happened and make sure it never happens to others?
5 As a youngster, I was orphaned when my Did you lose someone dear to you when the phantom
parents disappeared in the forest. Although world dissipated, and now you travel in search of them?
my stepparents were of a different race, they Or was a seed of corruption planted in you by Strangle
raised me as their own. Grove, so you long to return to that nightmare region?
Skill Proficiencies: Insight, Survival
6 Once when I was supposed to meet a patron
Language: Sylvan
with information, I was attacked by strange
Equipment: A set of traveler’s clothes, a healer’s kit,
creatures. I still don’t know if I was betrayed
and a strange gem worth 30 gp
or if something terrible happened.

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Jessica Miller (Order #34955022)
The Faerie Ring

FEATURE: SEED OF KNOWLEDGE d6 Ideal


Your exposure to Strangle Grove left you with indelible 1 Community. If we all stick together, we are
impressions of that place and a sense of its many stronger than if we stand alone. (Good)
secrets. You might know how to navigate that strange 2 Dignity. I face my problems with grace and
realm or to deal with the creatures that inhabit it. You stoicism. Those who die with dignity win over
might have even learned secrets that could threaten those who live in shame and chaos. (Lawful)
Red Jack, and those interested in the fey lord and his 3 Tyranny. The powerful must be kept in check
demesne might seek you out to offer recompense for at all times. (Chaotic)
your knowledge. 4 Survival. I don’t have to be the fastest and
Work with your GM to determine what your strongest—I just have to be faster and
knowledge is, when it is to be revealed, and how it stronger than those around me when the
might impact the campaign. wolves are at the gate. (Evil)
5 Readiness. Though I cannot be prepared for
SUGGESTED CHARACTERISTICS all contingencies, I can always be prepared.
Those who spend time in Strangle Grove experience (Any)
challenges and horrors that few would wish on 6 Vengeance. So much was taken from me by
their worst enemies. However, as with so many dark my oppressors, and I will have retribution.
experiences, those who survive them are left stronger. (Any)
d8 Personality Trait
1 For every story someone else has about a d6 Bond
rough life, I can top it twice over. 1 I found a strange gem in Strangle Grove. I
2 Weakness can be stripped away only through must never be separated from it, though I
the hardest trials imaginable—for me and know not why.
those around me. 2 I work the land, I love the land, and I will
3 Survival has left me rough around the edges. protect the land.
Social niceties are for others. 3 A proud fey of the courts once gave me a
4 Seeing the suffering of others is unbearable horrible beating, and I will take my revenge
to me. As I once protected those in need, I on any bully I encounter.
will do so again. 4 My tools are symbols of my past life, and
5 I’ve led people under the worst imaginable I carry them so that I will never forget my
circumstances. I should lead again. roots.
6 Magic cannot be trusted. All my nightmares 5 The kitsune are my people. I will watch over
were the result of magic gone awry. them.
7 My senses have been on edge for so long 6 I wish my childhood sweetheart had come
that I twitch and jump at every sound and with me to pursue my destiny.
movement.
8 After living such a rough life, I deserve the
finest things

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Jessica Miller (Order #34955022)
d6 Flaw entity linked to death.
1 I fear nothing, for nothing can ever be as bad Tail Ofuda, Holy Inscription. You can use a tail
as the horrors I survived. ofuda inscribed with a holy symbol or prayer in a
2 I will never be able to live down the terrible language you know as a spellcasting focus for cleric or
things I had to do to survive. paladin spells if you are wearing it.
3 Sometimes I forget I have escaped Strangle Tail Ofuda, Material Inscription. A tail ofuda
Grove, and I relive a horrible experience. inscribed with magical inks that include powdered bits
of material spell components can be used to provide
4 I never experienced the freedom of youth, so
material components for spells as long as you wear it.
now I overindulge in anything pleasurable.
Components can be powdered and added to the ink of
5 Everyone else is a fool if they think that my
a material inscription tail ofuda with 1 hour of work.
opinion is not correct.
Using the ofuda to provide material components
6 As I fight to protect the things I love, the
that are consumed causes the corresponding ink to
rules and laws of society do not apply to me.
disappear, which means it must be re-inked to provide

ADDITIONAL OPTIONS
the consumed component again. If a component
pouch’s contents are added to the ofuda, the material
The following options are available to kitsune. At the component tail ofuda can generally be used to provide
GM’s discretion, other appropriate races may have any material component without a listed cost.
access to some of these new rules. Tail Ofuda, Verbal Inscription. Wearing a tail

EQUIPMENT
ofuda inscribed with the verbal component of a spell
enables you to cast that spell while providing its verbal
Kitsune have developed the following equipment component. Anyone who sees the ofuda can read
according to their specific needs and utilize them to enough of it to attempt an Intelligence (Arcana) check
particular effect. to recognize the spell. In general, the DC equals 10
Paw Hooks. This set of four paw wraps contains + the spell level. If a spell uses the verbal inscription
hooks that help you grip rough surfaces. Generally, you tail ofuda as a component and doesn’t otherwise give
don them while in humanoid form, and they remain in away its source (as a ray originating from you would),
place when you transform into fox form. In either form, observers might not notice you are casting a spell.
they allow you to make Dexterity (Acrobatics) checks Observers must succeed at an Intelligence (Arcana)
to climb rather than Strength (Athletics). While you or Wisdom (Perception) check contested by your
are a fox, the paw hooks grip small nooks and crannies Dexterity (Sleight of Hand) or Intelligence (Arcana)
normally too fine for fox paws. check to notice that you are casting a spell.
Tail Ofuda, Decorative. This long strip of silk has The verbal inscription is complete enough for a
bindings for tying onto a long, fluffy tail such as that of wizard to copy or prepare the spell, but a non-kitsune
a kitsune. Each is inscribed with a symbol or message, must succeed on an Intelligence (Arcana) check to do
most often a prayer to Red Jack or another powerful so. The DC equals 10 + the spell’s level. Discounts to

(
KITSUNE WEAPONS
Name Cost Damage Weight Properties
Martial Melee Weapon
Tail whip 5 gp 1d4 slashing 1 lb. Finesse, light
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Jessica Miller (Order #34955022)
The Faerie Ring

scribing a spell into a spellbook also apply to creating a attack while having advantage, you can use a
verbal inscription ofuda. If you are a kitsune and gain a bonus action to swap places with an adjacent
spellbook spell for free (as a wizard does upon gaining ally, which does not provoke opportunity attacks.
a level), you can instead inscribe the spell on a verbal ❖❖ When you use an action to Disengage, you can
inscription by paying half the ofuda’s price. choose to gain the effects of an expeditious
Tail Whip. Some kitsune adorn their tails with heavy retreat spell until the start of your next turn,
sharp jewelry or rings that give enough heft to attack
with. A kitsune wearing a tail whip cannot retrieve FOX BREATH (FOX MAGIC)
objects with the Dextrous Tail trait but can attack with Prerequisite: Kitsune
the tail whip as a weapon. Donning or doffing the tail You breathe preternatural fire and thin the veil of
whip is similar to donning or doffing light armor. reality. You gain the following benefits:
❖❖ When you make a melee attack against a creature,
KITSUNE EQUIPMENT you can choose to target them with the effects of
Item Cost Weight a faerie fire spell until the start of your next turn,
Paw hooks (set) 25 gp 1/2 lb. whether you hit or not.
Tail ofuda, decorative 5 gp — ❖❖ As an action, you gain the benefit of the see
invisibility spell until the start of your next turn.
Tail ofuda, holy symbol 5 gp —
You can use this a number of times equal to
Tail ofuda, material +5 gp — the number of tails you possess. You regain all
inscription
expended uses when you finish a long rest.
Tail ofuda, verbal inscription

FOX SKULK (FOX MAGIC)


Cantrip 100 gp —
1st-level spell 150 gp — Prerequisite: Kitsune
2nd-level spell 250 gp — You are legion. You gain the following benefits:
3rd-level spell 350 gp — ❖❖ On your turn, when you score a critical hit with
4th-level spell 500 gp — your bite or reduce a creature to 0 hit points with
it, you can make one bite attack as a bonus action.
5th-level spell 700 gp —
❖❖ You add the conjure animals spell to your Fox
6th-level spell 1,000 gp —
Magic trait. When you cast the spell, you
7th-level spell 1,500 gp — summon a fox (use a jackal) that looks exactly
8th-level spell 2,000 gp — like you. As a move action, you can swap places
9th-level spell 3,000 gp — with it magically. You can cast this spell three
times and regain all expended uses when you
FEATS (FOX MAGIC) finish a long rest. You can summon an additional
Kitsune have evolved a style all their own and are quite fox each casting for each tail you possess.
fond of the following feats. (These feats add to your Fox
Magic trait and do not expend spell slots.) UNSEEN PATH (FOX MAGIC)
Prerequisite: Kitsune
FANG OF THE FOX (FOX MAGIC) There are many path that go unnoticed by most. You
Prerequisite: Kitsune gain the following benefits:
You are small but ferocious. You gain the following ❖❖ You have advantage on checks made to escape
benefits: a grapple.
❖❖ Your speed increases by 10 feet. ❖❖ While you are hidden, you can take a move
❖❖ When you damage a creature using your bite action to cast misty step, remaining hidden.

— 113 —
Jessica Miller (Order #34955022)
Matabiri

The confined test subjects continue to develop a unique


proto-language based primarily on hand gestures
developed before their vocal chords matured. They
continue to possess a close attachment to Artifact 357,
d
The matabiri might appear a swimming contradiction
to some at first blush. These amphibious fey are
cunning and curious, versed in the arts of observation,
experimentation, and deduction, yet they live in
and their behavior continues to support my Mother primitive clay abodes and flooded tunnels. They are
Replacement Theory (see Day 14 log for details). Stranger given to reason and resourcefulness yet devoutly
still, the artifact appears to be responding to their worship a silent sleeping god. They share a deep and
language. I believe I am on the cusp of a breakthrough. caring solidarity of race but treat all others as chattel,
—“Day 1815,” raw material, and food. A deeply arrogant race, they
Official Log of Pema the Humanoid Isolator alone have the sophistication to understand the
complexity of the multiverse—just ask them.
Physical Description: Matabiri have wide, frog-like
faces and large mouths with stretched lips. Their teeth
are jagged and in rows. Many matabiri file them into
razor sharp points. The only eye color among matabiri
is cold black, but their amphibious skin may be cobalt
blue or any range of blue-gray shades to a dark, near-
black shade of ash. Some matabiri bear mottling along
their backs or limbs, and spots, stripes, and gradients
aren’t uncommon.
Matabiri spend most of their lives in water or
muck, so they have little use for clothing. Anatomical
differences between a male and female matabiri are
difficult for non-matabiri to understand; complicating
the issue is their amphibious nature that sometimes
causes the matabiri to change genders at some point in

Jessica Miller (Order #34955022)


a life cycle. So while matabiri may don accessories or
adornments to humor the norms of other cultures or
as affectations, the few clothes worn by the matabiri
always serve a purpose. Even matabiri armor, when
it is used, tends to be constructed of local hides and
resources.
Society: Despite the malevolence they display to
others, matabiri are very communal, emphasizing
community needs over personal gain. They rotate their
duties and roles on a regular basis of seven lunar
cycles. Matabiri are not discouraged
from personal expression
and development,
only expected
to set their
interests
a side

Jessica Miller (Order #34955022)


should the needs of current roles demand it. Relations: As a culture, matabiri view other races as
Matabiri make use of anything around them. They lesser creatures; even other fey—even other mogwoi—
are excellent improvisers, and most matabiri have a few are worthy only of a snide and contemptuous tolerance.
unique “gadgets” on hand, created on the fly to help Some do find outsider customs and products curious
them with assigned tasks. but never admired. They are users, collectors, and
The well-oiled machine of matabiri society has two analysts of such things.
primary directives: to study and comprehend the Alignment and Religion: The only god the matabiri
Dream and to push the boundaries of their scientific want or need is Hob. The Dreamer and his infuriatingly
understanding. Experimentation in the name of esoteric Dream are spiritual puzzles to the matabiri,
progress is a motto of the matabiri, and they feel no though ones that can and must be unraveled.
remorse for the tortures they inflict on lesser beings for Given their rigorous social structure and
the sake of knowledge. philosophies of discipline and order, most matabiri are

I
Matabiri characters possess an assortment of traits all their own.

❖❖ Languages. You can speak, read, and write Aquan and Common.

❖❖ Amphibious. You can breathe air and water.


MATABIRI TRAITS

❖❖ Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

❖❖ Size. Matabiri average 3 to 4 feet tall and weigh about 40 pounds. Your size is Small.
❖❖ Speed. Your base walking speed is 20 feet.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the mogwoi subtype (see Appendix).

❖❖ Darkvision. At home in poorly lit aquatic environments, you have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it
were dim light. Underwater, you can see in dim light within 120 feet of you as if it were bright light and in
darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
❖❖ Dream Reading. You can recount visions from your dreams and spend 1 reservoir point as an action to
glimpse secrets of the past. You learn of the strongest psychic impression left on an object or willing or
helpless creature you touch, such as when the last time it was touched by a creature feeling strong emotions,
including what those circumstances and emotions were. Momentous events might take precedence over
recent events at the GM’s discretion.
❖❖ Fixed Mind. You have advantage on saving throws against enchantment spells and any effect that would
create a connection to your mind.
❖❖ Reservoir. As a matabiri, you have a number of reservoir points equal to your proficiency bonus. As long
as you have at least 1 reservoir point remaining, you can use your action to cast create or destroy water
and use the create water option. Your spellcasting ability for spells you cast with reservoir is Intelligence.
You regain all expended reservoir points when you finish a long rest. Additionally, you use these points to
activate innate spells from the Reservoir Caster feat (see Additional Options).
❖❖ Swim. You have a swimming speed of 30 feet.

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Jessica Miller (Order #34955022)
The Faerie Ring

lawful. While fair and reasonable among members of


DREAMWEAVER
their own race, matabiri treat other races cruelly. Thus
(WARLOCK: OTHERWORLDLY PATRON)
the majority are highly ordered and thoroughly wicked
Your patron is a being that lives in the world of dreams,
with all but members of their own race.
manifesting its will in the waking world only through
Adventurers: Matabiri adventurers are often
those who dedicate their lives to its power. This patron
scavengers and slavers, searching for scientific truths
is frequently the fey lord Hob, known as the Dreamer
and slaves to experiment on. Rangers and druids are
to his matabiri worshipers, but it may also be a creature
common among this ilk while monks often lead such
of great power that exists only in the Dream or that has
bands.
been trapped there and now seeks to make pacts with
There is a second type of matabiri adventurer, those
creatures outside the Dream in an attempt to escape.
chasing Hob’s Dream. Seekers of a different type,
The Dreamweaver calls you who make pacts with it
these dream chasers indulge in, interpret, and enact
dreamweavers as well as you become extensions of its
the Dream in an effort to puzzle out Hob’s will. The
slumbering will. You often call your patron the Great
most drastic form of this is Hob’s Call, where anywhere
Dreamer to distinguish yourself from your patron.
between a handful to scores of matabiri flee their
community while still asleep—by some method and for
EXPANDED SPELL LIST
some purpose only their deity knows. Few heeding this
The Dreamweaver lets you choose from an expanded
call ever return. While nearly any matabiri can hear
list of spells when you learn a warlock spell. The
one of these calls, those chasing dreams are typically
following spells are added to the warlock spell list for
in the roles of mediums, shamans, spiritualists, and
you.
witches.
Matabiri tend to exile rather than execute their own, DREAMWEAVER EXPANDED SPELLS
and those chaotic, blasphemous, and murderous exiles Spell Level Spells
often seek employment as mercenaries, cutthroats, and 1st bane, sleep
adventurers. 2nd augury, blindness/deafness
Age: Perhaps oddly, barring premature death, 3rd blink, slow
matabiri all seem to live for 301 years. No longer. 4th compulsion, phantasmal killer
Names: Matabiri choose their own names once 5th modify memory, seeming
borne to the land, often incorporating elements of their
WAKING DREAMER
environment that capture their attention. There are no
family or clan names; instead a matabiri is named after
Starting at 1st level, you cannot be put to sleep by
their task or role within society, often as a title, though
magical means, and you have advantage on saving
sometimes as a nickname.
throws against effects that would give you the
Female Names: Cypree, Jamyan, Lobsong, Maygru,
frightened condition.
Pema, Sunna, Yontet.
Male Names: Alligan, Dawa, Gyel, Kenchun, Norbu, MERCIFUL MAGIC
Tseten, Willwo. When you reduce a creature to 0 hit points with any
spell, you can cause the creature to fall unconscious

SUBCLASSES
and become stable instead of dying.

The fey provide an array of unique qualities and WHISPERER IN DREAMS


perspectives for creating interesting new characters. Also starting at 1st level, as an action, you can touch
Consult your GM before applying these subclasses to an unconscious beast, giant, or humanoid. At the start
other races. of its next turn, the creature regains 1 hit point and is

— 117 —
Jessica Miller (Order #34955022)
charmed by you for 1 minute. While charmed by you unknowable, but you feel his will directing you
in this way, the creature obeys your commands to the nonetheless. You might not be a willing agent in Hob’s
best of its ability. The creature uses your initiative, and service, but the compulsion to attend him in some
as a bonus action, you can command it to move and strange task or other cannot be ignored.
take an action or bonus action. The creature cannot
take reactions. EXPANDED SPELL LIST
At 6th level, you can also use this feature to charm Hob lets you choose from an expanded list of spells
elementals, fey, and monstrosities. At 14th level, you when you learn a warlock spell. The following spells
can also use it to charm aberrations, celestials, dragons, are added to the warlock spell list for you.
and fiends.
HOB EXPANDED SPELLS
Once you use this feature, you can’t use it again until
Spell Level Spells
you finish a short or long rest.
1st command, silent image
PSYCHIC REVERBERATION 2nd alter self, see invisibility
Starting at 6th level, when you hit a creature with a 3rd clairvoyance, slow
melee attack, you can call on your patron to assail 4th confusion, control water
your target’s waking mind. You deal an additional 2d8 5th animate objects, awaken
psychic damage. If you roll the same number on both
d8s, the creature must make a Wisdom saving throw CIPHER
against your warlock spell save DC. On a failed save, Starting at 1st level, you can make yourself undetectable
the creature falls unconscious until the end of its next by means of divination magic such as scrying or detect
turn. thoughts for 10 minutes. Once you use this feature, you
Once you use this feature, you can’t use it again until can’t use it again until you finish a short or long rest.
you finish a short or long rest.
TOUCH OF DISBELIEF
UNREADABLE DREAMS Starting at 6th level, your touch causes creatures to lose
At 10th level, you gain resistance to psychic damage. their essential connection to the physical world. You
Additionally, you cannot be targeted by divination make a warlock melee spell attack against a creature
magic or perceived through magical scrying sensors. you can reach. On a hit, the target has disadvantage on
weapon attack rolls and on ability checks and saving
MASTER OF WOVEN DREAMS throws made using Strength, Dexterity, or Constitution
At 14th level, whenever you charm a creature using for 1 minute. Once you use this feature, you can’t use it
your Whisperer in Dreams feature, it gains temporary again until you finish a long rest.
hit points equal to four times your warlock level.
As a reaction when the charmed condition ends NULL MIND
for that creature, you can cause it to make a Wisdom Starting at 10th level, you can’t be targeted by any
saving throw against your warlock spell save DC. On a divination magic or perceived through magical scrying
failure, the creature drops to 0 hit points. On a success, sensors unless you allow it.
it is stunned until the end of its next turn.
STEP BEHIND THE VEIL
HOB Starting at 14th level, you gain the ability to step out of
(WARLOCK: OTHERWORLDLY PATRON) phase with the real world. As an action, you become
You have made your warlock’s pact with the inscrutable invisible for 1 minute. While invisible, you can take no
and enigmatic Hob. His aims are believed to be largely actions other than moving, but you can move through

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The Faerie Ring

creatures and objects as if they were difficult terrain. turn or starts its turn there, the creature must succeed
You take 1d10 force damage if you end your turn inside on a Dexterity saving throw or be restrained by the
an object. You can end your invisibility early by using shadows. A creature restrained by the shadows can
an action to dismiss it. Once you use this feature, you use its action to make a Strength or Dexterity check
can’t use it again until you finish a long rest. (its choice) against your spell save DC. On a success, it

LEVIATHAN DOMAIN
frees itself.

(CLERIC: DIVINE DOMAIN) NICTITATING MEMBRANES


The unseen mysteries of the deep call to your spirit. Starting at 6th level, you grow nictitating membranes
You are inexorably pulled toward the sea, seeking to that grant you advantage on saving throws against
bask in its primordial power. The open water speaks to effects that would blind you and on saving throws
you like nothing else, and you are drawn to explore its against gaze attacks.
uncharted depths.
DIVINE STRIKE
LEVIATHAN DOMAIN At 8th level, you gain the ability to infuse your weapon
You are granted the following domain spells. strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
LEVIATHAN DOMAIN SPELLS cause the attack to deal an extra 1d8 cold damage to the
Cleric Level Spells target. When you reach 14th level, the extra damage
1st inflict wounds, mage armor increases to 2d8.
3rd darkness, darkvision
5th vampiric touch, water breathing MESSENGER OF THE DEPTHS
7th black tentacles, dominate beast At 17th level, you become amphibious, able to breathe
9th awaken, conjure elemental in air and water, and you gain a swimming speed of
30 feet. If you already possess a swimming speed, then
BONUS PROFICIENCIES while underwater, you gain the following:
When you choose this domain at 1st level, you gain ❖❖ You ignore difficult terrain.
proficiency in the Stealth skill. You also gain proficiency ❖❖ Magical effects can’t reduce your speed or cause
with the trident and the net. you to be restrained.
❖❖ You can spend 5 feet of movement to escape from
ABYSSAL BLESSING nonmagical restraints or being grappled.

MUDBORN
Also at 1st level, you gain a bite attack that deals 1d6
piercing damage. You are proficient with your bite
attack, which is treated as a light melee weapon with (SORCERER: SORCEROUS ORIGIN)
the finesse property. You were born not from the flesh of a living creature
but from the womb of the earth. You emerged from
CHANNEL DIVINITY: BENTHIC BLOOM the cold mud, screaming and ensorcelled by the
Starting at 2nd level, you can use your Channel primordial forces of magic. Or perhaps you were simply
Divinity to summon forth shadowy tentacles and plant found and adopted one rainy night by a kindhearted
life from your surroundings. person, cradled in the gutter and swaddled with mud.
As an action, you present your holy symbol, and the Alternatively, many centuries ago, your family legends
area within 30 feet of you becomes difficult terrain for tell that an ancient ancestor emerged from the earth
1 minute. Additionally, for the duration, when a hostile and set your line on the path of destiny.
creature enters the affected area for the first time on a No matter the specifics of your origin, the power of

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earth and water mingle in your blood. Yours is a serene used a different Metamagic option during the casting
magic that taps into the everlasting endurance of the of the spell.
earth and the slow determination of water.
EFFIGY OF MUD
ELEMENTAL FOCUS Starting at 14th level, when you use Elemental Unity
At 1st level, you can choose an elemental focus that to enter elemental form, you can spend 5 additional
constantly enhances the power of your spells, selecting sorcery points as a bonus action to create a mud
either earth or water. You can switch focuses by elemental from your own body. It uses earth elemental
finishing a short or long rest. Starting at 14th level, you statistics with the following additional trait.
can switch between elemental focuses as an action. Mud Form. The mud elemental can enter a hostile
Earth. When you cast a sorcerer spell using a spell creature’s space and stop there. When a creature starts
slot of 1st level or higher, your AC increases to 10 + its turn in the mud elemental’s space or enters it for the
your Charisma modifier (unless it was already higher) first time on its turn, it must make a Strength saving
for 1 minute. At 14th level, all creatures you choose throw against your sorcerer spell save DC, becoming
within 5 feet of you increase their AC to an equal value restrained on a failure. The mud elemental can also
as well. move through a space as narrow as 1 inch wide without
Water. When you cast a sorcerer spell using a spell squeezing.
slot of 1st level or higher, you regain hit points equal to This elemental effigy is physically a perfect replica
the level of the spell slot. At 14th level, all creatures you of yourself and is friendly to you and creatures you
choose within 5 feet of you regain an equal number of designate when it is created. It obeys your spoken
hit points as well. commands, moving and acting in accordance with
your wishes and acting on your turn in combat. It can
ELEMENTAL UNITY cast cantrips you know.
Starting at 6th level, you can spend 3 sorcery points as The effigy is destroyed when it is reduced to 0 hit
an action to merge your elemental focuses and enter points or after 1 minute passes.
an elemental form for as long as you concentrate (as if
concentrating on a spell), up to 1 minute. Your physical BODILY RECOMPOSITION
form becomes malleable and regenerative, granting At 18th level, whenever you take damage that isn’t
you resistance to bludgeoning, piercing, and slashing psychic damage, you can spend 1 sorcery point as a
damage from nonmagical attacks. Additionally, you reaction to take no damage instead. Once you use this
regain hit points equal to your Charisma modifier at feature, the sorcery point cost to use it doubles until
the start of each of your turns while in this form. you finish a long rest.

