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Table of Contents

Foreword ................................................................. 1 Feats and Boons ..............................................44


Chapter 1: Lore of the Fey .................................... 1 Chapter 4: Equipment........................................... 47
The Feywild ......................................................... 1 Weapons ............................................................. 47
Feykind ................................................................. 4 Poisons ..............................................................49
Guidance for GMs ........................................... 10 Magic Items ....................................................... 50
Chapter 2: Races .................................................... 12 Artifact .............................................................. 53
Boggart ............................................................. 12 Chapter 5: Monsters............................................. 54
Fairy .................................................................... 14 Monsters ........................................................... 54
Mandrake .......................................................... 16 Non-Player Characters .................................. 77
Nymph ................................................................ 18 Chapter 6: Spells ................................................... 84
Satyr ................................................................... 20 Spell Lists .......................................................... 84
Chapter 3: Character Options ........................... 23 Spell Descriptions ........................................... 85
Archetypes......................................................... 23 Misspelled Spells ............................................. 93
Backgrounds ....................................................40 Appendix: Weird Arcana....................................... 95

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and
trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game
Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game
Content may be reproduced in any form without written permission.

Fey Folio is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2018 Mage Hand Press. All Rights Reserved

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and
trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game
Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game
Foreword

out of sight there is a mystical realm of magical beasts and


boundless joy, where the only occupation is dancing and
merriment for years on end. And perhaps when things go
It's hard to understate how universal fairy tales are. Though dreadfully wrong in the realm of men (or when things are
the most familiar to many audiences are European versions, simply bizarre for unfathomable reasons) the fey folk are to
which make use of creatures that are now staples of fantasy blame. It's even comforting at some level that they never
settings, it seems every culture has its own set of fairy torment folks with malice; it's just good-natured pranks.
creatures to explain the unexplainable. Japanese folklore With all that said, we think that the fey are something of
tells of monsters such as the kuda gitsune and the yuki- a center-point in fantasy. They're fundamental to how we
onna. Brazilian folklore has a host of monsters, including see all the magical aspects of the world, even if they are
the cuca, a half-alligator witch who steals children. The sometimes forgotten in magical fiction nowadays. And as
examples are endless and point to something fundamental such, they deserve a deep examination in Dungeons and
about fairies and fairy tales in all cultures. Dragons.
As opposed to cryptids, monsters, and demons, fairies In the Fey Folio, we're taking a stroll through the
are intrinsically tied to nature, and are not generally out to Feywild and enjoying the sights. From the majestic Fey
harm humans. Instead, fairies are out for their own unseen Courts, to the wild fringes where sylvan giants hold sway,
interests, and interfere with the realm of men only when it the Feywild is rife with fantastic sights and wondrous
suits them. Fairies are always magical, though the potency characters. Feykind take every size and shape, from the
and nature of that magic might vary. tiny, butterfly-winged pixies, to the contemptuous boggarts,
The tradition of fairies, in the purest sense, stretches to the stunning sirines. Under every rock and behind every
back through history. Notable examples include the dryads bend in this realm is something completely unexpected. All
of Greek mythology―spirits which embody the things in of this endless plane is bursting with arcana; even the
nature―but early cultures are rich with examples of animals and plants can talk.
creatures we would now call fairies. So let the Feywild capture your imagination, as it has
So why do we find such fascination with these unseen captured so many others. Strike up a conversation with a
magical folk? What about the fey appeals so strongly to dryad, hang out with a satyr, or argue with a boggart. Get
people that we have inserted them into our myths the frozen by the glare of a glorious archfey. Read a page or
world-over throughout history? Honestly, I don't know, but two of the Mispelled Spellbook (if you dare). Marvel at the
I'd like to make a conjecture: wonder of the Feywild and its superlative beauty. But do
The fey are human imagination at work; they represent try to remember the way back home…
our brightest flights of fancy and our darkest thoughts.
When people stare at the unexplainable and really wrack
Respect the Archfey,
their brains searching for an explanation, we tend to craft
stories and narratives that appeal to us subconsciously. Few
things, after all, are more appealing than the idea that just
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Chapter 1: Lore of the Fey
Wild and capricious, most feykind hails from the
mysterious Feywild (sometimes called the Plane of Faerie),
Fey Bridges
a realm of boundless magic and plentiful life. Few mortals Men have often wondered as to the curious standing stones
ever visit the Feywild, and fewer still remain there for long, that lie forgotten in the far-flung reaches of the world.
for its magic rampantly infects everything within it, What strange magic or primitive technology raised these
bestowing both wondrous and terrible gifts. The fey are colossal monuments, and to what ends? Surely, these are
unravaged by this untampered magic; as natives to this places of great latent magic, for a quiet hum of arcana
realm, they are resistant to magical energy, and are persists in the old stones, but few actually know they mark
naturally fluent in all kinds of arcana. Fey embrace the ancient and permanent fey bridges between the Material
carefree, unbounded nature of magic, and so favor spells Plane and the Feywild―places where the boundary
that beget change or trick others, such as illusions, between the worlds is thin enough to permit travel for those
enchantments, and transmutations. without access to magic of their own. The bridges open
Beyond these nuggets of understanding, mortals only on cool nights, when the alignment of the stars is just
understand precious little about the Feywild, and what little right, allowing humanoids and fey to cross freely between
they know is colored with misinformation. For example, the worlds. The bridge remains open only for the night;
most mortals believe that there are only two Fey courts, the then it closes with the dawn.
Seelie and the Unseelie; this is patently untrue. Most But these immense, permanent bridges are not the only
mortals also believe that the fey are harmless tricksters; means of crossing between them. Spellcasters with enough
however, the fey and their boundless magical realm are far power and planar knowledge can navigate to the mysterious
from harmless. Feywild with a conventional
plane shift spell, though

The Feywild many find their


magic more
Not all fey creatures come from the Feywild―many of unpredictable on
them are native to the Material Plane―but the Plane of the far side. In dire
Faerie is unique in that the dominant species and cultures circumstances, they
are fey. The Feywild belongs to the fey, in a way that no might need to locate a
other place does.
This is reflected in the nature of the plane, which is
filled with magical forests, misty swamps, and hidden
enclaves. Like its inhabitants, the Feywild can be
treacherous and unpredictable, especially in relation to
magical effects. Wild magic zones occur throughout the
realm and everything in it, from insects to trees to rocks,
possesses some degree of sentience.
It is rare for a mortal visitor to the Feywild to recall
much about what they saw there, adding immensely to the
plane’s mystique. The entire trip is experienced in a haze
somewhat similar to a permanent state of drunkenness.
Furthermore, the flow of time does not run straight in the
faerie lands. There is no day or night in the Feywild to
track time by (only an eternal, twinkling dusk), and a
visitor might find that what they took for a few days spent
in the Feywild turned out to be months or years in the rest
of the multiverse.

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permanent bridge or enlist a powerful fey creature in order in the Feywild) that
to return home. all is never as it seems.
Other temporary bridges sometimes open spontaneously An orderly, efficient
between the planes. These bridges are invisible to both the society might mask
unaided and magically-enhanced eye, save for a peculiarly widespread corruption
perfect circle of mushrooms along its perimeter, or a large, and influence-peddling, a
circular patch blossoming flowers―often moonflowers or center of magical
rain lilies. Entering one of these temporary bridges is learning might be cursed to
almost always a one-way trip, be it to or from the Feywild. descend into a wild
blood-rage for one night
Cities of the Feywild per year, destroying
As its name suggests, the Feywild is an untamed land with most of their delicate
few cities or evidence of civilization. The only major arcane research each
population centers are those built by the fey elves: a time, or city of shining
mysterious people who prize solitude so much that they towers and stunning above-ground architecture
migrated to a plane of existence far away from the rest of might be reflected by an equally large underground tunnel
humanoid civilization. Having lived in the Feywild for network where the citizens are fighting a desperate, secret
generations, the fey elves are now infused with innate wild war against legions of grimlocks or undead.
magic to an even greater extent than high elves, and their
tranquil seclusion with only fey creatures for company has Hazards in the Feywild
led to an extremely refined culture that prizes learning and In the Feywild, everything is suffused with magical energy,
artistic endeavor above all. producing strange―sometimes dangerous―effects.
The elven cities, though few in number, tower over the Visitors to the Feywild might encounter any of the
surrounding wilderness with their monolithic crystal spires following:
and gleaming walls. Within, they house tens of thousands Chaos Energies. Magic is unstable in the Feywild. At
of elves, plus countless fey creatures and other humanoids, the GM’s discretion, this instability may force spellcasters
both residents and visitors. Life in these places is extremely to roll 1d20 when they cast a spell of 1st level or higher. On
opulent, and even the meanest fey elf would a 1, they lose their spell and must roll on the Weird Arcana
be akin to a prince on the Material Plane. table instead.
They spend their lives studying magic, Euphoric Mists. Strange mists, which the feykind
perfecting their dancing, and enjoying the fondly call the "Yesteryear Brume", regularly arise from
beauty of the Feywild. the low-lying moors and hollows of the Feywild. Those
There are no menial laborers or who enter these unusual mists feel themselves lost in the
impoverished beggars in the Feywild, since haze of time, nostalgically remembering the events of their
most of the heavy work is done by magical childhood and happy moments of their pasts. However,
means. This leaves fey artisans all of the many become lost in the reminiscing, and remain for hours
time in the world to practice more or even days, forgetting to eat, drink, or even sleep. For
intellectual or artistic trades. A visitor to a every hour a creature spends within the mists, make a DC
Feywild market is sure to be awed by the 16 Wisdom saving throw. On a failed save, the creature
beautiful sculptures, exotic materials, rare remains the mists for an additional hour and takes 1d4
magical items, delicious treats, and psychic damage. If the creature fails this save, it becomes
intricate jewelry on offer, though lost within the mist, and must make a DC 13 Wisdom
they might have a hard time (Survival) check to escape.
obtaining staple items like Free Will. The Feywild abhors tyranny, to the extent
nonmagical arrows, that the realm itself fights against it. Whenever a creature
torches, and staple attempts to control another creature using magic in the
adventurer’s rations. Feywild, whether by summoning, creating life, domination,
It is important to the geas spell, or any other means, roll 1d6. On a 1, the
remember with fey cities attempt fails, and the creature is instead free to do as it
(as with everything else pleases.

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Golden Fruit. Always beware that which seems too However, if they are a spellcaster, they also regain 1d4
good to be true; in the Feywild, it never is. Though the expended spell slots of 2nd level or lower, beginning with
Feywild is resplendent with life, it has scarcely few expended 1st level spells. Once a creature regains spell
cultivated plants, apart from the gardens kept by many of slots in this way, it cannot do so again until it finishes a
the Courts. If an unprepared traveler is desperate for food, long rest.
they might pick luscious, golden apples from a tree or
pluck golden berries from a bush. These at first seem
extremely nourishing, for even a single golden apple
Feykind
suppresses hunger for 24 hours, but they are actually A bewildering array of creatures are found under the
completely non-nutritious. An unaware creature eating only classification of ‘fey’, from inch-high shimmerlings to
golden fruit begins to starve. hulking faerie trolls. The kingdom of fey creatures includes
Surging Power. In some parts of the Feywild, the very graceful pixies, hideous hags, forest-dwelling dryads, and
air hums with magical energy. When a spell cast in these tundra-bound rusalka. Even within a species there is huge
areas deals damage, the spellcaster can reroll up to half the variety in form, compounded by the fact that many fey
damage dice, and must use the new rolls. However, all have a proclivity for shapeshifting and transmutation
saves made to keep concentration have disadvantage, as the magic. Thus, encountering fey in the wild can be a
extra power is harder to control. perplexing and disorienting experience, even for experts; it
Transformation. Sometimes, the magic of the Feywild is no wonder that the uninitiated are so vulnerable to fey
can be fickle, hindering those who draw on it even as it trickery.
helps them. Whenever a spellcaster in the Feywild expends All fey are mystical creatures, with innate magical
a spell slot to cast a spell with a range of Self, they must abilities and a predisposition towards sorcery and bardic
make a DC 10 Constitution save. On a failure, the realm's magic, and most are bound to the natural world in some
magic feeds back into them, subtly twisting their body in way. The specifics vary enormously, however. Due to their
unexpected ways. The first time this happens, roll any die. enhanced sensitivity to natural magic, fey are shaped by the
Bestial Transformation. On an even result, the spellcaster places they live to a much greater extent than humans or
begins to transform into a beast, sprouting coarse hair and elves. For example, arctic fey are cold and inhospitable,
sharp teeth. For each failure after the first, the while aquatic fey are flexible and full of life.
spellcaster's Constitution score increases by 2, and their Fey are found across the Material Plane, but in many
Intelligence decreases by 2. These effects end if the cases, they are only visitors there; most make their
spellcaster leaves the Feywild. If their Intelligence score permanent home in the Feywild. Others live on the outer
reaches 3, the transformation becomes permanent: the planes, especially those with chaotic or good alignments, or
spellcaster becomes trapped in the Feywild as a mindless wander the multiverse freely, never staying too long in any
beast. No magic short of a wish can restore the creature to one place.
its original form or return it to its home plane.
Arboreal Transformation. On an odd result, the spellcaster Fey Attitudes
begins to transform into a plant, sprouting leaves among Universally, fey are fickle, impulsive, and easily bored,
their hair and developing thicker, more bark-like skin. traits which mortals have associated with the archetype of a
For each failure after the first, the spellcaster's armor capricious prankster, playing harmless tricks and telling
class increases by 2 and its speed decreases by 5 feet. riddles. While most fey love a good trick, many have
These effects end if the spellcaster leaves the Feywild. If nothing but contempt for mortals, and their games are
their speed is reduced to 0, the transformation becomes normally quite dangerous.
permanent: the spellcaster becomes transformed into a This motif of mortals fundamentally misunderstanding
tree and trapped in the Feywild. No magic short of a wish fey is a common one, and it begins with misjudging the
can restore the creature to its original form or return it to character of feykind in general.
its home plane. Haughty Superiors. Being nigh-immortal with innate
Wild Magic Spring. In the Feywild, not all wellsprings magic running through their veins, most fey look down on
produce water. Sometimes, cracks in the earth seep raw humanoids as lesser beings from a lesser plane. This
magical energy, which pools on the ground like an condescension borders on contempt, as most fey are loathe
effervescent, glowing liquid. Any character that touches a to even interact with non-fey, short of using them as chess
wild magic spring immediately takes 2d8 radiant damage. pieces to further their own goals.

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Whenever a powerful fey creature must associate with a this way, faeries might consider themselves wealthy if they
humanoid, they demand a measure of respect and humility, have a lot of friends―and doubly so if they know their
as a noble might from common folk. They normally turn to friends’ secrets!
their magic to balance the record if they feel disrespected in
the slightest, imposing punishments that range from typical Seelie and Unseelie
curses, like a bad harvest or a virulent plague, to complex When discussing fey creatures, many humanoids talk about
(if heavy-handed) moral lessons, which might involve ‘Seelie’ and ‘Unseelie’ fey, clumsily attempting to attach
riddles, transformations, and yet more curses. labels to beings they don’t fully understand. Some will say
However, fey can be magnanimous when dealt with that seelie fey can be trusted, while unseelie fey cannot,
fairly. If they feel a mortal defers the appropriate amount of that all seelie fey answer to a ‘Summer Queen’ or that only
respect, they might even reward them with a small magical unseelie fey wish to harm humanoids. In reality, all of these
blessing. ideas are off the mark: fey creatures do not recognize any
Contempt for Property. Nearly all fey subscribe to the such seelie/unseelie distinction and find it laughable that
philosophy that property is theft. The Feywild is vast and other creatures could be so foolish. Of course, most fey are
ever-changing, and lavish goods can be summoned with the more than willing to perpetuate a good joke, so there is an
flick of a wrist; why should anyone quibble about what's unspoken agreement to keep the true nature of fey courts
'theirs' and 'not theirs'? Typically, fey do not claim land or hidden from outsiders and the uninitiated.
hoard valuables, so concepts like 'trespassing' and 'theft' are In truth, the inner machinations of fey politics are far
laughable to them. more complex than most mortals will ever comprehend.
Fey take endless delight in watching mortals squabble Schemes and ploys between the courts might take place
over shiny trinkets and lumps of gold, and use this as a over centuries, as the archfey and their servitors vie for
staple of their pranks. However, a mortal's preoccupation control over the plane with trickery and guile. Mortals only
with materiality can easily earn a fey's ire, for they punish see the barest glimpses of this conflict, and interpret it in a
avarice severely. remarkably shallow way: some fey mean to kill them, and
Immaterial Wealth. The concept of ‘wealth’ is far from others don’t, so they paint them with the same binary as
alien to fey creatures, however. Knowledge, influence, they do angels and devils: ‘seelie’ and ‘unseelie’; good and
skills, the allegiance of powerful individuals, secrets, evil. But fey will always be more complex, more nuanced,
strength of arms, virtue, and beauty are all held in high and any human scholar that purports to have deep insights
regard in the Feywild, and can be traded like currency. In on the Feywild is either lying, or deeply mistaken.

Archfey and Courts


The most powerful fey creatures sometimes claim the title
of archfey. These legendary individuals are the equals of
the demon princes of the Abyss or the archdevils of
the Hells―they are the closest thing fey
creatures have to gods. Typically, archfey
occupy their time with courtly politics. There
are dozens of Faerie Courts in the Feywild,
each with their own agenda and policies,
which serve as the main vehicles of social
advancement, friendship, rivalry and
organization in the realm.
Fey do not believe in borders or
territories; land in the Feywild cannot be
owned or traded as it is in the Material
Plane. Therefore, fey society is not
organized into kingdoms, states or
countries, but is instead structured

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strongholds―but thus far the Emerald Court has always
been there to turn them back.
The Court counts many druids among their ranks, so
they can always obtain the resources they need without
disturbing the natural order. Nymphs and other fey attuned
with the land also gravitate to the Emerald Court, but all
types of feykind (and even some humanoids from the
Material Plane) have joined the court on behalf of the Great
Trees.
Archfey. Unsurprisingly, the inner circle of archfey at
the center of the Emerald Court are almost exclusively
nymphs and treants, specifically those which possess the
Gift of Voice, the ability to commune directly with the
according to bonds of personal loyalty. Every fey creature,
Great Trees. The highest-ranking speaker of the trees in the
down to the lowliest shimmerling, relates to others
Emerald Court is currently Raraebol Otrium, an ancient
according to sworn oaths, pacts of friendship, and more or
treant that rarely moves from his brambly hollow in the
less formal agreements, to the extent that a Court could be
Great Grove. It is said that all of the stems and leaves of the
seen as a kind of loyalty tree.
Feywild heed Raraebol's command, moving at his word,
The pacts that bind the members of a Court are not seen
and whispering secrets to him at all times.
as permanent, however, and allegiances can and often do
Convictions. The Emerald Court prioritizes the
shift from time to time. Sometimes, the machinations of
wellbeing of the forests over everything else. Fey
powerful archfey can cause entire Courts to merge or split
belonging to this Court subscribe to the following ideas:
apart, thought this is less common. Most fey creatures live
long lives, and betrayals are not easily forgotten, so the • Wild nature, especially plants, must be defended at all
ancient lords of the Feywild only make such major moves costs. Green fey adamantly oppose all farming,
when there is a very good reason to. woodcutting and hunting.
Seven of the most powerful Courts are detailed below. • No life is more important than any other. It is
acceptable to sacrifice a few to protect many others.
Emerald Court • Brass, gold, and red dragons, as well as fire elementals
Drawing their strength and unity from the immortal,
and efreeti, are unnatural abominations that must be
colossal Great Trees that take root in the Feywild, the
destroyed without hesitation.
Emerald Court safeguards the Feywild's forests from those
that might corrupt it. Emerald fey hold dominion wherever
Great Trees can be found, even on the Material Plane,
where such a tree is likely to shelter a community of dryads
and other fey. Placing great emphasis on preserving the
forests as pristine habitats, this court is known to take
swift and violent action against anyone they see as a
threat to the green lands or their precious Great Trees.
Though the Feywild is indeed the very picture of a
magical wilderness, there is no end to the number of
those that would desecrate it. From the occasional fey
witch seeking to plunge the Feywild into eternal winter,
to extraplanar agents with designs on claiming the Feywild
as their own, the Emerald Court must always keep a
watchful eye for new threats. Among the most serious
recurring threats are the armies of brutish giants that
populate the hills and mountains of the Feywild. Longing to
despoil the perfection of the green lands below, these foul
monsters are ever rampaging forth from their

