8.6 KiB
| source |
|---|
| 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 | Archfey’s 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 Player’s 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 Player’s 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, doesn’t occupy its space, and isn’t 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 can’t change the spirit’s 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 spirit’s effects increases from 5 feet to 15 feet (and from 10 feet to 20 feet for Sorrowful Rebuke’s 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 spirit’s season, and you can choose a different target for each effect, provided each target is within range.
- Spring’s Vigor (Spring Spirit). One friendly creature within range is imbued with spring’s 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.
- Summer’s Exuberance (Summer Spirit). The speed of one friendly creature within range increases by 10 feet until the start of your next turn.
- Autumn’s 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.
- Winter’s 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.
Archfey’s Blessing
15th-Level Fey Feature
You can’t 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 spirit’s effects increases from 15 feet to 30 feet (and from 20 feet to 40 feet for Sorrowful Rebuke’s 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.