PATH OF THE BLOODIED SEA


You cannot benefit from your elemental focus while
in this form.
(BARBARIAN: PRIMAL PATH)
MIRING SPELL You hear the call of the blood-stained sea. It gnaws at
Starting at 6th level, you gain a new Metamagic option. your guts, pulling you into its embrace. This is where
When you cast a spell with a duration of instantaneous you feel welcome, even needed. This is what it’s all
that targets one or more creatures, you can spend 2 about, the savage freedom. Your bloodlust must be
sorcery points to reduce the speed of each of its targets satisfied.
to 5 feet until the end of your next turn if that target
fails on a saving throw against the spell or is hit by your BORN TO THE SEA
spell attack with the spell. At 3rd level when you adopt this path, you gain a
You can use Miring Spell even if you have already swimming speed of 30 feet. If you already have a

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The Faerie Ring

swimming speed, it increases by 10 feet. points. Additionally, while within the water, you can
move stealthily at a normal pace.
ACCEPTING THE BEAST
At 3rd level, you live to taste the blood on the water. NO REST
While you’re raging, you have advantage on melee At 10th level, you no longer need to sleep. Instead, you
attack rolls against any creature that doesn’t have all enter a trance, remaining semiconscious, for 4 hours a
its hit points. day. After resting in this way, you gain the same benefit
that a human does from 8 hours of sleep. Additionally,
TIDAL HUNTER magic can’t put you to sleep.
At 6th level, you gain the ability to track blood through
the water. While within or on the surface of a body of SHARKTOOTH
water, you can track any creature in the water, or that At 14th level, while raging, you gain a bite attack. Your
passed through the water, at a fast bite attack deals piercing damage equal to 1d6
pace if that creature does + your Strength modifier and ignores
not have all its hit resistance to piercing damage.
On a critical hit, the target
has disadvantage on
Dexterity checks
a nd sav i ng
throws until
it finishes
a long
rest.

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SWAMPFOLK and is poisoned for 1 minute. At the end of each of its

(RANGER: RANGER ARCHETYPE) turns while poisoned, it takes 1d8 poison damage and
makes another Constitution saving throw, ending the
The amphibious matabiri prefer the wettest of swamps
poisoned condition on itself on a success.
when they dwell close to land. Though they can breathe
On a successful save, it takes half as much damage
both air and water, a swamp’s thin layer of water and
and is not poisoned.
sticky, muddy terrain limits their greatest advantage
over land-dwelling creatures: the ability to swim.
CORPSE LIGHT GUARDIAN
Those matabiri that favor swamps undergo specialized
Starting at 15th level when you finish a long rest, a will-
training in order to make the most of the environment.
o’-wisp appears at your side and follows you. This will-
o’-wisp is your guardian: its alignment is neutral, it
MUCK DWELLER
cannot speak but understands the languages you speak,
At 3rd level, you gain swamp as a favored terrain (or
and its hit point maximum is equal to four times your
a new terrain type of your choice if it is already your
ranger level. It follows your commands to the best of its
favored terrain). Additionally, you can hide while at
ability. It takes its turn on your initiative but can only
least three-quarters submerged in water even if the
take an action, bonus action, or reaction if you use your
water does not obscure you. If you are obscured while
own action, bonus action, or reaction to command it to.
in any water, you also have advantage on Dexterity
You can command it to move without using an action.
(Stealth) checks while touching the water.
While you are within 5 feet of the will-o’-wisp,

CROCODILE’S AMBUSH
you can use your reaction when you are damaged
to shimmer with ghostly light and share its damage
At 3rd level when you hit a creature with a melee attack
resistances and immunities against that damage. If it
while you have advantage on the attack roll, if you have
doesn’t have resistance or immunity to the damage,
at least one hand free, you can choose to force the target
you can instead use your reaction to transfer half the
to make a Strength saving throw with a DC equal to 8
damage (rounded down) to the will-o’-wisp.
+ your proficiency bonus + your Strength modifier. On
If the will-o’-wisp is reduced to 0 hit points, it is
a failed save, you deal 1d8 bludgeoning damage to it,
destroyed and does not reappear until you complete
and it is grappled by you. You can use this feature only
a long rest.
once per turn.

MARSH BLOODED VIVISECTOR


At 7th level, you develop a natural resistance to the (ROGUE: ROGUISH ARCHETYPE)
swamp’s toxins. You have resistance to poison damage To the matabiri, the ends—of scientific discovery—
and have advantage on saving throws against diseases justify any means. And a disturbing number of mortal
as well as any effects that would give you the poisoned alchemists share this belief, going to any ends to
condition. advance their understanding of a creature’s nature and
anatomy. In their philosophy, dissecting and analyzing
ENVENOM WEAPON carcasses is of little value to the enlightened mind. The
At 11th level, when you hit a creature with a melee only way to understand a creature’s true nature is to cut
weapon attack, you can expend one spell slot to cause it open while it still moves.
your weapon to ooze venom. The creature must make
a Constitution saving throw with a DC equal to your BONUS PROFICIENCIES
spell save DC. On a failed save, it takes 2d8 poison When you select this archetype at 3rd level, you gain
damage for a 1st-level slot, plus 1d8 per spell level proficiency in the Medicine and Nature skills and
higher than 1st on a failed save, to a maximum of 5d8, proficiency with herbalism kits. If you already had
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The Faerie Ring

proficiency in either skill, you gain proficiency in as none of those creatures are more than 100 feet away
another skill of your choice from the rogue list. from one another. If any of those creatures regain
hit points at the end of the short rest, they regain an
OPPORTUNISTIC EVISCERATION additional 1d10 hit points.
Starting at 3rd level, your thirst for knowledge on the
battlefield allows you to gain more from subsequent GENETIC ALCHEMY
attacks. When you deal Sneak Attack damage to a Starting at 17th level, your study of creatures allows you
creature that you’ve already damaged within the last to take on the form of a creature that you have studied.
minute, that creature has disadvantage on attack rolls You can cast true polymorph without expending a spell
until the end of your next turn. slot. The creature you transform into must be one
that you have fought before (except for constructs or
ENSURE SURVIVAL undead). Once you use this feature, you can’t use it
At 3rd level, you are well-practiced with ensuring the again until you finish a long rest.

BACKGROUNDS
survival of those you operate on. You can use a healer’s
kit to stabilize a dying creature as a bonus action.
When you reach 13th level, you can use an action
and expend two uses of a healer’s kit to cause a stable The following backgrounds are especially common in
creature within your reach to regain hit points equal matabiri. At the GM’s discretion, other appropriate
to your level. That creature can’t regain hit points from races may have access to them.

FAR CASTAWAY
this feature again until it finishes a long rest.

BLOODY INVESTIGATOR Whatever your origins, your life has been defined by
At 9th level, you can learn important information in calamity when you were lost in the planes. Perhaps
the heat of combat. When you Sneak Attack a creature, you simply awoke in a strange land with no idea how
you can ask the GM about one characteristic of your you got there or were swept through portal after portal,
choice from the list below. The GM tells you if the stranded, gods only know where. You might have been
creature’s characteristic is equal to, better than, or rescued in the end or been forced to save yourself,
worse than yours: making your own way back to civilization. Whatever
❖❖ An ability score of your choice the case, your ordeal has scarred you, and you will
❖❖ Current hit points never be the same.
❖❖ Maximum hit points Work with your GM to determine the general details
❖❖ Armor Class of your experience, such as the part of the multiverse
❖❖ Speed (all types) where your ordeal occurred and what you had left
❖❖ Total class levels (if any) behind at home. How did you survive? Were you forced
You can also learn one of these characteristics by by circumstance to forsake your values in some way so
making a successful DC 15 Intelligence (Nature) or that you now live with secret guilt? Did you lose people
Wisdom (Medicine) check after spending 1 minute close to you? Were you in some way responsible for the
examining a creature’s carcass. incident that led to your trials and tribulations? Did the
experience affect your religious beliefs or your beliefs
EMERGENT MEDICINE about people?
At 13th level, your knowledge of how to cut creatures Skill Proficiencies: Insight, Survival
open translates into something approaching knowledge Languages: One of your choice
of how to heal. You can tend to up to ten creatures’ Equipment: A memento reminding you of your
wounds during a short rest, including yourself, as long ordeal, flint and steel, a dagger, a spool of twine, several

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Jessica Miller (Order #34955022)
fishing hooks, a set of common clothes, and a pouch d6 Ideal
containing 10 gp 1 Order. Maintaining and enforcing order in
one’s environment is essential to survival.
FEATURE: MODEST NEEDS (Lawful)
As a former far castaway, you have learned to make 2 Opportunity. I am always ready to seize any
do with next to nothing, and your lifestyle reflects chance for fortune that presents itself, and I
that. When you choose any lifestyle between squalid make the most of such fortune. (Chaotic)
and wealthy, you pay lifestyle expenses as if you
3 Independence. The concerns of civilization
had selected the next cheapest lifestyle category (for
are no longer my concerns. (Neutral)
instance, maintaining a wealthy lifestyle by paying for
4 Self-Interest. I will do anything to survive
a comfortable lifestyle and so forth).
when my life is on the line, no matter how
horrible. (Evil)
SUGGESTED CHARACTERISTICS
5 Generosity. I am always ready to aid those in
For a far castaway, the trials and tribulations endured
need, remembering the times when I needed
while lost in the multiverse leave lasting marks that
the help of others. (Good)
define one’s place in society. Some far castaways never
6 Civilization. Having lived like an animal, I have
escape the shadow of their ordeal, maintaining habits
a new appreciation for the world of people.
learned from months or years of living alone. Others
(Any)
reintegrate into everyday society with little difficulty,
set apart only by their focus on the skills that once
saved their lives. d6 Bond
1 Anyone else who survived my ordeal is like a
d8 Personality Trait sibling to me.
1 I am distant and withdrawn most of the 2 I consider myself kin to the intelligent
time but will sometimes burst into animated creatures where I was lost.
speech, startling my companions. 3 The mundane item I brought with me from
2 I am prone to grave pronouncements, and I my ordeal carries great emotional weight
always expect the worst to happen. for me, and I don’t know what I might do if I
3 My experiences have made me an eternal ever lost it.
optimist, convinced that good will come. 4 The person who saved me has my complete
4 I view my time lost as a spiritual journey, devotion.
and my devotion to that land’s deities is 5 I am determined to one day captain the ship
profound. that rescued me.
5 I make almost every topic circle back to my 6 Beggars and others suffering deprivation of
ordeal—sometimes with great insight but one form or another can usually count on me
sometimes to the annoyance of others. for assistance, and word has gotten around
6 The deprivation of my ordeal has given about my generosity.
me a lasting appreciation of the difference
between what I want and what I need.
7 I hoard items that were necessary for my
survival while I was a castaway.
8 I occasionally succumb to bouts of sadness
when appreciating some mundane thing I
had all but forgotten while lost.

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The Faerie Ring

d6 Flaw allow their antipathy for civilization to lead them down


1 I am terrified of being alone. dark paths.
2 My habit of talking about my ordeal d8 Personality Trait
sometimes leads to me being considered 1 I have a carefree outlook on life and never
unlucky by travelers. allow myself to be tied down by day-to-day
3 I have a noticeable disdain for those who affairs.
have never faced death. 2 I am constantly checking the wind, watching
4 I have contempt for clerics devoted to the the clouds, and staying conscious of the
deities of the lands that tormented me, current state of the weather.
convinced by my experience that they know 3 I have a deep awareness of and concern for
nothing of their patrons. the interconnectedness of nature.
5 I am extremely uncomfortable—and vocal 4 I have a keen eye for spotting treasure where
about it—when I am in unfamiliar territory. others see trash and can generally find
6 I have an almost supernatural—and wholly something worth salvaging in any pile of junk.
unexplained—belief that I cannot die. 5 I am laconic in the extreme, saying little and

PEARL DIVER
never repeating myself.
6 I have a love for physical labor and working
You have spent time working as a pearl diver—a up a sweat. I am always ready to lend a hand
dangerous but potentially lucrative line of work that with whatever tasks need doing.
requires great skill and greater fortitude. You love the 7 My love of excitement borders on mania.
water, you can swim like a fish, and you have no fear 8 My time spent with other divers, sailors,
of the dangers that lie below the surface. Your work and smugglers has gifted me with a flair for
is seasonal, so you fill your off seasons with other profanity.
occupations common to the coast. Fishing is chief
among those, but you might have also tried your hand
d6 Ideal
at smuggling and piracy from time to time.
1 Independence. I’ve always been my own
Skill Proficiencies: Athletics, Perception
boss, and nobody tells me what to do.
Equipment: A piece of whalebone jewelry, an oyster
(Chaotic)
knife, a net, a set of common clothes, and a pouch
2 Child of the Sea. I am attuned to the ebb and
containing 15 gp
flow of life offshore, and the concerns of life
FEATURE: DIVER’S LUNGS on land have never been mine. (Neutral)
Your work as a pearl diver has honed your technique 3 Gratitude. I’m grateful for every day that
when swimming. Whenever you make an ability check I can earn my keep from the sea, and this
for swimming, you can treat a d20 roll of 9 or lower as manifests as a charitable nature. (Good)
a 10. 4 Avarice. Whatever it takes to get paid, I’ll do
it. (Evil)
SUGGESTED CHARACTERISTICS 5 Simplicity. My needs can be met with a
Living a simple life along the water’s edge, pearl divers good knife and a net. I resist anything that
care little for land-dwelling folk and their civilized complicates that arrangement. (Chaotic)
niceties. With a keen work ethic and a strong sense 6 Beauty. My keen eye for pearls extends to
of community, a pearl diver makes a good ally and a other beautiful objects, and I’ve turned this
better friend. But at the same time, many pearl divers appreciation into a philosophy of sorts. (Any)

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Jessica Miller (Order #34955022)
d6 Bond EQUIPMENT
1 My home is the whole world to me, and I Matabiri have developed the following equipment
view other places in relation to it. according to their specific needs and utilize them to
2 I’ve developed a fondness for a creature I particular effect.
encounter frequently when diving. I take Codex Ring Gadget. Matabiri build small, unique
treats for it and visit it whenever I can. gadgets on a regular basis, creating useful and
3 I have a flawed pearl that bears great disposable devices to aid in their ability checks. The
sentimental value to me. I wear it as jewelry codex ring is one such example. It is a large, clunky ring
and will not part with it willingly. made up of different scrap metals and has six movable
4 I have tended a particular oyster bed since bands. Each band is etched with different alphabets,
childhood and feel a need to check on it as grammatical placements, and obscure symbols. If you
often as possible. are proficient with it or if you are a matabiri, the codex
5 My fellow divers are all the family I’ve ever ring allows you to apply your proficiency bonus on
had, and I’ll do anything to help them. This ability checks to decipher text and allows you to make
can be tricky as many of them turn to crime such Intelligence checks passively even if doing so
to make ends meet during off seasons. would normally be impossible. The codex ring comes
6 I have a vendetta against a pirate, smuggler, apart after being used three times.
or slaver who operates near my home waters. Matabiri Resin. This yellow substance is similar to
It will end only when one of us is dead. tree sap in viscosity and bears a strong odor. It’s an
alchemical combination of local saps and matabiri
spittle, creating a potent acidic adhesive. Each vial
d6 Flaw
of resin contains enough of the substance to cover a
1 My easy-come, easy-go attitude about money
5-inch square of material. The resin does not splash and
frequently finds me coinless or in debt.
is ineffective if thrown at a target. As an adhesive, it
2 The hard-drinking ways of my fellows
holds up to 250 pounds and requires a successful DC
have caught up to me, and I have a mild
15 Strength check or DC 10 Intelligence check with
dependence on spirits.
alchemist’s supplies to remove anything stuck to it. Its
3 I have a terrible time trying to plan for
acidic properties trigger when an attempt is made to
the future. If I’m in charge of preparation
dislodge it, whether it succeeds or fails. Substances or
for something other than pearl diving,
creatures in contact with the matabiri resin take 3d4
something will inevitably be forgotten.
acid damage.
4 I am often rude and dismissive of people
Poison, Hobwink Powder (Inhaled). This sachet of
from inland areas.
crushed herbs and clay powder comes from specially
5 I know the oyster beds near my home like
harvested mud and swamp plants. When thrown, the
the back of my hand but have a shocking
sachet releases a cloud of earthy-smelling powder that
ignorance of the world around me.
engulfs a creature you hit with the bag. You throw the
6 I become violently angry with those who are
bag as an improvised weapon. A creature that inhales
careless with delicate things.
the powder must succeed on a DC 10 Wisdom saving

ADDITIONAL OPTIONS
throw or fall prey to its hallucinogenic properties.
Constructs, undead, and other creatures that don’t
breathe or that are immune to poison automatically
The following options are available to matabiri. At the succeed on the saving throw. Those who fail the saving
GM’s discretion, other appropriate races may have throw enter a sleepwalking state and become compliant
access to some of these new rules. to nonviolent, reasonable-sounding orders as though
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The Faerie Ring

affected by suggestion. The effect lasts 1 minute but of your skin, which you can cause to glow as a bonus
ends immediately for an affected creature that takes action. When this bioluminescence is activated, you
damage, no matter the source. A creature can snap shed bright light in a 20-foot radius and dim light for
an affected creature within 5 feet out of its stupor by an additional 20 feet. You can dismiss your light as a
sharply jostling it as an action. bonus action.
Salamander Hide Armor. Named for its dark,
smooth appearance, this armor is not actually the hide INKY ESCAPE ARTIST
of salamanders but a combination of several swamp Prerequisite: Matabiri
creature hides, including alligator, snake, and lizard. While you are in water, as an action, you can secrete
When cured and treated and formed into armor by a cloud of dark liquid similar to squid ink. The ink
matabiri armorsmiths, it has very little drag in water, forms a 30-foot-radius sphere in water, making the
despite its bulk. When you wear it, its slippery texture affected area heavily obscured. The ink dissipates after
makes you difficult to grapple. You can make an 6 rounds or when a current of at least 10 miles per hour
ability check to escape a grapple by spending half your disperses it. (Creating the cloud in fast-flowing water
movement. If you are proficient with medium armor, results in the ink dispersing immediately.) The ink
you are treated as proficient in Strength (Athletics) cloud is ineffective on land. Once you use this ability,
checks, Dexterity (Acrobatics) checks, and Strength you can’t use it again until you finish a long rest.
and Dexterity saving throws, but only for the purpose
of avoiding or escaping a grapple in salamander hide RESERVOIR CASTER
armor. Prerequisite: Matabiri
When you take this feat, you select two of the spells
MATABIRI EQUIPMENT from the following table. You can cast those spells by
Item Cost Weight spending the indicated number of reservoir points.
Codex ring gadget 15 gp — Intelligence is your spellcasting ability for these
spells.
Matabiri resin (vial) 20 gp —
You can take this feat multiple times. Each time you
Poison, hobwink powder 50 gp 1/2 lb.
(bag, 1 dose) do so, you must choose a different spell.

FEATS
Reservoir Spells Reservoir Points
conjure elemental 3
Matabiri have evolved a style all their own and are control water 2
quite fond of the following feats. fog cloud 1
freedom of movement 3
ILLUMINATED PRESENCE grease 1
Prerequisite: Matabiri water breathing 2
You have faint stripes or spots just below the surface

(
MATABIRI ARMOR
Armor Cost Armor Class (AC) Strength Stealth Weight
Medium Armor
Salamander hide armor 250 gp 12 + Dex modifier — — 12 lb.
(max 2)

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Jessica Miller (Order #34955022)
Norns

You float on the river of time, and death awaits you. Fail
to fight and be dashed upon rocks by rapids. Fight the
flow and stay still for a time. Flow with grace and at
least choose the rapid and the rock.
d
T he norns (or nornir) are curious fey. They have
no known origins or society of their own, instead
springing from the ranks of other fey and mortals,
especially those who have tampered with destiny. They
—Whisper often lead solitary, transient lives, blind to the sights of
the world around them but all too aware of the precise
workings of the hand of Fate.
Norns are driven by impulses and visions even they
themselves don’t comprehend, but like experienced
sailors learn to read the mood of the changeable sea,
norns become accustomed to living in tune with the
demands of destiny.
Physical Description: Norns can look like anyone,
but their base form is as the race which they were born
from. The only thing markedly different about them
is their eyes—clouded, milky white, or absent entirely.
They are blind no matter the form they take, so unless
attempting to hide themselves, few norns ever bother
creating eyes for themselves, just leaving skin in place
in the impression of where eyes should be.
Norns have fluid shapeshifting abilities and can even
shift between genders. They tend to have a preferred
form, at least for a while, but will use whatever shape
they feel best serves their current purpose.
A worthy question is how norns can be such
accomplished shapeshifters when they cannot see.

Jessica Miller (Order #34955022)


The answer has the same root as so many other things about
them: they are guided by an intuition that knows exactly
what it needs to know and is not beholden to the rules
governing mere mortals.
Society: When a norn appears, something
momentous is in the offing.
Fey scholars sometimes wryly call the
birth of a norn a “twist of fate” because
it is an assurance that the local
status quo is about to be upended
somehow. Norns are not the cause
of such events—if anything,
their purpose appears to be
aiding those involved with
navigating the chaos—but
such distinctions are lost on
most. Norns lead lonely lives
and rarely find a home. They
tend to be stoic in the face of
prejudice; norns sense their
greater purpose is more
important than temporary
discomfort.

Jessica Miller (Order #34955022)


All norns tend to be cryptic and have trouble giving inborn mission, norns do have individual personalities,
straight answers. They don’t do this to be frustrating. interests, and lives beyond seeking out Fate and aiding
Norns are so in tune with Fate’s movements and the others in managing it. It’s true that very few ever settle
ripples caused by every decision, so it is impossible for down anywhere for any length of time, but they do
them to even perceive a clear and definite future, let marry, raise children, form loyal friendships, and
alone attempt to explain one. Additionally, many norns indulge in hobbies.
have a—possibly rational—fear that any decision they A great irony of norn existence is that, despite being
make might affect the future unduly. This makes them present at some of the most tumultuous and critical
wise counselors in times of trouble but infuriating events of a given generation, few norns have any desire
breakfast companions. for fame and glory. In fact, most norns actively shun
Norns will sometimes congregate in small covens it, intuitively sensing that their role is to guide and
of two or three, but they very rarely ever assemble in nurture key players in Fate’s games, not to participate
any larger groups. Norns sense their work is with those directly. In truth, a typical norn secretly longs for a
struggling with Fate. Despite the seriousness of their simple, happy life of traveling and meeting new friends,

I
Norn characters possess an assortment of traits all their own.

❖❖ Languages. You can speak, read, and write Common and Sylvan.
NORN TRAITS

❖❖ Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

❖❖ Size. Norns stand between 5 and 6 feet tall and weigh around 150 pounds. Your size is Medium.
❖❖ Speed. Your base walking speed is 30 feet.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the fata subtype (see Appendix).

❖❖ Fluid Identity. By concentrating for 10 minutes (as if concentrating on a spell), you can alter your appearance,
including height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing
characteristics, if any. You can’t change your basic body shape or statistics and are always obviously a norn.
You can make an Intelligence (disguise kit) check to create a disguise this way even without a disguise kit.
At 3rd level, you can change your appearance in 1 minute.
❖❖ Keen Intuition. You have advantage on Wisdom (Insight) checks and on Wisdom (Perception) checks not
using sight.
❖❖ Norn Magic. You know the true strike cantrip. In addition, you can cast see invisibility once without
expending a spell slot, but its duration is concentration. When you reach 7th level, you can cast the arcane
eye spell once without expending a spell slot. Wisdom is your spellcasting ability for these spells. You regain
all uses of this trait when you finish a long rest. If you are at least 7th level, you can participate in a norn
coven as described in Along the Twisting Way: Faerie Ring Campaign Guide (under norn in Appendix:
Servitors).
❖❖ Second Sight. Your eyes are blinded, but your nature yet enables you to take in your surroundings, though
through a permanent haze. You treat areas that are brightly lit as though they were lightly obscured and
areas that are lightly obscured as though they were heavily obscured.