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Frolicking Court for the humanoids involved.) Others view themselves as
There is more to the Frolicking Court than music and indispensable moralizers, delivering ethical lessons to
masquerades, but revelry is at the heart of everything they inferior humanoids through curses and poetic punishments.
do. As the self-appointed custodians of the many holidays Those in the latter camp rarely teach ethics with any tact,
and festivals of feykind, they devote themselves to often going to elaborate lengths to set examples of the
astrological calculations and preserving their storied wicked, no matter how small the transgression, in order to
traditions. Fey of the Frolicking Court are open and illustrate a fairly mundane lesson.
welcoming, being happy to tango with anyone who’s These fey are likely to torment those who live near fey
willing to dance. bridges, above all else. Kingdoms and villages near these
In order to preserve the peace of the Feywild (and thus, places become little more than chess pieces to the Grimm
the lasting traditions they uphold), the Frolicking Court Court, who from afar keep a close eye on their goings-on.
also maintains a force of sworn knights. Mostly recruited Archfey. The Grimm Court takes its name from the
from humanoid adventurers to ensure their neutrality, these enigmatic Sister Grimm, who sits a throne constructed of
Caelagarm Oath-Keepers are treated with respect by all stones taken from fallen castles on the Material Plane.
Courts. Whether the throne stands as a monument to these
Archfey. One of the most unlikely archfey in recent forgotten kingdoms, or as a warning for those to come, is
memory, Eydís Aonghuis is a dwarf who was kidnapped perhaps known only to her.
by evil fey as a child, only to escape their clutches and Legend tells that Sister Grimm once had two immortal
grew up among the fey elves of the Starlight City. There, brothers, but they were slain in days long past on the
she studied dance under the legendary Lady Silvergleam Material Plane. She founded her court to search for their
and, with typical dwarven diligence, became one of the bodies and bury them with dignity in the Feywild, but no
greatest dancers to ever grace the ballrooms of the Feywild. record tells how the brothers died, or if she was indeed
Another archfey in the Frolicking Court is Prince successful.
Hefeydd. A bard by trade, he drinks like a satyr and loves Convictions. The Grimm Court may walk the Material
like a sirine; it is rare indeed to attend a party in the Plane at their leisure, but are careful never to outstay their
Feywild and not see his bearded face. Hefeydd is a popular welcome. To be trapped there, divorced from the magic of
patron of warlocks, since he takes an active interest in their the Feywild, is a particular torment powerful fey are loathe
lives and always does what he can to help them towards to suffer. Generally, members of the Grimm Court believe
their goals. that:
Convictions. Many fey are attracted to the Frolicking • On the Material Plane, fey magic is special, and should
Court because of the Court’s relaxed approach to life. Their be used with purpose.
philosophy includes the following ideals: • Outright murder of a humanoid is distasteful, unless
• The most important thing is to celebrate the traditional their acts are genuinely deserving of such a
festivals according to the old way. punishment.
• The more the merrier! We should build bridges and • Humanoids should never be allowed to cross to the
resolve disputes, for the benefit of all. Feywild.
• You shouldn’t judge people out of hand, and it’s better
Lark’s Court
to live and let live, even when you disagree with Pranksters and tricksters, the fey of the Lark’s Court have
someone. raised practical jokes to an artform. Unfortunately for
Grimm Court everyone else, there is nothing a Lark fey won’t do for a
Whereas most Fey Courts point their attentions inward at laugh, and some of them have rather twisted senses of
the machinations of fey politics, the Grimm Court is humor. Nothing is off the table for their pranks, which can
preoccupied the Material Plane and its residents. All involve (among other things) injury, kidnapping, robbery,
Grimm fey find some grand importance in manipulating the and permanent disfigurement. Even murder is allowable, if
fates of humanoids, but their motivations vary immensely the punchline is good enough.
within their own ranks. Some simply find great amusement To rise to the Lark’s Court’s inner circle, a member
in meddling with humanoid affairs, setting up elaborate must pull off a prank or joke requiring at least 10 years of
pranks involving illusions, enchantments, and surprise set-up. Sometimes, this is elaborate as convincing someone
transmutations to get a good laugh (for themselves, if not they are invisible for a decade, other times, it’s as simple as

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polymorphing into a humanoid, moving to the Material Archfey. The Moon Court is strengthened by its
Plane and tricking someone into starting a family. savagery, and none is more savage than its leader: the
Archfey. The very picture of fey capriciousness, the archfey Leto. Whenever possible, Leto appears as a well-
shapeshifting archfey Bluetongue is almost never to be dressed gentleman, and treats those he meets with civility
seen undisguised. Oftentimes, he’s busy tricking and and respect. However, this ruse is only transient. When his
impersonating other archfey and their courts, as he is explosive temperament comes to bear, his illusion also
largely immune to retribution from other archfey, and he crumbles, revealing himself to be an enormous beast―a
considers them far too serious anyway. He sometimes even savage thing that appears as a cross between all
impersonates regular members of his own court, and lycanthropes. In the Blood Hunts, he relishes in this form,
reveals himself only when a really excellent punchline and leads the charge after captured quarry himself.
presents itself. Convictions. The Moon Court’s laws are enforced by
Though Bluetongue is a shapeshifter, he prizes his violence: those that disagree with a Court decree must
namesake (a bright blue tongue, almost serpentine in answer to Leto for their dispute to be heard, and few
length) highly, and incorporates it into any form once he survive that conversation. However, by virtue of taking part
reveals himself. It’s unclear what Bluetongue’s true form in a number of Blood Hunts, most in the Moon Court
is, or if he even possesses one. Doubtless the truth will be believe the following:
revealed one day, the punchline to some millennia-long
• Survival is a privilege that must be earned by the
prank, and will be met with raucous laughter.
strong.
Convictions. Though senses of humor may differ, those
• Every person should look out for themselves; it is
in the Lark’s Court generally agree on the following:
unfair to expect others to support you.
• No joker goes halfway. If you’re going to make a joke, • Nothing tastes better than something you've personally
you should totally commit to the premise. killed.
• With enough showmanship, anything can be funny.
• Nothing is really important or sacred. It’s the job of a
Obsidian Court
Like the great standing stones that mark fey bridges in the
good Lark to reveal that truth.
Material Plane, the Obsidian Court seeks to be resolute,
Moon Court stately, and enduring. They see themselves as the wardens
Howls ring out under the open moon; beastly silhouettes and protectors of the permanent fey bridges, and thus are
illuminated by firelight; the smell of blood, and the smell of protectors of the Feywild as a whole―though from the
fear; when the Moon Court hunts, you run for your life. outside, one could paint a less flattering picture. The
Most fey are intertwined with nature―bound to the Obsidian Court is known to meddle in the affairs of others
magic of trees and winds―but members of the Moon Court (for the greater good, as they claim), and it is as inflexible
are most often those akin to beasts. They are connected as it is traditionalistic. Furthermore, they do expect
only by their lust for blood, and their allegiances stretch remuneration for their efforts, to the extent that other
only as far as the hunts they partake in together. Many in Courts disdain them for hoarding wealth―in the form of
the moon court are afflicted with the curse of lycanthropy, secrets, magic, favors, and talented servants―among a
which in the Feywild leaves them persistently half- privileged few. More than others, Obsidian fey tend to
transformed in an animalistic state. These lycanoths, as defer to the senior members of the Court, who keep a close
they've come to be known, are capable of reasoning, unlike watch on everything that their subordinates do.
true beasts, but are easily overcome by savage, violent Archfey. A number of archfey pledge allegiance to the
urges. Obsidian Court, but only one rules the court with an iron
The Moon Court is famous for its Blood Hunts, great fist. Carnavon is a giant, literally and metaphorically,
festivals of drinking and dancing by firelight, culminating among the fey courts. Standing a full 20 feet tall, his
in a hunt, where the members of the court pursue their commanding presence and forceful personality does much
quarry though the dark-lit Feywild forests in a frenzy, and to enforce loyalty among his followers. Carnavon rules his
celebrate their kill with a feast. Oftentimes, the Court court from the Obsidian Throne, a seat carved to from a
obtains simple beasts, like deer or wild boar, but whenever single piece of stone to his stature, such that no other
possible, they kidnap intelligent beasts or humanoids from archfey could think of usurping him and filling his shoes.
the Material Plane to be hunted.

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Convictions. The Obsidian Court’s policies are
enshrined in an ancient tome, which is not lightly amended.
Some of the many rules therein are:
• Your first priority is the Court. Everything you do
should advance the Court’s goals.
• The archfey are an umbrella under which lesser folk
can shelter. What is good for them is good for
everyone.
• Never do anything unless you’re getting
something in return.

Rose Court
The Rose Court attracts some of the most
benevolent fey into its ranks. United by their sense
of charity, Rose fey do everything they can to help
others. The Court provides shelters and safe havens
for fey creatures in the Material Plane, as well as
humanoids lost in the Feywild. There is some
division within the Rose Court on the subject of
pacifism: some members oppose violence under all
circumstances, while others believe that fighting in
self-defense can be justified.
Archfey. The Rose Court is a large organization with
many archfey in its ranks. The most senior among them
form the Council of Seven Thorns, which decides upon the
Court’s internal rules and external priorities. Prominent
archfey who have sat on this council include Aoibie, the
Shining Princess, a sithe famed for her persuasive oratory
and staunch advocacy on behalf of tiny fey, Black
Jakodak, a handsome fey elf whose bargaining skills have
three times averted war between the Emerald and Moon
Courts and Vaorise Syolkiir, who rose to the rank of
archfey after serving for one-hundred-and-one years with
the Caelagarm Oath-Keepers; she only recently switched
allegiances from the Frolicking Court to the Rose Court.
Convictions. The members of the Rose Court keep the
following priorities in mind, though they do make an
effort to adapt their approach depending on the current
political trends in the Feywild:
• Do not allow others to come to harm, even if it
means placing yourself in danger.
• Fear and anxiety are just as dangerous as slings
and arrows. It is just as important to protect
people’s feelings as it is their bodies.
• We are stronger when we work together.
Always seek to work with like-minded people
towards shared goals.
• Treat humanoids as equals. After all, some of
the archfey were elves, once.

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Guidance for GMs disabled by physical restraint, though, and may be made
Campaigns are usually designed with specific expectations unusable for other reasons, at the GM’s discretion.
about the kinds of player characters that will engage with Abilities that increase a creature’s movement speed,
them: typically, all characters are Small or Medium such as the monk’s unarmored movement or the longstrider
humanoids from the Material Plane, without the ability to spell, only affect their walking speed. The haste spell is an
fly until at least 5th level. Fey characters, for a variety of exception to this; it doubles all speeds. The fly spell works
reasons, break these expectations across the board, normally when cast on flying creatures.
requiring Game Masters to think outside the box when Creatures that attempt to push, drag or lift a load while
designing adventures that feature them heavily. flying can only manipulate objects up to their normal carry
This section will present additional rules for unusual weight, rather than double.
player characters, as well as provide advice for Game
Masters as to how to best craft adventures around such
Advice for GMs
Widespread access to flight among PCs can sometimes
characters.
create issues for GMs when it comes to encounter design

Extraplanar PCs and general storytelling. For example, high walls, hilltop
fortifications, and tripwire-based traps offer little defense
A majority of fey creatures are not native to the Material against airborne attackers, and an encounter that hinges on
Plane―they originate in the Feywild or one of the Outer bridging a chasm is unlikely to pose a significant challenge.
Planes. This is usually not an issue in a game, but it is On the flipside, dynamic battlefields (such as ships) and the
something to bear in mind if the party visits other planes. risk of falling damage can make life surprisingly hard for
People native to a given plane are usually immune to any flying PCs in certain situations.
unusual magical effects that might be prevalent there, If one or more of the PCs in your campaign has a flight
which can be advantageous but, on the other hand, anyone speed, consider the limitations of that flight and design
who leaves their home plane needs to be especially careful encounters around it. Perhaps, if the only flying characters
about the banishment spell and similar magical effects. in the party are fairly large, they'll struggle entering an evil
When a player creates a character with the Fey Creature wizard’s tower through its narrow, uppermost windows. Or
racial trait, they should decide which plane is their perhaps the flying character is Tiny size, and will be unable
character’s true home, and think about how that might to lift the heavy shutters on the wizard's windows, or will
inform their background. otherwise be able to carry important equipment (or other
party members) in a fashion that allows them to circumvent
Flying PCs obstacles for the whole party.
Some of the playable races in this book have the ability to Additionally, pay special attention to the ranged attacks
fly, which be noted in the individual race entries as a fly of monsters and NPCs the party is likely to fight. No matter
speed. All flying creatures in this supplement are subject to how deadly the monster, if it has no ranged options and
the following rules: even one character can fly indefinitely and cast a damaging
All creatures with a fly speed can hover, and their wings cantrip like fire bolt, the monster is as good as dead to
do not take up any more space than their body normally attrition. The same can be said for a flying character armed
would. However, they cannot fly in strong wind (20 mph with a sufficiently large number of arrows. Remember that
for Tiny creatures, 30 mph for Small and Medium it's okay to introduce incidental flying creatures to keep
creatures) or while wearing heavy armor. your flying PCs occupied while the non-flying PCs face off
Fey creatures’ wings are not inherently magical and against a grounded threat.
therefore continue to work in antimagic fields. They can be

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It is generally a good idea to include a mixture of weapons table on page 47. They cannot use or gain
environments in your campaign: encounters where space is proficiency in any weapon that is not on this table.
limited, such as underground or indoors, can limit the In general, tiny equipment, including shields or armor,
impact of flying characters, while locations with multiple costs a quarter of the normal price and weighs an eighth of
vertical levels (like a treehouse village or complex cave) the normal weight. However, a Tiny creature’s tools or
can create interesting options for them. It should also be musical instruments must also be made in their size at twice
noted that monsters with the ability to restrain targets at the normal cost, except for thieves’ tools, which may be
range, such as giant spiders, are particularly entertaining in used as normal.
these situations.
Advice for GMs
Tiny PCs Tiny PCs face a number of unique challenges, as well as
having a few advantages over their Small and Medium
Many fey creatures belong to the Tiny size category and, as
comrades. Structures built to human scale are often not
such, are subject to a number of special rules and
secured against Tiny folk, who may be able to exploit this
restrictions. As per the standard rules, they occupy a 30-
in ways even Small folk cannot; there are also far more
inch cube―a quarter of the area and an eighth of the
places in the world that are suitable for a Tiny person to
volume taken up by a Small or Medium creature. The
hide.
standard rules for grappling also apply, meaning that a Tiny
On the other hand, since Tiny characters have reduced
creature cannot attempt to grapple a Medium or larger
Strength and carrying capacity, they will tend to be more
creature.
reliant on strong allies or beasts of burden for general
A creature can move through a space occupied by a
adventuring tasks; this can mean that even if Tiny
creature if that creature is two size categories bigger or
characters are able to slip through the cracks of the world
smaller; this means that Tiny and Medium creatures do not
themselves, they are still somewhat dependent on
block each other’s movement (though the space remains
traditional infrastructure such as roads, stables and
difficult terrain).
mountain passes to transport their gear.
The carrying capacity in pounds of a Tiny creature is
It is important to consider Tiny characters in every
equal to five times their Strength score, rather than the
encounter you design, but overall, Tiny characters should
usual 15. Additionally, their hit point maximum is reduced
not be as troublesome as flying characters. There are not
by 1 point per level.
many challenges that they completely trivialize, and there
Furthermore, most standard weapons are not usable by
are more built-in disadvantages to being six inches tall. If
Tiny creatures. Their weaponry options are detailed in the
you are finding Tiny characters are proving too strong, you
could put them up against a monster that specializes in
grappling for their next battle. If the reverse is true,
consider lining up an encounter where they can creep
through gaps in walls to gain an advantage.

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Chapter 2: Races
Fey tend to be mystical, haughty, and jovial, but above all are so universally hated as boggarts. Given the chance, a
else, fey creatures are diverse. Those hailing from the boggart will simply slip into a humanoid’s household and
Feywild range from the diminutive pixies, which flutter stubbornly dwell there, causing mischief of all kinds to the
about on butterfly wings, to raucous satyrs, who live for residents. As such, it’s often better to simply vacate your
wine and revelry, to despicable boggarts, who cause house if a boggart squats there.
suffering wherever they go, with a thousand variations in
between. This chapter offers a small variety of fey creatures
that might be popular races for player characters. Variant Rule: Cold Iron
Many fey creatures dislike iron, reacting to it as if it

Boggart were a poison or allergen to them. This can be a


problem on the Material Plane, where iron and its
alloys are widespread, but you may decide to include
“You see that old farm house about two fields distant, this variant rule for PCs with the Fey Creature trait,
shaded by the sycamore-tree: that was the spot which as well as fey monsters.
the Boggart or Bar-gaist selected for his pranks; there Cold Iron. If you touch or are touched by any
he held his revels, perplexing honest George object made from iron or an iron alloy while in your
Cheetham—for that was the farmer's name—scaring natural form, you must make a Charisma saving
his maids, worrying his men, and frightening the poor throw (DC 10) or lose the ability to use your Innate
children out of their seven senses, so that at last not Spellcasting trait for 1 minute. You also become
even a mouse dared show himself indoors at the farm, poisoned for 1 minute. You can repeat this saving
as he valued his whiskers, five minutes after the clock throw at the end of each of your turns to remove
had struck twelve.” these effects.
― John Roby, The Bargaist, or Boggart Iron-based weapons also bypass any damage
resistances or immunities that a fey creature may
Boggarts are small, malicious fey creatures that live on the have.
fringes of humanoid settlements and prey upon any unwary
folks who venture out alone. Some are more dangerous
than others; their cruel intent ranging from simple
mockery and insults, through blight and plague, up
to outright murder. Boggarts revel in inflicting
these pains on others, for they can siphon their
victims' life energy through suffering.

Ugly Diversity
A wide range of appearances can be found among
boggarts, leading some to believe they are
shapeshifters―though this is not actually the case. In
fact, a boggart’s appearance is dependent on their
personality and disposition. Rage-filled red caps might
look like shrunken, curmudgeonly old men, while
inquisitive bogles might look more like big-nosed
gnomes. The only thing that is certain is that no two
look alike.

