dauntless/content/Classes/Druid/Ring of the Fey.md
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Players Guide 2

Though the fey are mercurial by nature and often tricksters, they are powerful allies to those that understand how to navigate their whims. Many druids already have strong connections to the faerie realms, but those who follow the ring of the Fey truly embrace these realms and can call on their power.

Fey Progression
Druid Level Features
3rd Enchanting Presence, Fey Ring Spells, Wild Shape: Seelie Spirit
7th Mercurial Magic
11th Superior Seelie
15th Archfeys Blessing

Fey Ring Spells 

3rd-Level Fey Feature 

You gain ring spells at the druid levels listed in the Fey Ring Spells table. See the Druid Subclass class feature in the Players Guide for how these spells work.

Fey Ring Spells
Druid Level Spells
3rd charm, disguise self, misty step, suggestion
5th conjure animals, major image
7th conjure woodland beings, dimension door
9th seeming, tree stride

Enchanting Presence 

3rd-Level Fey Feature 

Your connection with the faerie realms makes you better at communicating with the fey and gives you a measure of their glamour. You know the Sylvan language. 

In addition, you can use your WIS modifier in place of your CHA modifier on CHA checks, and you have advantage on CHA checks when interacting with Fey.

Wild Shape: Seelie Spirit 

3rd-Level Fey Feature 

As a bonus action, you can expend a use of your Wild Shape feature (see Players Guide) to magically summon a sliver of the faerie realms, which manifests as a fey spirit. The spirit appears at a point you can see within 60 feet of you, but it is spectral, doesnt occupy its space, and isnt a creature or object.

When you use this feature, choose a season: spring, summer, autumn, or winter. That season infuses the spirit, determining its appearance and what effects it can create, as described in the Seelie Seasons table. Once chosen, you cant change the spirits season unless you expend another use of Wild Shape. 

When you summon the spirit and as a bonus action on your turn, you can move the spirit up to 30 feet and cause it to create its special effect. The spirit remains for 1 minute or until you dismiss it, are incapacitated, or die. The spirit disappears early if you end your turn more than 120 feet away from it.

Seelie Seasons
d4 Season Spells Effect
1 Spring Joyful. A laughing fey child with butterflies flittering above its head. Euphoric Perfume. One friendly creature within 5 feet of the spirit has advantage on the next save it makes before the start of your next turn.
2 Summer Raging. A menacing fey with eyes that glow with fire. Fey Ferocity. One friendly creature within 5 feet of the spirit has advantage on the next attack roll it makes before the start of your next turn.
3 Autumn Enchanting. A beautiful, charming fey that radiates love and kindness. Enchanting Distraction. One hostile creature within 5 feet of the spirit has disadvantage on the next attack roll it makes before the start of your next turn.
4 Winter Sorrowful. A withered and gnarled fey that is unsettling to look upon. Sorrowful Rebuke. Choose one friendly creature within 5 feet of the spirit. The next time the target takes damage from another creature within 10 feet of the spirit before the start of your next turn, the creature that dealt damage to the target must succeed on a CON save against your spell save DC or take cold damage equal to your PB.

Mercurial Magic 

7th-Level Fey Feature 

Your time interacting with Fey has left you wise to their wiles. You are resistant to the charmed and unconscious conditions.

In addition, as a reaction whenever a friendly creature you can see within 60 feet of you (which can include yourself) makes a save against an effect that causes the charmed, frightened, poisoned, or unconscious conditions or against an effect from a Fey, you can give that creature advantage on the save. You can use this feature a number of times equal to your PB and regain all expended uses when you finish a long rest.

Superior Seelie 

11th-Level Fey Feature 

Your mastery of fey magic grows. When using the Seelie Spirit effect of your Wild Shape feature, the range of the spirits effects increases from 5 feet to 15 feet (and from 10 feet to 20 feet for Sorrowful Rebukes secondary effect), the spirit remains for up to 10 minutes, and each season gains a new effect, as described below. When you activate the spirit, you can use one or both effects associated with the spirits season, and you can choose a different target for each effect, provided each target is within range.

  • Springs Vigor (Spring Spirit). One friendly creature within range is imbued with springs vigor until the start of your next turn. The next time the target hits with an attack, it gains temporary hit points equal to your PB
  • Summers Exuberance (Summer Spirit). The speed of one friendly creature within range increases by 10 feet until the start of your next turn.
  • Autumns Charm (Autumn Spirit). One hostile creature within range must succeed on a WIS save against your spell save DC or be charmed by you and the spirit until the start of your next turn.
  • Winters Grasp (Winter Spirit). One hostile creature within range must succeed on a STR save against your spell save DC or be restrained until the start of your next turn.

Archfeys Blessing

15th-Level Fey Feature 

You cant die of old age (though you can still be killed), and you are immune to the charmed and unconscious conditions and resistant to the frightened and poisoned conditions.

In addition, the power of the Seelie Spirit effect of your Wild Shape feature grows. The range of the spirits effects increases from 15 feet to 30 feet (and from 20 feet to 40 feet for Sorrowful Rebukes secondary effect), the spirit can be moved up to 60 feet when you move it, and you can now summon two spirits of two different seasons for each use of the feature. You can control both spirits with the same bonus action.