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where they can rely on nothing very exciting happening. from the emotions and fate-weaving around people and
Relations: Norns have surprisingly little to do with items. More disciplined norns may become wizards or
most other fey. It’s possible the fey’s constant internal even monks.
politics and strife have far less bearing on Fate’s Names: Norns have a birth name that is standard for
ultimate outcomes than they might think, or perhaps their race, and some even keep it. For norns who shift
the norns are simply unable to intrude on other fey often, they may find their birth name is not utilitarian.
races’ complicated ties to Fate. Even norns themselves Some generate aliases out of thin air, but most develop
aren’t sure: they simply know that, with rare exceptions, a nickname or handle of sorts, often related to how the
they are mostly called to witness and guide in events individual norn perceives their relationship with Fate.
among mortals. Age: Norns reach maturity at around 20 years old.
Not all mortals are welcoming of such aid however. They are immortal, and while they can be killed, time
A norn’s cryptic nature can be tiresome, and being never claims them. They can voluntarily elect to die at
confronted with warnings and visions can be any moment of their choosing.
frightening. Long-lived races, such as elves and gnomes, Norn Names: Aquarian, Celestine, Echo, Fathom,
are more prone to tolerating or accepting a norn’s Gemini, Journey, Mutter, Orion, Reckon, Stranger,
unusual view of the world, but younger or distrustful Tarot, Vagabond, Zodiac.

SUBCLASSES
races, such as dwarves, half-orcs, and humans, may
view them with fear or scorn. The norns’ shapeshifting
abilities are never so useful as when they are being run
out of town. The fey provide an array of unique qualities and
Alignment and Religion: Norns are predominantly perspectives for creating interesting new characters.
motivated by good as they, perhaps better than anyone, Consult your GM before applying these subclasses to
know that evil behavior does not lead to a future other races.

COLLEGE OF FATE
anyone wants to live in. The distinction between lawful
and chaotic behavior is one they find less useful, and
norns tend to follow the rules when it’s convenient (BARD: BARD COLLEGE)
for their purpose in a place and break them whenever You follow the threads of fate, twisting them in defense
necessary. of your allies and to the detriment of your enemies.
The norns know the gods can sway Fate one way or Some say that you deliberately alter what you see to
the other, but they are—themselves—also beholden your own ends, but none can deny the power you bring
to it. Few norns risk affecting ultimate outcomes by to bear on chance and destiny.
professing loyalty to one god or another, but those
with a stronger philosophical bent will gladly embrace BONUS CANTRIPS
concepts of time, fate, and self-determination . . . and When you join the college of fate at 3rd level, you learn
argue about them whenever they can. the guidance, light, and vicious mockery cantrips. These
Adventurers: Norns love to travel and are intuitively cantrips count as bard cantrips for you but don’t count
guided to people and events of future importance, against the number of bard cantrips you know.
so it’s of little surprise how often they are swept into
adventuring parties. Norns are often fascinated with TWIST FATE
new places and people but tend to take an advising role Also at 3rd level, you learn to twist the skein of fate
to encourage their party to consider the ramifications in favor of your friends or against your foes. When
of rash action. Norns frequently play the role of oracle, a creature you can see within 60 feet of you makes a
shaman, or witch, playing on their inherent gifts. saving throw, you can use your reaction to expend
Some are drawn to psychic classes, taking strength one of your uses of Bardic Inspiration, rolling a Bardic

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Jessica Miller (Order #34955022)
Inspiration die and adding to or subtracting from RESTORE THE WEB
the creature’s roll. You can choose to use this feature When you choose this archetype at 3rd level, you can
after the creature makes its roll but before the GM sense the will of Fate and bring death to those who
determines whether the saving throw succeeds or would avoid it. You gain the ability to cast detect evil
fails. and good a number of times equal to your Charisma
modifier. You regain any expended uses when you
TIDES OF FATE finish a long rest.
At 6th level, you declare the path that fate has set for At the GM’s discretion, when you cast detect evil and
a creature and force the creature to walk that path. good using this feature, you can also detect any creature
Choose one creature you can see within 30 feet of you, that has altered its destiny to avoid death through
and choose a course of activity (limited to a sentence magic, trickery, negotiation with powerful beings, and
or two) for that creature to undertake. This feature so forth. You can then affect such creatures with your
functions as the suggestion spell, except that it affects Restore the Web, Agent of Fate, Intervention of Fate,
creatures that can’t be charmed, the target understands and Grim Collection features, regardless of creature
the course of action even if you do not speak it out loud, type.
and the target gets no initial saving throw against the
effect. SEVER THE THREAD
If the target follows your suggested course of action, Also at 3rd level, when you successfully use your
it gains advantage on the first attack roll or ability Sneak Attack feature against an aberration, celestial,
check it makes during that course of action, and this elemental, fey, fiend, or undead and you roll a 1 on
effect ends. If the target refuses to follow the suggestion, any damage die for that feature, you can reroll that die
it has disadvantage on attack rolls and ability checks once.
until the effect ends. The target can make a Wisdom
saving throw against your spell save DC at the end of AGENT OF FATE
each of its turns to end the effect. Beginning at 9th level, you keep an eye on the web
You can use this feature a number of times equal to of fate at all times, granting you unnatural insight
your Charisma modifier (a minimum of once). You into your target’s thoughts and emotions. You have
regain all expended uses when you finish a long rest. advantage on Wisdom (Insight) checks and Charisma
(Intimidation) checks when dealing with aberrations,
GREAT DESTINY celestials, elementals, fey, fiends, and undead.
Starting at 14th level, you can pronounce a great
destiny for one of your allies. For 1 minute, the ally INTERVENTION OF FATE
has advantage on ability checks and gains temporary By 13th level, you have established yourself as an ally
hit points equal to your bard level at the start of its turn. of fate, granting you remarkable resilience against
Once you use this feature, you can’t use it again until those who would kill you before your time. When you
you finish a long rest. use your Uncanny Dodge feature, you can use your

FATE COLLECTOR
reaction to take no damage instead of half damage.
Once you use this feature, you must finish a short or
(ROGUE: ROGUISH ARCHETYPE) long rest before you can use it again.
Norns generally prefer to let destiny take its natural
course no matter the wait, but you prefer to take the GRIM COLLECTION
restoration of fate’s threads into your own hands. Starting at 17th level, you become a direct extension of
You are an assassin, specializing in reaping fate that Fate’s will. Whenever you successfully use your Sneak
creatures attempt to delay or circumvent. Attack feature against a creature, that creature must

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The Faerie Ring

make a Charisma saving throw (DC 8 + your Charisma FORESIGHT


modifier + your proficiency bonus). On a failed save, Starting at 18th level, you learn the foresight spell. This
the creature takes 10d10 radiant damage. Aberrations, spell counts as a sorcerer spell for you but doesn’t count
celestials, elementals, fey, fiends, and undead have against your total number of sorcerer spells known.

WATERBEARER
disadvantage on this saving throw.
Once you use this feature, you must finish a long rest
before you can use it again. (SORCERER: SORCEROUS ORIGIN)

ORACLE
Magical pools and fountains of water are often
associated with divination and fate. You take this
(SORCERER: SORCEROUS ORIGIN) association even further, connecting the waters to your
Your magic arises from the flow of time and the weave norn legacy. You can spontaneously generate waters
of fate. Perhaps you were born under auspicious signs, infused with destiny, whether to aid or hinder.
or your ancestors made a pact with eldritch forces and
passed their power down to you. Whatever the reason, DIVINING WATERS
you can now see the skeins of fate and have learned to Starting at 1st level, you are able to peer ahead into
pluck their strands to your advantage. the near future while you meditate during a long rest.
At the end of your long rest, roll a d20 and record the
ORACULAR MIEN result as a foretold roll. You can then replace any d20
Starting when you select this origin at 1st level, you roll you or another creature makes with that foretold
learn the thaumaturgy cantrip. This cantrip counts as a result (no action required). You can choose to use
sorcerer cantrip for you but doesn’t count against your this feature after the roll is made but before the GM
number of sorcerer cantrips known. determines whether the roll represented a success or
failure. You gain 1 additional foretold roll per long rest
PREMONITION at 7th and 15th level. You can use only one foretold roll
Also at 1st level, you begin to sense danger a split second per turn. You regain any expended foretold rolls when
before it threatens you. When a creature targets you you finish a long rest.
with an attack or an effect that requires a saving throw,
you can use your reaction to impose disadvantage on MALEFIC VISIONS
the attack roll or to gain advantage on the saving throw. Starting at 6th level, you gain the ability to share
You can use this ability a number of times equal to your disjointed visions with other creatures, causing
your Charisma modifier (a minimum of once). You confusion and pain. As an action, you can spend 2
regain all expended uses when you finish a long rest. or more sorcery points and force a creature you can
see to make an Intelligence saving throw equal to
FOREWARNING your spell save DC. On a failure, that creature takes
At 6th level, you can let the future flow through you 1d8 psychic damage per sorcery point spent and is
to guide your actions. If you are surprised at the start stunned until the end of its next turn. On a successful
of combat and aren’t incapacitated, you can spend 2 save, the creature takes half as much damage and is not
sorcery points at the start of your turn to act normally. stunned.

READING THE SKEIN AQUATIC AFFINITY


Beginning at 14th level, you see the paths of fate Beginning at 14th level, your sorcerous abilities grant
twisting before you. You can spend 4 sorcery points you advantages when you are in your element. You gain
to cast the divination spell without needing material a swimming speed equal to your base walking speed,
components. and you can breathe underwater.

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Jessica Miller (Order #34955022)
PERFECT PRESCIENCE During this time, you can see ethereal creatures within
Starting at 18th level, you are occasionally gifted with the range of your blindsight, and your unarmed strikes
the exact knowledge of how to alter the future in any can hit them.

WYRD
manner you choose. When you determine your foretold
rolls with your Divining Waters feature, you can roll
twice and take the preferred result. (SORCERER: SORCEROUS ORIGIN)

WAY OF THE UNSEEN PATH


Your path is a dark one, filled with acrid cauldron-
smoke and the faint, omnipresent echo of discordant
(MONK: MONASTIC TRADITION) chanting. Like other norn witches, you have taken the
You focus on seeing beyond the physical. You hone appellation “wyrd” and have developed inborn talents
your inner awareness—the Sightless Eye—until you for fate magic and powers that allow you to influence
no longer require mundane sight. Once able to gaze the destiny of the creatures around you. But the curse
beyond, you can send your spirit along the unseen path of the wyrd is that no matter how hard you may try,
to strike against foes. your magic can never change the fate set for you
at birth. Be it weal or woe, that destiny is written in
OPENING THE SIGHTLESS EYE stone.
Starting when you choose this tradition at 3rd level,
you begin to transcend the illusion of sight. While you SEVERED THREAD
are blinded, you don’t suffer disadvantage on attack At 1st level, when you cast a cantrip that deals damage,
rolls, and attackers don’t gain advantage on attack rolls you can cause the spell to reduce each creature’s hit
against you. You still fail ability checks requiring sight point maximum by an amount equal to the damage
and suffer other mundane effects of being unable to see. the target takes. This reduction lasts until the creature
Additionally, as a bonus action, you can spend 1 ki finishes a long rest. If you reduce a creature’s hit point
point to impose disadvantage on all attack rolls made maximum to 0, it dies. When you reach 6th level, you
against you until the start of your next turn. can spend 1 sorcery point when you cast a spell using
a spell slot to have it reduce each target’s hit point
UNSEEN SPIRIT STRIKE maximum this way.
Starting at 6th level, your spirit can walk the unseen
path to strike foes from afar. When you take the attack PREMONITION OF DANGER
action, you can spend 2 ki points to strike at range. Also at 1st level, you can sense danger before it
Until the end of your turn, your unarmed strikes have materializes. You have advantage on initiative rolls.
a reach of 30 feet and deal psychic damage. Your spirit
strikes as an invisible attacker. FATECHANGER
Starting at 6th level, as a reaction when a creature you
SIGHTLESS VIGIL can see that is not yourself makes an attack roll, ability
At 11th level, your awareness of other creatures and check, or saving throw, you can spend 3 sorcery point
your surroundings intensifies. You have advantage on to cause it to roll an additional d20. You can choose to
Wisdom (Insight) checks. spend a sorcery point after the first d20 is rolled but
Additionally, you can spend 3 ki points to cast the before you know if it is a success or failure. You choose
find traps spell. which of the d20s the creature uses.

STARING BEYOND EYES OF THE SEER


Starting at 17th level, you can spend 5 ki points to At 14th level, you gain truesight with a range of 30 feet
gain blindsight with a radius of 60 feet for 1 minute. and are immune to being blinded.

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The Faerie Ring

SPECTER OF FATE
Starting at 18th level, you can cause your physical
body and the equipment you’re carrying to
become incorporeal until the end of your
next turn as an action. You can maintain
being incorporeal as long as you use
your action on each of your turns to
continue using this feature.
While incorporeal, you can
move through other creatures
and objects as if they were
difficult terrain. You take
1d10 force damage if you
end your turn inside of
an object. You also gain
resistance to acid, cold,
fire, lightning, and
thunder damage as
well as bludgeoning,
piercing, and
sla sh i ng d a ma ge
f rom nonmag ica l
attacks. You cannot be
grappled, restrained,
or knocked prone
while incorporeal.
W h i le you a re
incorporeal and a
creature you can see
makes an attack roll,
ability check, or saving
throw, you can spend
5 sorcery points to
apply your proficiency
bonus as a bonus or
penalty to the roll after
you know whether
it has succeeded or
failed but before any
effects are applied.
This bonus or penalty
can change whether
the roll succeeded or
failed.

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Jessica Miller (Order #34955022)
BACKGROUNDS FEATURE: WOLF IN SHEEP’S CLOTHING
You maintain a dual allegiance, serving your true
The following backgrounds are especially common in employer or organization as well as the group you have
norns. At the GM’s discretion, other appropriate races infiltrated. You can move freely within both groups,
may have access to them. even if they are at deadly odds with one another. You

AGENT
know of other members of each group that you can call
upon for information or minor aid, and you might be
Unknown to those around you, you are the eyes able to gain entry to restricted or private areas meant
and ears of an unseen master. Often undercover or only for members of either group.
otherwise incognito, you insinuate yourself into a Other characters aware of your true allegiance watch
group to watch, listen, and gather information about you for signs of disloyalty, and those in the group
its activities. At the same time, you might be called you’ve infiltrated won’t react well if they discover the
upon to mislead, distract, and otherwise provide truth about you.
misinformation to those you supposedly follow. It’s a
dangerous life, but you wouldn’t have it any other way SUGGESTED CHARACTERISTICS
Skill Proficiencies: Deception, Perception Agents develop a flawless gambler’s face early on, or
Tool Proficiencies: Disguise kit, vehicles (land) they don’t last long in their chosen profession. You keep
Equipment: A disguise kit, a set of common clothes, your cool even when it seems like the game is up, never
a small blank book, a piece of charcoal, and a leather giving anyone what they’re looking for. Instead, you
belt pouch containing 5 gp make them take it. Still, you are constantly conflicted
as you try to maintain two sets of loyalties as genuinely
ALLEGIANCES as possible, knowing that your life depends on it.
When you choose this background, work with the
GM to decide what organization or group you were d8 Personality Trait
assigned to watch and what organization or master you 1 I have a short temper with people who
secretly serve. Organizations can be chosen from the question my motives.
table below. 2 I always keep my ears open when others are
Think about your current assignment and whether talking, even if they aren’t talking to me.
you’re set up to simply gather information or to subvert. 3 I always have a story ready to go if someone
How long have you been on the inside, and how much confronts me about what I’m doing—and an
misinformation have you spread? Consider whether escape plan just in case.
members of your target organization are aware of the 4 Whenever I enter a new place or new group,
subversive or disloyal element within their ranks or if I try to pick up local habits as quickly as
you’re having second thoughts about which side is right. possible.
5 I get suspicious of anyone who shows more
d8 Organization than a passing interest in me or my actions.
1 Local government 6 I love talking with new people.
2 Thieves’ guild 7 New friends are great cover, so I try to keep
3 Merchant cartel a few handy at all times.
4 Law enforcement 8 Sometimes plans fail, and you have to
5 Foreign government improvise.
6 Church
7 Military
8 Cult

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The Faerie Ring

d6 Ideal d6 Flaw
1 Instability. I seek to topple the icons of 1 I’ve gotten too deeply connected with
power, so I can rise in their place. (Evil) someone I’m supposed to be watching and
2 Learning. Acquiring new information and reporting on.
experiences is the only way to truly grow. 2 If it ever comes down to saving my skin or
(Any) saving the mission, I’m not sure I’ll make the
3 The Job. My mission is all that matters, and right choice.
I’ll see it through to the end. (Neutral) 3 I’ll do anything to climb the ranks of the
4 Freedom. I go where I want, and I don’t let organization I’m infiltrating, even if it means
locked doors stop me. (Chaotic) becoming the thing I hate.
5 Greater Good. I play a dangerous game to 4 My loyalty has flipped, and when my
keep the people I care about safe. (Good) previous employers find out I’ve turned the
6 Faith. My superiors have more information tables, they’ll be out for blood.
than I do, and I trust that they’ll make the 5 Despite my success at living in two worlds,
right decisions with it. (Lawful) I have trouble holding my true feelings in
check, and it’s only a matter of time before
the wrong people notice.
d6 Bond
6 I see double agents everywhere I look, and I
1 A friend went missing while on a mission, and
don’t trust others because of what I’ve done.
I won’t stop until I discover what happened.
2 A great enemy threatens my home. I’ll face

BROKER
deadly risk to gain an advantage in the fight.
3 My contact in my true organization is my
lifeline. You’ve spent your life watching others, learning what
4 I have a secret that I’d die to protect, even if they desire and bringing those desires to life for a price.
it means failing my mission. Perhaps you were raised in a merchant family where
5 I can’t take revenge on the people who you learned the art of the bargain, compiling your
actually hurt me, so I’ll make sure those first list of potential clients from your family’s patrons.
connected to them pay the price. You might have been attached to people in high places,
6 I owe my organization a debt that I can’t ever working as a servant to a wealthy noble. Or were you
fully repay, but I’ll try my best for as long as desperate for survival, chancing into a meeting with
I can. an underworld facilitator who saw your potential
and cultivated it for her own purposes? Either way,
you track the flow of commerce, goods, and services,
lending or selling your insight to those who need it.
Skill Proficiencies: Deception, Insight
Languages: Two of your choice
Equipment: A set of traveler’s clothes, a small
notebook containing names of contacts, a quill and
ink, a merchant’s scale, and a pouch containing 10 gp

FEATURE: DESIRE FOR DESIRE


Your greatest strength lies in being able to find what
one person wants, then connecting them with someone

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Jessica Miller (Order #34955022)
who has it. You maintain an extensive list of contacts d6 Ideal
in different places and walks of life. When you have 1 Connection. Connecting people is what it’s
a specific service, commodity, or object in mind, you all about, and I work to break boundaries for
can spend time canvassing your contacts and working the good of my clients. (Any)
with the GM to find someone who has it. Whenever 2 Benefit. I work as a go-between to help
you work as an intermediary for others, you can use worthy people get what they otherwise
their station, reputation, or title as your own as long as might never find on their own. (Good)
you’re working to acquire the thing they want. 3 Free Trade. I despise any law or regulation
that restricts who can do business and what
SUGGESTED CHARACTERISTICS
that business is allowed to sell. (Chaotic)
Brokers hang their hats on the idea that there’s always
4 Objective. When I broker a deal between two
something that someone wants, and if they can provide
clients, I want both sides to walk away with
it, everything will work out. Some work to promote
the best terms possible. (Neutral)
cooperation and understanding while others don’t get
5 Greed. There’s no deal to be made unless I
out of bed unless the finder’s fee is right. But all must
come out ahead. (Evil)
be shrewd businesspeople and keen observers of others,
6 Professionalism. I have a reputation to
knowing that many people hide their true desires
uphold, and I do that by keeping my word
behind shame, propriety, fear, or greed.
and dealing in good faith. (Lawful)
d8 Personality Trait
1 Everybody wants something, and I’m here to d6 Bond
help them find it. 1 My family worked as intermediaries for
2 I’m always polite, even to people I despise. powerful people, and they taught me
3 I deal fairly with everyone, at least long everything I know.
enough to get the measure of them. Then I 2 All the connections I forge are the
use that to my advantage. foundation of something greater. One day,
4 It’s not what you know but who you know. I the world will recognize the work I’ve done
try to know as many people as possible, so I bringing people together.
can profit later. 3 I live for the deals that seem impossible. The
5 I lose patience with people who aren’t harder I have to work to bring two parties
interested in making a deal. together, the happier I am.
6 I like to talk to fill up gaps in the conversation. 4 Helping someone achieve a goal soothes the
As long as people are listening to me, my memory of my own failures, at least for a
chances of cutting a deal stay alive. short time.
7 I defer my own preferences to those of my 5 I have a dark past that I’m trying to leave
clients. behind, and I’ll do anything to prove I’m no
8 I can flex my personality to fit in with any longer the person I once was.
group of people. 6 Someone once helped me find the thing I’d
been desperately searching for. Now, I live to
make that happen for others in any way I can.

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The Faerie Ring

d6 Flaw can’t learn the exact identities of creatures in the area


1 It’s a struggle not to take advantage of my without finding specific clues to their identities, but
clients. It would be so easy. you can tell if an area was the site of a scuffle or a fight,
2 I can’t abide anyone who tries to stick their if magic was used there, if a murder was committed,
nose into my business dealings. and so on.
3 Every deal I make is a step to something Likewise, you have a preternatural insight into others’
greater—and I sometimes don’t see the risks behavior and can sense when a creature’s will has been
I take in making those deals. overridden. After talking with a subject for 10 minutes,
you can automatically tell if the creature is not acting
4 I would do anything to one day control all
of its own volition, whether because it is subject to
the trade I see going on around me.
mundane blackmail, has been affected by magic that
5 I have a vice that I must indulge, and my
has charmed it, and so on. You can also determine if
business connections keep me supplied.
a creature was similarly manipulated during previous
6 I have trouble trusting even close friends,
events by examining detailed accounts of those events.
always suspecting that everyone else is
looking for the best angle.
SUGGESTED CHARACTERISTICS
Investigators are often quiet people, rarely inserting
INVESTIGATOR
themselves boldly or directly into social situations.
Details are your life. You can look at the state of a room
Instead, they listen, pose short questions to encourage
and understand what happened there hours before just
others to speak or steer conversations in subtle ways.
as clearly as if you had been there. Every person’s story
The eyes and ears of an investigator are always open,
is just another set of details, revealing themselves to
and many investigators seem flighty or distracted to
you as a map of intention, deceit, and desire.
those unfamiliar with their methods. They have little
A person with your talents is a valuable resource to
time for dallying and can come across as blunt or crass
a wide array of people. Law enforcement is the most
as they focus more on events than on the people caught
obvious, and perhaps you search out the perpetrators
up in them.
of crimes to bring them to justice or speak for their
victims. Or you might work for yourself, taking jobs
from private citizens or wealthy patrons who value d8 Personality Trait
discretion and who all require someone who knows 1 I listen and watch more than I talk.
how to read the world as you do. 2 I get impatient with small talk and other
Skill Proficiencies: Insight, Investigation unnecessary pleasantries.
Tool Proficiencies: Thieves’ tools 3 Everyone has something to hide.
Languages: One of your choice 4 When others are subtle, I tend to spell things
Equipment: A magnifying glass, a set of common out.
clothes, a badge of office or a writ to practice licensed 5 I speak only when I feel the need to
investigations, and a pouch containing 5 gp encourage others to speak.
6 I can’t help but poke around whenever I’m in
FEATURE: EYE FOR DETAIL a new place.
You have a knack for taking in the details of a scene and 7 A detail out of place always draws my
drawing connections between seemingly insignificant attention.
elements. When you spend 1 hour investigating an area, 8 Any bit of information is potentially useful.
you determine a general overview of events that took
place in the area within the previous 24 hours. You

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Jessica Miller (Order #34955022)
d6 Ideal d6 Flaw
1 Independence. We can never understand all 1 I drink and smoke to dull the details of my
things, so we have no choice but to follow life and work that I yearn to forget.
the whims of fate. (Chaotic) 2 Suggestions of wrongdoing or would-be
2 Improvement. Learning from the mistakes of crime scenes are irresistible to me.
the past is what gives us the tools to build a 3 I hear secrets and lies hidden within every
better future. (Good) conversation.
3 Truth. I’m a servant of the truth, whatever 4 I am overwhelmed with jealousy when
the outcome of revealing that truth might be. anyone solves a puzzle before I can.
(Neutral) 5 I hold other people to a nearly impossible
4 Order. Misdeeds harm more than just their standard—and hold myself to standards
immediate victims; they undermine the well- even higher.
being of all. (Lawful) 6 I lose all sense of risk and self-preservation
5 Knowledge. Knowledge is power, and it when following a lead.
gives us the tools to move through life. (Any)

ADDITIONAL OPTIONS
6 Power. Secrets provide leverage over others,
too often forcing them into subservience.
(Evil) The following options are available to norns. At the
GM’s discretion, other appropriate races may have
d6 Bond access to some of these new rules.