Despicable Fey
Humanoids sometimes find feykind to be
unsavory― priests will often warn about fey
excesses and cruelty, for example―but none

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Boggart Names Bogle
The most common kind of boggart is the bogle, a mean-
For all their misgivings, boggarts don’t burden themselves
spirited creature that can be found in fields, marshes. and
with delusions of grandeur, preferring common names and
even people’s homes. Bogles are known to inflict various
eschewing all titles.
torments on humanoids, including killing their livestock
Male Names. Alpin, Brucie, Boyd, Conall, Donald, Fergo, and blighting their crops, stealing or destroying their
Hamish, Mungus, Pàl, Rabbie, Tam property, and kidnapping their children.
Female Names. Agnes, Effie, Glenna, Grizel, Isa, Keitha, Sometimes, bogles may follow a more benevolent path,
Morag, Nessa, Senga, Sìne offering protection and guidance to those in need. Such
creatures are known as brownies, and their friendship is
Boggart Traits much sought-after by humanoids.
Boggarts have the following racial traits: Ability Score Increase. Your Wisdom score increases
Ability Score Increase. Your Constitution score by 1.
increases by 2. Bad Luck. When another creature you can see makes an
Age. Boggarts certainly age, though the mechanism by ability check, attack roll, or saving throw, you can impose
which they gain maturity is not necessarily tied to the disadvantage on that roll. Once you use this trait, you can’t
progression of time. Rather, they grow older by absorbing use it again until you finish a long rest.
the life essence of other creatures. Indeed; if a boggart does
not feed, it starts behaving in immature and unpredictable
Redcap
Redcaps are wild, violent creatures with incredible strength
ways, like a petulant child deprived of their dinner.
despite their small stature. Their name comes from the
Alignment. Boggarts are nasty, spiteful creatures that
distinctive red mushroom hats that they wear, which are
usually exhibit chaotic and evil alignments. They are
dyed in the blood of those they have slain; the deeper the
capable of understanding morality, but most reject it
crimson of a redcap’s hat, the more it has killed. All
nonetheless.
boggarts draw sustenance from suffering, but redcaps’
Size. Boggarts are diminutive creatures, usually shorter
preference for murder makes them one of the most feared
than three feet. Your size is Small.
of all fey creatures.
Speed. Your base walking speed is 25 feet.
Redcaps are notoriously superstitious. Most will refuse
Darkvision. Boggarts are most active at night, giving
to bathe in rivers for fear of shellycoats, and all redcaps
them keen vision in the darkness. You can see in dim light
take great pains to avoid even numbers.
within 60 feet of you as if it were bright light, and in
Ability Score Increase. Your Strength score increases
darkness as if it were dim light. You can’t discern color in
by 2.
darkness, only shades of grey.
Mighty Build. Despite your Small size, you suffer no
Sustenance from Suffering. Whenever you reduce a
penalties when wielding heavy weapons and may attempt
creature to 0 hit points, you gain a number of temporary hit
to grapple with Large creatures.
points equal to your Constitution modifier, which last for 1
hour. You do not need to eat or drink on any day when this Shellycoat
ability activates. Less dangerous than other types of boggart, shellycoats
Fey Creature. You have advantage on saving throws inhabit streams and rivers, where they play cruel pranks on
against being charmed, and magic can’t put you to sleep. anyone who travels past (which generally involve people
You are, however, affected by any spell or effect that falling into the river). Shellycoats feed off of
would specifically affect fey creatures. embarrassment and humiliation, and they can be merciless
Innate Spellcasting. You can cast the spell fog cloud in inflicting it.
once without expending a spell slot and regain the ability to They are named for the coats they traditionally wear,
do so when you finish a long rest. which are made from seashells that jangle noisily whenever
Languages. You can speak, read and write Common they move.
and Sylvan. Ability Score Increase. Your Charisma score increases
Subrace. Boggarts come in a number of varieties. You by 2.
may choose to be a bogle, a red cap or a shellycoat. Cruel Joker. You know the vicious mockery cantrip.
Charisma is your spellcasting ability for it.

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Fairy
“Hey! I'm not an adventurer, I'm a life traveler. An
experiencer-er... person. I experience things by
traveling! I may go on adventures but calling me an
adventurer makes me sound dirty. I'm more like....
like... like a traveler without a direction! That's more like
it!”
― Kyu Sweetbreeze, pixie wild magic sorceress

Aside from fey elves, the principal inhabitants of the


feywild are fairies. These tiny, winged folk cluster in
treetop villages and hidden enclaves, where they go
about their business much like any other group of
people.

Magical Wonder
Most fairies lack the size or strength of other races, which
puts them at a disadvantage in many aspects of life. To
offset this, fairy society is steeped in magic: pixie artisans
rely on conjured servitors and magic spells to do their
heavy lifting, while sithe armies field entire
regiments of sorcerers and warlocks. Almost all
fairies have some amount of arcane skill, so simple
magical effects are commonplace in their towns and
villages.

Light Hearts
It is not only fairies’ bodies that are lightweight: their
hearts are also buoyant. While easily buffeted by the
winds of fate, they are quick to return to their natural
dispositions, whatever that might be. Pixies tend to be
sunny and cheerful, sprites are rather more understated,
and wry, wolfish smiles are never far from the lips of a
sithe.
Fairies, especially pixies, have an easy time making
rely on the natural world to shelter them, blending into the
friends. Though most fey are decidedly lighthearted, pixies
trees more seamlessly than any humanoid ranger ever
find much less satisfaction if they’re the only ones who are
could.
happy.

Hidden People Fairy Names


Fairy names are always bright and welcoming, and
All fairies are experts in staying hidden. Their safety
frequently include natural themes, which can either
depends on this, since their homes could easily be complement or contrast their personalities. Fairies are often
destroyed by an angry hill giant or hungry phase spider.
reluctant to give their true names to strangers, instead vying
The exact methods they use to conceal themselves vary,
with each other to make up the most outlandish
however. Sithe favor illusion magic, shrouding their
pseudonyms possible (while still convincing the strangers
strongholds with powerful invisibility spells. Sprites are
that it is their true name).
more proactive, always watchful for intruders and quick to
strike when strangers get too close. Pixies mostly prefer to Male Names. Acorn, Aron, Cosmo, Davie, Deon, Drake,
Merten, Ronnie, Soren, Tommo

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Female Names. Astra, Daisy, Emerald, Gloria, Ivy, Jeni, 3 and you Charisma score increases by 1. The maximum
Lissa, Lydia, Moira, Reena, Tina for your Dexterity score is 22, rather than 20.
Family Names. Brightfire, Candycake, Cottonwood, Innate Spellcasting. In addition to the Innate
Dreampearl, Flutterfrost, Glitterwing, Greenmarsh, Spellcasting detailed above, you can also cast faerie fire at
Rivergleam, Seaspray, Silkpenny, Snowbelle, will, without spell slots or material components.
Twinklenose, Winterglow
Sprite
Fairy Traits Sprites are predisposed towards being dour, stern, and
stoic. They are brave in battle, implacable when on a
As a fairy, you have the following racial traits:
mission, and intolerant of anyone who doesn’t pull their
Age. Fairies enter adulthood at age 12 and can live for
weight. However, some people might say they aren’t much
up to 400 years.
fun to be around.
Alignment. Fairies subscribe to many different
Ability Score Changes. Your Strength score decreases
philosophies. Pixies and sprites are strongly inclined
by 1 (to a minimum of 1) and your Dexterity score
towards good―but have very different approaches to law
increases by 2. The maximum for your Dexterity score is
and chaos―while sithe are usually lawful but could be
22, rather than 20.
anywhere along the good-evil axis.
Heart Sight. You can touch a creature and magically
Size. Fairies typically stand between 8 and 12 inches
know its current emotional state. If the target fails a
tall. Your size is Tiny. For additional rules regarding Tiny
Charisma saving throw (DC = 8 + your Charisma modifier
player characters, see page 11.
+ your proficiency bonus), you also know the creature’s
Speed. Your base walking speed is 10 feet and your base
alignment. Celestials, fiends, and undead automatically fail
flying speed is 30 feet.
the saving throw.
Natural Stealth. You have proficiency in the Stealth
Potion Mastery. You can drink potions or coat a
skill.
weapon with poison as a bonus action.
Fey Creature. You have advantage on saving throws
Sprite Weapons Training. You have proficiency with
against being charmed, and magic can’t put you to sleep.
tiny longswords and tiny shortbows.
You are, however, affected by any spell or effect that
would specifically affect fey creatures. Sithe
Innate Spellcasting. You know the dancing lights and While sithe look superficially like pixies, they can be easily
druidcraft cantrips. When you reach 3rd level, you can cast distinguished by their (even) shorter stature, natural skin
the entangle and sleep spells once each with this trait and tones, and a certain cunning sharpness behind the eyes.
regain the ability to do so when you finish a long rest. Sithe love to scheme and plot, whether it be for harmless
When you reach 5th level, you can cast the invisibility spell pranks or more sinister ends, and they are also among the
once with this trait and regain the ability to do so when you most organized and collectivist of fey species. Sithe mages
finish a long rest. Charisma is your spellcasting ability for have erected tiny palaces and castles across the Feywild, all
these spells if you are a pixie or sprite; Intelligence is your hidden by clever illusions or tucked away inside pocket
spellcasting ability if you are a sithe, and you can cast them dimensions; these provide vital outposts and waystations
using only fairy dust as a material component. that help to bring the various inhabitants of the Feywild
Language. You can speak, read and write Sylvan. together in times of need.
Fairies mostly avoid other races, so have little opportunity Ability Score Changes. Your Strength score decreases
to learn other languages. by 3 (to a minimum of 1) and your Intelligence score
Subrace. There are several different types of fairy. You increases by 2. The maximum for your Dexterity score is
could be either a pixie, a sithe or a sprite. 22, rather than 20.
Faerie Gold. As an action, you can transmute a handful
Pixie of small objects such as leaves, seeds, or blossoms into
Pixies are mostly kind, good-natured people who are more
gold coins. You can create no more than 5 gp using this
interested in gardening, fashion, and baking than wizardry
ability, and the coins revert to their original substance after
or war-making. Those that take to adventuring usually do
one hour, or when you lose your concentration (as if you
so because they have no other choice.
were concentrating on a spell).
Ability Score Changes. Your Strength score decreases
by 3 (to a minimum of 1), your Dexterity score increases by

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Shapechanger. You can use your action to magically things to gain nourishment, and can even absorb nutrients
assume the shape of a beast of CR 1/8 or lower that you are through their feet, though they don't often subsist by
familiar with. Changing into a beast is otherwise similar to sunlight and water alone.
a 2nd level druid's Wild Shape feature, except that you
can’t choose to merge your equipment with your new form, Bridge-Keepers
you are not barred from flying and swimming forms, and Alchemists and arcanists alike scratch their heads at
resuming your normal form takes an action. You can mandrakes, but druids know them well as the green
remain transformed up to 10 minutes, or until you fall wardens that stand guard at the old bridges to the Feywild.
unconscious, drop to 0 hit points, or die. To druidic tradition, mandrakes are unique, ancient
Once you use this trait, you can’t use it again until you constructions of Mother Nature herself, intended to keep
finish a long rest. the Plane of Faerie and the Material Plane separate.

Mandrake
Mandrakes are credited with permitting the first elves to the
Feywild to build their cities, allowing nymphs into the
Material Plane, and barring the less magical humanoid
There was little doubt in our minds that these woods
were dangerous―haunted, even. The locals told tales races (chiefly men and dwarves) from the Feywild entirely.
about people who had been lost within it and Today, mandrakes are rare, and make their homes in the
speculated what horrors might be lurking in its shade. forests near where fey bridges can be found. Humans tell
After some consideration, we laid these superstitions
aside, and pressed on anyway. What folly! tales of mandrakes savaging those who enter their domain,
We had nightshade for werewolves, garlic for but elves and druids, who respect the old traditions of the
vampires, but nothing for what awaited us. forest, know that such ire is well-deserved.
On our first night in the forest, a mandrake strode
up to our camp. It was an ancient thing of moss-
covered wood, breathing and speaking as a man. It Mandrake Names
warned us that this forest was not protected by any Taking their names from nymphs and other old spirits of
monster, nor force of man; it was under his purview
alone. Silently, but steadily, the trees themselves crept the forest, which have long been forgotten by men,
in closer around us… mandrakes treat their names with great reverence.
― An expedition encountering a mandrake warden Male Names. Akathaso, Bistonis, Cithaeron, Hathor,
Nomina, Orseis, Othrys, Yggdras
The layman will say that mandrakes are screaming, crying
Female Names. Argyra, Circe, Claea, Hadryade, Helike,
babies grown from the roots of the mandrake plant;
Lauma, Moria, Thronia
however, this could not be further from the truth. Small,
crying mandrakes are those which are harvested too early,
literally children still in infancy. If allowed to grow for a
Mandrake Traits
year and a day before being harvested, they emerge fully- Because you are neither beast nor plant, you have the
formed, able to mature into great and powerful tree people. following characteristics:
Ability Score Increase. Your Wisdom score increases
Flesh from Wood by 1.
Age. Mandrakes must grow undisturbed for a year and a
With a skin of thick bark and leaves growing at their
day before they are harvested. They then mature in a
extremities, you could be forgiven for believing that
decade and live for centuries, growing wider, with more
mandrakes are simply living plants, treants or animated
gnarled bark as they age.
trees. This might even be partially true: it seems that
Alignment. Mandrakes are known to keep centuries old
mandrakes originated from some plant ancestor, but
concords known only to the oldest of creatures. Though
through strange magic or stranger evolution, they have
they stay neutral in most matters, they tend to lean toward
become something midway between animal and plant.
lawful alignments.
Mandrake anatomies are filled with paradoxes: they
Size. Mandrakes usually stand tall and slim, usually
bleed a ruby ichor, reminiscent of both blood and sap. Their
almost seven feet high, with spring mandrakes being
hearts, which look much like a knot of roots, pump this
smaller, and winter mandrakes being slightly larger, and
around their body, enriching it with oxygen borne by leaves
often hunched over. Your size is Medium.
and special pores on their extremities. Simultaneously,
Speed. Your base movement speed is 30 feet.
mandrakes can bask in the sunlight or consume living

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Plant Nature. Even though you are not fully a plant, Seasonal Subrace. Depending on the season in which
you still possess many of the same traits as one. As long as mandrakes are harvested, they take on vastly different
you are within direct sunlight for at least 4 hours a day, you characteristics when they mature. Pick one seasonal
do not need to eat. Additionally, you can breathe through subrace from Spring, Summer, Autumn, and Winter.
your leaves and extremities and can absorb water and
nutrients through your feet. Spring
Even if you are not proficient in Stealth, you can add Mandrakes harvested in the spring are limber and flexible,
your proficiency bonus to Dexterity (Stealth) checks that with lighter bark and short green buds instead of leaves.
you make while in natural environments, such as forests. They are by far the thinnest and also the most agile of the
Root Magic. You know the shillelagh cantrip and can mandrakes.
target yourself with the spell, imbuing your unarmed strikes Ability Score Increase. Your Dexterity score increases
with magic. When you reach 3rd level, you can cast the by 2.
goodberry spell once with this trait and regain the ability to Storm Resistance. Accustomed to the thunderstorms of
do so when you finish a long rest. When you reach 5th spring, you have resistance to lightning damage.
level, you can cast the barkskin spell once with this trait Sprightly Movement. Your base movement speed
and regain the ability to do so when you finish a long rest. increases by 5 feet.
Wisdom is your spellcasting ability for these spells.
Summer
Languages. You can speak, read, and write Common. Summer mandrakes grow high and strong, with they are
You can also communicate simple ideas to nonmagical accustomed to the warm months and ever-abundant
plants and can question plants about events that occurred sunlight. Their leaves almost form a canopy, and the roots
nearby during the past day, gaining information about along their feet can hold fast to the loam, when the need
creatures that have passed, weather, and other arises.
circumstances. Ability Score Increase. Your Strength score increases
by 2.
Wildfire Resistance. Having withstood the dry
conditions and occasional forest fires of midsummer, you
have resistance to fire damage.
Deep Roots. As long as your feet are on natural ground,
you have advantage on Strength saving throws and all
ability checks you make to resist being pushed, shoved,
knocked prone, or otherwise moved involuntarily.

Autumn
Mandrakes of the autumn are more colorful than their kin,
often literally so, decorated with leaves in a myriad of reds,
purples, and yellows, and also representing all the hues in
between. They reflect the natural world at its most
bountiful, and seek to share the harvest's gifts with all who
will accept them.
Ability Score Increase. Your Charisma score increases
by 2.
Toxin Resistance. The vibrant colors of autumn
bring with them the promise of harvests to come. To
protect such a harvest, you have resistance to poison
damage.
Abundance. You gain the ability to cast
the goodberry spell, as per your Root Magic
trait, when you choose this subrace at 1st

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level, rather than at 3rd level. When you cast this spell
using this trait, each creature that consumes a berry regains
hit points equal to your proficiency bonus.

Winter
Mandrakes which are harvested in winter first glimpse the
natural world at its harshest, becoming harsh in return.
Winter mandrakes never grow leaves, and develop gnarled
bark that makes them look much older than they are. In
addition, they grow large, for surviving the winter months
fosters a certain strength that other mandrakes rarely, if
ever, develop.
Ability Score Increase. Your Constitution score
increases by 2.
Frost Resistance. Due to the bitter frost of the long
winter months, you have resistance to cold damage.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.

Nymph
“My hill is out far enough that visitors are rare,
so it's very quiet, though the stones tell me that
it wasn't always that way. The one time someone
did move in, they started up a mining operation
and, um, things got difficult. I really hope
nothing like that ever happens again."
― Opal Orlaith, oread
Bound to Nature
For most humanoids, brushes with fey creatures are once- All nymphs are magically bound to some earthly
in-a-lifetime events, if they happen at all. A large majority feature, which is their permanent home and anchor
in the Inner Planes. Their health is tied to their
of these encounters involve nymphs―slender, graceful, and homes, such that any harm done to the place they
beautiful fey spirits bound to natural landmarks―for they are bound to also harms the nymph.
can be compelled to confront humanoids who threaten their If a nymph’s home is destroyed or contaminated
homes, whether by accident or by design. so completely that life can no longer thrive there, you
enter a state of long-term madness lasting 2d10
days, after which you will die. No magic short of a
Bound to Nature wish spell can restore life to a nymph killed in this
way.
Every nymph is magically bound to a natural feature. If you are killed by any other means (including
Dryads are bound to trees, oreads to rocky features, undines exhaustion or the disintegrate spell), your spirit is
to bodies of water, and so on. As long as the nymph is not removed to the Outer Planes. Instead, it returns
bound, their health and wellbeing are tied to their home― to your home, where you may convalesce. You are
able to manifest in your nymph body after 5 × (1d4 +
destruction of it kills the nymph. For example, a dryad 2) days have passed. During this time, your spirit is
would die if their tree were felled. Thus, humanoid logging unaware of anything happening in the outside world,
or mining works can place a nymph in mortal peril, and you retain no memories of it.
While the place you are bound to is within 100
something that is sure to draw some kind of response from
miles of you, you can communicate with it
the fey creature. telepathically. As an action, you may transport your
Of course, if a nymph’s home is well cared for and not consciousness there until the end of the next turn,
despoiled by monsters or exploited by humanoids, the allowing you to use all of your senses (sight, hearing,
etc.) as if you were standing in that place. During
nymph will remain pristine and beautiful forever. In this this time, you are blind and deaf with regard to your
way, nymphs can be said to be functionally immortal―a own surroundings.
rarity, even among the fey folk.

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Exiles and Prisoners Size. Nymphs are roughly human-sized. Your size is
Medium.
Most nymphs were not born in their present form, but Speed. Your base walking speed is 30 feet.
began life as some other type of fey creature, only to be Fey Creature. You have advantage on saving throws
transformed into a nymph as punishment for some misdeed. against being charmed, and magic can’t put you to sleep.
Archfey consider this an effective sanction, because it You are, however, affected by any spell or effect that
imprisons them far away without mortally harming them or would specifically affect fey creatures.
actually restricting their freedom: a nymph could do Languages. You can speak, read and write Elvish and
whatever they wanted, but leaving their home undefended Sylvan.
is a risk few are willing to take. Subrace. The location of your home has a profound
effect on your appearance and traits. Choose one of the
Objects of Obsession following: dryad (bound to a tree), lampad (bound to a cave
Nymphs are known for their beauty, which is strangely or underground cavern), oread (bound to a hill, mountain or
enchanting to humanoids that encounter them. Commonly, valley) or undine (bound to a body of water).
when a humanoid stumbles across a nymph, its mysterious
and beguiling influence takes hold of the mortal’s mind,
Dryad
Dryads act as guardians of their woodland demesnes. Shy
fostering an obsession with the nymph. This can be just as
and reclusive, they watch interlopers from the trees. A
problematic as someone who wishes to despoil the nymph’s
dryad struck by the beauty of a stranger might investigate
domain, but it is also the reason why so many half-nymphs
more closely, perhaps even try to lure the individual away
exist in the world.
to be charmed.

Nymph Names Dryads work with other sylvan creatures to defend their
forests. Unicorns, treants, and satyrs live alongside them, in
Nymph names are ancient, dating back to eras of forgotten addition to druids that share the dryads' devotion to the
gods and powerful nature spirits that shaped the continents woods they call home.
and constellations of the natural world. Nymphs choose Ability Score Increase. Your Charisma score increases
their own names to honor those who came before them, and by 1.
strive to live up to those legacies. Darkvision. Accustomed to twilit forests and the night
Male Names. Amphiphas, Ariron, Atos, Chrysanthos, sky, you have superior vision in dark and dim conditions.
Epaphros, Euphrenor, Euxinon, Gorosil, Hilario, You can see in dim light within 60 feet of you as if it were
Kratosios, Losionos, Mirron, Musitho, Polosius, Thales, bright light, and in darkness as if it were dim light. You
Zoticos can’t discern color in darkness, only shades of grey.
Female Names. Aspasia, Cala, Charma, Deipho, Dore, Innate Spellcasting. You know the duidcraft cantrip.
Eirenis, Eonen, Gaiane, Iphaes, Kypreia, Maefydia, Once you reach 3rd level, you can cast the entangle spell
Meleia, Menedore, Nestra, Opal, Opes, Phaedra, Phisbe, once with this trait and regain the ability to do so when you
Thalla, Xana finish a long rest. Once you reach 5th level, you can also
cast the barkskin spell once with this trait and regain the
Nymph Traits ability to do so when you finish a long rest. Wisdom is your
Nymphs have the following racial traits: spellcasting ability for these spells, and you do not need
Ability Score Increase. Your Wisdom score increases material components to cast them.
by 2. Woodland Guardian. You have proficiency in the
Age. Nymphs age at the same rate as whatever natural Nature skill and may apply double your proficiency bonus
feature they are bound to, meaning that many are to any Intelligence (Nature) or Wisdom (Survival) checks
functionally immortal, as long as their home remains you make relating to forests, jungles, or woodland.
uncorrupted.
Lampad
Alignment. The alignments of nymphs vary depending
Nymphs of the underworld, lampades haunt the darkened
on what sort of place they live in, how they came to be
tunnels carrying long, slender staves topped with ghostly
bound, and any number of other factors. Many lean towards
flame. Beautiful but secretive, lampades are very rarely
neutral alignments, owing to their connection to nature.

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seen and tend to shy away from the various inhabitants of they encounter, a skill they can apply in both social and
that shadowy realm. more solitary pursuits.
Ability Score Increase. Your Intelligence score Ability Score Increase. Your Dexterity score increases
increases by 1. by 1.
Darkvision. Accustomed to subterranean caverns, you Speed. You gain a base swimming speed of 30 feet.
have superior vision in dark and dim conditions. You can Amphibious. You can breathe normally in either air or
see in dim light within 60 feet of you as if it were bright water.
light, and in darkness as if it were dim light. You can’t Innate Spellcasting. You know the acid splash cantrip.
discern color in darkness, only shades of grey. When you reach 3rd level, you can cast the silent image
Shadow Creep. You can attempt to hide even when you spell once with this trait and regain the ability to do so
are only lightly obscured, as long as you are in dim light or when you finish a long rest. When you reach 5th level, you
darkness. can cast the aid spell once with this trait and regain the
Innate Spellcasting. You can cast the spell continual ability to do so when you finish a long rest. Wisdom is your
flame spell once with this trait and regain the ability to do spellcasting ability for these spells.
so when you finish a long rest. Wisdom is your spellcasting
ability for this spell, and you do not need material
components to cast it.
Satyr
When I awoke, a single beam of light shot past
Oread my eyelid and landed, screeching, into my brain. By
degrees, I fought past the pain in my cranium to take in
Oreads are nymphs of the land who are bound to my surroundings: a grassy field, far from the tavern in
mountains, valleys and ravines. They are creatures of which I last remembered myself. Every detail of the
surpassing beauty, with elegant, sculpted bodies that belie night blurred together in a collage of shapes and colors,
their strength and resilience, which mimics that of the earth devoid of meaning.
"Rough night, huh?" a voice behind me beckoned
itself. The long lifespans of oreads gives them much time suddenly. A cheerful satyr lounged on a broad stone
for intellectual and philosophical pursuits, and many are nearby, his fingers quietly drumming on an idle pan
fond of music, dance and theatre. They greatly enjoy flute in his lap.
As he began to raise the pipes to his lips, I sensed
watching the performances of humanoids, sometimes
his intent far too late to intervene.
becoming obsessed with a certain artist or singer. "Please, don't..." I choked out quietly.
Ability Score Increase. Your Strength and Constitution Alas, he started on a melody, which thumped, and
scores increase by 1. screeched, and howled into my throbbing brain.
My fellow adventurers: don't forget my mistake.
Durable as Stone. You have resistance to poison Never try to out-drink a satyr.
damage and advantage on any saving throw against poison
― Mal, the Channeler, after drinking with a Satyr
or disease. In addition, when you aren’t wearing armor,
your AC equals 13 + your Dexterity modifier. Squat, hairy, human-shaped fey with goat-like features and
Innate Spellcasting. You know the diamond edge hoofed feet, satyrs love to dance, sing and frolic. They are
cantrip. Wisdom is your spellcasting ability for this spell, wholly devoted to the pursuit of pleasure, and will celebrate
and you do not need material components to cast it. any festival they hear of―the wilder the better! Satyrs will
take any excuse to cut loose, often inventing flimsy pretexts
Undine to derail conversations and make themselves the center of
While most fey creatures are reticent to approach attention.
humanoids, water nymphs are more forthcoming, and will
happily mingle with the people who share their home (for Life of the Party
naiads―fresh water undines―they might even live within
Given their proclivity for living in the moment, it can be
the walls of a city). It is not unusual for an undine to fall in
difficult to get satyrs to follow orders or even stay in one
love with a humanoid and attempt to lure them into their
place for any length of time―though in an adventuring
watery abode, though this rarely ends well for anyone
party they make up for such flakiness with the
involved.
entertainment they provide, as well as their unsurpassed
Water nymphs are deeply emotional and share a strong
skill at gossip and rumor-mongering. Satyrs are very much
empathetic connection to their environments. This grants
at home in inns and taverns, sometimes venturing into
them an intuitive understanding of everything and everyone
humanoid settlements (usually in disguise) purely to

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can change rapidly, but the vast majority put at least some
effort into looking good at all times.
All Satyrs are male; female goat-legged fey are
'glaistigs', a completely different type of creature.

Satyr Names
Though satyrs are given a name by their parents, they also
take great pride on any nickname they can earn through
their revelry and debauchery.
Given Names. Adronus, Avery, Barases, Canteon, Dantes,
Gilderos, Grover, Jed, O'Connor, Pan, Phaegan, Puck,
Romeus, Silenus, Tarteron, Tum-Tum, Willie
Nicknames. Count Tipsy, Fairy-Dance, The Holy Drinker,
Horny Devil, Mister Handsome, Ol' Three Sheets, The
Roarin' Lord

Satyr Traits
Cheerful and light-footed, satyrs have the following traits:
Ability Score Increases. Your Charisma score increases
by 2 and your Dexterity score increases by 1.
Age. Satyrs are shorter-lived than most fey, gaining
adulthood at two years old and living for around 50 years.
Alignment. Satyrs care little for the consequences of
their actions. They are almost always chaotic.
Size. Satyrs are fairly short, usually around five feet tall.
sample the atmosphere of a particularly famous common Your size is Medium.
room, gaze upon an extremely beautiful person, or taste an Speed. Your base walking speed is 30 feet.
especially rich food. Fey Creature. You have advantage on saving throws
against being charmed, and magic can’t put you to sleep.
Wild at Heart You are, however, affected by any ability that would
normally affect fey creatures.
Although they enjoy the pleasures of humanoid society, a
In Vino Veritas. Any creature that has been drinking
satyr's true home is in the forest, and any visit to civilized
alcohol with you regards you as a trusted friend for as long
lands will ultimately prove fleeting. Enchanted woodlands
as it remains drunk, unless you deliberately harm it.
provide shelter and safety, as well as the companionship of
Additionally, you can never become sick or poisoned from
other fey creatures, thus most satyrs make their homes in
drinking alcohol.
small, hidden villages. Others are more solitary, retreating
Satyr Music. You gain proficiency in the Performance
to some secluded hermitage to perfect a piece of music or
skill and one of the following instruments: pan flute,
recover after a particularly intense festival.
singing, or viol. You have advantage on any ability check

Caprine Appearance made relating to musical contests.


Innate Spellcasting. You know the vicious mockery
Satyrs have many goat-like aspects, including thick fur on cantrip. When you reach 3rd level, you can cast the charm
their arms and legs, curling horns on their heads and person spell once with this trait and regain the ability to do
hooves instead of feet. This makes them easy to identify, so when you finish a long rest. When you reach 5th level,
for they generally make no attempt to hide these features. A you can cast the suggestion spell once with this trait and
variety of different shades of fur are found among satyrs, regain the ability to do so when you finish a long rest.
with whites and browns being most common. The Charisma is your spellcasting ability for these spells.
grooming habits of satyrs are unpredictable, as fey fashions Languages. You can speak, read, and write Common
and Sylvan.

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Sirine Sirine Names
Sirines have short, beautiful names that flow off the tongue
“Come this way, honored Odysseus, great glory of the
Achaians, and stay your ship, so that you can listen here like water.
to our singing; for no one else has ever sailed past this Male Names. Adro, Boroda, Cas, Miza, Nook, Sharo,
place in his black ship until he has listened to the
honey-sweet voice that issues from our lips” Zebus
― Sirens tempting Odysseus, Homer’s Odyssey Female Names. Banu, Esta, Jalli, Kohi, Noella, Roxin,
Shora, Simi
A sirine is a beautiful, amphibious fey creature often found
on beaches and riverbanks. Humanoids regard them as Sirine Traits
unpredictable and dangerous, but the reality is more
Sirines have the following racial traits:
nuanced.
Ability Score Increases. Your Charisma score increases

Beach Party by 2 and your Dexterity score increases by 1.


Age. Sirines grow quickly, reaching adult-size by age
To a sirine, nothing is more important than living in the 10. Their personalities remain childlike, however, until they
moment. They act as they please, seeking joy and pleasure are much older. A sirine can live up to 600 years.
wherever it may be found―especially if that happens to be Alignment. Sirines are generally fickle and impulsive,
by the seaside! Sirines love the fresh breeze and the feel of favoring chaotic alignments.
warm sand between their toes as much as anyone else; Size. Sirines are slightly taller than humans. Your size is
staking out the best spots on beaches to make sure their Medium.
frolics attract just the right amount of attention. Speed. Your base walking speed is 30 feet and your base
As with most fey folk, their emotions are strong and swimming speed is 30 feet.
shift rapidly, such that they may want to kiss someone one Amphibious. You can breathe normally in either air or
minute and kill them the next. And a sirine's commitment water.
to spontaneity is deep: they do not hesitate to act on these Fey Creature. You have advantage on saving throws
impulses. This can make them seem wild, but to a sirine, it against being charmed, and magic can’t put you to sleep.
is the natural state of things. You are, however, affected by any spell or effect that
would specifically affect fey creatures.
Underwater Homes Alluring Charm. When you cause a target to become
Sirines may gather on the shore to dance and sing, but they charmed using a spell that only targets one creature, you
always return to their sunken villages when night falls. can target a second creature with the spell.
There, they hunt pearls, catch fish, and grow crops much Song and Dance. You have proficiency in the
like humanoids, if humanoids could breathe underwater. Performance skill.
Some sirines even share their homes with other aquatic Innate Spellcasting. You can cast the charm person
creatures such as undines and merfolk, leading to spell once with this trait and regain the ability to do so
widespread misconceptions among humanoid sailors. when you finish a long rest. Once you reach 5th level, you
can cast the suggestion spell once with this trait and regain
Unearthly Beauty the ability to do so after you finish a long rest. Charisma is
your spellcasting ability for these spells and you do not
Any humanoid that sees a sirine is liable to be struck by
need material components to cast them.
their incredible beauty. With perfectly clear skin that
ranges in tone from pinks through golds to greens and Languages. You can speak, read and write Sylvan and
blues, delicate flowing hair (in equally vibrant color) and one other language of your choice.
lithe, elegant bodies, there is no such thing as an ugly
sirine. Furthermore, all are born with a fabulous singing
voice, though some may be too shy to use it.

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Chapter 3: Character Options
This chapter contains character options for characters that
are associated with the Feywild. You need not be a fey
Amorist
creature to use most of these options, nor do you The study of mind-affecting alchemy is a delicate one,
necessarily need to have visited the Feywild to use them. practiced only by a small number of alchemists, known as
This chapter begins with a selection of fey-themed amorists. Often called “love doctors” by their clientele,
archetypes for characters of almost every class. Then it amorists specialize in the brewing of potions that produce
contains a list of backgrounds that might be appropriate for strong emotional responses in their drinkers. While love
fey characters, as well as other characters in a Feywild- potions are by far their most popular product, amorists can
centered campaign. Lastly, it contains a section of feats that also craft pungent pheromone bombs which can even soften
can help further define a character as they grow in level. the hearts of terrible monsters.

Archetypes
Bonus Proficiencies
When you select this field of study at 2nd level, you gain
proficiency in the Deception and Persuasion skills.
A humanoid character can begin and end an entire career
Pheromone Bomb
exploring the depths of the Feywild, pursuing quests for the
Starting at 2nd level, you can craft pheromone bombs. By
Courts, or defending the fey bridges from sinister outsiders.
replacing your bomb's explosive reagent with a potent
Similarly, a fey character might pursue an entire lifetime
pheromone you can change it into a pheromone bomb. A
exploring the Material Plane, diving into dungeons and
pheromone bomb deals requires a Wisdom saving throw
wooing women in taverns. And some characters merely
instead of a Dexterity save. The bomb deals no damage,
exist on the nebulous boundaries between these planes,
and instead causes the target, as well as each creature
living and hunting in the magical forests that house
within the blast radius that fails its saving throw, to be
permeant fey bridges.
charmed by you until the end of its turn or it takes damage.
There are a million expressions of a character tinged
with fey magic, regardless of the class. The archetypes in Magnetic Personality
this section will help define those characters, and give them Starting at 6th level, you can add your Intelligence modifier
abilities that can help them tame the Feywild or bring to Charisma checks that you make.
magic to the Material Plane.

Field of Study
All alchemists learn the basics of their science: the
elements, chemical reactions, and alchemical formulae.
Beyond that, alchemists pick up a specialty which they
practice and research in depth. Some focus on the
healing arts, and some focus on destruction, where
others focus on research or potion-brewing.
Fields of study are as varied as the
alchemists which research them, and
have applications equally as diverse.

Alchemist Class
This subclass makes use of the Mage Hand Press
Alchemist class and its accompanying rules. This
class can be found for free on magehandpress.com

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Alchemical Perfume or Hide actions on your turn counts as attacking a hostile
Beginning at 10th level, you wear an aromatic mind- creature for the purposes of sustaining your rage.
altering perfume which endears others to you. When a
hostile creature within 5 feet of you makes an attack roll
Language of Flowers
Also at 3rd level, you gain the ability to speak to both
against you, it must make a Wisdom saving throw against
mundane plants and plant creatures as if you shared a
you bomb save DC or have disadvantage on the attack roll.
language. Plants that aren't creatures can't speak to you, but
Once a creature succeeds on this saving throw, it is immune
can be persuaded to perform simple tasks, such as opening
to this effect for 24 hours. Creatures which are immune to
or closing flowers, moving branches or shedding leaves.
being charmed automatically succeed this save.

Alchemical Romance Fey Trickery


At 6th level, you learn some of the secret tricks of the fey
Starting at 18th level, during a long rest, you can spend 4
folk. When you activate your rage, you come under the
reagent dice to make an extremely potent potion of true
influence of a blur spell that lasts for the duration of that
love. This potion acts much like a philter of love, except
rage. The effect ends early if it is dispelled or you take
that when you make the potion, you choose the creature the
damage from any source.
target regards as its true love, provided the target knows the
creature or meets it within 24 hours of consuming the Unearthly Charm
potion. Additionally, this effect lasts indefinitely, ended Starting at 10th level, you can use your action to seduce
only when you make a new potion of true love, or the effect someone with your mysterious presence. When you do so,
is removed with a remove curse spell or similar magic. choose one creature that you can see within 30 feet of you.
When this potion’s effects are ended on a target, it regards If the creature can see or hear you, it must succeed on a
the creature it once loved with total disgust, and can never Wisdom saving throw (DC equal to 8 + your proficiency
love that creature again. bonus + your Charisma modifier) or be charmed by you
until the end of your next turn, regarding you as a trusted
Primal Path friend. On subsequent turns, you can use your action to
extend the duration of this effect on the charmed creature
Rage burns in every barbarian’s heart, a furnace that drives
until the end of your next turn. This effect ends if the
him or her toward greatness. Different barbarians attribute
creature ends its turn out of line of sight or more than 60
their rage to different sources, however. For some, it is an
feet away from you.
internal reservoir where pain, grief, and anger are forged
If the creature succeeds on its saving throw, you can't
into a fury hard as steel. Others see it as a spiritual blessing,
use this feature on that creature again for 24 hours.
a gift of a totem animal.
Phase Leap
Path of the Wilds When you reach 14th level, your connection to the Feywild
Among all the people of the world, few spend as much time enables you to blink from place to place. While you are
in the wilderness as barbarians. Consequently, the men and raging, you can use all of your movement to teleport up to
women called to this life are more likely than anyone else 30 feet to any unoccupied space you can see.

Bardic College
to come into contact with fey creatures. Some even journey
in the Feywild itself, testing their strength against the
sylvan colossi and their survival skills against the deepest,
The way of a bard is gregarious. Bards seek each other out
darkest forests and swamps.
to swap songs and stories, boast of their accomplishments,
Warriors who walk the Path of the Wilds tend to be
and share their knowledge. Bards form loose associations,
jovial and good-natured sorts who eschew the mindless
which they call colleges, to facilitate their gatherings and
fury of the berserker or the ritualistic traditions of the totem
preserve their traditions
warrior in favor of a more organic aesthetic.