EQUIPMENT
1 I work to protect a certain group of people.
2 I’m drawn to uncover the truth behind
mysteries because a mystery from my own Norns have developed the following equipment
past still haunts me. according to their specific needs and utilize them to
3 Too many people hide what they’ve done— particular effect.
just as I tried to do in the past. I won’t let Destined Armor. The norn can create armor attuned
them get away with it. to surviving a specific creature’s attacks by mixing a
piece of the target’s body (such as hair, nails, or blood)
4 I lost something precious to me because I
into the metal as it is forged. While the item itself is not
overlooked a crucial detail.
magical, the tides of fate protect the wearer from that
5 The people who taught me my investigator’s
creature’s attacks. When you are struck by a creature’s
skills are the most important figures in my
attack while wearing destined armor designed to
life, and I hone my craft to honor them.
withstand that creature, the creature rolls an additional
6 I never let a mystery pass uninvestigated.
die of the weapon’s damage and discards the highest
die roll. Destined armor costs 100 gp more than
normal armor of its type.

(
NORN WEAPONS
Name Cost Damage Weight Properties
Martial Melee Weapon
Norn war spindle 10 gp 1d6 slashing 7 lb. Finesse, reach, special, two-handed
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The Faerie Ring

Destined Weapon. The norn can create a weapon first member’s arcane eye as if having cast the spell. Each
attuned to a specific creature’s doom by mixing a piece member is considered the caster of the spell, though its
of the target’s body (such as hair, nails, or blood) into movement remains under the control of the original
the metal as it is forged. While the weapon itself is not caster. Any in the coven can maintain concentration on
magical, it finds its mark on that creature more readily. the spell to maintain it up to its full duration.
When you hit a creature with a destined weapon that If one norn uses this reaction, the range of the arcane
is that creature’s destined doom, you roll an additional eye’s normal vision and darkvision increases to 60 feet.
die of the weapon’s damage and discard the lowest If two or more norns use this reaction, the vision
die roll. A destined weapon costs 150 gp more than a granted by arcane eye gains the benefit of the see
normal weapon of its type. invisibility spell.
Norn War Spindle. This sharpened, spindle-shaped
spinning weight is attached to a 10-foot rope. You can FLESH SCULPTOR
use a norn war spindle to make a special shove contest Prerequisite: Norn
against a creature within the weapon’s reach. You use Your natural ability to mold your body is enhanced
either your normal attack bonus with the spindle or beyond that of your kin’s, allowing you to add the alter
a Dexterity (Acrobatics) check contested by the usual self spell to your Norn Magic trait. You can cast this
Strength (Athletics) or Dexterity (Acrobatics) check by spell once with that trait and regain the ability to do so
your target. If you succeed at a shove contest with a when you finish a short or long rest.
norn war spindle, you can knock your target prone or
drag your target 5 feet closer to you, but you can’t push PERSONA SHIFTER
it away. Prerequisite: Norn
Your ability to change shape lets you fully immerse
NORN EQUIPMENT yourself in a new identity. Whenever you take on a new
Item Cost Weight form (whether using your Fluid Identity feature or any
Destined armor +100 gp — other means), choose two skill or tool proficiencies.
You can use those proficiencies as long as you remain
Destined weapon +150 gp —
in that form.

FEATS SEER
Norns have evolved a style all their own and are quite Prerequisite: Norn, Wisdom 13 or higher
fond of the following feats. By gazing into the near future, you can shift events
to ensure or avoid the fate you glimpse. You gain the
COVEN SIBLING following benefits:
Prerequisite: Norn ❖❖ Increase your Intelligence or Wisdom score by 1,
You can form a connected group called a coven with to a maximum of 20.
up to two other norns. You must initially meditate with ❖❖ Each time you take a long rest, you see glimpses
the other norns with whom you wish to connect for 8 of what the next 24 hours might bring. Roll
hours. Once a coven is formed, when any member of a d20, and record the result. When you or a
the coven casts arcane eye using the Norn Magic trait, creature you can see makes an attack roll, an
any other member of that coven within 30 feet of the ability check, or a saving throw, you can use your
caster can use a reaction to expend one use of their reaction to force the creature to use the result
Norn Magic or to expend a spell slot of 4th level or you recorded instead of its own roll. You can use
higher. Doing so empowers the first norn’s arcane eye. this ability after the roll is made but before the
Each member using this reaction benefits from the GM determines if the roll succeeds or fails.

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Jessica Miller (Order #34955022)
Putti

You are so pretty! Your bark is smooth—and soft like a


petal. Your juices are red as roses but warm like the sun.
What a precious thing you are! I surely hope Korapira
doesn’t kill you.
d
The putti are more than the curious little plant creatures
they seem. Korapira created them to someday be the
tools of her annihilation of all animal life, the putti
themselves born from the agonizing pain and death
—Lotus (upon meeting her first human) of sentient creatures. This horrific provenance belies
their innocent, child-like appearance and shy behavior.
In truth, despite their origins, the putti lack Korapira’s
bloodthirst—but that should not be confused with any
kind of regard for other life. Besides other putti and
plants, the putti simply don’t comprehend other living
things much at all.
These whimsical and distracted fey are interested in
how anything and everything works, but their social
interactions are difficult. As they mature as a race,
some are outgrowing Korapira’s simplistic agenda
of destruction. These restless putti philosophize and
wonder: is this all there is, and what is our place in the
world?
If Korapira cannot satisfy these questions for them,
she may find herself at odds with her own children.
Physical Description: All putti emerge fully grown
from the bloom of a flower of sheol. Their creation
involves the painful death of a sentient creature inside
the tree, breaking the victim down and transmitting
its component parts into the creation of the putti. The
putti emerge with will and imagination but no other

Jessica Miller (Order #34955022)


apparent remnants of the creatures used to create them.
Putti are androgynous in appearance and have no gender
distinctions, though once out in the society of other cultures
some may adopt a preferred gender to ease integration. They
are generally small, purple-skinned—of some varying shade—
and resemble nothing so much as slightly bloated, oversized,
floating infants with shimmering, entirely green eyes. (Though
as more cultivars arise, their appearance shows much more
variation.) Clothing, when putti bother to wear any, is usually
cobbled together from plant material.
Society: Putti society is still emerging.
They have no childhoods or
formative years, no need for
self-reproduction, and
no towns or cities.

Jessica Miller (Order #34955022)


There are no individual family units; all putti are— a race, the putti have regarded Korapira as their only
together—family, and the only creatures the putti truly leader, and her agenda as their only purpose.
bond with are other putti. Still in a nascent phase as The putti are highly intelligent however—more so

PUTTI TRAITS

I
Putti characters possess an assortment of traits all their own.
❖❖ Ability Score Increase. Your Intelligence score increases by 2.
❖❖ Languages. You can speak, read, and write Common and Sylvan.
❖❖ Size. Putti average about 3 feet in height and weigh roughly 10 pounds. Your size is Small.
❖❖ Speed. Your base walking speed is 25 feet. (Though you cannot walk, you use this speed to determine your
movement while floating.)
❖❖ Type. Your type is fey, but you also count as a plant for certain purposes. If a spell or effect functions
only on fey or only on plant creatures, it functions on you. If it treats fey and plant creatures differently, it
treats you as a fey. Spells and effects that specifically target humanoids do not affect you. You also gain the
mandragora subtype (see Appendix).

❖❖ Darkvision. Accustomed to the shade beneath the canopy of forest and jungle, you have superior vision
in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
❖❖ Floating. You float through the air as if always under the effect of a levitate spell. You cannot float more than
5 feet above a solid or liquid surface. If you somehow attain a greater height above a surface, you descend
slowly toward the surface as if under the effect of a feather fall spell. While floating, you can propel yourself
at your walking speed without pushing or pulling on objects or surfaces.
This trait is suppressed if you are encumbered, and you can suppress it as a bonus action. When this trait
is suppressed, you can move only at a speed of 5 feet.
While you are floating, you cannot be knocked prone.
❖❖ Limited Telepathy. You can telepathically communicate with any creature within 30 feet of you as long as
you share a language with that creature.
❖❖ Photosynthetic. Exposure to at least 2 hours of sunlight per day serves the same purpose for you that a
full ration of food serves for a humanoid. For each day you spend with no exposure to sunlight, you must
succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. You require the same amount
of water per day as humanoids.
❖❖ Plant Telepathy. You can telepathically communicate with any plant creature or putti within 30 feet. You
can also cast speak with plants without expending a spell slot once per day; when you do, the duration
requires concentration unless you are at least 5th level. You can communicate with the affected plants
telepathically.
❖❖ Strange Mind. You have advantage on saving throws against being charmed, and magic can’t put you to
sleep.
❖❖ Subrace. The putti are evolving into different cultivars (or subraces), reflecting the environments into which
your kind has spread. Choose one of these cultivars (see Cultivars).

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The Faerie Ring

than their flighty natures and social behavior might stimulus is deadly. All moral considerations bow before
suggest—and over time, they’ve begun to consider a putti’s quest for knowledge, assuming the putti has
the world beyond Korapira’s Green Expanse and their even learned enough of other societies to comprehend
purpose within it. A growing philosophical trend morality in the first place.
among them is seeing Korapira, their beloved creator, Alignment and Religion: The putti begin their lives
as unfortunately limited by her hatred of animal life, as absolutely true neutral. Morality, if they learn it at
and to slavishly fall in line behind her desires is to all, is a concept taught to them by other societies. Most
limit their own growth. The putti are not abandoning putti as they mature find even Korapira’s morality
Korapira however; most still support her in their puzzling and self-limiting. Extraordinary events may
experiments and discoveries. A growing number sway a putti one way or the other, but ultimately, a putti
are simply asking questions and are beginning to go must see the benefit of accepting a limiting morality—
beyond the Green Expanse to find their answers. usually it happens because one morality seems to hold
Putti long to know their place in the world, but to the key to understanding their existence.
know that, they must learn the world. They travel and Curious putti may play at faiths and worship, but
conduct experiments on the way, testing boundaries, they are unable to truly synthesize religion without
learning, and seeking understanding. The putti are having some form of moral breakthrough. There are
not socially adroit and have no natural empathy, but exceptions; putti certainly understand the importance
neither are they innately cruel or violent. They simply of nature and death for example and follow these
regard other living creatures with about the same portfolios more than any other.
amount of empathy and respect as most living things Adventurers: Putti have always trickled away in
give to grass and trees. There is no need for them to small numbers to seek greater purpose, but over time,
harm anyone—until there is. these numbers have become larger and larger as their
Putti share psychic bonds with one another and show questions get bigger and go unanswered. Given their
other putti respect and even affection. Such warmth unmistakably fey appearance and difficulties with
may surprise other creatures who are almost never social integration, many become adventurers to pursue
subject to this side of them. their vision.
Relations: The putti understand they are off-putting Innately psychic, putti are strong in classes that
to most other sentient creatures, so they are shy and depend on strength of mind more than body. Their ties
cautious in initial meetings with non-putti. Their to nature make them potent druids as well.
curiosity ultimately overpowers their concern however, Age: Putti are fully mature from the moment of
and they can be found interacting with virtually any their birth, but their average lifespan is difficult to
society that accepts them, even grudgingly. New determine. The oldest putti known is only 26 years old.
experiences are what they are after, and they flit (The singular Eolelo Ai being the exception, and they
from interest to interest, asking questions all the are currently 148.)
while: “what is this?” and “how does this work?” Once Names: Korapira used to name every new putti
they’ve absorbed a great deal of knowledge, they can herself, but as time has gone on and their numbers
grow meditative for some time as they reconcile what have grown, the putti have taken over naming the
they’ve learned with what they know and then attempt fledglings. Using Korapira’s words and the first psychic
to connect to their own existence. impressions each new putti broadcasts, other putti
The putti are not malicious by nature, but their bestow a name upon them.
insatiable curiosity and curious philosophizing can Putti First Names: Anakoni, Elipeka, Haunani,
go from endearing to terrifying when they determine Iokua, Kale, Leiomi, Mele, Nanani, Pua, Uilani, Wilolia.
they need to examine a living creature’s response Putti Second Names: Ai, Ea, He, Ia, Kee, Loa, Mei,
to a stimulus to better learn—especially when that No, Puk, Ui, Waka.

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Jessica Miller (Order #34955022)
CULTIVARS CIRCLE OF THE GREEN EXPANSE
(DRUID: DRUID CIRCLE)
Putti are venturing out from the jungles of their birth
You are wholly devoted to Korapira’s vision of
and are reflecting the changes in their environments.
verdant destruction, and you traverse the wilderness

DESERT PUTTI
of countless planes to work the will of your mistress,
killing in her name, hastening and encouraging the
Once a traveler on the liminal outland of Zerzura, you
crumbling of civilization, only to disappear into the
are hardier than your jungle-dwelling kin. As a desert
wild. Your single-minded dedication makes you
putti, you possess several adaptations that benefit you
unfriendly toward druids of other circles, whom you
in your primary environment.
view as trespassers. The magic you wield is an extension
Ability Score Increase. Your Constitution score
of the deadly power of your mistress.
increases by 1.
Dowser. You can cast the create or destroy water spell,
PLANT FORM: MANDRAKE ROOTLING
requiring no material components. Once you use this
When you choose this circle at 2nd level, you can use
ability, you can’t use it again until you finish a long rest.
your Wild Shape ability to transform into a mandrake
Natural Armor. You are covered in a thin layer of
rootling (see below and see Along the Twisting Way: The
bark. Without armor or a shield, your AC equals 12 +
your Dexterity modifier.

JUNGLE PUTTI
I
Faerie Ring Campaign Guide for more on mandragoras).

MANDRAKE ROOTLING
Jungle-dwelling putti reflect the dangerous and vibrant
Small fey (mandragora),
world to which the putti were first adapted.
neutral
Ability Score Increase. Your Dexterity score increases
by 1.
Armor Class 13
Camouflaged. Your skin reflects the hues and tones
Hit Points 18 (4d6 + 4)
of the flora of your home, though the range of those
Speed 20 ft., burrow 10 ft.
colors is extensive. In jungle, swamp, or woodland
STR DEX CON INT WIS CHA
environments, you have advantage on Dexterity 8 (−1) 7 (−2) 12 (+1) 4 (−3) 10 (+0) 11 (+0)
(Stealth) checks, and you can attempt to hide when you Damage Resistances piercing
are only lightly obscured by foliage. Condition Immunities blinded, deafened
Pollen Cloud. As an action, you exude a cloud of Senses blindsight 30 ft. (blind beyond this radius),
pollen around you. Any creature within 5 feet of you passive Perception 10
must succeed on a Dexterity saving throw (DC 8 + Languages understands Sylvan but can’t speak
your proficiency bonus + your Constitution modifier) Challenge 1/4 (50 XP)
or become blinded until the end of its next turn. The
cloud then dissipates. Once you use this ability, you False Appearance. While the mandrake rootling is
can’t use it again until you finish a long rest. buried, only a sprout is visible above ground, and

SUBCLASSES
it is indistinguishable from the surrounding flora.

ACTIONS
The fey provide an array of unique qualities and Multiattack. The mandrake rootling makes 1d4
perspectives for creating interesting new characters. Touch of Delirium attacks.
Consult your GM before applying these subclasses to Touch of Delirium. Melee Weapon Attack: +2 to
other races. hit, reach 5 ft., one creature. Hit: 2 (1d4) poison

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damage, and the target must succeed on a DC SEEK THE GREEN


13 Constitution saving throw or be poisoned At 14th level, you gain the ability to teleport yourself
for 1 minute. Until the poison ends, the target is and up to eight willing creatures to the nearest full acre
confused (behaving as if under the effects of the of dense vegetation. You do not need to have previously
confusion spell). The target can repeat the saving visited the location or even know of its existence. There
throw at the end of each of its turns, ending the is no guarantee that the destination will be safe.
poison on itself on a success. If you use this ability while already in an area of dense
vegetation, it instead informs you of the direction and
REACTIONS distance to the nearest portal to the Green Expanse.
Screech. When pulled from the ground or caught Either use of this ability requires an action.

CIRCLE OF THE SUN


by surprise, the mandrake rootling emits a
screech audible within 300 feet of it. All non-plant
creatures are deafened while in this area. The (DRUID: DRUID CIRCLE)
mandrake rootling continues to screech until the You bring light to dark places, healing plants that
disturbance moves out of range and for 1d4 of the

I
have grown withered and gnarled beneath over-thick
rootling’s turns afterward. canopies and allowing life to flourish where it could not
otherwise. You harness the sun, causing flora to bloom
even in places where it should not, creating artificial
CIRCLE SPELLS suns and spreading overgrowth wherever you go. As
You are granted the following circle spells. steward of nature’s balance however, you also use
your power to ensure that plants do not spread where
CIRCLE OF THE GREEN EXPANSE SPELLS
they are not meant to or overpower others. You wield
Druid Level Circle Spells
the sun’s blazing fire to destroy all which upsets the
3rd darkness, spider climb
delicate balance of nature.
5th plant growth, slow
7th freedom of movement, grasping
vine BONUS CANTRIPS
9th cloudkill, tree stride At 2nd level, you learn the light and sacred flame
cantrips. They are druid spells for you and don’t count
against your number of druid cantrips.
PLANT FORM: CHITTERING CREEPER
When you reach 6th level, you can use your Wild Shape SUN’S INVIGORATION
ability to transform into a chittering creeper (see Along Starting at 2nd level, when you spend Hit Dice to regain
the Twisting Way: The Faerie Ring Campaign Guide). hit points upon finishing a short rest while in an area
of direct sunlight, you and all creatures of your choice
STRIKE FOR THE MISTRESS within 30 feet of you that also spent at least one Hit Die
Starting at 6th level, when you use Wild Shape to take to regain hit points regain additional hit points equal
plant creature form, your attacks count as magical for to your Wisdom modifier (minimum 1). One of those
the purpose of overcoming resistance and immunity to creatures (which can be you) also gains temporary hit
nonmagical attacks and damage. points equal to your Wisdom modifier (minimum 1)
until that creature finishes a short or long rest.
ELEMENTAL WILD SHAPE
At 10th level, you can expend two uses of Wild Shape CIRCLE SPELLS
at the same time to transform into a shambling You are granted the following circle spells.
mound.

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Jessica Miller (Order #34955022)
CIRCLE OF THE SUN SPELLS resistant to bludgeoning, piercing, and slashing
Druid Level Circle Spells damage from nonmagical attacks and regains 5
3rd flaming sphere, scorching ray hit points at the end of each of your turns, up to a
5th daylight, hypnotic pattern total of 5 hit points regained across all creatures
7th fire shield, wall of fire per level you have in this class.
❖❖ Your Shock attack deals radiant damage instead
9th flame strike, greater restoration
of lightning damage. You can use your shock to
attack twice, instead of once, when you use the
BEACON OF SUNLIGHT Attack action.
Starting at 6th level, when you cast a spell that deals
fire or radiant damage, blinds creatures, or creates an GOLDEN CORONA
area of bright light, you can empower it using one of At 14th level, when you cast a spell of 1st level or higher
the following options: that targets one or more creatures, you can choose one
❖❖ Double the radius of its area, including both of the following effects:
its bright and dim light. Any light it sheds is ❖❖ When you cast the spell, all creatures affected by
sunlight. it take radiant damage equal to your Wisdom
❖❖ All fire damage the spell deals is instead radiant modifier (minimum 1) and must succeed on a
damage. Constitution saving throw against your spell
❖❖ All saving throws against the spell are made with save DC or be blinded until the start of your
disadvantage. next turn.
❖❖ When you roll dice to determine how much ❖❖ When you cast the spell, all creatures affected
radiant or fire damage the spell deals, choose up by it regain hit points equal to your Wisdom
to a number of those dice equal to your Wisdom modifier (minimum 1) and gain resistance to
modifier (minimum one) and reroll them, taking cold damage until the start of your next turn.
the new result in place of the old result. You can use this feature four times. You regain all
❖❖ You make any spell attack rolls for the spell with expended uses when you finish a long rest.

COLLEGE OF GOD’S VOICE


advantage. If you score a critical hit, the target is
blinded until the start of your next turn.
Once you use this feature, you can’t use it again until (BARD: BARD COLLEGE)
you complete a short or long rest. You are not merely a secular storyteller or minstrel—
you are godkin. Many sing ancient hymns to the gods
RADIANT WILD SHAPE and ballads of heroes that did great deeds in the name
Starting at 10th level, you can expend two uses of Wild of their divine sovereign. You take this a step farther,
Shape to become a sun sprite, a sphere of golden light claiming to speak with the voice of a god itself, using
5 feet in diameter. While in this form, you take on the your own charisma to attract followers like a messiah.
statistics of a will-o’-wisp with the following changes: Some putti embrace the full responsibilities of being
❖❖ When you transform, you gain temporary hit a favored child of Korapira. These individuals lead a
points equal to your level in this class. cult of followers to help ensure the destruction of the
❖❖ You are a Medium fey instead of a Tiny undead, known world and its rebirth of wood and sap to carry
and your alignment does not change to chaotic through the will of their demented sovereign.
evil.
❖❖ You do not gain the Consume Life trait. BONUS PROFICIENCIES
❖❖ You and any creature standing within the light When you join this college at 3rd level, you gain
you shed from your Variable Illumination trait is proficiency in three of the following skills of your

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The Faerie Ring

choice: Deception, Insight, Religion, Sleight of Hand,


and Stealth.

CULT OF PERSONALITY
Starting at 3rd level, when a friendly creature
you can see makes an attack roll, saving
throw, or ability check, you can use
your reaction to make the same kind
of roll, using your ability scores,
proficiency bonus, and other
modifiers. The creature that
made the first roll can choose
whether or not to use your
result in place of its own.
You can use this feature
after the first roll is made
but before you know if
it is a success or failure.
If the roll is an attack
roll, you must make
the same type of attack
roll (such as a ranged
weapon attack or a
melee spell attack).
Once you use this
feature, you can’t use
it again until you
finish a short or long
rest.

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Jessica Miller (Order #34955022)
INCITE FERVOR rolls, damage rolls, and to any saving throws or
Starting at 6th level, you can expend one use of Bardic skills it is proficient in.
Inspiration to grant a Bardic Inspiration die to all ❖❖ Its hit point maximum increases to four times
creatures of your choice within 30 feet of you that your ranger level unless its current hit point
can hear you and that do not already have a Bardic maximum is already higher.
Inspiration die. The die must be rolled and added to ❖❖ Its walking speed increases to 20 feet unless its
each creature’s next attack roll or saving throw (your current speed is already higher.
choice). This choice applies to all affected creatures. Your plant companion takes its turns on your
initiative and follows your commands to the best of
EMBODIMENT OF GOD’S VOICE its ability, though unless you are incapacitated it can’t
Starting at 14th level, your voice carries gravity superior take an action unless you use your action to command
to your mortal stature. Whenever you or a creature you it (either verbally or by signs it can see) to take the
can see makes a spell attack roll or Charisma saving Attack, Dash, Disengage, Help, or Hide action. Once
throw, you can expend one use of Bardic Inspiration you can use Extra Attack to make multiple attacks with
to roll a Bardic Inspiration die and add the number a single Attack action, it can make two attacks when
rolled to the result. you command your companion to attack.

GREEN WARDEN
Your plant companion is native to one of your
favored terrains. While in its native terrain, your plant
(RANGER: RANGER ARCHETYPE) companion can appear to be a normal plant as long as it
You travel the world with your living plant companions remains motionless. You have advantage on Dexterity
as emissaries of the natural world. While not a druid, (Stealth) checks while hiding in or behind your plant
you have been trained in the druidic arts, either by a companion.
druidic master or by one who has stolen and betrayed If your plant companion dies, the natural world
the secrets of a druid circle. As part of your training, provides you with a new one native to your current
you form a bond with the natural world that allows region at next dawn.
you to draw power from nature as long as you swear
to protect it. GREEN TONGUE
Some wardens gain their powers from Korapira’s Also at 3rd level, you can touch a plant as an action to
Green Expanse and work to undermine civilization imbue it with limited sentience and animation for 10
by sowing the seeds of the plants that will destroy minutes or until you use this feature again, giving it
it. Others call these zealots green ravagers. Not all the ability to communicate with you and follow your
wardens hate the ravagers enough to hunt them down, simple commands. You can question the plant about
but most resent them for spoiling their reputation as events within 30 feet of it that occurred within the past
protectors of nature’s balance. 24 hours, gaining information about creatures that
have passed, weather, and other circumstances.
PLANT COMPANION The plant might be able to perform other tasks on
At 3rd level, the natural world grants you a companion your behalf, at the GM’s discretion. While your touch
to fight alongside you as a sign of your compact. This doesn’t give a plant the ability to uproot itself and
awakened plant can be no larger than Medium and move about, it does allow it to freely move its branches,
must have a challenge rating or 1/4 or lower. This plant tendrils, or stalks.
companion gains the following benefits: To touch a plant creature, you must make an unarmed
❖❖ Its Intelligence score increases to 10, and it learns melee weapon attack. If you hit, you can communicate
one language of your choice that you speak. with it as if you shared a common language, but you
❖❖ It adds your proficiency bonus to its AC, attack gain no magical ability to influence it.