Serene Grace College of Fey


When you choose this path a 3rd level, you learn to channel Bards that hail from the Feywild are of truly sublime skill.
your rage into an otherworldly calmness. Taking the Dash The fey create unmatched songs and sonnets, some of

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which can magically charm the minds of men through spellbook. If the spellbook is stolen, misplaced, or
lyrics alone. Perhaps driven to capture some of this skill, destroyed, a new one magically appears on your person 24
some mortal bards befriend the fey and, with practice and hours after you were separated from it.
dedication, learn to adopt their art and magic. These bards
join the College of Fey and begin to approach the unearthly Out of Thin Air
grace of feykind. At 14th level, you can choose one of the following tricks.
This selection can be changed when you take a short or
Fey Medley long rest.
You can bind yourself to a single musical instrument in a 1- In Hand. You can produce most material components
hour ritual. This instrument takes on an otherworldly for spells out of thin air, ignoring all material components
appearance and, if you are on the same plane of existence under 100 gp which are not consumed by the casting.
as it, you can summon it as a bonus action on your turn, Additionally, you can magically produce up to 10 gold
causing it to teleport to your hand. pieces each day. If not spent, this currency vanishes at
Additionally, you learn a number of spells native to fey. dawn.
These spells count as bard spells for you but don’t count Flitter. You can expend a Bardic Inspiration die to
against the number of bard spells you know. teleport 15 feet to a space that you can see, expending
movement normally for this teleport.
Fey College Bonus Spells
Call for Help. You can expend a Bardic Inspiration die
Bard Level Spells
to cast a modified version of the spell conjure fey. You can
3rd entangle, goodberry
cast this spell as an action, rather than a minute, and its
5th barkskin, misty step
duration is the number of rounds rolled on the Bardic
9th conjure animals, wind wall
Inspiration die.
13th conjure woodland beings, dominate
beast

Duplicitous Tune
Craftsman
At 3rd level, you can spin tunes which confound your
enemies, fooling their senses and lower their defenses. As a
Profession
bonus action, you can target a creature you can see within All master craftsmen learn the basics of smithing,
60 feet of you and expend a Bardic Inspiration die. This leatherworking, woodworking, and other necessary
creature must succeed a Charisma saving throw against disciplines on the path to mastery. However, as they hone
your spell save DC or subtract the number rolled from its their skills, craftsmen must narrow their field of expertise
AC, to a minimum of 10, for 1 minute. to achieve excellence, and each selects a profession which
The creature automatically succeeds this saving throw if defines them.
it can't hear you or if it is immune to being charmed. At the
beginning of each of its turns, it can repeat this saving Finesmith
throw to end this effect early. The master artisans of the great fey elf cities are some of
the most talented craftspeople anywhere in the multiverse.
Ritual Notes While they could make anything, they generally prefer to
Starting at 6th level, you have a spellbook written in show off their incredible skills by working on decorative
musical notes only you can read (other creatures require a items: jewelry, sculptures, and ornaments. The
comprehend languages spell, or similar effect to read this masterpieces forged by a finesmith are treasures that will
book.) This spellbook contains every 1st-level ritual spell be passed down in families for generations, jealousy buried
from the druid spell list, which you can cast from the book in tombs, and unearthed centuries later, looking every bit as
as a ritual as if they were bard spells known to you. magnificent.
If you observe a ritual spell being cast that is of a level
for which you have spell slots, you can expend a Bardic
Inspiration die to magically add that ritual to your
Craftsman Class
This subclass makes use of the Mage Hand Press
Craftsman class and its accompanying rules. This
class can be found for free on magehandpress.com

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Exotic Jewelry The effect ends if you attack any other creature, if you
When you enter this profession at 3rd level, you learn to cast a spell that targets a hostile creature other than the
craft exotic jewelry that duplicates the effects of magic target, if a creature friendly to you damages the target or
items. You can craft any magical amulet, bangle, bracelet, casts a harmful spell on it, or if you end your turn more
brooch, earring, necklace, pendant, periapt, ring, or tiara, than 30 feet away from the target.
even if you cannot normally cast spells. Any items created You can use this ability a number of times equal to your
in this way still require attunement, but are non-magical in Intelligence modifier, and regain all expended uses when
nature and therefore will continue to work in an antimagic you finish a long rest.
field.
Magnificence
Dazzling Details When you reach 10th level, you can spend 10 minutes
Also at 3rd level, everything you make is covered in polishing your gear until it sparkles. You gain one of the
beautiful filigree and intricate detailing. For every one of following features of your choice:
your masterwork items or items of exotic jewelry that a Illuminate. As a bonus action, you can cause your
creature attunes to, it can add +1 to any Charisma check it weapon or armor to glow, shedding dim light in a 30-foot
makes. radius for 1 minute.
Furthermore, as long as you are attuned to at least one of Inspire. When a friendly creature that can see you
your masterwork or exotic jewelry items, you can use makes a saving throw, it has advantage on the save.
Intelligence instead of Charisma for any Charisma checks The feature can be used once, after which the sparkling
you make. effect fades. The effect also disappears if you take a short
or long rest without using it.
Alluring Finery
By 7th level, as an action, you can cause one creature that Bejeweled Weapons
you can see within 30 feet of you must make a Wisdom At 14th level, your weapons shine with the rainbow hues of
saving throw. On a failed save, the creature is drawn to dozens of gemstones. When you deal damage with one of
you, compelled by your glorious accoutrements. For the your masterwork weapons, you can use this ability to
next minute, it has disadvantage on attack rolls against distract the target, giving them disadvantage on the next
creatures other than saving throw they make.
you. Once you use this feature, you can’t use it again until
you finish a short or long rest.

Master Finesmith
At 18th level, you reach the peak of your craft. You learn
the following Legendary crafting technique:

Poison Needle
Legendary technique
Components Exotic ring
You incorporate a hidden needle loaded with
paralyzing toxin into one of your exotic rings.
While wearing this ring, you can use a bonus
action to prick a creature within 5 feet of
you. They must make a Constitution
saving throw or be paralyzed for 1
minute. The victim can repeat the
saving throw at the end of each of
their turns, ending the effect on a
success.
Once you use this poison, you
can reload it when you take a short
or long rest.

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Druid Circle
Though their organization is invisible to most outsiders,
druids are part of a society that spans the land, ignoring
political borders. All druids are nominally members of this
druidic society, though some individuals are so isolated that
they have never seen any high-ranking members of the
society or participated in druidic gatherings. Druids
recognize each other as brothers and sisters. Like creatures
of the wilderness, however, druids sometimes compete with
or even prey on each other. At a local scale, druids are
organized into circles that share certain perspectives on
nature, balance, and the way of the druid. Faerie Circle Spells
Druid Level Spells
Faerie Circle 3rd invisibility, misty step
Though all druids are deeply entwined with nature on a 5th major image, nondetection
physical and spiritual level, those who spend their time near 9th confusion, greater invisibility
fey bridges come to know an even deeper connection. Like 13th mislead, tree stride
the fey, druids who align themselves with the liminal in-
between spaces that are fey bridges can twist their natural
Reflexive Wildshape
Starting at 6th level, you can assume a diminutive animal
magic for trickery and guile. These Faerie Circles (so
form instantly, confounding others. As a reaction at the
named for the ring of mushrooms often found at fey
beginning of another creature's turn, you can use your Wild
bridges) are practically invisible to the outside world, even
Shape to transform into a Small or smaller beast, move up
to other druids, for they can vanish in a moment's notice or
to its movement speed, and take the Hide action. A creature
shapeshift in the blink of an eye.
that did not see you transform and does not see your beast
Bonus Proficiencies form might simply think that you have vanished or turned
When you join this circle at 2nd level, you gain proficiency invisible, and must make a Wisdom (Survival) check
in the Deception and Stealth skills. against your spell save DC to determine that you are in an
animal form.
Fey Inheritance
At 2nd level, you have advantage on saving throws against Faerie Form
being charmed, and magic can’t put you to sleep. This At 10th level, you can expend one use of your Wild Shape
feature counts as the Fey Ancestry feature for prerequisite to transform into any fey creature you have seen in the past,
purposes. up to a maximum CR of 4. While transformed, you can cast
any spell available in the fey’s Innate Spellcasting trait,
Sly Spellcasting expending spell slots as if the spell was cast using the
Your mystical connection to the Plane of Faerie infuses you lowest possible slot.
with the ability to cast certain Spells. At 3rd, 5th, 7th, and
9th level you gain access to the spells listed on the Slippery Spells
following table. By 14th level, your closeness to the realm of faerie makes
Once you gain access to a spell, you always have it your spells exceptionally hard for other mages to
prepared, and it doesn’t count against the number of spells counteract. Any spell you cast counts as being cast from a
you can prepare each day. If you gain access to a spell that 9th level spell slot for the purposes of counterspell and
doesn’t appear on the druid spell list, the spell is dispel magic, and whenever a creature uses a spell (such as
nonetheless a druid spell for you. lesser restoration or remove curse) to remove a condition
or curse caused by one of your spells, they must make an
ability check with their spellcasting ability against your
spell save DC. On a failure, the condition or curse is not
removed, and the curative spell is wasted.

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Martial Archetype Diplomatic Immunity
At 15th level, all creatures must respect your authority as a
Different fighters choose different approaches to perfecting Caelagarm champion. You are permanently under the
their fighting prowess. The martial archetype you choose to influence of a sanctuary spell (DC equals 8 + your
emulate reflects your approach. proficiency bonus + your Charisma modifier.) Any creature
that you target with an attack or harmful spell can ignore
Caelagarm Oath-Keeper the sanctuary effect for the next 24 hours.
The Caelagarm champions are elite warriors who seek to
defend all non-evil fey everywhere. Although their oaths
Archfey’s Blessing
When you reach 18th level, as long as you are conscious,
are sworn to the Frolicking Court, they are independent of
you gain 5 temporary hit points at the beginning of each of
the political system and will work with fey from any Court:
your turns.
their remit is to preserve the peace of the Feywild, which
means they are free to concentrate on defending the
innocent against monsters such as goblin hordes, trolls, Monastic Tradition
giants, and cyclopes, as well as resolving disputes between Three traditions of monastic pursuit are common in the
warring parties. monasteries scattered across the multiverse. Most
monasteries practice one tradition exclusively, but a few
Swift Disarmament honor the many traditions and instruct each monk
Starting at 3rd level, you can use a bonus action to attempt
according to his or her aptitude and interest. All traditions
to disarm a creature within your reach by making an attack
rely on the same basic techniques, diverging as the student
roll and comparing it with a Strength (Athletics) or
grows more adept. Thus, a monk need choose a tradition
Dexterity (Acrobatics) check made by the target. If your
only upon reaching 3rd level.
attack roll is higher, the target drops up to two weapons or
items it is holding. The defender has advantage on its check
if it is larger than you.
Way of the Butterfly
Martial arts are a popular pursuit among the elves of the
Royal Appointment Feywild. Their long lives give them ample time to meditate
Also at 3rd level, the patronage of the archfey makes you on the how best to achieve the perfection of form, and to
welcome in the sacred spaces of the fey. You are refine their natural elven agility into supreme balance and
considered to be a fey creature for the purposes of grace in battle. Hidden in the twilit forests, several
qualifying for feats, attuning to magic items and entering monasteries teach the Way of the Butterfly, a technique that
places that are barred to non-fey (your actual creature type emphasizes gentleness and beauty as being the most
does not change). You have advantage on Charisma important things in life.
(Persuasion) checks when dealing with fey creatures.
Swallowtail Strike
Caelagarm Presence The monks of the Feywild prioritize careful, precise strikes
By 7th level, your ability to resolve disputes has become over raw power. When you choose this tradition at 3rd
the stuff of legends. Whenever you make a Charisma level, you adopt this attitude and incorporate it into your
(Deception) or Charisma (Persuasion) check, you can treat fighting style. War fans count as monk weapons for you.
any roll of 9 or lower as a 10. Furthermore, whenever you make an unarmed strike or
attack with a monk weapon against a target within your
Fell the Mighty reach as part of an action or bonus action, you can replace
At 10th level, you have mastered techniques to combat the it with a Swallowtail Strike. When you make a Swallowtail
threats, like the terrible sylvan colossus, that can’t be Strike, as long as it is physically possible to hit the target
disarmed and reasoned with. You deal an additional 1d6 (in other words, you can’t use this ability to hit ethereal
damage on melee weapon attacks to creatures that are targets), you do not need to roll to hit or for damage; the
Large size or larger. attack always hits and always deals damage equal to your
Dexterity modifier.

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Free as a Bird
Starting at 6th level, you cannot be bound by nonmagical
restraints such as ropes or manacles, and you automatically
succeed on any ability check you make to free yourself
from the restrained or grappled conditions.

Floating Feet
By 11th level, your lightness of being transcends
the bonds of gravity. When you use your Slow
Fall ability, you do not fall at all until the end
of your next turn. Until then, you can move
horizontally in the air, treating it as difficult
terrain, but you cannot change your altitude.

Dazzling Metamorphosis
When you reach 17th level, you can spend 5 ki
points to transform yourself into a creature of
striking beauty, with large, butterfly-like wings on
your back. For the next hour, you have a 60-foot
fly speed, can hover, and have advantage on
Charisma (Performance) checks.

Sacred Oaths
Becoming a paladin involves taking vows that
commit the paladin to the cause of righteousness,
an active path of fighting wickedness. The final
oath, taken when he or she reaches 3rd level, is
the culmination of all the paladin’s training.
Some characters with this class don’t consider
themselves true paladins until they have reached 3rd level location, the protection or acquisition of an item or the
and made this oath. For others, the actual swearing of the perfection of a skill or creative work. Paladins of the never-
oath is a formality, an official stamp on what has always setting stars pursue their focus to the exclusion of all else,
been true in the paladin’s heart. which sometimes leads them to exhibit extremely
strange―and chaotic―patterns of behavior that can only
Oath of the Never- be understood in the context of their singular goal.

Setting Stars This oath therefore appeals particularly to nymphs and


satyrs; the former usually swearing to defend their homes
Humanoid paladins with an affinity for fey creatures and and the latter dedicating their lives to composing the
the natural world often become so-called ‘green knights’, perfect song.
swearing an oath to the ancient spirits of the forest. True
fey creatures, however, hold themselves to higher Tenets of the Never-Setting Stars
standards. All of them, even the vilest of the unseelie fey, All paladins who swear this oath respect the following
ideals:
share an innate bond to nature that compels them to defend
Respect the Natural World. All living things, from the
the living and beautiful things in the world. They do not
most ancient trees to the smallest insect, are equal in your
need to swear an oath to do so; it is the entire foundation of
their existence. eyes. You must show the same respect to all.
Instead, fey paladins (those who are not devoted to an Strive for Perfection. If a thing is worth doing, it is
worth doing properly. You must always strive for
archfey or on a quest for vengeance) tend to choose a
perfection in all things.
narrower focus, dedicating their lives to the defense of a

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Be the Silence. Your quest is yours alone. You must Misty Form
embrace solitude and meditation, so that you may foster the By 15th level, your body takes on a blurred, shifting
peace and quiet your quest demands. appearance that makes you very difficult to hit. Any ranged
Stand by Your Convictions. It is vital to remain firm attack made against you at a distance of more than 30 feet
and consistent in your beliefs if you wish to stay the course has disadvantage.
and succeed in your quest. Have courage in your
convictions and do not bend when the winds of change start Guardian of the Wilds
to blow. At 20th level, you gain the ability to transform into a
terrible monster in defense of all that you hold dear. This
Oath Spells ability works like the spell shapechange, except that the
You gain oath spells at the paladin levels listed. transformation only lasts 1 minute, you can only choose
Oath of the Never-Setting Stars Spells one of the following forms: spirit naga, tyrannosaurus rex,
Paladin Level Spells or young green dragon and, if you choose the spirit naga,
3rd entangle, faerie fire you can use its spellcasting trait.
5th hold person, invisibility Once you use this ability, you must complete a long rest
9th meld into stone, speak with plants before using it again.
13th conjure woodland beings, grasping
vine Oath of Revelry
17th tree stride, reincarnate Paladins who swear the Oath of Revelry make a solemn
vow to party day and night until their hearts give out.
Channel Divinity Indeed, as an old proverb says, "There ain't no party like a
When you take this oath at 3rd level, you gain the
paladin party, 'cuz a paladin party don't stop. Amen."
following Channel Divinity options.
Perfect Clarity. You can use your Channel Divinity to Tenets of Revelry
completely clear your mind, devoting yourself single- Paladin who swear the Oath of Revelry must abide by the
mindedly to your quest. As an action, you can say a brief Codicus Brotherhoodum, often known as the Code of Bro,
mantra. For the next minute, you can't be charmed or a series of moral judgments, both foul and fair, about the
frightened, and any attempt to influence your thoughts or way one should conduct life and party. Dishonoring this
emotions using enchantment or illusion spells automatically code is known as a Major Dick Move, and can alienate a
fails. paladin from fellow partygoers. In general, paladins who
Repel the Interloper. As an action, you present your takes this oath abide by the following principles:
holy symbol and invoke your divine power to cast out those Work Hard Party Hard. Paladins must fight for their
who would defile your presence. All humanoids within 30 right to party
feet of you, except those you specify by name, must make a Bros Before Hoes. It is said that this edict lays a natural
Wisdom saving throw or be turned for 1 minute or until order for alliances that a paladin should forge.
they take damage. Live for Tonight. Long-term consequences shouldn’t
A turned creature must spend its turns trying to move as stand in the way of a good party.
far away from you as it can, and it can’t willingly move to a
space within 30 feet of you. It also can’t take reactions. For Oath Spells
its action, it can use only the Dash action or try to escape You gain oath spells at the paladin levels listed.
from an effect that prevents it from moving. If there’s Oath of Revelry Spells
nowhere to move, the creature can use the Dodge action. Paladin Level Spells
3rd charm person, hideous laughter
Aura of Certainty 5th calm emotions, crown of madness
Starting at 7th level, you can project your inner sense of
9th haste, slow
conviction onto others around you. You and friendly
13th confusion, phantasmal killer
creatures within 10 feet of you cannot be pushed, shoved or
17th mislead, raise dead
in any way subjected to involuntary movement unless they
choose to be. At 18th level, the range of this aura increases
to 30 feet.

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Channel Divinity
When you take this oath at 3rd level, you gain the Ranger Archetype
following two Channel Divinity options. The ideal of the ranger can have many expressions.
Conjure Drink. When you finish a long rest, you can
summon to your flask a frothy ale from the heavens itself. Crystal Guardian
Up to three creatures can drink from this flask, and each There are places in the Feywild where crystals grow as tall
has advantage on the next saving throw it makes before it as trees, shining with vibrant color and powerful magic.
takes a long rest, after which the buzz wears off. When you These stones are prized as spell components, arcane foci,
take a short rest, any remaining ale becomes nonmagical. ornaments, and tools of healing. The latter aspect is of
Song and Dance. You can spend your Channel Divinity particular interest to rangers, who often find themselves
as an action to dance a catchy jig. Each creature you choose alone in the wilderness, needing to treat wounds or cure
within 15 feet must make a Wisdom saving throw or join illnesses without access to clerical magic or alchemical
in. Creatures continue to dance as long as you dance. This potions. In these situations, knowledge of crystal magic is
effect ends for a creature if you stop on your turn (no action invaluable, so it is no surprise that fey rangers have spent
required), or if the creature reattempts and succeeds the thousands of years perfecting it.
Wisdom saving throw at the end of its turn.
A creature that is dancing spends all its movement Crystal Healing Surge
tapping its feet and shuffling about without leaving its At 3rd level, your studies into crystal healing give you the
space. It also has disadvantage on Dexterity saving throws ability to accelerate a creature’s natural healing using
and attack rolls that rely on Dexterity. Creatures that can't crystals you gather from the environment. You have 3
be charmed are immune to this effect. healing crystals. As a bonus action on your turn, you can
expend one of your healing crystals to enable a creature
Aura of Fraternity you can see within 30 feet to roll one of their hit dice. They
At 7th level, you and your allies fight better together. While recover a number of hit points equal to the roll, plus their
you have one or more ally adjacent to you, you and each of Constitution modifier plus your Wisdom modifier. You
your allies within 5 feet deal an additional 1d4 damage on regain all expended crystals when you complete a long rest.
melee attacks.
At 18th level, the range of this aura increases to 15 feet. Protective Crystals
By 7th level, you have mastered the use of crystals as
Merrymaker protective charms. You are immune to all disease. Also,
At 15th level, when you or an ally within 30 feet makes an you can use a reaction when you are hit by an attack to
ability check or saving throw that doesn't have expend one healing crystal and increase your AC by 5
disadvantage, you can cause it to be made with advantage. until the start of your next turn.
You can use this ability three times, and regain all
expended uses when you finish a long rest. Soulstone
When you reach 11th level, you gain
Party Animal the ability to channel the life energy of
Starting at 20th level, you can use your action to become a creature through a special crystal
supernaturally intoxicated. Doing so is a frenzy of
indulging in your vices, after which you are intoxicated for
1 hour, followed by 10 minutes of unconsciousness.
Ranger Variants
While you are intoxicated, you have resistance to all This archetype makes use of the SRD Ranger class,
damage and immunity to psychic damage. Also, you are but other variants might apply a special 5th level
quick to start a fight. When you roll initiative, you can feature to this archetype. If you wish to use this
replace your roll with a 20 if it was lower. archetype with another version of the ranger class,
add the following feature:
After becoming supernaturally intoxicated, you must Spell Splitter. At 5th level, you can use crystal
finish a long rest before you can do so again. prisms to enhance your spellcasting. Whenever you
cast a ranger spell of 4th level or lower that targets
one creature and doesn’t have a range of Self, you
can target a second creature in range with the same
spell.