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The Faerie Ring

WARDEN’S INSTINCTS WARPED NATURE DOMAIN


At 7th level, whenever you take the Dash, Disengage, You are granted the following domain spells.
Help, or Hide action, you can command your
WARPED NATURE DOMAIN SPELLS
companion to take one of those actions as a bonus
Cleric Level Spells
action. In addition, when a creature within 5 feet
1st detect poison and disease,
of you attacks your plant companion, you can use
entangle
your reaction to impose disadvantage on the attack.
3rd barkskin, spike growth
Whether the attack hits or misses, your companion can
5th plant growth, vampiric touch
make a single attack against the creature.
7th blight, grasping vine
9th awaken, tree stride
NATURE’S STING
Starting at 11th level, whenever your plant companion
hits with an attack, it deals an additional 1d10 poison BONUS PROFICIENCY
damage. If the target is a creature, it must succeed on At 1st level, you gain proficiency in one of the following
a Constitution saving throw against your ranger spell skills of your choice: Intimidation, Nature, or Stealth.
save DC or be poisoned until the start of your next
turn. ACOLYTE OF KORAPIRA
Also at 1st level, you learn one druid cantrip of your
LEECHING BLIGHT choice.
Starting at 15th level, when your plant companion is
reduced to 0 hit points, you can use your reaction to CHANNEL DIVINITY: CHARM PLANTS
cause it to release a plume of noxious rot. When you Starting at 2nd level, you can use your Channel
do, all creatures of your choice within 30 feet of your Divinity to charm plants. As an action, you present
companion must make a Constitution saving throw your holy symbol and invoke Korapira. Each plant
against your ranger spell save DC, taking 8d8 necrotic creature that can see you within 60 feet of you must
damage on a failed save or half as much damage on succeed on a Wisdom saving throw or be charmed by
a successful one. If this damage reduces a creature you for 10 minutes or until it takes damage. While it is
to 0 hit points, your plant companion regains half its charmed by you, a creature is friendly to you and other
maximum hit points at the end of your next turn. creatures you designate.
Once you use this feature, you can’t use it again until
you finish a long rest. CHANNEL DIVINITY: CAMOUFLAGE

WARPED NATURE DOMAIN


At 6th level, you can use your Channel Divinity to
camouflage yourself and creatures of your choice
(CLERIC: DIVINE DOMAIN) within 30 feet of you. Each affected creature gains a
Your worship of Korapira reflects her embodiment of +10 bonus to ability checks made to hide or use Stealth
nature’s deadly power. Natural poisons and thorn- while in an area lightly obscured by moderate foliage.
bearing flora are holy to you, and you make liberal In addition to yourself, you can grant this benefit to a
use of both in your ceremonies and rituals. Your number of creatures equal to your spellcasting ability
mandate is clear: fauna must make way for flora, and modifier.
the bloodier that process is, the better. Rarely do your
purposes coincide with those of civilized folk, but POISON STRIKE
among certain of the fey and the intelligent creatures of At 8th level, you gain the ability to infuse your weapon
the wild, you are seen as an ally—provided your wrath strikes with magical poison. Once on each of your
remains focused on common enemies. turns when you hit a creature with a weapon attack,

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you can cause the attack to deal an extra 2d6 poison makes a melee attack against you, you can spend 1
damage to the target. When you reach 14th level, the ki point as a reaction to impose disadvantage on the
extra damage increases to 4d6. attack roll before it is made. If the attack misses you,
you can spend an additional 1 ki point to gain one of
SOW THE SEED the following benefits as part of that reaction.
At 17th level, you gain the ability to grow a seed pod Dancing Leaf. You can move up to your speed
inside your body. After 1 hour of gestation, the pod in any direction. This movement does not provoke
appears in your mouth at which point you can plant it opportunity attacks.
in the ground to cause a clone of yourself to grow from Frigid Tramontane. You make a single melee attack
the soil over the next 120 days. This ability functions against the creature that attacked you. On a hit, this
as the clone spell, except that it has no material attack deals additional cold damage equal to your
component, and the clone grows beneath the ground Martial Arts damage.
rather than in a sealed vessel.
UNBOUND BY THE EARTH
WAY OF THE WINDSTORMER Starting at 11th level, the wind buoys your every
(MONK: MONASTIC TRADITION) movement. You gain a flying speed equal to half your
You move like the wind itself, manipulating your ki base speed (rounded down to the nearest 5 feet). If
to harness the speed of the gale, to embody the power you already had an equal or faster flying speed, you
of the hurricane, unfettering your body from the gain the option to hover. (Putti also gain the option to
earth and moving through the sky with the grace and hover.) At 17th level, your flying speed becomes equal
majesty of a bird. You are able to leverage your natural to your walking speed.
bond with nature and your lightness of being to bend
the reality of the winds around you. You focus on using BULWARK OF AIR
the very air to aid you in your travels and grant you At 17th level, you can surround yourself with a
deadly powers. shielding cocoon of raging wind that hedges out the
effects of all other winds and gases. The shell also
SILVER ZEPHYR allows you to fly and breathe even underwater. You can
Starting when you choose this tradition at 3rd level, dismiss this wind or restore it as a bonus action. While
you can spend 2 ki points as an action to surround surrounded by this cocoon, ranged weapon attack rolls
yourself with a silver wind. For the rest of your turn, against you have disadvantage, and you have advantage
your movement does not provoke opportunity attacks, on Dexterity saving throws against spells and effects
and you can move through spaces occupied by hostile that deal damage in an area.
creatures of any size. Their spaces do not count as While surrounded by this cocoon, you can spend
difficult terrain for you. At the end of your turn, every 3 ki points to cast wind wall as an action or as a
creature whose space you moved through that turn bonus action, without expending a spell slot. While
must make a Strength saving throw. On a failed save, concentrating on this spell, you sacrifice the benefits
it takes damage equal to your Martial Arts damage + of your cocoon.

BACKGROUNDS
your Strength or Dexterity modifier (your choice) and
falls prone. On a successful save, it takes half as much
damage and does not fall prone.
The following backgrounds are especially common in
UNFETTERED MISTRAL putti. At the GM’s discretion, other appropriate races
At 6th level, your connection to the wind allows you may have access to them.
to dodge direct attacks with ease. When a creature

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The Faerie Ring

PLANAR PILGRIM d8 Personality Trait


Whether you wandered through a planar passage 1 I experienced something while traveling
connecting the jungle of your birth to other lands or alone that made a profound impact on
traveled along with a wandering liminal outland, you me. I continue to draw lessons from my
have drifted far from home. Those who know you see experience and attempt to share with others.
you as something otherworldly and strange. Some 2 My urge to wander makes me reticent to put
might fear you, but others value the knowledge you down roots. On the other hand, I’m an ideal
have gained in your travels. traveling companion.
Consult with your GM to determine what odd insight 3 I have learned the value of always having the
you might have attained in your travels through the right tools on hand. It is difficult for me to
extraplanar wildernesses that connect to Korapira’s pass up something potentially useful.
demesne, and why you have wandered so far. Were 4 Being used to the closeness of the wilds, I
you simply curious and daring? Did you flee your feel exposed in wide-open spaces.
birthplace for fear of its mistress? Or did she send you 5 I take a “live and let live” attitude toward the
out across the planes for some mysterious purpose? religious views of others.
Skill Proficiencies: Insight, Survival 6 I am aware of my strangeness, and I use it to
Tool Proficiencies: Herbalism kit, woodcarver’s tools make memorable introductions.
Languages: One of your choice 7 I never go charging straight into a dangerous
Equipment: A blowgun, 50 blowgun needles, a vial situation but prefer instead to gauge things
of poison (basic), a carved wooden trinket, a set of carefully beforehand.
common clothes, and a pouch containing 10 gp 8 I am curious when encountering other
travelers—even unfriendly ones—and will
FEATURE: NEVER EXPOSED learn what I can from them.
Your familiarity with harsh environments has taught
you the value of always being able to create shelter for
d6 Ideal
yourself. Given two hours, you can piece together a
1 Freedom. I am not content to stay in one
makeshift tent from the surrounding foliage in any
place for long. (Chaotic)
wooded environment. The tent is capable of sheltering
2 Practicality. Preparation is the key to survival,
up to eight creatures of Medium or smaller size. Once
and I will see to it that my companions and I
built, the structure cannot be moved.
are properly outfitted. (Lawful)

SUGGESTED CHARACTERISTICS
3 Relativism. My wanderings have shown me
the mutability of morality. I reserve judgment
Planar pilgrims are oddities among the putti race.
on many topics, accepting some views that
They develop a sense of detachment when it comes
others find difficult to accept. (Neutral)
to places and things, instead focusing on intellectual
4 Charity. I am generous when I can afford to
pursuits and theories. They make remarkably
be, knowing that one day I might benefit
useful companions though, always prepared for any
from the same attitude in others. (Good)
contingency and possessed of a wealth of information
5 Indifference. Having witnessed the deaths
gleaned from the places they have seen.
of both noble and humble creatures, I am
capable of dispassionately allowing horrors
to occur. (Evil)
6 Skepticism. I accept nothing at face value. I
need to know how things truly work. (Any)

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d6 Bond making a point on a hard surface or object it touches
1 I want nothing so much as to benefit my shine brightly for 1 hour. A 60-foot-radius sphere
people somehow. of bright light shines from this point. The sphere
2 I don’t form bonds easily—but once I do, I sheds dim light for an additional 60 feet. The light
will risk life and limb for a friend. moves with the object and can be blocked by opaque
3 I loathe my creator, Korapira, and will do coverings.
what I can to thwart her. Forest’s Embrace. This alchemical perfume attracts
plants to it with alarming speed. Applying a vial of
4 After a brief captivity as an exhibit in a
perfume is an action. While you wear it, any plant who
noble’s menagerie, I bear great malice
approaches within 30 feet of you must succeed at a DC
toward aristocrats.
10 Charisma saving throw or be charmed by you for
5 I am a dedicated member of a secret society,
as long as it remains within 30 feet of you while the
and I can’t talk about it.
perfume lasts. In addition, you treat all areas within 5
6 My knowledge of the Green Expanse is a
feet of non-creature plants as difficult terrain. When
closely guarded secret.
you begin your turn within 5 feet of non-creature
plants, you must succeed at a DC 10 Strength saving
d6 Flaw throw or be restrained. When you are restrained, you
1 I am a horrible judge of character. can escape as an action by succeeding at a DC 10
2 Others often find it too easy to talk me into Strength check.
stupid plans. Forest’s embrace can be thrown as an improvised
3 I occasionally forget how the laws of physics weapon; if you hit a creature, it is treated as wearing this
work on the plane where I find myself. And perfume. If you miss with a vial, it lands and breaks a
sometimes it’s hilarious. number of feet shy of the target equal to the difference
4 I have an extreme dislike for a common between your attack roll and the target’s AC. Touching
domestic creature. the surface where the vial broke automatically exposes
5 I cannot take a joke and have an a creature to it. Forest’s embrace lasts for 1 hour.
embarrassing need to get even when one is Poison, Tears of the Green Mind (Injury/Ingested).
played on me. This poison must be harvested from a gland in a putti’s
6 My lack of concern for material wealth neck, dealing 2d10 slashing damage to the putti in the
combines poorly with my odd love of process. A creature subjected to this poison through
gambling. injury must succeed on a DC 15 Constitution saving
throw or take 7 (2d6) poison damage and become

ADDITIONAL OPTIONS
poisoned for 1 minute. While poisoned in this way,
the creature is paralyzed. The creature can repeat the
The following options are available to putti. At the saving throw at the end of each of its turns, ending the
GM’s discretion, other appropriate races may have effect on itself on a success.
access to some of these new rules. A creature subjected to this poison through ingestion

EQUIPMENT
must succeed on a DC 17 Charisma saving throw or
be poisoned for 2d6 hours. On a successful save, the
Putti have developed the following equipment creature is poisoned for 1d6 hours. The poisoned
according to their specific needs and utilize them to creature is paralyzed, but if the save was successful, it
particular effect. also gains the ability to telepathically communicate
Bottled Sunlight. This alchemical gel absorbs with plants while poisoned, as if under the effect of a
sunlight and then releases it when the bottle is broken, speak with plants spell.

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The Faerie Ring

PUTTI EQUIPMENT MASTER TELEPATH


Item Cost Weight Prerequisite: Putti
Bottled sunlight 300 gp — The range of your telepathy increases by 30 feet. You
Forest’s embrace (vial) 25 gp — can select this feat multiple times.

Poison, Tears of the Green 500 gp —


Mind (vial, 1 dose) MIND READER
Prerequisite: Putti

FEATS
Choose a creature within the range of your telepathy.
That creature must succeed on a Charisma saving throw
Putti have evolved a style all their own and are quite (DC 8 + your proficiency bonus + your Intelligence
fond of the following feats. modifier) or expose its thoughts to you for 1 minute as
if targeted by the detect thoughts spell. On a successful
CHOSEN OF NATURE saving throw, the creature is immune to this ability
Prerequisite: Putti for 24 hours. Once you use this ability, you can’t use it
You strengthen your plant-like nature to help you again until you finish a short or long rest.
shrug off effects that would hinder your body and
mind. Choose one or two of the following conditions TELEKINETIC
or effects: Prerequisite: Putti
❖❖ Charmed You can use the telekinesis spell, except the range is
❖❖ Paralyzed equal to the range of your telepathy, and you can affect
❖❖ Poisoned only Medium or smaller creatures or objects weighing
❖❖ Stunned up to 200 pounds.
❖❖ Being transformed into a new form by the When you direct this ability against a creature,
polymorph spell or similar magic you can use your reaction to force the creature to
If you chose two conditions or effects, you have succeed on a Strength saving throw (DC 8 + your
advantage on saving throws to resist the chosen proficiency bonus + your Intelligence modifier) or take
conditions or effects. If you chose one condition or bludgeoning damage equal to your proficiency bonus.
effect, you are immune to the chosen condition or Once you use this ability, you can’t use it again until
effect. you finish a long rest.
You can select this feat multiple times. Each time you
do so, you must choose different conditions or effects. UNTETHERED
Prerequisite: Putti
DIVINELY TOUCHED You have a vastly improved control of your float
Prerequisite: Putti bladder. You gain the following benefits:
As a bonus action, you force each creature within ❖❖ As an action, you activate the ability to float
range of your limited telepathy to succeed on a higher than normal using your Floating trait.
Charisma saving throw (DC 8 + your proficiency bonus For 10 minutes, you are not limited in how high
+ your Charisma modifier) or perceive you as a holy you can float above a solid or liquid surface.
being. For 1 hour, you have advantage on Charisma However, if you rise more than 5 feet above a
checks made against affected creatures. You can end surface, your horizontal movement is limited to
this effect on one or more creatures as a bonus action. a speed of 20 feet. If you are encumbered, you
Once you use this ability, you can’t use it again sink to the surface beneath you as normal. Once
until you finish a short or long rest. A creature that you use this ability, you can’t use it again until
successfully saves cannot be affected again for 24 hours. you finish a short or long rest.

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Teras

Mommy! Wait . . . would you prefer I call you Daddy?


Hey look, this is as disorienting for me as it is for
you . . . quit trying to emotionally blackmail me, Dad! I
know you carried me for three months. You can’t hold
d
The fey are alien to most other species; the teras,
however, are alien even among fey. Born as spores
seeking a host, the teras duplicate what they can of
their host bodies and then improve upon it. Other
that over me forever! species viewing the results, however, may not agree on
—Ogremaw the Dread, Junior the word improve.
Teras can be difficult to identify, let alone define. By
nature, they defy definition. They are fey of change, of
mutability, of a world unto themselves in complete flux.
They sometimes seem beset by curses such as tumors,
growths, or warped biology, but the teras take such
deformities and transform them into gifts. These fey
believe all change is to be embraced, even if that change
may initially seem undesirable.
Physical Description: Teras defy description.
Pureblooded teras—that is, those who use another
teras as a host—are easiest to identify by a willowy,
fragile-appearing stature, luminescent, hairless skin,
and elaborate bone growths. Pureblooded teras tend
to have an unearthly, alien beauty about them that
mortals may find fascinating.
Teras born from a different host race mostly resemble
a member of that host’s species but with some form
of mutation. The exact form of mutation varies widely,
but tumors, bone growths, withered limbs, conjoined
twins, and so on are only some of the possibilities.

Jessica Miller (Order #34955022)


Mutations need not be visible: some teras have rearranged
bodily organs—or extra ones—or hollowed spaces within
their bodies. Some bleed honey or require a diet of only raw
meat. The point is that the teras cannot resist coming
into contact with a species without tweaking it in
some way. Making it different. In their eyes,
making it better.
Teras are androgynous, though non-
purebloods may visually possess various
gender characteristics of their host race.
Society: A teras begins existence as
a parasite bursting from the flesh of a
host creature whose genetic material
it borrows to make its body. Luckily
for the host, the magic of a teras
prevents this traumatic experience
from killing the host or inflicting
much perma nent da mage.
(Usually.) Once emerged, the teras
is full-grown, resembling either its
“parent” species or a pureblooded
teras, but always “improved.”
In New Pelora, Oleron’s domain,
the pureblooded teras rule and

Jessica Miller (Order #34955022)


dictate the day-to-day, everchanging laws of the realm pureblood would inflict upon themselves. The most
and jockey with one another for Oleron’s favor. The common job for non-purebloods is to go to the planes
echelons of power are filled with debauched, psychic and bring back living creatures as amusements. Some
fey willing to break any taboo or commit any atrocity teras choose not to return from these jaunts, desiring
just for the fleeting feeling of not being bored. Teras tire to feed their own experiences instead of catering to
of anything quickly once they experience it and must another’s.
push further and further to feel interest. Boredom is Teras born outside of New Pelora attempt to integrate
like a death of the mind to a teras. with their host’s society as well as they can. They are
Teras of other lineages—often with “births” arranged no less driven by a need for new experiences—nor any
by purebloods to test out new mutations—fare less well less prone to growing jaded—than purebloods, but
in New Pelora, often relegated to the menial tasks no they instinctively work to keep their natures hidden.

I
TERAS TRAITS
Teras characters possess an assortment of traits all their own.
❖❖ Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
❖❖ Languages. You can speak, read, and write Common.
❖❖ Size. Pureblooded teras vary widely in size and build while those born from other races tend toward the
build of that race. Your size is Medium.
❖❖ Speed. Your base walking speed is 30 feet.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the morph subtype (see Appendix).

❖❖ Adaptive Physiology. Your body is remarkably resilient and adaptable to your surroundings. As a reaction
when you are damaged, you can spend one Hit Die to heal as if you had just finished a short rest. You can
use this reaction even if the damage would incapacitate you. If you are at least 5th level, you can spend up
to half your Hit Dice this way. Once you use this feature, you can’t use it again until you finish a long rest.
❖❖ Blood of Oleron. Through your veins flows the wildly mutable blood of Oleron himself, making your body
particularly susceptible to magic that unnaturally alters its composition. You have disadvantage on saving
throws against transmutation spells. In addition, any transmutation spell affects you as if cast from a spell
slot one slot level higher than it actually used.
❖❖ Darkvision. Adaptable to almost any environment, you can see in dim light within 60 feet of you as if it
were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades
of gray.
❖❖ Teras Magic. Your form is always in flux. By concentrating for 10 minutes (as if concentrating on a spell),
you can alter your appearance, including height, weight, facial features, sound of your voice, hair length,
coloration, and distinguishing characteristics, if any. You can’t change your basic body shape or statistics,
but can resemble a member of another race of your size. You can make an Intelligence (disguise kit) check
to create a disguise this way even without a disguise kit. At 3rd level, you can change your appearance in
1 minute.
❖❖ Unnerving Presence. You have proficiency in the Intimidation skill.

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The Faerie Ring

Besides appeasing their cravings for novel stimulation, As for religion, some teras, particularly purebloods,
teras work to affect change and upset the status quo worship Oleron with zealot-like fervor. Teras mostly
in their surroundings—sometimes to good ends. For do not find gods and religions as supportive enough
every teras openly leading charges against tyrannies of personal evolution, but those deities closest to chaos
and stagnant kingdoms though, there is another in the with constantly changing forms and dogma may find
shadows killing innocents to study death or whispering teras faithful away from New Pelora.
in the ear of a high priest to change the church’s dogma Adventurers: Teras make natural adventurers with
to exterminate rather than tolerate the unworthy— their adaptability and devotion to leaving things much
just to see what the faithful will do and what will different to how they found them. Arcane and psychic
happen. classes—particularly those with a transmutation
Relations: The teras have no true prejudices or biases focus—account for a large number of teras adventurers,
against others, though they do feel a certain amount of but the innate variance within teras means they can be
pity for species locked into static forms. Luckily, anyone found in any class—even monks and paladins, though
can change with will and a little magic, and teras are very few teras have the willingness to remain in such
glad to work with other races in “improving” their disciplined vocations for long.
minds and bodies if they wish. With some exceptions, Age: Theoretically, teras are immortal, and while
teras prefer to have permission before working changes they can be killed, time never claims them. Their
on sentient creatures, but if it is obvious—to the teras— physiologies are basically just sacks of cancer—
that a change is direly needed, they might not bother immortal cancer, growing forever. That said, it is
with permission. common for random mutations to prove lethal, so a
There is some tension among the teras themselves teras could on the one hand live forever, or they could
with pureblooded teras considering their form to be die unwittingly at any point in their lives. They are
the true shape of evolution and other teras to be useful born fully mature.
tools in manifesting new, never-before-seen mutations. Names: A standard name scheme does not exist for
Of additional consideration are the caterpillar-like the teras. Non-pureblooded teras may have any sort
membras and the powerfully psychic yet frail terani; of name, usually taken from the culture of their host.
while teras are accepting of their many evolutionary Purebloods tend to borrow words from Aklo or Sylvan
branches, their lineage can prove perplexing even to or other language Oleron currently favors and use
other fey and provide a mistaken view of the teras as them as names until they decide to change them.

SUBCLASSES
a whole.
This is the secret other species must know to
understand the teras condition: there is no teras “as
a whole.” The fey provide an array of unique qualities and
Alignment and Religion: Chaos is the lifeblood of perspectives for creating interesting new characters.
the teras. Laws are interesting only for about as long Consult your GM before applying these subclasses to
as it takes to devise them. Teras build things only other races.

FACELESS
to tear them down and try something else. They are
intelligent and do not literally go about transforming
things on a whim—like their progenitor, Oleron, (ROGUE: ROGUISH ARCHETYPE)
they understand that while they may want to change Legends of the Faceless are repeated only around
everything, constant chaos will eventually leave the campfires late at night and in particularly disturbing
ultimate stagnation of nothing in its wake—but they nursery rhymes. Few earnestly believe the stories of
are ever mindful for opportunities where instigating killers with perfectly blank faces, but the seed of fear
change will have the broadest, most interesting effect. grows into a weed that is hard to uproot. Wise are

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Jessica Miller (Order #34955022)
those who remember the tales of hooded beings that MIND SIPHON
can change their faces into that of anyone they see and Starting at 9th level, you can cast detect thoughts as a
steal the face of anyone they kill. bonus action, requiring no components. Once you cast
Of course, you are more than a mere spook in a faerie this spell in this way, you can’t cast it again until you
tale. You use your chilling mutagenic powers to imitate complete a short or long rest. Your spellcasting ability
your targets, becoming a master of disguise by literally is Intelligence, and the save DC is 8 + your proficiency
transforming your appearance. bonus + your Intelligence modifier.

MIMIC THIEF OF FACES


Starting at 3rd level when you choose this archetype, Starting at 13th level, you can steal the faces of those
you can use your action to change your physical you kill. As a reaction when you kill a humanoid of any
appearance to perfectly match one humanoid that size category, you can absorb their physical appearance,
you have seen in the past 24 hours. This is a physical rendering their corpse featureless and smooth. Once
change, not an illusion, and it holds up to physical you use this feature to steal an appearance, you can’t
inspection. You can only adopt the appearance of steal another until you complete a short or long rest.
creatures that are the same size as you (so you cannot Additionally, you can use your Mimic feature to
transform into a Small creature if you are Medium, transform into a creature whose appearance you have
for example). If that creature has uniquely identifying stolen. This transformation perfectly mimics all of the
features that you have not seen, such as a hidden scar or chosen creature’s physical features. This transformation
birthmark, your transformation does not include those lasts until you end it as a bonus action, and you can
features. assume this shape as many times as you wish without
This transformation alters your voice to sound like needing to complete a rest.
the person you are imitating but does not grant you
knowledge of their mannerisms or syntax. A creature GROTESQUE TRANSFORMATION
interacting with you who has interacted with the At 17th level, you gain the ability to morph into
original can notice something is strange if its passive monstrous, powerful forms. You can cast true
Intelligence (Investigation) score is at least equal to your polymorph on yourself to become a specific creature
Charisma (Deception) check. If you have interacted you have observed, requiring no components and
with the original for at least 1 minute outside of combat, without expending a spell slot. Once you cast this spell
you have advantage on Charisma (Deception) checks to in this way, you can’t cast it again until you finish a
impersonate that individual. long rest.

OATH OF THE UNFETTERED


This transformation lasts for 1 hour or until you end
it as a bonus action. You cannot adopt the form of a
creature you have already transformed into until you (PALADIN: SACRED OATH)
finish a long rest. For some teras, the mutability of their bodies extends
to their very psyches, allowing them to act as both
MIMIC’S AMBUSH beneficent protector and wrathful engine of destruction
Also at 3rd level, you have advantage on attack rolls in the name of their deity. The ever-shifting nature of
against creatures that believe you are the person you these fey make it difficult for them to commit to the
are mimicking and that are not hostile to that person. rigid tenets of a typical paladin’s oath. Instead, they
The first time you attack such a creature, a hit is have committed to embodying and fostering change
automatically a critical hit. You also have advantage on and growth while also destroying limitations.
attack rolls against any creature that has not yet acted The oath of the unfettered is a polarized one, flitting
during the current combat. back and forth between altruism and selfishness,

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The Faerie Ring

creation and destruction, hope and wrath, and allows When following the right-hand path, you gain the
you to pursue your goal of making the world more Right Hand of Light Channel Divinity option. When
colorful, creative, diverse, and ultimately interesting. following the left-hand path, you gain the Left Hand of
Many unshackled knights, as you are known, are fluid Darkness Channel Divinity option. If you have a fluid
in their presentation of gender and might even change expression of gender, the magic of your path helps you
gender as often as they change between creative and to easily present as a different gender when you change
destructive roles. your path, potentially even transforming your body (as
determined by your own personal oath).
TENETS OF THE UNFETTERED Right Hand of Light. You can use your Channel
The tenets of the unfettered are customized to each Divinity to call the light of creation into your right
paladin, focusing on breaking the limitations that hand. As an action, you can touch a creature and
individual believes to be most onerous and nurturing end one disease, poison, spell, or other magical effect
the freedoms deemed most vital. currently affecting it. Additionally, this touch allows
Encourage Innovation. Support, protect, and aid you to use your pool of healing power as if using
those working for change, progress, mutation, and your Lay on Hands feature. Each point you spend
creativity. from this pool heals 2 hit points when spent in this
Care for Yourself. Showing your most dazzling and way.
memorable idiosyncrasies encourages others to tear Left Hand of Darkness. You can use your Channel
away the pointlessly confining rules of society. Care for Divinity to call the forces of darkness into your left
and protect yourself, for you are responsible for your hand. As an action, you can touch a creature and
own uniqueness. impose a curse upon it. That creature must succeed on
Laws are Made to be Broken. Rebel against and a Wisdom saving throw against your spell save DC or
destroy unjust and abused authority when you can. be blinded, deafened, frightened of you, or poisoned
(your choice) for 1 minute. It can repeat the saving
OATH SPELLS throw at the end of each of its turns, ending the effect
You gain oath spells at the following paladin levels on a success. Additionally, this touch allows you to
listed. use your pool of healing power as if using your Lay on
Hands feature. Each point you spend from this pool
OATH OF THE UNFETTERED SPELLS
deals 2 points of necrotic damage when spent in this
Paladin Level Spells
way, up to an amount of damage equal to twice your
3rd bane, bless
level in this class.
5th alter self, enlarge/reduce

AURA OF TWIN VIRTUES


9th bestow curse, remove curse
13th freedom of movement, locate
Beginning at 7th level, the power of your chosen
creature
path radiates from you like a beacon. While you are
17th mass cure wounds, mislead
following the path of light, you and friendly creatures
within 10 feet of you have resistance to necrotic damage
RIGHT-HAND AND LEFT-HAND PATH and have advantage on saving throws against being
When you choose this oath at 3rd level, you embrace charmed. While you are following the path of darkness,
duality. Your right hand represents creation and order; you and friendly creatures within 10 feet of you have
your left hand represents destruction and chaos. resistance to radiant damage and have advantage on
When you complete a long rest, choose the right-hand saving throws against being frightened.
path or the left-hand path (or determine it randomly At 18th level, the range of both of these auras
with a 50 percent chance of choosing either path). increases to 30 feet.

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Jessica Miller (Order #34955022)
FLUID DUALITY an unwholesome mass that is always immediately
Starting at 15th level, you can shift between left-hand visible unless concealed by bulky clothing or magic.
and right-hand paths as a bonus action. When you This tumor cannot be removed or healed by any
choose the left-hand path, you have advantage on means short of divine intervention or a wish spell.
attack rolls until the start of your next turn. When you You immediately lose all your oncomancer abilities if
choose the right-hand path, you have advantage on deprived of your tumor.
saving throws until the start of your next turn.
SENTIENT TUMOR
BEYOND DUALITY Your tumor is sentient but counts as a part of you. It
At 20th level, you can embrace both the left-hand and shares your hit points and cannot be individually
right-hand paths at once, becoming something greater damaged or targeted. It uses your ability scores but
than them both. Your appearance becomes graceful cannot make attack rolls or ability checks on its own.
(and potentially genderless), wreathed in both light Starting when you choose this origin at 1st level, your
and shadow. tumor offers you protection against harmful bodily
You can take this combined path as an action. For 1 effects. You have advantage on saving throws against
minute, you gain the following benefits: poison, and you have resistance to poison damage.
❖❖ You instantly gain 2 uses of your Channel
Divinity and can use either Channel Divinity TWO MINDS ARE BETTER THAN ONE
option granted by this oath. These extra uses of At 1st level, your tumor magically pursues its own
Channel Divinity disappear after 1 minute if not studies and can assist you in its areas of expertise.
used. Choose two of the following skills of your choice:
❖❖ Both of the auras granted by your Aura of Twin Arcana, History, Nature, or Religion. You become
Virtues are active at once. proficient in those skills if you are not already, and your
❖❖ You and friendly creatures within 30 feet of proficiency bonus is doubled for any ability check you
you are resistant to bludgeoning, piercing, and make that uses either skill.
slashing damage and to damage from spells.
❖❖ When you use your Fluid Duality, your choice DEFENDING TUMOR
changes which path you return to after Beyond Beginning at 6th level, your tumor becomes more
Duality’s benefits end but doesn’t cause you adept at defending your body with magic. You have
to leave your combined path. You still get the advantage on Intelligence, Wisdom, and Charisma
benefit for your path choice (advantage on either saving throws against magic. In addition, when you
attack rolls or saving throws). would take bludgeoning, piercing, or slashing damage,
you can use a reaction to spend 1 sorcery point and
ONCOMANCER gain resistance to all those damage types until the end
(SORCERER: SORCEROUS ORIGIN) of your next turn.
It’s not unusual for a teras to form semi-intelligent
tumors in their unpredictably mutable bodies. But IMPROVED STUDY
through some combination of science and magic, Starting at 14th level, your tumor furthers its studies.
some of these tumors develop enough awareness to You gain proficiency in any two skills of your choice.
communicate in limited fashion.
You can manipulate your tumors, changing your SYMBIOSIS
bodily make-up to become more resistant to ailments, Beginning at 18th level, the magical protection your
conditions, and disease but at a physical cost. tumor offers you becomes even more powerful. You
Somewhere on your body is a pronounced tumor— gain immunity to poison.

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The Faerie Ring

In addition, your tumor can shroud you in powerful take damage while raging, you can cause the creature
defensive magic. As an action, you can spend 5 sorcery that damaged you to be covered in a bubbling,
points to draw on this power, gaining the following iridescent, but seemingly harmless fluid. Whenever
effects for 1 minute or until you lose your concentration the creature covered in this fluid attacks a creature
(as if you were concentrating on a spell): that isn’t you, you can use your reaction to cause the
❖❖ At the start of each of your turns, you regain 10 creature to take psychic damage equal to your level
hit points. in this class. The fluid remains on the creature until
❖❖ You have advantage on all saving throws. you mark a new creature or until it wipes it off as an
❖❖ You gain a +2 bonus to AC. action.

PATH OF THE MUTANT MUTATING MIND


(BARBARIAN: PRIMAL PATH) Your mind is constantly changing, learning and
All teras are mutants by nature, but their most barbaric forgetting things that other creatures would consider
warriors manifest their mutations in powerful and part of the core of their beings. At 6th level, you learn
unpredictable ways. Though no teras knows the origin one language or gain proficiency with one tool, and you
of these incredible mutant warriors, most suspect that gain proficiency in one skill of your choice.
the wildly changeable and adaptable blood of these Whenever you finish a short rest, you can choose
barbarians traces to a powerful teras elder or to Oleron to forget the language or lose the tool proficiency and
himself. learn one new language or gain one tool proficiency
of your choice. When you finish a long rest, you can
UNSTABLE BLOOD choose to lose the skill proficiency to gain a new one
At 3rd level when you choose this path, your blood in its place.
changes when you rage to take on a new and caustic
form. Choose one of the following options; once you WRATHFUL MUTATION
select a feature, you cannot change it until you gain a At 10th level, your body changes and warps when you
level. rage. Choose one of the following options; once you
Adhesive Ichor. Once per turn when you take select a feature, you cannot change it until you gain a
damage while raging, you can engulf the creature that level.
damaged you in a sticky web of your own blood. The Grotesque Visage. Your face morphs into a hideous
creature must succeed on a Strength saving throw mask of alien hatred. While raging, enemy creatures
(DC 8 + your proficiency bonus + your Constitution within 5 feet of you have disadvantage on attack rolls
modifier) or be restrained until the end of your next against creatures that are not you. Creatures immune
turn or until a creature uses its action to break the web to being frightened are immune to this feature as well.
with a successful Strength (Athletics) check with the Spiny Carapace. Spikes like daggers burst from the
same DC. chitin shell that forms around your skin. While raging,
Corrosive Blood. Once per turn when you take your AC increases by 2, and any creature that either
damage while raging, you can cause the creature enters your space for the first time on its turn, starts its
that damaged you to take acid damage equal to your turn in your space, grapples you, or starts its turn in a
Constitution modifier (minimum 1). Additionally, the grapple with you takes piercing damage equal to your
attacker suffers a cumulative −1 penalty to damage rolls Constitution modifier (minimum 1).
with that weapon after dealing damage. If its penalty Tentacle Arm. One of your arms transforms into a
drops to −5, the weapon is destroyed. Magical weapons tentacle. While raging, your reach increases by 5 feet,
cannot be corroded in this way. and you have advantage on Strength (Athletics) checks
Psychoactive Essence. Once per turn when you to grapple other creatures with it.

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Jessica Miller (Order #34955022)
MUTANT REGENERATION
Starting at 14th level, your constantly morphing
body can regenerate its own tissue. At the start
of each of your turns while raging, you can
choose to spend one Hit Die to regain
hit points equal to the number rolled
on the die plus your Constitution
modifier. If you don’t, you instead
gain 5 temporary hit points. You
cannot regain hit points or gain
temporary hit points in this
way if you took any acid or fire
damage between the end of
your last turn and the start of
your current turn.

SCHOOL OF
MUTABILITY
(WIZARD: ARCANE
TRADITION)
For some teras, their
bizarre internal chemistry
emerges through their
magic rather than their
bodies. As a mutable
mage, you gain the ability
to fundamentally alter
your own magic and that
of others.
Your school emphasizes
that all magic is subject
to change at any point,
and you have honed your
abilities to fundamentally
alter spells. You may be an
experimenter, trying to
combine various magical
effects for your studies.
Or an anarchist, bringing
chaos and destruction
with you wherever you go.

MUTABLE MAGE
Beginning when you select

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The Faerie Ring

this school at 2nd level, you gain the ability to focus TWISTED ARCANA
on the basic qualities that are common to all magic. Starting at 14th level, you gain the ability to warp the
When you finish a long rest, choose one other school of spells of your enemies to such a degree that you can
magic. Until your next long rest, the gold and time you effectively control them. When a creature you can
must spend to copy a spell from that school into your see within 60 feet of you casts a spell that targets a
spellbook is reduced by one third. creature or an area, you can use your reaction to force
the creature casting the spell to make an Intelligence
BRINGER OF CHANGE saving throw equal to your spell save DC. On a failure,
Starting at 2nd level, your ability to magically alter you change the caster’s intended target or point of
objects and spells grants you insight into their inner origin to any other legal target or point of origin for
workings. You gain proficiency in the Arcana skill, and the spell. Once you use this feature, you must finish a
you gain proficiency with one type of artisan’s tools of long rest before you can use it again.

WAY OF THE TENTACLE


your choice. Your proficiency bonus is doubled for any
ability check you make that uses the Arcana skill or
the selected tools. (MONK: MONASTIC TRADITION)
A monk uses every part of their body as a weapon,
MUTABLE MAGIC but a limb as unusual and powerful as a tentacle
Starting at 6th level, you can alter the area of effect of can be transformed into a weapon deadlier than any
any spell you cast to a different area as long as the spell humanoid limb. The first teras to “improve” their
affects the same number of squares or fewer than the humanoid hosts by replacing their arms with tentacles
original. For example, a spell with a 30-foot line effect founded this martial art—and a few humanoids
could be mutated into a 15-foot cone, and a 30-foot unlucky enough to have mutated into a tentacled form,
cone could mutate into a 15-foot-radius burst. This such as yourself, have eagerly accepted their training.
ability has no effect on spells without a defined area
of effect, and it cannot be used to change a spell that TENTACLES FOR ARMS
emanates from the caster into an area of effect that Both of your arms are transformed into thick tentacles.
does not. These new appendages lack fingers and are longer than
your original arms but are somehow just as dexterous.
ELEMENTAL FLEXIBILITY Starting when you choose this tradition at 3rd level,
Beginning at 10th level, you can quickly and your reach increases by 5 feet.
instinctively change the nature of your spells. You can
change the appearance of any of your non-illusion TENTACLE TECHNIQUE
spells that have visual components, such as making a At 3rd level, you develop techniques that can only be
shield spell resemble a tower shield or making mage performed with your new appendages. Whenever you
hand appear as a hag’s claw. This does not change any hit a creature with an unarmed strike, you can spend
other features of the spell nor can it render a spell effect 1 ki point to impose one of the following effects on the
invisible. target:
In addition, when you cast a spell that deals acid, ❖❖ If it is no more than two size categories larger
cold, fire, lightning, or thunder damage, you can use than you, the creature must succeed on a
your reaction to change the damage type to another Dexterity saving throw or be grappled by you.
of those five damage types. You can use this feature This can allow you to grapple a creature normally
a number of times equal to your Intelligence modifier too large for you.
(a minimum of once). You regain any expended uses ❖❖ If it is no more than two size categories larger
when you finish a long rest. than you, the creature must succeed on a

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Jessica Miller (Order #34955022)
Strength saving throw or be knocked prone, CLARITY THROUGH PAIN
taking damage equal to your Strength or Starting at 17th level when you take damage, you can
Dexterity modifier (your choice). This can allow use your reaction to regain a number of ki points equal
you to trip a creature normally too large for you. to half your monk level. Once you use this feature, you
❖❖ The creature is covered in a sticky slime, halving can’t use it again until you finish a long rest.
its movement speed until the start of your next

BACKGROUNDS
turn.

GRASPING ARM The following backgrounds are especially common in


At 6th level, your arm becomes powerful enough to teras. At the GM’s discretion, other appropriate races
manipulate creatures while grappling them. While may have access to them.

EXILE
you grapple a creature, you can use a bonus action to
perform one of the following techniques:
❖❖ You immediately end the grapple by slamming You were cast out of your homeland and have been
the creature against a surface, object, or creature forbidden to return on pain of imprisonment or worse.
within reach, dealing damage to the grappled With no other recourse, you set out to find a new home
creature equal to your Martial Arts die plus your in a new land, searching for a place of your own in the
Strength or Dexterity modifier (your choice). If world beyond the only home you ever knew.
the other target is a creature or an object, you When you choose this background, work with
must make a melee attack against it. If the attack the GM to decide what society or organization you
hits, it takes the same damage as the original were cast out of and where you found yourself. What
target. happened to see you exiled? How serious was your
❖❖ You tighten your grip, constricting the target, transgression, and how high up does the malice against
dealing damage to the creature equal to your you run? Do you deserve your exile, or are you a victim
Martial Arts die plus your Strength or Dexterity of mistaken identity or secret plots?
modifier (your choice). The creature takes this Skill Proficiencies: History, Insight
damage at the start of each of its turns until it is Tool Proficiencies: Disguise kit
no longer grappled by you. Languages: One of your choice
❖❖ You immediately end the grapple by throwing Equipment: A disguise kit, a set of traveler’s clothes,
the creature a number of feet upward equal to a small memento of home, and a pouch containing 5 gp
your Strength or Dexterity score (your choice)
or twice that far horizontally. If it hits a surface BANISHMENT
before traveling the full distance, it takes You can work with your GM to decide the exact nature
1d6 damage per 10 feet it has not yet traveled. of your exile, or you can choose or roll on the following
Otherwise, it takes 1d6 bludgeoning damage table to determine the reason for your banishment.
plus 1d6 damage for every 10 feet it fell vertically
from the highest point in the throw.

LEECHING TENTACLES
Starting at 11th level when you hit a creature with an
unarmed strike, you can spend 2 ki points as a bonus
action to regain a number of hit points equal to the
damage the creature took.

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The Faerie Ring

d8 Banishment d8 Personality Trait


1 I was a member of the ruling class, but a 1 I am suspicious of anyone from my former
coup overthrew the government. homeland.
2 I am guilty of a heinous crime but was 2 I am always trying to build a life similar to the
connected enough to avoid a death sentence. one I held before my exile.
3 I hold beliefs branded heresy by the church. 3 I use the details of my past to create interest
4 I am the illegitimate child of the land’s ruler. and opportunity when dealing with new
5 Members of my family were involved in an people.
act of treason. Most are now dead. 4 I just want to blend in as best I can.
6 A prophecy foretold that I would bring great 5 I’m wary of government workers, soldiers,
devastation to my homeland. and other official figures.
7 I escaped prison and fled to avoid recapture. 6 I enjoy learning new things.
8 I was wrongfully accused of a crime. 7 Foreign languages are fascinating to me.
8 I’m comfortable in a mixed group of people
FEATURE: EXPATRIATE where I can see different attitudes and
After fleeing your homeland, you’ve settled in a new perspectives at work.
place, even if only temporarily. No matter how many
times you move on or where you end up, you are d6 Ideal
adept at integrating yourself into the local culture. 1 Vengeance. Any harm done to me, I will
After one week of living in a new place, you adapt to return it many times over. (Evil)
local cultural expectations and suffer no penalties to 2 Discovery. Learning more about the world
social interaction arising from your foreign origins. forces me to learn more about myself. (Any)
Similarly, you can gain access to services without any 3 Survival. Better to accept a situation and
of the difficulties that other outsiders might face, even move on than risk lives upholding principals.
in extremely xenophobic cultures. (Neutral)
4 Freedom. I don’t let anything hold me back.
SUGGESTED CHARACTERISTICS (Chaotic)
Exiles must adapt to survive, so they are often malleable 5 Protection. Leaving my homeland was the
in social situations. They shift to fit prevailing attitudes, right choice to protect those close to me.
the better to avoid drawing undue attention to (Good)
themselves. Though they might not be able to fade away
6 Society. Keeping the structure of a society
completely, exiles can mitigate the worst consequences
functioning is more important than demands
of being a stranger in a strange land. But all the while,
placed on the individual. (Lawful)
they must be wary of people from their former lives
who might be hunting them.

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Jessica Miller (Order #34955022)
d6 Bond in their hearts with awe, respect, or envy.
1 Someone unknown is responsible for my Skill Proficiencies: Acrobatics. Athletics
exile, and I won’t rest until I find out who. Tool Proficiencies: One type of gaming set
2 I’m drawn to new people and things, Languages: One of your choice
particularly if I can learn from them. Equipment: A memento from your youth (a
3 I know more of my fellows are out there, reminder of your goals) or a small sack of oddities
banished. I must find them, keep them safe. (each chosen as a meditation on form), a mirror, a
4 I’ll go out of my way to discover news from set of weighted clothes and some training equipment
home. (hand weights, juggling balls, or a jump rope), and a
5 A few people from my past keep in touch, belt pouch containing 10 gp
and I send them information from time to
FEATURE: WORD GETS AROUND
time.
You (and your companions) are always welcome into
6 I use my past experience as an asset,
public gatherings of adventurers and other like-minded
making use of my former skills and standing
souls, often at an inn or tavern. In such a group, you
whenever I can.
are privy to all sorts of gossip and the collected secrets
that adventurers are want to pass around, so long as the
d6 Flaw tales of your exploits and displays of your prowess are
1 I’ve broken my exile to secretly return home, plentiful. And you probably won’t ever have to pay for
and that truth will be my end if it comes out. your food and drink, though you may have to contend
2 My banishment hasn’t dissuaded me from with competition from the occasional up-and-comer
the behavior that inspired my exile in the first trying to show you up.
place.
3 No one is harder on me than I am, despite my SUGGESTED CHARACTERISTICS
exile being deemed full punishment for my Whether you’re mysterious and brooding or
transgressions. magnanimous and larger than life, you command
4 I have something the people who banished attention with your very presence. You are strong
me want—and I’m looking forward to them and agile and confident in your abilities. Others are
coming after me to try to take it. attracted to you and your single-minded focus on
5 I believe my own culture is superior to all pushing yourself. You easily get drawn into tales of
others. The longer I talk to people, the more your many exploits.
likely that is to come out.
6 My distrust of power makes it hard for me to
deal with the authorities—and to obey their
edicts.

PARAGON OF FORM
Since you can remember, you’ve sought nothing less
than physical perfection. You train and adventure
constantly and for no other reason than to improve
yourself, to be more powerful than you were yesterday,
to realize your unlimited potential. Others admire your
accomplishments and your exploits, and they consider
you someone of importance, holding your adventures

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Jessica Miller (Order #34955022)
The Faerie Ring

d8 Personality Trait d6 Flaw


1 I am energized by my audience and 1 I resolve arguments with my fists.
encourage their participation with my stories. 2 I take stupid risks to not show weakness,
Their admiration keeps me going. often putting others in danger.
2 I exercise constantly, such as by always 3 I am my own worst critic, perpetually
moving and random calisthenics. dissatisfied with my level of progress.
3 I don’t like to brag, but I’m willing to let my 4 I am obsessed with my appearance, admiring
companions tell the tales of my exploits. my reflection religiously and marking my
4 I make friendly challenges of those I meet, physical accomplishments.
like arm wrestling and foot races and such. 5 I push far too hard, starving myself and
5 I train with kids on my travels to get them training to exhaustion. I am a danger to
started on the right path. myself.
6 I make little wagers with myself when I do 6 Feelings of inadequacy lead me to make bad
small feats, pushing for better the next time. choices, always afraid of being ignored or left
7 I have a daily exercise regimen that I won’t behind.
let anything interfere with.

ADDITIONAL OPTIONS
8 I say little, preferring to lead by example.

d6 Ideal The following options are available to teras. At the GM’s


1 Power. Any who stand in my way will fall discretion, other appropriate races may have access to
before my might. (Evil) some of these new rules.

MUTATION FEATS
2 Potential. Pushing myself is the only way to
know what I’m capable of. (Any)
3 Independence. One must be able to fend for The following mutation feats are available only to
themself and control their destiny. (Neutral) teras. You may swap out any mutation feat for another
mutation feat whenever you gain a level.
4 Excitement. The thrill of exertion and risking
my life is all I need to keep going. (Chaotic)
ANTENNAE (MUTATION)
5 Protection. There is something big coming,
Prerequisite: Teras
threatening all I hold dear, and I need to be
A pair of antennae extend from your head, allowing
ready. (Good)
you to take on a more tactically oriented role:
6 Duty. I owe it to those depending on me to
❖❖ You gain telepathy to 30 feet and can maintain
be better. (Lawful)
contact with one creature at a time that you
share a language with.
d6 Bond ❖❖ You can use your action to enable an ally within
1 Someone in my past was my role model, and 30 feet to use the Attack, Dash, Disengage,
everything I do is for their memory. Dodge, or Help action on your turn. You can use
2 I owe it to myself. I’m worth the effort. your movement to enable an ally within 30 feet
3 There is someone I’m competing against, and to move your speed.
someday we’ll have to square off. ❖❖ When an ally within 5 feet of you misses with a
4 My fans deserve the new stories I can bring. melee attack, you can use your reaction to allow
5 I must be the best. Losing is not acceptable. them to repeat the same attack against another
6 The people need my power. If not me, who? creature of your choice.