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called a soulstone. Whenever you hit a creature with a that you drink. You are immune to all diseases, including
weapon attack, you regain hit points equal to your Wisdom magical ones, such as the curse of lycanthrophy.
modifier.
Enshaedn'd
Diamond and Black Onyx At 9th level, you become permanently surrounded by a
By 15th level, your healing crystals give you ultimate shifting veil of shadows. When you are in an area of dim
power over life and death. You can cast the spell raise dead light or darkness, you can use your action to become
once without expending a spell slot or spell components, invisible. You remain invisible until you make an attack,
and you regain the ability to do so when you finish a long cast a spell, or are in an area of bright light.
rest. Furthermore, this spell counts as a ranger spell for Additionally, you have advantage on Dexterity (Stealth)
you. checks made at night.
Additionally, you have resistance to necrotic damage and
your hit point maximum cannot be reduced. Silversmith
When you reach 13th level, you gain proficiency with

Roguish Archetype smith's tools and jeweler's tools. In addition, you can silver
weapons much more efficiently than ordinary smiths. It
Rogues have many features in common, including their takes you 10 minutes to silver one weapon or set of 20
emphasis on perfecting their skills, their precise and deadly missiles, and costs only 25 gp.
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying Hunt by Moonlight
directions, embodied by the rogue archetypes. Your choice Starting at 17th level, when you attack against a creature
of archetype is a reflection of your focus—not necessarily that can't see you (such as while you're invisible) and hit,
an indication of your chosen profession, but a description the target must succeed on a Constitution saving throw (DC
of your preferred techniques. equals 8 + your Dexterity modifier + your proficiency
bonus) or be stunned until the beginning of your next turn.
Gloaming Knight
The fearsome, black-clad warriors that call themselves the
Gloaming Knights pursue their sworn mission with grim
Duality
Shugenja specialize in manipulating the fundamental
determination, fanatically dedicated to the destruction of
building blocks of the universe. Because the universe is
the Moon Court and all lycanthropes. The reasons for their
erected in perfect harmony, each elemental force is
crusade are shrouded in mystery―and none of the Courts
balanced by its opposite, creating a universal Duality. As
will have anything to do with them―but none can doubt
one element of a Duality becomes more powerful, the other
their efficacy.
becomes weaker; it is this symmetry and tension that
Gloaming knights are among the only fey who work
maintains the universe’s balance.
with and use iron and steel, having developed magical
Shugenja each choose a duality as a focus of study,
wards to protect themselves from its noxious effect.
becoming expert in not one element, but also its opposite.
Consequently, other fey creatures tend to give them a wide
In learning to balance the elemental duality, shugenja also
berth, often treating them with scorn or outright hostility.
learn to find balance within themselves.
Beast Slayer
When you choose this archetype at 3rd level, all weapon
attacks you make count as silvered for the purposes of
bypassing damage resistance and immunity. Furthermore,
you have advantage on attack rolls you make against
creatures with the shapechanger subtype.

Iron Blood Charm


Also at 3rd level, you fall under the protection of the Shugenja Class
gloaming knight's secret charm. This could take the form of This subclass makes use of the Mage Hand Press
a trinket to be worn, a tattoo on your body or a ritual brew Shugenja class and its accompanying rules. This
class can be found for free on magehandpress.com

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Summer and Winter you has disadvantage on Wisdom saving throws against
spells that you cast.
The most essential elements of nature are distilled in the Once you use this ability, you must finish a short or long
Plane of Faerie, where magic suffuses all things. In this rest before using it again.
land, the changing of the seasons influences the underlying
fabric of magic itself; in summer, Life flourishes and Forest Affinity
becomes more abundant, and in winter, Death reigns By 14th level, your experience with fey creatures grants
supreme. you the knowledge of secret ways and paths through
Shugenja that seek to master Summer and Winter forested terrain. You and anyone who travels with you can
embrace the juxtaposition that defines all of feykind, for the move at double the normal speed when travelling through
fey are as changeable as the seasons, swinging between forests and jungles. You have advantage on Wisdom
heats of passion and frozen cruelty. So too does their magic (Survival) checks related to tracking or scavenging in
change, flowing from playful illusions to sinister curses. woodlands.

Summer and Winter Spells Seasonal Magic


Shugenja Level Spells At 18th level, you are so in tune with the seasons that your
1st disguise self, hideous laughter magical abilities shift along with them. Every time you
3rd enthrall, misty step complete a long rest, you can choose one of the moods
5th conjure animals, major image below, gaining the benefits specified. You can only have
7th greater invisibility, polymorph one mood active at a time.
9th commune with nature, seeming Autumn. Abundant magic springs forth from your
fingertips. You gain two additional blank scrolls of 1st
Mark of the Faerie level.
Starting at 1st level, whenever you deal damage with a
Spring. You are filled with new life, just like the spring.
spell of 1st level or higher, you can use a bonus action to
Whenever you start your turn with fewer than half of your
surround the target with shimmering lights. Choose one of
maximum hit points, you regain hit points equal to your
the spell’s targets to make a Dexterity saving throw. On a
Intelligence modifier.
failure, the next attack made against that creature before the
Summer. You are suffused with the energy and
start of your next turn has advantage, and the creature
excitement of summer. Your base movement speed to
cannot benefit from being invisible for the same duration.
doubles and opportunity attacks made against you have
Advanced Illusion disadvantage.
At 6th level, your understanding of fey magic makes your Winter. You numb yourself to endure the punishing
illusions far more effective. When you cast an illusion trials of winter, gaining resistance to acid, cold, fire,
spell, its duration is doubled and it cannot be detected or lightning, and poison damage.
identified by detect magic or similar effects.

Enchanting Dance
Sorcerous Origin
Also at 6th level, you can perform a faerie dance that lasts Different sorcerers claim different origins for their innate
for one minute. For that duration, your base movement magic. Although many variations exist, most of these
speed is halved, but any creature within 60 feet that can see origins fall into two categories: an eldritch bloodline and
the influence of wild magic.

Dark Wild Magic


Wild magic permeates the Feywild, infusing everything in
that realm with unpredictable power. Thus, it is no surprise
that sorcery is unnaturally common among denizens of the
faerie realm―after all, magic lives in the water they drink,
the food they eat, and the air they breathe. Not all sources
of wild magic are equal, however. The Feywild is a land of
ambiguity and constant change, which means that a given
pocket of wild magic could glitter with daylight one day

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and ooze with shadows the next. Sorcerers influenced by
dark wild magic are just as chaotic as their lighter cousins, Otherworldly
but significantly more destructive.

Weird Arcana
Patron
The beings that serve as patrons for warlocks are mighty
Starting when you choose this origin at 1st level, your
inhabitants of other planes of existence—not gods, but
spellcasting can unleash surges of untamed magic.
almost godlike in their power. Various patrons give their
Immediately after you cast a sorcerer spell of 1st level or
warlocks access to different powers and invocations, and
higher, the GM can have you roll a d20. If you roll a 1, roll
expect significant favors in return. Some patrons collect
on the Weird Arcana table to create a random magical
warlocks, doling out mystic knowledge relatively freely or
effect.
boasting of their ability to bind mortals to their will. Other
Channel Chaos patrons bestow their power only grudgingly, and might
Also at 1st level, you can draw on the power of chaos to make a pact with only one warlock. Warlocks who serve
add your Charisma modifier to the damage dealt by a spell the same patron might view each other as allies, siblings, or
that you cast on your turn. Once you do so, you must finish rivals.
a long rest before you can use this feature again.
Any time before you regain the use of this feature, the The Great Tree
GM can have you roll on the Weird Arcana table The inimitable princes of the Feywild are not the only
immediately after you cast a sorcerer spell of 1st level or source of power in the enchanted forests and magical
higher. You then regain the use of this feature. jungles of that realm―and indeed, there are good reasons
why a prospective warlock might not wish to deal with
Unstable Power them. Far more stable and reliable partners can be found in
At 6th level, whenever you cast a spell that has an ‘At
the towering, ancient trees whose roots have long drunk
Higher Levels’ clause, roll 1d6 - 2 and add the result to the
from the natural undercurrents of magic that permeate the
slot level you used. Then you treat the spell as if it was cast
Feywild soil.
using a slot of this level, unless the result would be below
Although journeying out into the woods to find a Great
the minimum slot level that would normally be needed to
Tree with which to form a pact can be dangerous, the
cast the spell, in which case the spell fails and the spell slot
rewards are clear: these patrons are generous with their
wasted.
power, seeking to nurture their mortal charges, guiding and
Wild Counter pruning them until they are fit in body and mind to serve as
Starting at 14th level, when a creature you can see within guardians of the forest.
60 feet of you casts a spell, you can use your reaction to
replace their spell with a Weird Arcana effect.
Expanded Spell List
The Great Tree grants you the choice of an expanded list of
Once you use this feature, you must finish a long or
spells when you learn a warlock spell. The following spells
short rest before you can use it again.
are added to the warlock spell list for you.
Alluring Presence Great Tree Expanded Spells
At 18th level, you can flaunt the seductive power of your Spell Level Spells
dark magic, causing those around you to become 1st entangle, faerie fire
ensorcelled. As an action, you can spend 5 sorcery points to 2nd barkskin, spike growth
draw on this power and exude an aura of allure to a 3th conjure animals, speak with plants
distance of 60 feet. For 1 minute or until you lose your 4th blight, dominate beast
concentration (as if you were concentrating on a spell), 5th insect plague, tree stride
each hostile creature that starts its turn in this aura must
succeed on a Wisdom saving throw or be incapacitated
until the aura ends. A creature that succeeds on this saving
throw is immune to your aura for 24 hours.

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Spriggan
Starting at 1st level, you can use your bonus action to Choosing a Fey Patron
assume the form of a primal force of nature. Your body Warlocks who make their pact with a fey prince can
decide which Faerie Court (if any) their patron
becomes covered entirely in bark, any hair you have belongs to. If they belong to one of the seven Courts
becomes leaves and moss, your eyes glow amber, and you presented in this book, the warlock can choose the
sprout a twisting pair of branch-like antlers. This form lasts invocation that is specific to that Court. The warlock
can retain this invocation even if their or their
for 1 minute, or until you dismiss it (no action required).
patron’s circumstances change such that the warlock
For the duration, you have the following benefits: is no longer sworn to a member of the relevant
Court. One could potentially obtain multiple Court-
• Your AC equals 13 + your Constitution modifier.
specific invocations by repeatedly transferring their
• Your fingers twist into sharpened roots which can be pact between different patrons, or by having a patron
used as natural weapons, dealing 1d4 slashing damage that frequently changes their political allegiance.
on a hit.
• You have advantage on Dexterity (Stealth) checks
time that you meet its prerequisites. A level prerequisite
made while in a forest.
refers to your level in this class.
• You gain temporary hit points equal to your Charisma
modifier when you enter this form. Authority of the Obsidian Court
You can use this ability twice. You regain all expended Prerequisite: Obsidian Court patron, 5th level
uses when you finish a short or long rest. You can cast the command spell at will, without expending
a spell slot.
Creeping Roots
Starting at 6th level, when a hostile creature that you can Curse of the Grimm Court
see within 30 feet of you attacks one of your allies, you can Prerequisite: Grimm Court patron
use your reaction to ensnare them. Immediately after the When you cast a spell that places a curse on a target, or
attack, you slam your arms into the ground, and they create a magic item that can cause a target to become
transmute into twisting roots that ensnare the hostile cursed, that curse cannot be broken by the remove curse
creature. That creature must make a Strength saving throw spell. Instead, you must specify one or more other
against your warlock spell save DC. On a failed save, you circumstances that will end the effect. These can be as
drag it to an unoccupied space within 5 feet of you. complex and convoluted as you desire, as long as it is still
Once you use this ability, you can't use it again until physically possible to accomplish. A wish spell can still
you finish a short or long rest. break the curse.

Wildwood Guardian Dance of the Frolicking Court


Starting at 10th level, you are immune to disease, and when Prerequisite: Frolicking Court patron
you use your Spriggan feature, you gain the following
You gain proficiency in the Acrobatics and Performance
benefits:
skills.
• You gain temporary hit points equal to 5 + your
Charisma modifier at the start of each of your turns. Empathy of the Rose Court
• You have resistance to poison damage, and advantage Prerequisite: Rose Court patron, calm emotions spell
on saving throws against being poisoned. When you cast the calm emotions spell, its duration is
increased to 10 minutes, and it can affect any type of
Ironwood creature except for constructs and undead.
Starting at 14th level, while using your Spriggan feature,
you have resistance to bludgeoning, piercing, and slashing Fury of the Moon Court
damage. Prerequisite: Moon Court patron, 9th level, Pact of the
Blade feature
Eldritch Invocations Whenever you reduce a hostile creature to 0 hit points on
If an eldritch invocation has prerequisites, you must meet your turn, you can use a bonus action to make an attack
them to learn it. You can learn the invocation at the same with your pact weapon.

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Sanctuary of the Emerald Court Janus Spellcasting Table
Prerequisite: Emerald Court patron, 5th level Warmage Spells
Level Known Spell Slots Slot Level
You can cast the spell wooden sanctuary at will, without
expending a spell slot. 3rd 3 1 1st
4th 4 1 1st
Spriggan Magic 5th 4 1 1st
Prerequisite: Spriggan feature, 5th level 6th 4 1 1st
You learn the druidcraft and shillelagh cantrips. These 7th 5 1 2nd
cantrips count as warlock spells for you. In addition, you 8th 6 1 2nd
can target your claws with shillelagh, treating both hands as
9th 6 1 2nd
one weapon. Starting at 5th level, you can make an
10th 7 2 2nd
additional attack with your claws as a bonus action, adding
11th 8 2 2nd
your ability modifier to the damage.
12th 8 2 2nd
Trickery of the Lark’s Court 13th 9 2 3rd
Prerequisite: Lark Court patron 14th 10 2 3rd
You can use a bonus action on your turn to play a trick on a 15th 10 2 3rd
creature you can see within 30 feet of you. When you do 16th 11 2 3rd
so, make a Charisma (Deception) check, contested by their
17th 11 2 3rd
Wisdom (Insight). If you win, the target creature has
18th 11 3 3rd
disadvantage on the first attack roll it makes within the next
19th 12 3 4th
minute.
20th 13 3 4th

Warmage House of the fey, and at worst they attack them on sight. The
Within the College, different warmages are divided into House of Janus has no standing or space in the college at
separate Houses, each of which emphasizes a different Mt. Camberly (or any other proper Warmage campus, for
approach to combat. that matter), instead training its initiates in a fortress within
the bounds of the Feywild.
House of Janus
Named for its founder’s patron, an immortal, fey-born
Rite of the Empress
When you choose this house at 3rd level, you undergo a
empress of an ancient mortal kingdom, the House of Janus
secretive, eldritch ritual, linking your spirit to the chaotic
was founded through ritual and Pact instead of training and
energies of the Feywild and your house’s immortal
instruction. While members of the House of Janus are not
founder. Following the completion of this ritual, which
warlocks (as their founder was eventually discovered to
takes 24 hours, whenever you would make an attack roll,
be), they seek to link themselves to that ancient patron and
saving throw, or ability check that uses your Charisma
her considerable magical abilities through a number of
modifier you can use your Intelligence modifier instead.
mystical, eldritch rites. Doing so comes with an exceptional
Additionally, you gain proficiency in the Deception and
amount of risk, as initiates find that even the most basic of
Persuasion skills, and with Charisma saving throws.
the House’s rites leave an indelible mark on their mind and
soul; however, the power gained is seen as more than worth Pact Magic
the risk. When you reach 3rd level, you draw on the untamed magic
Though once a merely an offshoot of the House of inherent to the Feywild, augmenting your spellcasting
Bishops, the house of Janus broke away from their original ability.
house when the leadership of the college branded their
practices as antithetical to Warmage doctrine. Among other
Warmage houses, those of the House of Janus (also known Warmage Class
as Emperors or Empresses) are viewed in much the same This subclass makes use of the Mage Hand Press
Warmage class and its accompanying rules. This
light as most churches view blasphemers and heretics: at
class can be found for free on magehandpress.com
best, they offer no kinship or brotherhood to these warriors

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Spell Slots. The Janus Spellcasting table shows how
many spell slots you have. The table also shows what the
Warmage Tricks
level of those slots is; all of your spell slots are the same If a Warmage Trick has prerequisites, you must meet them
level. To cast one of your wizard spells of 1st level or to choose it. You can choose the Trick at the same time that
higher, you must expend a spell slot. You regain all you meet its prerequisites.
expended spell slots when you finish a short or long rest.
Spells Known of 1st-Level and Higher. You know three
Eyes of the Empress
Prerequisite: 10th level, House of Janus
1st-level wizard spells of your choice. The Spells Known
You draw upon the piercing gaze of your empress to freeze
column of the Janus Spellcasting table shows when you
a foe in his tracks. You can cast the spell hold monster once
learn more wizard spells of 1st level or higher.
without using a spell slot or components and regain the
Whenever you gain a level in this class, you can replace
ability to do so when you finish a long rest.
one of the wizard spells you know with another spell of
your choice from the wizard spell list. A spell you choose
Hand of the Empress
must be of a level no higher than what’s shown in the Prerequisite: House of Janus, mage hand cantrip
table's Slot Level column for your level.
You are capable of more skilled and powerful
Visage of the Empress manipulations with the mage hand cantrip. When you cast
Starting at 7th level, you undergo a second rite, allowing mage hand, you can make the spectral hand invisible, and
you to tap into the presence and power of your empress, you can manipulate object weighing up to 10 pounds per
cowing your foes. As an action, you can cause each warmage level with it. Additionally, as an action, you can
creature within 10 feet of you to make a Wisdom saving use your mage hand to attempt to shove or grapple a target
throw against your warmage spell save DC. The creatures within 5 feet of it. Your mage hand uses your Intelligence
that fail their saving throws are all charmed or frightened modifier and proficiency bonus for its Strength (Athletics)
by you (your choice) until the end of your next turn. or Dexterity (Acrobatics) check.
Once a creature succeeds on a saving throw against this
ability, it cannot be affected by it again for 24 hours.
Mind of the Empress
Prerequisite: 5th level, House of Janus
Heart of the Empress You tap into the ever-present mind of your empress,
Starting at 10th level, you undergo a third rite, granting you expanding your knowledge. You learn three langages of
a portion of your empress’s potent protective magics, your choice. Following a short or long rest, you can
aiding you against other spellcasters. You can add your become proficient in a single Charisma, Intelligence, or
proficiency bonus to all saving throws you make against Wisdom skill of your choice until you next take a short or
spells. long rest.

Body of the Empress Royal Countenance


At 15th level, you undergo a fourth rite, granting you a Prerequisite: House of Janus
measure of your empress’s immortal fortitude and fey You can learn tricks available to the House of Kings and
ancestry. You no longer need to eat, drink, breathe, or the House of Bishops.
sleep, and you are immune to effects that would charm you
or put you to sleep. Words of the Empress
In addition, you no longer age. You suffer none of the Prerequisite: 5th level, House of Janus
fragility of old age, you cannot die of old age, and you You adopt the stately dictum of the Empress, which
cannot be magically aged. demands the attention of others. You can cast the spells
charm person and enthrall without using a spell slot. You
Soul of the Empress can cast one of these spells a number of times equal to your
At 18th level, you undergo the final rite, granting you the Intelligence modifier and regain all expended uses when
deepest connection to your Empress and her immense you finish a long rest.
power. Select a 1st level wizard spell you know. You can
cast this spell at will without expending a spell slot or using
verbal, somatic, or material components.

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Witch’s Craft Distracting Aroma. A hostile creature that
is within 5 feet of the familiar has
A witch's craft is distinct from a school of disadvantage on attack rolls against targets
magic. Whereas magical schools seek to other than it.
categorize spells, crafts are defined by False Appearance. While the familiar
the use of magic. Though others also remains motionless, it is indistinguishable
exist, there are two primary crafts, from an ordinary gingerbread construction.
White Magic, which seeks to mend and Fragile. Your familiar has 25% fewer hit
restore, and Black Magic, which seeks to points.
rend and destroy.
Sugar Rush
Gingerbread Magic By 6th level, as a bonus action, you can
give an ally you touch a burst of quickly-
Witches that learn the fine details of Gingerbread fading energy. The creature can take the
Magic become masters in all things confectionery. Dash, Dodge, or Disengage action as a bonus
Some witches, particularly those with a sweet tooth of action on its next turn.
their own, use their magic to bring joy to others: for
example, turning pebbles into gumdrops, and giving Candied Decoy
them to children. Evil gingerbread witches, however, Starting at 10th level, you can use your action to
have a penchant for cruelty, and use their delectable conjure an identical duplicate of yourself, created
powers to tempt others into traps, or to transform their from chocolate, candy, and other sweet treats, in an empty
valuables into sweet treats. space within 5 feet of you. You can choose to swap places
with the decoy when you conjure it. The decoy has AC 10
Gingerbread Magic Bonus Spells and 10 HP, and appears at first to be indistinguishable from
Spell Level Spells
you, but cracks in its candy shell appear when it takes
1st hideous laughter, sleep
damage. The decoy moves when you do, to a location that
2nd arcane lock, protection from poison
you choose, but can’t take actions. The decoy collapses into
3th create food and water, tiny hut
an inanimate pile of candy when it is reduced to 0 HP, or
4th confusion, hallucinatory terrain
after 1 minute. Once you use this ability, you can't use it
5th animate objects, dream
again until you finish a long rest.
Hex: Sweet Tooth Rotten Tooth
Starting at 3rd level, your touch can make anything sweet.
At 14th level, when you use your Sweet Tooth hex, you can
As an action, you can touch an unattended nonmagical
target a living creature with it to transform it into a
object that can fit within a 1-foot cube and transform it into
confectionery statue. While you concentrate on the hex, it
an edible candy replica. You choose the type of candy it is
acts as the spell flesh to stone, but transforms the target into
made out of, whether it be gingerbread, candy cane,
edible candy instead of stone. Once you use this ability,
licorice, or a combination of various candies.
you can't use it again until you finish a long rest.
Gingerbread Familiar
Also at 3rd level, when you summon your familiar, you can
conjure a version of it made from gingerbread. Your
Arcane Tradition
The study of wizardry is ancient, stretching back to the
gingerbread familiar has the same statistics as it normally
earliest mortal discoveries of magic. It is firmly established
would, but it has blindsight with a range of 10 feet and the
in the worlds of D&D, with various traditions dedicated to
following traits:
its complex study. The most common arcane traditions in
the multiverse revolve around the schools of magic.
Wizards through the ages have cataloged thousands of
Witch Class spells, grouping them into categories called schools. In
This subclass makes use of the Mage Hand Press some places, these traditions are literally schools; a wizard
Witch class and its accompanying rules. This class might study at the School of Illusion while another studies
can be found for free on magehandpress.com
across town at the School of Enchantment. In other

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institutions, the schools are more like academic Wild Magic Recovery
departments, with rival faculties competing for students and Starting at 6th level, you gain the ability to draw upon the
funding. Even wizards who train apprentices in the solitude wild magic of the Feywild. When you use this ability as an
of their own towers use the division of magic into schools action, you roll 1d6 and recover expended spell slots with a
as a learning device, since the spells of each school require combined level equal to the number rolled. You then
mastery of different techniques. trigger a Weird Arcana effect as detailed in the Appendix.
Once you use this ability, you must finish a long rest before
School of Animism you can use it again.
Far from the Material Plane’s regimented colleges of
wizardry, fey wizards learn to tap into the essential magic
Moonsight
At 10th level, you gain blindsight out to a range of 5 feet
of the natural world in a manner similar to druids of wild
and are immune to the blinded condition.
mages.
Although animists still strive to master magic through Spiritual Rebirth
study and logical reasoning like other wizards, they have a At 14th level, your familiar gains the ability to store your
tendency to be somewhat irrational, given to superstition spirit in the event of your death. If you die after failing
and animism. This may manifest in their mannerisms, three death saves while your familiar is summoned, your
methods, or moral compass―and is responsible for the body immediately melts into nothing, while your spirit is
distrust they face from more conventional wizards. transferred to your familiar. 1d10 days later, you return to
Animists appreciate diversity in all things, and seek to life in a new body that is spontaneously generated within 5
incorporate many different ideas and techniques into their feet of your familiar.
magic. This means they are much more open to new ideas, While you are dead, you are able to see and hear
making them talented diviners and transmuters, though they through your familiar’s senses, but you are not able to
place no special emphasis on any one school. control it or communicate in any way. It will do its best to
preserve itself and go to a safe location so that you can
Animist’s Familiar regenerate.
Starting when you choose this tradition at 2nd level, you
add the spell find familiar to your spellbook if it was not
there already.
While your familiar is summoned, you can use an action
to touch your familiar and fuse yourself with it. Your
normal body is removed from the world and your
consciousness now controls the familiar. Your game
statistics are replaced by those of the familiar, except that
you retain your Intelligence, Wisdom, and Charisma scores,
your ability to speak, and your ability to cast spells,
including those with somatic or material components. You
can use an action to undo the fusion at any time.
If your familiar is reduced to zero hit points while you
are fused with it, you are immediately ejected and
any excess damage is applied to you.
The familiar is then dismissed.

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Backgrounds
Every story has a beginning. Your character’s background
reveals where you came from, how you became an
adventurer, and your place in the world. Your fighter might
have been a Caelagarm Oath-Keeper, sworn to protect the
Feywild from external threats, or they might be an Feature:
interloper that has slipped into the fey lands on accident. Familiar
Your wizard could have been an animist or even a former Bond
familiar. Choosing a background provides you with You are so used to working in
important story cues about your character’s identity. The close partnership with another
most important question to ask about your background is person that you form a special bond
what changed? Why did you stop doing whatever your with your companions. You always
background describes and start adventuring? Where did know roughly where they are in
you get the money to purchase your starting gear, or, if you relation to yourself―such that you
come from a wealthy background, why don’t you have would never stumble into them when
more money? How did you learn the skills of your class? sharing a darkened or confined space―and
What sets you apart from ordinary people who share your you can recognize them by small signs like
background? the sound of their footsteps or the pattern
of their breathing.
Familiar
Some fey creatures, particularly tiny ones such as pixies,
Master
Many different humanoids keep fey familiars, and the
sprites, and faerie dragons, find themselves bonded to
nature of your former master might have a profound effect
humanoids as familiars or companions―in your case, you
on your character. To determine who your master was,
have spent much of your life in such a position, but have
choose one of the options below.
recently been set free to pursue adventures of your own.
There are several different ways you could have become d10 Master
a familiar. Some have no choice, being bound against their 1 Good Wizard
will or chained to a humanoid by a fey prince as some kind 2 Neutral Wizard
of punishment (for either or both parties). Others serve 3 Evil Wizard
willingly, becoming close friends with their masters, or 4 Warlock
seeing the partnership as more of a transaction― 5 Witch
familiardom does have its advantages, after all. Equally, 6 Intelligent Monster (e.g. Dragon, Hag, or Lich)
there are many reasons why a familiar could be set free. 7 Apprentice Mage
Perhaps your master died, or maybe they found another 8 Adventurer
creature to bond in your stead. 9 Child
In any case, it is now up to you to make your own way 10 Ranger
in the world, free from the shackles of crude humanoids, Suggested Characteristics
but shorn of the protections that the familiar’s bond offers. A familiar depends on their master for their window into
Skill Proficiencies: Insight, Perception the world, so their personalities are almost always colored
Languages: Two of your choice by the people they have served―and by their relationship
Equipment: A spellcasting focus, a small knife, a scrap of with them.
paper containing half of a complex arcane ritual, a set of d8 Personality Trait
common clothes, and a pouch containing 10 gp 1 I am comfortable in towns and cities.
2 I look down on uncivilized creatures.
3 I am constantly talking; my mouth never stops!
4 I don't like being alone.

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5 I am fascinated by shiny objects.
6 Travelling has always interested me.
Fey Wanderer
7 I like to feel useful. Many fey creatures are famed for their itinerant lifestyle,
8 I am interested in human culture. traveling from place to place with few cares,
responsibilities or obligations. As such a wanderer, you
have a wealth of experience when it comes to living in the
d6 Ideal
wilds and have probably had some contact with humanoid
1 Companionship. The most important thing to
me is that I am always surrounded by friends. society too.
(Neutral) Perhaps you set off on your travels specifically to meet
2 Exploration. I want to see the world as a other people, or maybe you were exiled from your former
footloose wanderer. (Any) home. Or was it just that you got sick of staying in one
3 Service. It's important that everybody does their place? Wanderlust strikes fey creatures of all stripes, after
duty. (Lawful) all. Whatever your reasons, the time has come to exchange
4 Freedom. No one will enslave me again! aimless rambling for purposeful adventuring!
(Chaotic) Skill Proficiencies: Stealth, Survival
5 Protection. I must guide the foolish and protect Languages: One of your choice
the weak. (Good) Tool Proficiencies: One type of artisan's tools
6 Revenge. Humanoids must pay for their barbaric Equipment: A blanket, a walking staff, a set of traveler’s
ways. (Evil)
clothes, and a pouch containing gemstones worth 10 gp
d6 Bond Feature: Under a Roof of Stars
1 I remain on good terms with my old master, and As a fey creature, you are quite at home in wild places,
frequently correspond with them. surrounded by plants and animals. Unless you are in a
2 My former master treated me poorly. I must completely man-made environment (such as a dungeon),
seek restitution/revenge now that I am free! you can always find a safe place to hide, rest, and
3 I made many friends among the other familiars
recuperate. Civilized humanoids cannot find your hiding
at a local wizard school.
place unless you want them to.
4 My companion is dead, and I must avenge them.
5 I was kidnapped from my home to become a Self-Discovery
familiar―my family must be worried sick! During your travels, you have learned something about
6 My master has been captured and only I can free yourself...
them.
d6 Self-Discovery
d6 Flaw 1 I was beset by enemies and discovered that I am
1 I sometimes forget that death is permanent. capable of killing people.
2 I am afraid of enclosed spaces and pocket 2 I was lost and alone until someone rescued me.
dimensions. I now understand the importance of friends.
3 I annoy people by stating the obvious all the 3 I learned that I can support myself pretty well.
time. 4 I found out the hard way that I must be tougher
4 I am focused on other people and tend to if I want to survive.
neglect myself. 5 I finally understand just how insignificant I am.
5 I am not good at dealing with hardship and 6 I have discovered that nothing means more to
discomfort. me than my principles.
6 I don't really know much about fey culture. Suggested Characteristics
As a wanderer, the pieces that make up your personality
could be drawn from many different influences. The marks
left on you by the wide variety of people and cultures you
have experienced almost certainly mean you have all sorts
of hidden depths and surprising quirks.

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d8 Personality Trait
1 I am very prone to mood swings and temper
House Spirit
tantrums. Although most fey creatures pursue quiet lives in the wild
2 I am wild and energetic. places of the world, there is also a small group that lives
3 I like to play games and pull pranks. not just close to humanoids, but in their very houses.
4 I am always curious to try new things and see Hidden from sight, you have provided supernatural
new places. protection and other blessings to your adoptive home,
5 Learning new skills fascinates me. usually in exchange for something you could not get in the
6 I get bored easily if there's nothing to do. wilderness. Perhaps you promised to befriend a human
7 I have terrible manners. child, or you simply cannot get enough of halfling cuisine.
8 I will eat anything that looks even vaguely like In any case, you have lived a life of relative comfort but
food. constant vigilance―for no house fairy worth their salt
would ever be seen by the people they live with.
d6 Ideal
This background is most common for brownies, jogah,
1 Liberty. What's the point of living without the
and zashiki-warashi, but is not unheard of for other
ability to do as you please? (Chaotic)
creatures, including pixies and even naiads (in manor
2 Peace. Violence is not the answer. (Good)
houses with water features on the grounds, for example).
3 Discovery. We must push the boundaries to
experience something unique. (Neutral) Skill Proficiencies: Stealth and either Animal Handling or
4 Escape. I just want to get away from all these Sleight of Hand
people! (Neutral) Languages: One of your choice
5 Destruction. I seek to spread death and misery Tool Proficiencies: One type of gaming set
wherever I go. (Evil) Equipment: A children's toy, a hair accessory, a set of
6 Tradition. I must visit all the sacred sites of my common clothes, and a pouch containing gemstones
culture to uphold the traditions of my people. worth 10 gp
(Lawful)
Feature: Parlor Game Master
d6 Bond Having observed countless games of charades, taboo, and
1 Love is a passing thing―I've loved many in the wink murder, you are familiar with all manner of word
past and will love even more in days to come. games. You know or can quickly deduce the rules,
2 A dear friend is waiting to meet me somewhere. conventions, and winning strategies (if applicable) for any
3 I make sure to stay in touch with my family back kind of parlor game, and you are adept at keeping people
home. occupied for extended periods with little in the way of
4 There is something terrible that follows me props or equipment.
wherever I go.
5 I owe a grave debt to someone who helped me Suggested Characteristics
when I was in trouble. House fairies are a varied group, with different attitudes
6 Because I sometimes travel with companions, I and beliefs depending on where in the world they grew up.
have close friends scattered across the world. Their childlike perspective can be both a help and a
hindrance, but is always unique from that of other
d6 Flaw adventurers. Often, they form bonds with specific houses
1 I don't know the meaning of "subtle". and/or families.
2 I'm not very good at focusing on one thing for
long periods. d8 Personality Trait
3 I lie. Compulsively. 1 I treat everything as a game.
4 Sometimes, I take risks without considering the 2 I am bubbly and positive, even when things look
downsides. bleak.
5 I don't care about offending people, because I'm 3 I get nervous when I'm not hidden from sight.
usually moving on before the consequences 4 I collect all sorts of useless trinkets.
manifest. 5 I often find myself admiring people and wishing
6 I've met so many people that I find it hard to to be more like them.
care about any individual. 6 My manner of speaking is frank and blunt.

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7 I never back down from a challenge! Languages: One of Elvish, Primordial, or Sylvan
8 I love cute things. Tool Proficiencies: One of Alchemist's Supplies,
Calligrapher's Supplies, or Painter's Supplies
d6 Ideal
Equipment: A set of fine clothes, two scroll cases, and a
1 Tidiness. A place for everything and everything
pouch containing 15 gp
in its place. (Lawful)
2 Joy. I just want everyone to have a good time. Feature: Critical Thinking
(Good) Years of training in rhetoric and philosophy mean that you
3 Mischief. I aim to cause trouble wherever I go! are a force to reckoned with in logical debates. Whenever
(Chaotic) another person attempts to baffle you with jargon or fast-
4 Curses. My goal is to spread a dark curse. (Evil) talking, you can see through their words and understand
5 Safety. I am mainly looking for somewhere safe what they really mean, even if you were previously
to settle down. (Neutral) unfamiliar with their specific trade.
6 Protection. I want to protect my friends from the This feature also allows you to puzzle out the meaning
hidden dangers of the world. (Good) of densely-written legal documents, given sufficient time,
though you may still need to speak to an expert on local
d6 Bond
laws to put that meaning into context.
1 I am on a quest to find the grandest mansion in
the world. Specialism
2 Someone I laid a curse on is hunting me down. The starlight scholars study a diverse range of topics. Roll a
3 I once made friends with a humanoid child. I'd d10 or choose one of the options below to determine what
like to see them now that they've grown up. you spent your time studying.
4 I never knew my real parents, so I'd like to track
them down. d10 Specialism
5 I make sure to keep in touch with the owners of 1 Alchemy
the houses I've stayed in. 2 Art
6 I have an old rival who keeps trying to take my 3 Astronomy
stuff. 4 Botany
5 Language
d6 Flaw 6 Literature
1 If there is any food left lying around, I will eat it! 7 Music
2 I scare easily. 8 Sorcery
3 I don't take anything seriously. 9 Theatre
4 People tell me I’m very gullible. 10 Wizardry
5 I am nosy and always prying into other people's
lives.
Suggested Characteristics
A starlight scholar's upbringing tends to be lavish, even by
6 I annoy everyone with my melodrama.
the standards of humanoid nobles. The luxury, beauty, and

Starlight Scholar sophistication of their home leaves deep marks on any who
visit, let alone those who have lived there for any length of
The grand city of starlight, the largest settlement in the time. The bonds you have forged with teachers and fellow
Feywild, is home to the most learned and civilized fey, scholars are unlikely to compare to anything you could
many of whom attend one of the colleges and universities form in the Material Plane and, just maybe, some of the
nestled amongst its crystal spires. Insulated from the petty, city's legendary corruption has also
mortal concerns that dominate the distant Material Plane, seeped into your soul.
the scholars of the Feywild spend their time unraveling the
mysteries of the universe.

Skill Proficiencies: Investigation and either Arcana or


Nature

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Feats and Boons
d8 Personality Trait
1 Nothing is more valuable to me than my books.
2 I know the words to every song every written.
3 I appreciate fine art, but disdain art that I don’t
Feats and Boons are optional rules for advancement which
consider to be ‘fine’.
allow players to further elaborate on their characters. This
4 I always keep up to date with the latest fashions.
section presents new feats for characters with some tie to
5 Money is not interesting to me. Gold pieces are
the Feywild and boons for characters of epic level.
nothing compared to wisdom and knowledge.
6
7
I have a passing interest in politics.
I collect high-precision astronomy instruments. Feats
8 I speak in a very formal, arcane style. A feat represents a talent or an area of expertise that gives a
character special capabilities. It embodies training,
d6 Ideal
experience, and abilities beyond what a class provides.
1 Knowledge. The path to power and self-
improvement is through knowledge. (Neutral) At certain levels, your class gives you the Ability Score
2 Beauty. What is beautiful points us beyond itself Improvement feature. Using the optional feats rule, you can
toward what is true. (Good) forgo taking that feature to take a feat of your choice
3 Logic. Emotions must not cloud out logical instead. You can take each feat only once, unless the feat’s
thinking. (Lawful) description says otherwise.
4 No Limits. Nothing should fetter the infinite You must meet any prerequisite specified in a feat to
possibility inherent in all existence. (Chaotic) take that feat. If you ever lose a feat’s prerequisite, you
5 Power. Knowledge is the path to power and can’t use that feat until you regain the prerequisite. For
domination. (Evil) example, the Grappler feat requires you to have a Strength
6 Self-Improvement. The goal of a life of study is of 13 or higher. If your Strength is reduced below 13
the betterment of oneself. (Any) somehow—perhaps by a withering curse—you can’t
benefit from the Grappler feat until your Strength is
d6 Bond restored.
1 My old master left their greatest work
unfinished. It is up to me to complete it. Adventurous
2 I've been searching my whole life for the answer
Prerequisite: Charisma 13 or higher, Fey Ancestry or Fey
to a certain question.
Creature trait
3 I am on a mission to gather up rare tomes for
my library. You have grown used to the rigors of the adventuring life
4 A fellow student―the love of my life―left the and feel at home around humanoids of every stripe. You
city and hasn't been seen since. gain the following benefits:
5 I have racked up huge debts during my studies, • You have advantage on any saving throw against a
and they'll soon be due. spell or effect that targets you because you are a fey
6 Going on an adventure away from the Feywild is creature. If you are a faerie, you also have advantage on
a right of passage for a club I want to join. saving throws triggered by your Cold Iron trait.
• Any spells you can cast with your Innate Spellcasting
d6 Flaw
1 I am not shy about taking bribes. Everyone ability recover on a short or long rest instead of only on
knows I have a price. a long rest.
2 I cannot hide my scorn for lesser mortals.
3 I have a siege mentality that makes it hard for Brilliant Shapeshifter
me to see peaceful options in a conflict. Prerequisite: Sithe race
4 I tend to turn a blind eye to things that don't Years of practice have honed your shapeshifting abilities
affect me. far beyond those of your peers. When you use your
5 I go slightly mad if I go too long without proper Shapechanger feature, you can choose any Medium or
mental stimulation. smaller beast up to CR 2, or you can adopt the shape of a
6 My decadence knows no bounds! human, elf, dwarf, or halfling commoner.