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EXAGGERATED MUSCULATURE (MUTATION) ❖❖ After each long rest, you gain temporary hit
Prerequisite: Teras point equal to twice your constitution modifier
Your muscles bulge and twist in strange proportions, (minimum of 2).
enabling you ever greater control over your physical
form: MAGIC POLYP (MUTATION)
❖❖ Increase your Strength, Dexterity, or Prerequisite: Teras
Constitution score by 1, to a maximum of 20. A fleshy polyp with an eye on the end appears on
❖❖ Whenever you make a Strength, Dexterity, or your body, gawking and surveying with a mind all its
Constitution check, you can treat a d20 roll of 9 own:
or lower as a 10. ❖❖ Increase your Intelligence score by 1, to a
❖❖ You have advantage in any contest where you maximum of 20.
and your opponent are both making Strength, ❖❖ As a bonus action, your polyp can take over for
Dexterity, or Constitution checks. you in order to maintain concentration on a
spell. It must be able to see any targets.
EYE FLOATERS (MUTATION) ❖❖ Your polyp can cast any cantrip you know as a
Prerequisites: Teras; Intelligence, Wisdom, or Charisma bonus action without impacting your ability to
13 or higher cast spells.
Your eyes can leave their sockets, acting as familiars
(per the find familiar spell), turning them into POLYCHROMIC STARE (MUTATION)
independent eye companions. Your eyes become fey Prerequisite: Teras
creatures with the statistics of an octopus, except they Your eyes display a mesmerizing range of colors
gain a flying speed of 30 feet and can only convey while providing you a shifted view of the world, almost
visual information. Replace the octopus’s traits with as if everything is in slow motion compared to you and
the following traits. giving you an uncanny presence on the battlefield:
Amorphous. Your eye companions can move through ❖❖ Increase your Charisma score by 1, to a
spaces as narrow as 1 inch wide without squeezing. maximum of 20.
Amphibious. Your eye companions can breathe air ❖❖ When a hostile creature attacks you, you can use
and water. your reaction to move up to your speed without
You can release one or both of your eyes from their provoking opportunities attacks.
sockets at once. As an action, you can see through one ❖❖ When a hostile creature misses you with a
or both eye companions until the start of your next melee attack, you can use your reaction to force
turn, but in either case, during this time, you are blind that creature to repeat the same attack against
to your own senses; if both eye companions are released, another creature (other than itself) of your
then you remain blind with regard to your own senses choice.
until one or both have returned. If an eye is destroyed,
it will regenerate in its socket after a long rest. PROBING TENDRIL (MUTATION)
Prerequisite: Teras
IRON VISCERA (MUTATION) You grow a thin 15-foot tendril that seems to possess
Prerequisite: Teras a curiosity all its own and allows a greater range of
Your internal organs are adaptable to effects that effect:
might debilitate a creature of lesser resiliency: ❖❖ You can use your action to control the tendril.
❖❖ You have resistance to poison damage, and you You can use the tendril to manipulate an object,
have advantage on saving throws due to being open an unlocked door or container, stow or
poisoned. retrieve an item from an open container, or

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pour the contents out of a vial. The hand can’t ❖❖ You are immune to the extra damage from
attack, activate magic items, or carry more than critical hits and sneak attacks.
10 pounds. ❖❖ After a creature hits you with a critical hit or
❖❖ When taking the Help action, you can aid a sneak attack, if it attacks you again before the
friendly creature in attacking a creature within end of its next turn, it’s first attack roll is made
15 feet of you. with disadvantage.
❖❖ You have advantage when making opportunity
attacks. STABILIZING PODIA (MUTATION)
Prerequisite: Teras
REACTIVE MUTATION (MUTATION) Your flesh spontaneously projects small tubular
Prerequisite: Teras growths, sprouting from your flesh where needed to
You have some measure of control over your body staunch bleeding and escape tight spaces:
at a cellular level, allowing you to adapt to different ❖❖ If damage reduces you to 0 hit points and fails to
stressors: kill you, you become stable. While stable, if you
❖❖ Increase your Constitution score by 1, to a fail to take any additional damage prior to your
maximum of 20. next turn, you regain 1 hit point.
❖❖ When you finish a long rest, you may swap out ❖❖ You have advantage on ability checks to escape
any mutation feat for another mutation feat with being grappled.
10 minutes of meditation, instead of at each new
level. TRACKING SPORES (MUTATION)
Prerequisite: Teras
SENTIENT GROWTH (MUTATION) You emit a cloud of specialized spores that
Prerequisite: Teras relays limited information back to you about your
Your volatile cells have formed a pulsing, semi- surroundings:
intelligent tumor that can sense when danger ❖❖ You have advantage on passive Wisdom
threatens and activate your body’s natural defenses in (Perception) and passive Intelligence
response: (Investigation) checks.
❖❖ You take 1 less damage from the first attack that ❖❖ Creatures don’t gain advantage on attack rolls
hits you in a round. against you as a result of being hidden from you.
❖❖ If you are hit with a melee attack by a creature, ❖❖ Your ranged weapon and ranged spell attacks
you no longer provoke opportunity attacks ignore half cover and three-quarters cover.
from that creature until the end of your next
turn. VESTIGIAL APPENDAGE (MUTATION)
❖❖ If you’re subjected to an effect that grants a Prerequisite: Teras
second saving throw to avoid a secondary effect A strange, underdeveloped, alien-looking appendage
or an extended duration, you can use your sprouts from somewhere on your torso, aiding you in
reaction to automatically succeed on the saving certain tasks:
throw. ❖❖ Increase your Strength or Dexterity score by 1, to
a maximum of 20.
SHIFTING FLESH (MUTATION) ❖❖ Opportunity attacks against you are made with
Prerequisite: Teras disadvantage.
Your flesh is deceptively malleable, foiling attackers ❖❖ You have advantage on Strength and Dexterity
from taking advantage of a dropped guard or a slipped saving throws and ability checks to avoid being
footing: moved or knocked prone.

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Twilight Children

Are you cold, child? Hungry? Alone? These are funny


nonsense words where I’m from. Like stories told before
a fire with a full belly and dear friends. Take my hand,
dear heart, and never feel need again.
d
These fey are changelings, the offspring of fey dalliances,
the lost children in the wilds, and the babes stolen
from cradles and raised in magical demesnes with fey
creatures as their family, friends, or masters. The lives
—Avasule, of twilight children may be enchanted or nightmarish,
Duchess of Waking Nightmare depending on the fey who finds or steals them. Some
are treated as guests or fey children, others are slaves
or playthings. No matter their upbringing however, the
twilight children never quite belong with the fey but
neither can they ever go home again.
Physical Description: Twilight children are
irrevocably changed by their lives immersed in fey
magic. They retain much of the general look of their
original race but change according to the sorts of fey
they primarily associate with—so they may develop
the horns and hairiness of a faun or the razor teeth
and bat ears of a gremlin or the dusky skin and tail
of a darkling, for a mere few examples. More so, the
process of becoming a twilight child can easily change
the normal expectations for the physical appearance
of a given heritage, creating an individual who is
significantly taller or shorter, heavier or lighter, and so
on, than normal.
Regardless of parentage and environment, there is
always something a little ephemeral and frail about the
twilight children. They all bear the look of someone

Jessica Miller (Order #34955022)


caught between the real world and a dream.
Society: There is no unified society of twilight children.
Given that one twilight child can be completely opposite from
another, there are no guarantees that their own kind will be
any more familiar than other fey.
Most have only dim memories of their lives before they
lived in the fey realms, if they were even old enough to form
memories. Those kidnapped from loving homes
may still remember the feeling of a safe,
warm family that even well-intentioned
fey can’t replace. By contrast, some
twilight children came to the
fey by becoming lost while
running away from abusive
homes or after being
orphaned, so becoming
a changeling was
perhaps for the better.

Jessica Miller (Order #34955022)


Not all fey bear benevolence for their little captives likely to produce a twilight child who has lost all life
though. Some are experimented on, transformed, meaning but to hunt and kill fey.
and tortured; some are raised as servants, slaves, or Twilight children raised among fey in happier
consorts; some are abandoned in a wild demesne and circumstances are still seldom totally accepted; they
left to their own bid for survival. It is these cases most are still too different, too limited by their form. The

TWILIGHT CHILD TRAITS


Twilight children characters possess an assortment of traits all their own.

I
❖❖ Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice
each increase by 1. The ability scores you choose must be ones that would increase for a character of your
humanoid origin (see Inheritance below). If your origin would have increased only one score, that score
instead increases by 2.
❖❖ Languages. You can speak, read, and write Common, Sylvan, and one other language representing your
humanoid origin.
❖❖ Size. Twilight children vary in height and build depending on their humanoid parentage. Your size is Small
or Medium, depending on your humanoid origin.
❖❖ Speed. Your base walking speed varies according to your humanoid origin: 25 feet if you are Small or 30
feet if you are Medium.
❖❖ Type. Your type is fey. Spells and effects that specifically target humanoids do not affect you. You also gain
the changeling subtype (see Appendix).

❖❖ Darkvision. Accustomed to living in shadows, you have superior vision in dim and dark conditions. You
can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
❖❖ Fey Kin. Choose one option from the following list, representing the fey individuals or region responsible
for your transformation: Bite (bitterclaw), both Darkling Magic and Sunlight Sensitivity (darkling), Fixed
Mind (matabiri), Glow (goodfellow), either Gnomekin Magic or Illusion Resistance (black hat or far darrig),
Keen Smell (kitsune), Mark Prey (fir bolg), Norn Magic (norn), Teras Magic (teras), Two Worlds (see below).
❖❖ Inheritance. As a twilight child, you retain a number of features from your original humanoid race,
including size and a racial tag indicating your parent race. You are considered both a fey and a member of
your original race for the purpose of targeting effects or attuning magic items. If a spell or effect applies to
both fey and humanoids but differently, it treats you as a fey.
❖❖ Shadowskin. You have proficiency in the Stealth skill, and you can take the Hide action as a bonus action
when you are in dim light or darkness.
❖❖ Twilight Strike. Whenever you score a critical hit with a weapon attack, you add 1d6 cold damage to the
extra damage of the critical hit. If you are Small, shadows seem to cling to your small frame, and you cast
a shadow as if you were Medium. If you are Small, whenever you hit with a weapon attack, you add 1d4
cold damage.
❖❖ Two Worlds. If you choose this option for your Fey Kin trait, you have advantage on saving throws against
spells and effects from fey and from humanoids that share the racial tag of your Inheritance.

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changelings may be friends, sidekicks, or treated as given out of manipulation and not sincere appreciation
favored pets but never as equals, and it is a rare and however, the twilight child can become a duped cultist
cunning twilight child that achieves any power in fey or patsy.
courts. This can be particularly galling for twilight Adventurers: On the edge of two worlds, the
children who are born of a union between fey and twilight children often turn to adventuring in the
mortal, sometimes even of a sovereign like Manitou. hopes it will help them discover something they
They find their blood accounts for nothing, and some are missing. In the process, some twilight children
develop an obsession with their fey parent—either are lucky enough to find belonging as a valuable,
wishing to know the parent and plead their worthiness respected member of a group of companions. Others
to best their lot or for vengeance at being created and seem doomed to wander the Material Plane or the
abandoned. fey lands, never attaining a true sense of belonging
Returning to their home planes has little more to anywhere.
offer. They are strangers to their own former kin and Any adventuring class may appeal to at least some
viewed with the same distrust and awe the mortal races twilight children. Their fey aspects make them
have for fey yet do not possess powers or agendas as particularly well-suited as bards and sorcerers,
fey do. Thus they are locked out of thriving in mortal and some “foster families” of fey may orient them
communities as well. more to certain classes, but they can be found in all
Relations: Most twilight children are hungry for vocations.
friends or at least allies. Other half-species, such A specialized sort of twilight child adventurer is
as aasimars, half-elves, half-orcs, and tief lings, the fey hunter. Often rangers and the like, these
understand better than most the frustrations of being changelings are devoted to slaying either any fey they
born between two worlds and never really belonging can find or a particular kind of fey that has particularly
in either. Gnomes can be comforting influences to a earned their enmity. The most ambitious fey hunters
twilight child as these little fey tend to be happy to are after a sovereign’s head.
treat twilight children as equals and take them along Age: Twilight children reach maturity at the same
on their (often bizarre) adventures. rate as their original race. Regardless of their heritage
Other fey races may be viewed warmly or as though, all twilight children can live to be over 300
enemies, depending on the nature of their foster years old.
fey. Twilight children have little power for the most Names: Due to their various origins, names among
part in the fey courts, but they tend to be the best the twilight children vary substantially. Some have
informed—raised among fey yet not viewed as rivals, been given or adopted fey names while a select few
twilight children hear more secrets and gossip than have retained their birth name from their originating
their unassuming origins suggest. Clever twilight culture. Once achieving adulthood, some twilight
children stay behind the curtain of fey court intrigues children forego all prior names and choose one of their
but pull more strings than the proud fey would ever own; having usually had so little control over their lives
believe. before, some decide they can at least exert their will on
Alignment and Religion: Much like the diversity in what they should be called.

SUBCLASSES
their originating race, the alignment and religion of
the twilight children varies widely. For every twilight
child embracing fey customs and beliefs, another shuns
them entirely. Twilight children can be vulnerable to The fey provide an array of unique qualities and
suggestion at times in their desire to fit in and may perspectives for creating interesting new characters.
adopt the ethos and faith of a companion who treats Consult your GM before applying these subclasses to
the twilight child respectfully. When that respect is other races.

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COLLEGE OF a DC 20 Intelligence (Investigation) check, uncovering

THE KNOWING SEELIE the truth about the object of its suspicion on a success.

(BARD: BARD COLLEGE) At 6th level, this DC increases to 25, and it increases
again to 30 at 14th level.
You are often quieter than your more musical colleagues.
Work with your GM to determine the details of
You, as an agent of the courts, harness talents of
your identity and your contacts. You can change your
observation, investigation, and interrogation in order
secret identity by spending seven days of downtime to
to provide your masters with secret intelligence. You
establish a new false history, vocation, and contacts.
are often known as seelie detectives to the fey public.
(The Seelie and Unseelie of course share some
STYLISH RECOVERY
characteristics, and the college of the unseelie would
At 6th level, when you fail on an ability check or miss
provide the same class features. That said, both
with an attack roll, you can spend a use of Bardic
sides employ other agents that vary greatly from one
Inspiration. Roll a Bardic Inspiration die, and add the
another.)
number rolled to the result, possibly turning a failure
into a success or a miss into a hit. You can choose to
BONUS PROFICIENCIES
do so after you roll the die for the check or attack but
When you become a seelie detective at 3rd level, you
before the GM determines the result of the roll.
gain proficiency with medium armor, shields, and
martial weapons.
ILLUSORY REINFORCEMENTS
Starting at 14th level, you can summon illusory
SECRET IDENTITY
duplicate agents to confuse your enemies. As an
At 3rd level, your connection to a fey lord allows you to
action, you choose two points within 60 feet of you.
assume a secret identity. As part of your secret identity,
An illusory double of yourself appears at each of these
choose a location of residence, a lifestyle (such as Poor,
points. These doubles seem completely real, including
Wealthy, or Aristocratic), and a vocation. You are
mimicking your sounds, smells, and temperature. You
provided with at least one set of clothing appropriate to
can choose to instantly and unnoticeably switch places
your vocation and lifestyle along with documentation
with one of the doubles when they first appear or as an
(real or false) to prove that the details of your secret
action on your turn.
identity are true. This documentation appears real
The illusory doubles mimic your every action as
under casual observation.
accurately as possible, passing through physical
As long as you spend at least 1 day of downtime each
obstacles if necessary. When you move, each illusion
month living as your secret identity, you can maintain
can move up to your speed. When you make a melee
up to five contacts that believe your secret identity to
attack against a creature adjacent to you, a double also
be indisputably true. If a creature suspects something
makes a melee attack against a creature adjacent to it,
is fishy about your identity while interacting with
with a bonus to hit equal to your proficiency bonus +
you, it can attempt to make a Wisdom (Insight) check
your Dexterity modifier + your Charisma modifier. If
contested by your Charisma (Deception) check. On a
the attack hits, the target takes psychic damage equal
success, it may not realize the extent of your lie, but it
to 4d6 + your Charisma modifier. The difference in
does recognize that some part of your identity is false.
damage does not allow observers to tell which of you
You can expend a Bardic Inspiration die after rolling
is real.
your check but before knowing your opponent’s result,
The doubles each have an AC equal to 10 + your
adding the die roll to your result.
Dexterity modifier + your Charisma modifier. A
A creature that wants to investigate your secret
double disappears if it is hit by an attack but does not
identity can spend 8 hours researching one aspect of
disappear if caught in a spell or effect that affects an
your identity. At the end of those 8 hours, it can make
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area or if it passes through damaging terrain. The duration of 10 minutes.


doubles also disappear when you cease concentrating Once you use this feature, you can’t use it again until
(as if concentrating on a spell), up to a maximum you finish a long rest.

DARKNESS DOMAIN
(CLERIC: DIVINE DOMAIN)
The fey aren’t known for their
veneration of gods, but
twilight children bring
much with them
f rom t he i r
previous
lives. You

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find solace in your veneration of darkness, of shadow, out in a 30-foot radius centered on you. You and all
granting its special gifts to those, like you, caught your allies in the area are treated as being invisible for
between worlds. You develop mastery over the chill the purpose of being targeted by spells. You and your
left behind when light fades and over the shroud of affected allies can see one another normally.
darkness itself.
POTENT SPELLCASTING
DARKNESS DOMAIN Starting at 8th level, you add your Wisdom modifier to
You are granted the following domain spells. the damage you deal with any cleric cantrip.

MIDNIGHT CLOAK
DARKNESS DOMAIN SPELLS
Cleric Level Spells
At 17th level, you can use your action to activate an aura
1st bane, sleep
of chilling darkness that lasts for 1 minute or until you
3rd darkness, darkvision
dismiss it using another action. You radiate darkness
5th fear, protection from energy in a 60-foot radius. Your enemies in the darkness have
7th black tentacles, ice storm disadvantage on saving throws against any spell that
9th cone of cold, dream deals cold or necrotic damage. You and your allies can
see through this darkness normally.
BONUS CANTRIP
When you choose this domain at 1st level, you gain GIANTSLAYER
the ray of frost cantrip. This doesn’t count against your (FIGHTER: FIGHTER ARCHETYPE)
total number of cantrips known. When you are small, any creature larger than you
appears to be a giant. You accentuate your small
SWALLOWED BY NIGHT stature, building on every advantage you can. No one
Also at 1st level, you can always attempt to hide while in will ever call you weak. Using guile, cunning, and
a lightly obscured area created by dim light, even while resourcefulness, you are able to fell creatures easily ten
you are being observed. times your own size.

CHANNEL DIVINITY: NIGHTFALL THE HARDER THEY FALL


Starting at 2nd level, you can use your Channel Divinity Starting at 3rd level, you deal additional damage
to unleash a wave of frigid darkness. As an action, you when fighting creatures larger than you. Whenever
present your holy symbol. Any magical light within 30 you hit a creature with a melee weapon attack or a
feet of you is dispelled, and nonmagical light sources ranged weapon attack from within 30 feet, you deal an
are snuffed out. Additionally, each hostile creature additional 1d6 damage if your target is larger than you.
within 30 feet of you must make a Constitution saving You can only deal this extra damage to a single
throw, taking cold damage equal to 2d10 + your cleric creature, once per turn.
level on a failed saving throw and half as much damage
on a successful one. A creature that has total cover UNSEEN INTRUDER
from you is not affected. Starting at 7th level, creatures larger than you have
disadvantage on Wisdom (Perception) checks made to
CHANNEL DIVINITY: SHROUD OF NIGHT see or hear you.
At 6th level, you can use your Channel Divinity to
partially shroud your allies from sight, protecting them WRESTLER OF GIANTS
from harmful spells. As an action, you present your Starting at 10th level, you can grapple creatures
holy symbol, and a wave of shadowy energy spreads regardless of size category, and creatures larger than

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you have disadvantage on Strength (Athletics) and


LOST CHILDREN
Dexterity (Acrobatics) checks made to grapple you.
(WARLOCK: OTHERWORLDLY PATRON)
When a humanoid child dwells for long in the
SPECIALIZED FIGHTING STYLE
fey realms, they eventually cast off some of their
At 15th level, your core fighting style evolves to be even
humanoid self and become fey. This process often
more effective against larger foes. You gain one of the
cleaves shards or echoes from their souls. Over the
following benefits when fighting creatures larger than
centuries, this fragmentary collective consciousness of
you, based on which Fighting Style you chose at 2nd
these countless lost children has amassed considerable
level. Only that Fighting Style you gained through this
magical influence over these alien realms. As one, the
class is improved by this feature.
Lost Children possess incredible psychic power but
Archery. Your ranged weapon attacks now deal an
lack the maturity to control it. Many entering pacts
additional 1d10 damage if the target is larger than you.
with the Lost Children are but children themselves,
You can only deal this extra damage to a single creature,
entering into an arcane contract with an immature yet
once per turn.
impossibly powerful psychic presence.
Defense. When you are hit by an attack from a larger
You have promised to lead these echoes, these
creature while you are wearing armor, you can use your
memories and shed identities of lost children, back to
reaction to gain resistance to bludgeoning, piercing,
the mortal world, and you can tap into their depthless
and slashing damage from the attacks of creatures
wellspring of arcane potential.
larger than you until the end of the current turn.
Dueling. When you are wielding a melee weapon in
EXPANDED SPELL LIST
one hand and no other weapons, your weapon attacks
The Lost Children let you choose from an expanded list
against creatures larger than you score a critical hit on
of spells when you learn a warlock spell. The following
a roll of 19 or 20.
spells are added to the warlock list for you.
Great Weapon Fighting. When you hit with an attack
you make with a melee weapon against a creature larger LOST CHILDREN EXPANDED SPELLS
than you, you can attempt to shove the target as a bonus Spell Level Spells
action. You have advantage on the Strength (Athletics) 1st alarm, color spray
check to shove the creature, and if you succeed, you 2nd rope trick, web
deal the target 2d6 bludgeoning damage. The weapon 3rd haste, major image
must have the two-handed or versatile property for you 4th confusion, conjure woodland
to gain this benefit. beings
Protection. When a creature larger than you that you 5th animate objects, telekinesis
can see attacks a target other than you that is within 5
feet of you, it makes the attack roll with disadvantage ETERNAL YOUTH
as long as you are not incapacitated—you need not use Starting when you make a pact with this patron at 1st
your reaction. You must be wielding a shield. level, you stop physically aging as every second you age
Two-Weapon Fighting. When you engage in two- is split among uncountable thousands of souls. You still
weapon fighting against a creature that is larger than die when your time is up, but magic can’t age you.
you, you have advantage on your attack roll with the
second weapon. VIGOR OF YOUTH
At 1st level, you can target yourself or touch another
SLIPPERY DODGER willing creature as an action to bestow upon it the
Starting at 18th level, creatures larger than you have blessing of youth. For 1 minute, that creature gains the
disadvantage on attack rolls against you. following benefits:

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Jessica Miller (Order #34955022)
❖❖ They gain temporary hit points equal to your
PATH OF THE GLOAMING ROAD
level in this class.
(BARBARIAN: PRIMAL PATH)
❖❖ Each of their speeds increase by 10 feet.
You walk the shadow of two worlds. Yet it is within
❖❖ They have advantage on Dexterity checks and
the untamed wilds that you find your defining purpose
Dexterity saving throws.
and the clarification of solitude. You want nothing
Once you use this feature, you can’t use it again until
more than to feel the dirt between your toes, to smell
you finish a short or long rest.
the damp earth, to be free of all ties and obligation. You
call the trees and creatures of the night your closest
BURDEN OF AGE
friends.
Starting at 6th level, you can call upon your patron
to inflict the pain of countless centuries of loneliness
WHAT LIES BENEATH
upon a target you can see within 30 feet. That target
At 3rd level when you adopt this path, you gain
must make a Wisdom saving throw. On a failure, it
tremorsense out to 30 feet as long as you remain
suffers the following effects for 1 minute. It can repeat
barefoot.
this saving throw at the end of each of its turns, ending
the effects on a success:
CONSUMING EMBRACE
❖❖ They have disadvantage on Dexterity checks and
Also at 3rd level, just as the land holds tight to what
Dexterity saving throws.
it claims, you do not easily relinquish your prey.
❖❖ Each of their speeds are decreased by 10 feet.
While you’re raging, any creature you grapple has
❖❖ At the start of each of their turns, their hit point
disadvantage on attempts to escape the grapple.
maximum is reduced by 10 until they finish a

SHADOW’S SPLENDOR
long rest. If their hit point maximum is reduced
to 0, they die.
At 6th level, the shadows are family to you. You (and up
Once you use this feature, you can’t use it again until
to ten other creatures you choose) can use Stealth at a
you finish a short or long rest.
normal pace rather than a slow pace.

COLLECTIVE IMMORTALITY
COMMUNION
Starting at 10th level, you can call upon your patron to
At 10th level, you channel the majesty of the wild and
sacrifice some of its collective life essence to save your
can bestow it upon others. You can cast the awaken
own. As a reaction when you are reduced to 0 hit points,
spell, but only as if it were a ritual.
you can regain hit points equal to twice your level in

SHADOWS WITHIN
this class. Once you have used this feature, you must
finish a short or long rest to use it again.
At 14th level, the shadows fly to your aid. When a
hostile creature attacks you while you’re raging, you
LOST FOREVER
can use your reaction to suddenly blend in with your
Starting at 14th level, you can draw a creature into
surroundings. You become invisible until the start of
the endless faerie maze that your patron wanders for
your next turn.
eternity. You can cast maze without using a spell slot.
You must use your action on each of your turns to
PATH OF THE NIGHTWALKER
maintain concentration on the spell, to a maximum
(BARBARIAN: PRIMAL PATH)
of 1 minute. The target also takes 1d6 psychic damage
You walk the night, seeking communion with the
at the start of each of its turns while lost in the maze.
dark spaces, with the creatures that thrive on the
Once you use this feature, you can’t use it again until
other side of day. Nocturnal by nature, the darkness
you finish a long rest.
frees you, gives you permission to be what you are.
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Jessica Miller (Order #34955022)
The Faerie Ring

You travel the isolated stretches, avoiding the well- SHADOW AFFINITY
worn paths, and stick to the shadows to find your Beginning when you select this arcane tradition at 2nd
peace. level, you learn the minor illusion cantrip if you don’t
already know it. The cantrip doesn’t count against your
WILD SERENITY number of cantrips known.
At 3rd level when you adopt this path, you gain the
ability to cast the silence (the effect is centered on you SHADOW WEAVE
and moves with you) and speak with animals spells, but Also at 2nd level, when you target one or more creatures
only as rituals. with a spell of 1st level or higher, you can choose to
shroud one of those creatures in darkness. Until
NIGHT’S SOUNDING the start of your next turn, the creature can’t make
Also at 3rd level, your senses adjust to a life nocturnal. opportunity attacks and has disadvantage on Wisdom
While you’re raging, any creature you damage can’t (Perception) checks involving sight. The creature is not
hide from you as long as you aren’t deafened. affected if it has some means of seeing through magical
darkness or if it can’t be blinded.
SWIFT SURETY
At 6th level, you act with an instinctual grace. You BENIGHTED EYES
can wear any armor without having disadvantage on At 6th level, you learn to manipulate shadow that would
Dexterity (Stealth) checks, and you have advantage obscure your sight. As a bonus action, you gain the
on Dexterity (Acrobatics) checks made to keep your ability to see in normal and magical darkness out to a
balance and to avoid obstacles. range of 30 feet until the start of your next turn.
You can use this ability a number of times equal to
WILD PASSAGE your Intelligence modifier (a minimum of once). You
At 10th level, the trees acknowledge your entreaties. regain all expended uses when you finish a short or
You can cast the tree stride spell, but only as if it were long rest.
a ritual.
SHADOWPLAY
NIGHT’S FLEET WINGS Beginning at 10th level, you can twist the shadows
At 14th level, you react with preternatural swiftness. around your magic to change one spell into another.
While raging, the first time on your turn that you When you cast a spell, you can choose to instead cast
leave a hostile creature’s reach, you don’t provoke an a different spell of the same school. The different spell
opportunity attack from the creature. must be in your spellbook, but you need not have it

SHADOW CASTER
prepared. You must complete the full casting time of
the new spell if it was longer than the casting time of
(WIZARD: ARCANE TRADITION) the original spell. The new spell is cast at the same level
You eschew the wizardly study of a single school of as the original spell.
magic, preferring instead to weave your spells with the You can use this ability a number of times equal to
essence of shadow to create strange and unpredictable your Intelligence modifier (minimum of once). You
effects that defy explanation. You are often distrusted regain all expended uses when you finish a long rest.
for your association with “dark magic,” and not without
good reason. You are a trickster after all, hiding a INFUSION OF SHADOWS
darkness within, and you understand that shadow is Starting at 14th level, you can infuse your damaging
a tool like any other form of magic, to be used as you spells with raw shadowstuff that heightens your attacks.
see fit. Whenever you cast a spell that deals damage, you can

— 181 —
Jessica Miller (Order #34955022)
choose to roll half the spell’s damage dice to deal cold disputing parties will listen to you long enough for you
damage. If the spell allows a saving throw, any creature to make your case, you can insinuate yourself as their
that takes cold damage from the spell and that fails its arbiter, and those involved will abide by your judgment
saving throw also has disadvantage on attack rolls and as long as it’s generally fair. But if you show overt bias
ability checks until the start of your next turn. or selfish interest, they might well walk away.
After rolling the infused spell’s damage, you can Your reputation can result in individuals seeking
reroll a number of cold damage dice equal to your your services as a mediator, and you can leverage
Intelligence modifier (minimum of 1). You must use an audience with powerful individuals you might
the second roll. otherwise be unworthy to meet. Your mediation skill
Once you use this ability, you can’t use it again until might even allow you safe passage through areas of
you finish a short or long rest. conflict if you reveal your intention to negotiate a

BACKGROUNDS
resolution to that conflict. The GM has the final say on
determining what you can accomplish with this feature
and how successful you might be.
The following backgrounds are especially common
in twilight children. At the GM’s discretion, other SUGGESTED CHARACTERISTICS
appropriate races may have access to them. Ambassadors understand that to get things done, they

AMBASSADOR
have to figure out what everyone wants. They know
how to modify their behavior to fit almost any situation,
You’ve always had a knack for finding resolution during ingratiating themselves to the people they’re dealing
disputes, whether involving yourself or third parties. with. Motivations for ambassadors vary wildly from
Steering a conversation comes second nature to you profoundly selfish to purely service oriented. Most
as does making a reasoned appeal designed to bring ambassadors fall in between, showing a genuine affinity
others around to your way of thinking. Whether you for settling disputes but always having some personal
wanted it to or not, this talent has landed you in the stake that makes the effort worthwhile.
middle of many confrontations.
d8 Personality Trait
Perhaps you came from a family rife with squabbling,
developing these skills as a survival tactic. You might 1 I work hard to cultivate a reputation for
have studied at a university or temple or with advisors fairness.
to nobility. Maybe you enjoy the feeling of helping 2 I never turn away someone asking for my
to defuse conflict—or perhaps you get a thrill from help.
manipulating the feelings of others without their 3 I always use clear language and take time to
notice, steering them toward the outcome you wanted make sure my listeners understand me.
all along. 4 People who can’t settle their own affairs
Skill Proficiencies: Deception, Persuasion irritate me, and I step in just to make it stop.
Tool Proficiencies: Forgery kit 5 The wrong word at the wrong time can spell
Languages: One of your choice disaster. I always choose my own words
Equipment: A forgery kit, a set of traveler’s clothes, carefully.
a writ or letter of introduction from someone you 6 Being able to save or destroy a relationship
previously assisted, and a pouch containing 10 gp with a few words is power I relish.
7 I shift my approach depending on who I’m
FEATURE: IMPARTIAL MEDIATOR talking to.
Your skill at settling conflicts allows you to ingratiate 8 I take great pains to remain calm, especially
yourself to people embroiled in disputes. If the in the face of looming hostilities.

— 182 —
Jessica Miller (Order #34955022)
The Faerie Ring

d6 Ideal d6 Flaw
1 Aspiration. I constantly seek to improve by 1 I spend so much time between conflicting
challenging myself to achieve larger victories. parties, I never feel like I fit in.
(Any) 2 I only accept another person’s judgment of a
2 Peace. Only through understanding one situation if it agrees with my own opinions.
another can we end pointless conflict. I will 3 When others offer their assessment, I’m
usher in that understanding. (Good) quick to voice any disagreement I have.
3 No Boundaries. Bottling up tension and 4 My temper flares if anyone challenges my
conflict just makes that conflict more likely rulings.
to explode. Better to spread it around and 5 One day, I will have to choose between two
snuff it out quickly. (Chaotic) things I love, and I’m putting that day off for
4 Impartiality. I must not favor any side in a as long as possible.
dispute, giving equal weight to all. (Neutral) 6 When I feel uncomfortable, I try to insinuate
5 Ambition. Every squabble I settle is another myself into a group—and often go too far
piece in the puzzle of my advancement. (Evil) when I do so.
6 Precedent. There’s always a rule or law that
we can apply to settle a dispute. (Lawful) COMMANDO
The regular soldiers in an army fight and live in a
d6 Bond regimented, structured fashion. That wasn’t your life.
1 The mentor who taught me to be the voice Though you were a member of the military, you were
of reason is the most important person in my one of the elite, specializing in reconnaissance and
life. scouting, wilderness exploration, ambush, or sabotage.
2 Everything I do is simply preparation to Whether a member of a standing army, a mercenary
return to the person I love. To win over that company, or a temple militia, you were chosen for your
person’s family, I’ll need every bit of help I talents and trusted with autonomy—but that autonomy
can get. sometimes bred conflict when it set you at odds with
3 There are two places in the world that I love your superiors.
more than anything, but I don’t know how to Skill Proficiencies: Stealth, Survival
choose one over the other. Tool Proficiencies: Thieves’ tools and one type of
4 When I settle a dispute, it quiets the turmoil artisan’s tools
inside me. At least for a while. Equipment: A set of artisan’s tools (one of your
5 Other people once put their lives on the line choice), a set of camouflage traveler’s clothes, a hunting
to help me. I repay them a little bit each time trap, and 5 gp
I keep a conflict from escalating to violence.
FEATURE: AMBUSH AND SABOTAGE
6 I lean toward others who are also pulled
You are trained in setting traps and snares using tools
between two groups or who are caught
and materials at hand. With 2d3 hours of work, you
between two ways of life.
make a Dexterity (Survival) check to fashion traps
in an area 30 feet on a side. The traps you can create
include snares (which function as single-use hunter’s
traps), shallow pits, and deadfalls. Any trap you create
with this feature deals a maximum of 1d6 bludgeoning,
piercing, or slashing damage, as appropriate to the trap.

— 183 —
Jessica Miller (Order #34955022)
Work with your GM to determine the specific nature of d6 Ideal
snares and traps you can set given your circumstances. 1 Necessity. I’ll do whatever it takes to get
Detecting your handiwork requires a Wisdom (Spot) the job done, and sometimes that means
check contested by your Dexterity (Survival) check. disobeying orders. (Chaotic)
Additionally, you know how to sabotage simple 2 Service. Someone has to step up and make
machines. With appropriate tools and 2d10 minutes of the hard choices to keep others safe. (Good)
work, you can render wagons, doors, pulleys, cranks, 3 Loyalty. When we’re on our own against the
and other simple devices nonfunctional. Unless world, it’s crucial to remember why we’re
carefully inspected, your sabotage isn’t obvious until doing what we do. (Lawful)
someone tries to use the object.
4 Comrades. The people fighting beside me are
what matter most. (Neutral)
SUGGESTED CHARACTERISTICS
5 Commitment. I’ll get the job done because
Commandos are often independent personalities
I’m the best at what I do. (Any)
prone to rely on their own judgment. This isn’t to
6 Fear. What I do strikes terror into my
say they don’t form relationships however since most
enemies, and I thrive on that. (Evil)
commandos work in small groups of like-minded
individuals. Commandos understand that there’s
always a bigger picture underlying a specific mission. d6 Bond
But all that matters to them is the part of the mission 1 I saved someone’s life a long time ago, and I
for which they’re responsible, and that responsibility still feel responsible for them.
takes priority in all day-to-day actions and decisions. 2 I’m most comfortable when the only people
around me are those few who I trust and
d8 Personality Trait keep close.
1 If I seem quiet, it’s because I’m watching for 3 The insignia from my old unit keeps me
danger. grounded, and I’ll never willingly part with it.
2 I use simple sentences and try to convey my 4 The site of my last mission will haunt me for
meaning quickly. the rest of my days, but I still long to go back.
3 When I move, I make as little sound as 5 I saw something I shouldn’t have during a
possible, no matter what the situation. mission. I’m still trying to make sense of it.
4 I trust a few people close to me. Everyone 6 The place I trained is the only place I’ve ever
else has to work to earn that trust. felt at home.
5 I’m uncomfortable sleeping indoors, so I
usually find a place out under the stars.
6 I like to come at enemies from where they
least expect it. The direct approach is for
fools who want to get killed.
7 I enjoy breaking things just a little too much.
8 If you’re going to do something, make it
count the first time. Don’t take three clean
strikes if one dirty blow will end the fight.

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Jessica Miller (Order #34955022)
The Faerie Ring

d6 Flaw powder is a blend of pure iron dust and rare minerals


1 Plans and schemes don’t mean much in the and herbs. You can conceal it in food as an action. Its
moment. If any part of a mission changes, I flavor and smell are faint, requiring a successful DC 20
improvise. Wisdom (Perception) check to notice. Ironblood poison
2 I won’t trust people from the other side of remains active in food until the food spoils. When a
the war I fought in, no matter what. fey creature consumes the poisoned food, the fey must
3 Sometimes I have trouble balancing greater make a DC 15 Constitution saving throw 1 hour later
orders or needs against the well-being of the or be poisoned. While the poisoned condition lasts,
people close to me. the fey can’t cast spells or use other magical abilities.
Every dawn, the fey must make another Constitution
4 Getting close to people I was trained to hate,
saving throw. On a success, the creature regains its
I learned more about them. Now I know we
magical abilities but remains poisoned; if it had already
aren’t so different, and it gets in the way of
regained them, instead the poisoned condition ends.
what I have to do.
On a failure, the fey’s Constitution score is reduced by
5 I continually rail against authority and get
1d4 until the poisoned condition ends and it finishes
myself into trouble for it. That’s why I prefer
a long rest thereafter. The fey dies if this reduces its
people around me who understand what I’m
Constitution to 0. If the fey had recovered the use of
going through.
its magic, failing a subsequent saving throw against
6 I disobeyed direct orders to save my
ironblood poison makes it lose the use of its magic
companions, and someday I’ll have to pay for
again. If the creature is not fey but has fey ancestry, it
it.
gains the poisoned condition but is immune to losing
its magic or having its Constitution score reduced by

ADDITIONAL OPTIONS
the poison.
As an action, you can coat a weapon or three pieces of
The following options are available to twilight children. ammunition with ironblood poison. A coated weapon
At the GM’s discretion, other appropriate races may in ironblood poison remains coated for 1 minute. A
have access to some of these new rules. fey struck by the coated weapon or ammunition must

EQUIPMENT
make a DC 15 Constitution saving throw, taking 2d10
poison damage on a failed save or half as much damage
Twilight children have developed the following on a successful one.
equipment according to their specific needs and utilize Twilight Charm. This simple wooden charm
them to particular effect. resembles a circle broken into two pieces. On both
Fey Claw. This claw dagger acts as an extension of sides of the charm, half of the circle is painted while
your body, like bear or cat claws. Three muted gray the other remains bare wood. The charm symbolizes
blades, 4 inches in length, protrude from the fey claw’s the dual heritage of the twilight children and is
horizontal handle. The lowest inch of each blade is dull, instantly recognizable by other twilight children. If
ensuring you don’t cut yourself while wielding it. When you are a twilight child, you can show the charm to
you hold the handle in your fist, the blades extend out another twilight child to gain advantage on the next
to resemble claws. Fey claws are often wielded in pairs. Charisma check you make to influence that twilight
Being prone doesn’t impose disadvantage on attack child. You can’t use a twilight charm to gain advantage
rolls with fey claws. You have advantage on ability to influence that twilight child ever again.
checks you make to hold onto a fey claw despite attacks Twilight Shield. A twilight shield is made from
or hazards. metal subjected to similar environmental extremes
Poison, Ironblood (Ingested/Injury). This dull-gray of transition between the fey realms and the Material

— 185 —
Jessica Miller (Order #34955022)
Plane as the twilight children. As a result, they have nonmagical attacks, plus the following traits.
a silvery sheen to them, mottled with black swirls. In Amorphous. The shadow companion can move
bright light or darkness, a twilight shield’s bonus to through a space as narrow as 1 inch wide without
AC is +1, but its bonus increases by 2 for a total of +3 squeezing.
in dim light. Sunlight Weakness. While in sunlight, the shadow
companion has disadvantage on attack rolls, ability
TWILIGHT CHILD EQUIPMENT checks, and saving throws.
Item Cost Weight While your shadow companion roams free, you don’t
Poison, ironblood (vial, 1 500 gp — cast a shadow. This is unnerving to other creatures
dose) and imposes disadvantage on any Charisma check
Twilight charm 10 gp — you make against a creature not familiar with your
shadow companion. When the shadow companion
FEATS moves with you, you can disguise it as a normal shadow
Twilight children have evolved a style all their own and with a Dexterity (Stealth) check opposed by the passive
are quite fond of the following feats. Perception of any observers.

COMPANION TO SHADOW DUSK HUNTER


Prerequisites: Twilight child; Intelligence, Wisdom, or Prerequisite: Twilight child; the ability to cast at least
Charisma 13 or higher one spell
You can cast the find familiar spell but only as a You use the shadows to close on enemies, attacking
ritual. When you cast the spell, instead of conjuring a with impunity and dispatching with cold efficiency.
spirit in animal form, you infuse your shadow with a You gain the following benefits:
sliver of consciousness, turning it into an independent ❖❖ When a creature within 5 feet of you makes a
companion. Your shadow becomes a fey creature with melee weapon attack against you, you can use
the statistics of a commoner, except it can make only your reaction to cast a spell with a casting time
unarmed strike attacks (dealing 1 damage) and can’t of one action and targeting only that creature.
speak. Additionally, your shadow companion has ❖❖ When you’re concentrating on a spell, creatures
damage resistance to cold, fire, lightning, and thunder have disadvantage on attack rolls against you.
and to bludgeoning, piercing, and slashing from ❖❖ You have advantage on spell attack rolls against
creatures within 5 feet of you.

(
TWILIGHT CHILD ARMOR
Armor Cost Armor Class (AC) Strength Stealth Weight
Shield
Twilight shield 100 gp +1 (+3 in dim light) — — 5 lb.

TWILIGHT CHILD WEAPONS


Name Cost Damage Weight Properties
Martial Melee Weapon
Fey claw 5 gp 1d4 slashing 2 lb. Finesse, light, special

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Jessica Miller (Order #34955022)
The Faerie Ring

FADE INTO THE BACKGROUND ❖❖ When you take the Disengage action, you gain
Prerequisite: Twilight child half cover from ranged attacks, or three quarters
You traverse the shadows with ease. You gain the cover in dim and dark conditions, until the start
following benefits: of your next turn.
❖❖ Increase your Dexterity score by 1, to a
maximum of 20. MARKED BY MANITOU
❖❖ While in dim or dark conditions, you have Prerequisite: Twilight child
advantage on passive Wisdom (Perception) and All twilight children of Manitou have small horns,
passive Intelligence (Investigation) checks. but yours have grown to an impressive size. An
❖❖ If no one has attacked you since the beginning unarmed strike with your horns deals 2d4 piercing
of your last turn, you can use your Move action damage and scores a critical hit on a roll of 19 or
to hide with advantage on your check. 20. Additionally, choose either the Intimidation or
Persuasion skill. If you are proficient in the chosen skill,
FAMILIAL ENEMY you can add double your proficiency bonus to ability
Prerequisite: Twilight child checks involving that skill.
Your hatred for one side of your lineage burns hot.
Choose either fey or the humanoid race you chose QUICKLING STEP
for your Inheritance feature. You gain the following Prerequisite: Twilight child
benefits: You harness a preternatural speed and agility,
❖❖ Increase your Strength or Dexterity score by 1, to drawing from your fey heritage. You gain the following
a maximum of 20. benefits:
❖❖ When you hit a creature of the chosen type with ❖❖ Your speed increases by 10 feet.
a weapon attack or a spell attack, you can use ❖❖ When jumping, you can add your Strength and
your reaction to reduce the target’s AC against Dexterity scores together (or the modifiers in the
your next attack by an amount equal to your case of a high jump) to determine the distance
proficiency bonus. achieved.
❖❖ Your critical hits against creatures of the chosen ❖❖ When you move at least 10 feet, you have
type deal an extra 1d8 damage of the type dealt advantage on Dexterity saving throws until the
by the original attack. start of your next turn.

LIMINAL STRIDE SELF-SUFFICIENT


Prerequisite: Twilight child Prerequisite: Twilight child
You wear the shadows like a cloak, deflecting would- Your difficult life has taught you that you must be
be attacks and confusing your enemies. You gain the able to rely on yourself to get by. You gain the following
following benefits: benefits:
❖❖ Your speed increases by 10 feet. ❖❖ If you start your turn with 0 hit points, you
❖❖ If a creature attacks you, use your reaction can choose to forgo your death saving throw to
(before you know whether the attack would regain 1 hit point. If you do, you also gain three
hit) to try to swap places with another creature levels of exhaustion. You can’t use this feature if
within 5 feet of you. To swap places, try to shove you are already exhausted.
the creature, except you can make a Dexterity ❖❖ When you finish a short rest, you gain temporary
(Acrobatics) check, and if you win, you swap hit points equal to your Constitution modifier
places and that creature becomes the target of (minimum of 1). Any remaining since the
the original attack. previous short rest are lost.

— 187 —
Jessica Miller (Order #34955022)
Appendix

d
The following present optional kith subtypes for use
with your fey characters. You can find additional
information on them and additional subtypes in Along
the Twisting Way: The Faerie Ring Campaign Guide.
but being fey, they are more closely tied to the original
gnome fey race for which they all distantly claim
heritage.
Mandragoras are animated flora given mobility

KITH SUBTYPES
and some measure of intelligence (not so unlike a
“plant homunculus”). A creature with the mandragora
subtype possesses both the plant and fey types.
Between the rule of power and the ties of blood, there Mogwoi are among the eldest of the fey and innately
lies the pull of kith, where it’s sometimes easier to know bound to the Material Plane.
where you stand. Morphs are strange, alien fey that grow from spores
Changelings are born to the mixed union of fey and implanted in other races, sometimes willingly so and
non-fey creatures or created in some way from non-fey sometimes not.
creatures. They might include mortals exposed to fey Shadows are natives to the Shadow Plane or
magic for sufficient periods of time, twilight children, otherwise touched by ancient primordial darkness.
or unique circumstances. Changelings are diverse and Sprites are free-spirited, often fitting closely to the
tend to maintain traits related to the creature’s original “trickster” persona so often attributed to fey. They tend
type. (You may take an additional kith subtype.) to have some domain that they like to call their own
Fata are touched by destiny for good or ill, and their and to place most of their attention, whether that be
eyes are open to the weave of fate. They are set on a their wreath or some location or type of environment,
path toward a certain destiny and cannot stray from it plant, or object.
without severe consequences. Yokai are at home in the wilds of the Material
Fomorians are brutal masters of nature and enemies and Preternatural Planes. Though they vary greatly,
to the sídhe. They revel in the untamed wilds, celebrate they often have animal-like features and many are
under the open sky. They revere the hunt and take shapechangers. They have a strong connection with
sacrament in blood. the spirit world.
Gnomekin are cousins to the gnome humanoid race,

— 188 —
Jessica Miller (Order #34955022)
The Faerie Ring

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. agree not to indicate compatibility or co-adaptability with
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Content. (h) “You” or “Your” means the licensee in terms of System Reference Document 5.1 Copyright 2016, Wizards
this agreement. of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
2. The License: This License applies to any Open Game Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Content that contains a notice indicating that the Open Game Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
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Content distributed using this License. Along the Twisting Way: The Faerie Ring Campaign
3. Offer and Acceptance: By Using the Open Game Content Guide (5E). © 2018, Zombie Sky Press, www.zombiesky.com.
You indicate Your acceptance of the terms of this License. Along the Twisting Way: The Faerie Ring Player’s Guide
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— 189 —
Jessica Miller (Order #34955022)
BY FAERIE LIGHT presents 18 original faerie tales. And
just like the tales of old—told to ward off the darkness—there
are no happy endings.

The fey are different from you and me. They don’t think like
us. And they are everywhere. We are insignificant in the face
of that strange, uncaring intelligence. Until we catch their
eye, that is.

“A charming anthology of dark fantasy tales about faeries.”


—Ellen Datlow,
The Best Horror of the Year, Vol. 6

SUMMON YOUR COPY TODAY!


www.BrokenEyeBooks.com

Jessica Miller (Order #34955022)


Jessica Miller (Order #34955022)
Welcome to Team Murderhobo!
These are the hilarious first
adventures of Clinton J.
Boomer’s fan-favorite fantasy
gaming party.

What happens when the


lovable barbarian, perpetually
high druid, judgy paladin—
absolutely no ninjas—and the
others are thrown together? The
punchline to all the RPG jokes
ever told...

Grab a copy today!


www.BrokenEyeBooks.com

Jessica Miller (Order #34955022)


Jessica Miller (Order #34955022)
Jessica Miller (Order #34955022)
Jessica Miller (Order #34955022)
Jessica Miller (Order #34955022)

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