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• You can communicate with Small and smaller beasts
Fey Magic Master and plants as if you shared a language.
Prerequisite: Fey Creature trait
Through intense study and practical experience, you have Mistling
unlocked powers far beyond those of your peers. You learn
Prerequisite: Fey Ancestry or Fey Creature trait
the following spells, which you can cast using the same
Having been exposed to a corrupting blight that only
spellcasting attribute as your Innate Spellcasting ability:
affects fey creatures, you are subject to the following
At will: cheat, friends, prestidigitation changes:
Recharges after a Short or Long Rest: alter self, dissonant
• You are immune to poison damage and all nonmagical
whispers
diseases.
Recharges after a Long Rest: blink
• Any creature that targets you with an ability or spell
Half-Nymph that detects your thoughts or communicates with you
telepathically must immediately roll on the short-term
Prerequisite: 1st level only, Near-Human variant madness table.
You are the product of a dangerous liaison between a • Your unarmed strikes deal 1d4 magical
human and a nymph (a fey creature bound to a natural slashing damage.
feature like a tree, river or cave). Half-nymphs look like
unnaturally beautiful humans, but are flighty and
inconstant, never letting allowing themselves to be tied
down in one place for too long. You gain the following
racial traits:
• Your Charisma score increases by 1.
• You have advantage on saving throws against being
charmed, and magic can’t put you to sleep. You are
considered to have the Fey Ancestry trait for
prerequisite purposes.
• You learn one cantrip of your choice from the bard
spell list. Charisma is your spellcasting ability for it.
• You can speak, read and write Sylvan.

Hamadryad
Prerequisite: Dryad race
Usually, a dryad is bound to their tree forever. In your case,
however, powerful magics or strong emotions have
overcome your bonds and set you free. You are now a
Hamadryad and gain the following benefits:
• Your Charisma score increases by 1, to a maximum of
20.
• You are no longer subject to the Bound to Nature trait.
• You have advantage on any Charisma checks you make
when trying to flirt with or seduce someone.

Near-Human Race
The Half-Nymph feat makes use of the Near-Human
race from the Mage Hand Press book, Men and
Monsters.

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Wilderness Spirit The most powerful fey are true immortals, untouched by
time and impossible to kill. You do not age, and indeed,
Prerequisite: Fey Ancestry or Fey Creature trait can alter your appearance to look like yourself at any age.
You are at one with the wilderness, with an unparalleled If you are killed by any means, including by being
natural empathy and instinctive bond with wild creatures of disintegrated or having your home destroyed, you are
all kinds. Choose two terrain types from the following list: resurrected 2d10 days later in the spot where you died.
arctic, coast, desert, forest, grassland, jungle, mountain, Your new body is in perfect health; all negative conditions
swamp, underground. While in one of your chosen terrain and injuries you suffered from when you died are removed.
types, you gain the following benefits: During those days, your soul experiences whatever afterlife
• You and anyone traveling with you can ignore all non- it would normally have.
magical difficult terrain.
• You cannot become lost, except by magical means.
Boon of Fey Justice
• You can hide even if you are only lightly obscured. Prerequisite: Fey Ancestry or Fey Creature trait
• Wild creatures can sense that you are a friend to be You can turn other fey creatures into nymphs and cold
trusted. No wild beasts, monstrosities, or plants are riders (use the dryad and wight stat blocks). This functions
ever hostile to you or your companions, unless they are in the same way as the true polymorph spell, except that its
magically compelled or you or your allies attack them duration is instantaneous, shapechangers are not immune to
first. it, and the effects are automatically permanent. If the target
has class levels, they retain them after the transformation.
Becoming Archfey Once you use this ability, you can't use it again until you
finish a long rest.
Any creature that gains the boons of Fey Justice, Fey
Majesty and Fey Pact-Making (detailed below) may call
themselves archfey. The title has no power in and of itself,
Boon of Fey Majesty
but it carries significant authority among fey creatures Prerequisite: Fey Ancestry or Fey Creature trait
nonetheless. Archfey command respect from other You can grant divine magic to clerics and create favored
creatures and may reasonably expect to socialize with souls. Choose up to two cleric domains (which should
deities and other powerful beings. Many archfey establish reflect your values and personality); your clerics and
courts in the faerie style―or serve in the courts of even favored souls must belong to one of your domains. You can
greater archfey―even if they are not faeries themselves. revoke a cleric’s powers at any time, though you are also
These courts typically wander the planes hosting balls, obliged to answer them if they cast the commune spell.
parties and celebrations, forming one of the central pillars Favored souls must be chosen before they are born; you
of fey culture by bringing together the oft-isolated enclaves must appear in person to bless (or curse) the pregnancy―it
of fey creatures into something resembling a society. is traditional but not compulsory to do this in disguise.
Once per day, you can appear to one of your clerics or

Epic Boons favored souls in a vision or dream. There is no limit on the


nature or duration of this vision, and you can alter your
Though characters that achieve 20th level no longer gain appearance during it in any way you like.
class levels or other forms of advancement, they can gain
special powers called Epic Boons, which are awarded by Boon of Fey Pact-Making
the GM. Each boon should represent a character’s growth
Prerequisite: Fey Ancestry or Fey Creature trait
in some way, and should accompany an appropriately
You can make pacts with warlocks and grant any relevant
important moment, such as when a character completes a
pact boons, as if you were an Otherworldly Patron. You can
major quest, defeats a nemesis, or learns a crucial piece of
also transfer warlocks to and from other archfey―and can
information. Each boon can only be awarded to a player
renegotiate the terms of the pact in the process.
once, unless otherwise specified
You can terminate a pact at any time, but when you do

Boon of Fey Immortality so, you immediately take 10d10 necrotic damage which
cannot be avoided or resisted in any way.
Prerequisite: Fey Ancestry or Fey Creature trait

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Chapter 4: Equipment
Relics taken from the Feywild, even nonmagical ones, are
things of the beauty on the Material Plane: beautifully
Alternatives to Iron
wrought tiny daggers, blown-glass vials of a sugary poison, Iron and steel are poisonous to some fey creatures, so it is
or a sprig from an immortal tree. This chapter contains common for fey smiths to make their war-gear from
weapons, poisons, and magical equipment that might be bronze. Other materials, such as stone, silver, and mithral
useful to fey characters, to humanoid characters delving are also fairly common in fey armories (adamantium is not,
into the Feywild, and as trinkets related to this magical because it must be alloyed with iron to survive in sunlight).
plane. Bronze and stone equipment use the same game statistics as
standard equipment.

Weapons Tiny Weapons


Fey creatures and those they associate with use a number of
The Tiny Weapons table below details all of the weapons
unusual and exotic weapons. Details for these can be found
that may be used by Tiny fey. These weapons are only
below.

Tiny Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Tiny Club 1 cp 1 bludgeoning ― Finesse
Tiny Dagger (Needle) 2 cp 1 piercing ― Finesse, light
Tiny Greatclub (Club) 1 sp 1d6 bludgeoning 2 lb. Cumbersome, two-handed
Tiny Spear (Bolt) 5 cp 1d2 piercing 1/10 lb. Thrown (range 10/20), two-handed
Tiny Staff 5 gp 1d4 bludgeoning 1/2 Two-handed
Tiny Unarmed Strike ― 0 bludgeoning ― Becomes 1 with Martial Arts feature†
Simple Ranged Weapons
Tiny Shortbow 10 gp 1d2 piercing 1/4 lb. Ammunition (range 40/160), two-handed
Tiny Sling 2 cp 1 bludgeoning ― Ammunition (20/60)
Martial Melee Weapons
Tiny Greataxe (Handaxe) 5 gp 1d8 slashing 2 lb. Cumbersome, two-handed
Tiny Greathammer (Light 2 gp 1d8 bludgeoning 2 lb. Cumbersome, two-handed
Hammer)
Tiny Greatsword 2 gp 1d6 slashing 1 lb. Two-handed
(Dagger)
Tiny Longsword 10 gp 1d4 slashing 1/2 lb. Versatile (1d6)
Tiny Rapier 20 gp 1d3 piercing* 1/4 lb. Finesse
Tiny Sabre 20 gp 1d3 slashing* 1/10 lb. Light
Tiny Seax 10 gp 1d2 piercing 1/10 lb. Finesse, light
Martial Ranged Weapons
Tiny Crossbow (Hand 75 gp 1d6 piercing 3 lb. Ammunition (30/120), loading, two-handed
Crossbow)
Tiny Longbow 25 gp 1d4 piercing 1 lb. Ammunition (70/300), two-handed
Other Weapons
Tiny Improvised Weapon ― 1 (type varies) ― ―

*1d3: If you do not possess a 3-sided die, roll 1d6 and halve the result, rounding up
†Tiny Monks: A tiny monk’s unarmed strikes use a damage die two steps smaller than
usual; d8 becomes d4, d6 becomes d2, d4 becomes 1, etc.
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Fey Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Butterfly Net 1 sp ― 2 lb. Reach, special, two-handed
Exotic Melee Weapons
Parrying Cane 15 gp 1d4 bludgeoning 1 lb. Finesse, light, parry
Small-Sword 30 gp 1d6 piercing 1 lb. Finesse, light, swift
War Fan 20 gp 1d2 slashing 1/2 lb. Finesse, light, parry, thrown (range 20/60)
Whip Scythe 20 gp 1d6 slashing 6 lb. Finesse, reach
Exotic Ranged Weapons
Gossamer Longbow 100 gp 1d8 piercing 2 lb. Ammunition (range 200/800), heavy,
silvering, two-handed
Spider Bolas 5 gp 1 bludgeoning 1 lb. Finesse, special, thrown (range 30/90)

manufactured by Tiny creatures and may be difficult to and weighs 2/5 lb. Blowgun needles can be used in place of
obtain in human-sized shops, though if a weapon or item is arrows, if desired.
shown in brackets, a standard-sized version of that object
may be used as if it were a tiny weapon. Note that Small or Weapon Properties
larger creatures cannot use tiny weapons or treat normal Some weapons have special properties related to their use,
weapons as if they were tiny. as shown in the table above. New properties are detailed
below.
Other Fey Weapons Cumbersome. You can’t use the Extra Attack feature
Larger fey creatures have their own martial traditions, often while wielding a cumbersome weapon. These weapons
emphasizing graceful styles and extreme finesse, or tricksy cannot count as monk weapons.
approaches that blend weapon attacks with magic. The Parry. While wielding this weapon and not wielding a
weapons below are often associated with fey creatures, shield, you gain a +1 to your AC against melee attacks.
though anyone with the right proficiencies can use them. You can only gain the benefit of one weapon with this
property at a time.
Weapon Descriptions Silvering. Any piece of ammunition fired from this
Unfamiliar weapons are described here. weapon is automatically considered to be silvered.
Seax. A seax is a long, single-edged dagger, worn Swift. You gain a +10 bonus to your initiative while
horizontally on the belt. Seaxes count as monk weapons. wielding this weapon. This bonus can be applied (or
Small-Sword. Similar to a rapier, but lighter, thinner, removed) retroactively if you draw (or stow) this weapon
and shorter, a small-sword is designed for rapid, thrusting during combat; your position in initiative order should be
attacks that disable an opponent before they can bring their re-evaluated at the start of every round. The bonus does not
own arms to bear. stack if you wield more than one swift weapon.
Spider Bolas. A spider bolas resembles a traditional
bolas, but are made from giant spider silk, making them Special Weapons
lighter and stronger. The following weapons have special rules.
Tiny Arrows. A bundle of 20 tiny arrows costs 40 sp Butterfly Net. This can be used as a regular net, but can
only be used to restrain Tiny or smaller creatures.
Spider Bolas. A creature hit by a bolas falls prone until
it is freed. A creature can use its action to make a DC 12
Exotic Weapons Strength check, freeing itself or another creature within its
Some of the weapons in the table above are exotic reach on a success. Dealing 5 slashing damage to the bolas
weapons, which no character of any class gets (AC 10) also frees the creature without harming it, ending
proficiency with by default. You can find more
examples of exotic weapons and rules related to their the effect and destroying the bolas. You can only throw one
use in the Complete Craftsman. bolas on your turn.

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Poisons Poisons
Price
The Feywild is rich in both exotic plants and talented Name Type Per Dose
herbalists, which means that adventurers might encounter Concentrated Euphoria Gas Inhaled 150 gp
all manner of strange poisons while travelling there. Some Fairy Sugar Ingested 200 gp
notable examples include: Fog of Mirages Inhaled 750 gp
Heartfreeze Ingested 2,500 gp
Concentrated Euphoria Gas (Inhaled). This smoky
Queen’s Poison Contact 5,000 gp
gas, exhaled by faerie dragons, shifts color constantly,
Quintessence Injury 250 gp
casting a prismatic glow on everything around it. Each
Sleeping Poison Injury 25 gp
creature that inhales it must make a DC 16 Constitution
saving throw or be poisoned for 1 minute. The creature
can’t take actions, bonus actions, or reactions and must roll their own subconscious. The GM
a d4 on the table below to determine their behavior. The determines exactly what images appear.
poisoned creature can reattempt the saving throw again at The creature can repeat the saving throw
the end of each of their turns, ending the effect on a once per minute, ending the effect on a
successful save. success.
Heartfreeze (Ingested). A creature
d4 Effect
subjected to this poison must succeed on a DC
1 The poisoned character moves as fast as it can
15 Constitution saving throw or be poisoned for
in a random direction, with a new direction
10 minutes. The poisoned creature is
chosen every turn. It believes it is fleeing from a
paralyzed. The creature can repeat the saving
swarm of wasps.
throw once each minute, ending the effect on
2 The poisoned character stands on the spot,
a success. If the creature is paralyzed by this
laughing uncontrollably. It is completely unable
poison for the full 10 minutes, it suffers a heart attack and
to explain what it finds so funny.
drops to 0 hit points.
3 The poisoned character can see 60 feet into the
Queen’s Poison (Contact). A creature subjected to this
Ethereal Plane, but is blind to their true
poison must succeed on a DC 19 Constitution saving throw,
surroundings, including creatures. They are
taking 65 (10d12) poison damage on a failed save, or half
totally awestruck and cannot communicate in
as much on a successful one.
any way.
Quintessence (Injury). This ineffable extract fizzes and
4 The poisoned character gains the Sunlight
Sensitivity trait for the next hour. This effect can sparkles with otherworldly power. A creature subjected to
only be removed by magic such as lesser it must succeed on a DC 15 Charisma saving throw or be
restoration (the saving throw does not end it). poisoned for 1 minute. At the start of each of its turns, the
poisoned creature is teleported to a random unoccupied
Fairy Sugar (Ingested). This bittersweet powder, made space within 30 feet of it. The creature can repeat the
from dried mushrooms, causes painful stomach cramps in saving throw at the end of each of its turns, ending the
its victims. A humanoid subjected to this poison must effect on a success.
succeed on a DC 13 Constitution saving throw or be Sleeping Poison (Injury). This poison, brewed mainly
poisoned for 1 hour (creatures other than humanoids suffer by sprites, induces a brief, pleasant sleep. Fey creatures
no ill effect). While poisoned, the target’s base movement often use it to incapacitate big folk who trespass in their
speed is halved. The target can repeat the saving throw at realms. A creature subjected to this poison must succeed on
the end of each of its turns, ending the effect on a success. a DC 10 Constitution saving throw or be poisoned for 1
Fog of Mirages (Inhaled). A creature subjected to this minute. If the result of the saving throw is 5 or lower, the
poison must succeed on a DC 15 Intelligence saving throw creature also falls unconscious for the
or be poisoned for 10 minutes. The poisoned creature same duration.
perceives a false image of their immediate surroundings, as
if a hallucinatory terrain spell had been cast, centered on
the creature. The creature that made the poison can set
general tones and themes for what the false images will
contain, but the bulk of what a victim sees is drawn from

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Magic Items While attuned to this cane, you suffer none of the frailty of
old age, and you can't be aged magically. You can still die
The following magical items are closely associated with fey of old age, however.
creatures, being either used by the creatures themselves, or
gifts commonly given to friendly humanoids. Claymore of Freedom
Weapon (greatsword), very rare (requires attunement)
Basket of Delights Also known by their elven name, morathil (meaning
Wondrous item, uncommon darkbane), these swords are often given to fey knights
This wicker basket is covered with a gingham sheet. It going into battle against ettercaps and giant spiders. You
always weighs 30 pounds, whether full or empty. You can gain a +2 bonus to attack and damage rolls with this
use an action and name one of the substances from the list magical weapon and, as long as you are attuned to it, you
below, causing the basket to fill with the specified quantity are permanently under the effects of a freedom of
of that substance. movement spell.
Once the basket has filled itself, it cannot produce any
more of any substance until the next sunset. Coat of Shells
Armor (scale), very rare (requires attunement)
Substance Qty. Substance Qty.
Berries 12 lb. Cold Meat 10 lb. While wearing this noisome suit of armor you have a
Bread 20 lb. Cookies 8 lb. swimming speed equal to your movement speed and you
Cake 4 lb. Fruit 16 lb. can cast the control water spell using Charisma as your
Candies 2 lb. Meat Pie 6 lb. spellcasting ability. Once you have used the coat to cast
Cheese 10 lb. Nuts and Seeds 12 lb. this spell, you can’t do so again until 24 hours have passed
and the coat has been immersed in flowing water.
Basket of Turnips
Wondrous item, rare
Eleven-Leaf Clover
This wicker basket superficially resembles a basket of Wondrous item, very rare
delights but in fact has been cursed to produce only turnips. This ridiculously deformed plant is so lucky, it’s not even
It always weighs 30 lb., whether full or empty. You can use funny. You can consume the eleven-leaf clover before you
an action and name one of the substances from the list make any dice roll. After rolling the dice (but before
above, causing the basket to fill with 20 pounds of turnips. determining the outcome), you can change the result on one
There is no limit to how many turnips the basket can of the dice to any number that could have been rolled on
produce in a day. that die.
You can also consume the clover as a reaction to dice
Bottle of Instant being rolled by another creature or object. This allows you

Intoxication to change the number on one of their dice.

Wondrous item, rare Faerie Bells


This bottle, visually unremarkable except for a smiling face Wondrous item, uncommon (requires attunement)
stamped into the underside of its cork, is always filled half- These small bells are worn around the neck by people who
filled with liquid enchanted to intoxicate any who drink it. regularly travel through fey-haunted places. All fey
Any willing humanoid that takes a drink from this bottle creatures have disadvantage on attack rolls against a person
becomes intoxicated one minute later and remains wearing faerie bells, as long as they moved at least 15 feet
intoxicated for 1 hour. An unwilling creature that drinks in their previous turn.
from this bottle can make a DC 16 Constitution check to
resist intoxication. An intoxicated creature is poisoned and Faerie Wand
has disadvantage on Wisdom saving throws.
Wand, uncommon
Cane of Youth This tiny wand has 7 charges. While holding this wand, you
can cast the dancing lights cantrip at will, or expend one
Wondrous item, rare (requires attunement)
charge to cast the spell faerie fire (save DC 13) from it. The

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wand regains 1d6 + 1 expended charges daily at dawn. If
you expend the wand’s last charge, roll a d20. On a 1, the
wand crumbles into ashes and is destroyed.

Fey Mistletoe Sprig


Druidic focus, uncommon (requires attunement by a druid)
This piece of fey mistletoe is saturated with wild magic,
which you can draw upon to empower your spells. When
you cast a druid spell using this focus, your spell save DC
is increased by 1.

Gown of Lushness
Wondrous item, common (requires attunement)
This long gown is made of impossibly fine silk and lace.
Wherever its train sweeps across the ground, beautiful
flowers spring up. The flowers bloom continuously and
will never die as long as you remain attuned to the gown.

Hag’s Doorknob
Wondrous item, very rare
Hags are wily and cunning, and it is difficult to keep them
out of places they're not supposed to be. One of the tricks
they use is the hag's doorknob, a round brass handle
imbued with powerful transmutation magic.
As an action, you can fix the doorknob to a wooden,
plaster or stone surface (such as a wall, ceiling or floor)
within your reach. This causes a doorway, 5 feet wide and
8 feet tall, to appear in the surface, as long as there is an
open space within 5 feet of the other side of it (the
doorknob fails to attach to a deeper surface). The doorway
creates no instability in a structure surrounding it.
The doorway persists until a creature uses an action to
remove the doorknob from it (this can be done from either
side).

Ruby Slippers
Wondrous item, rare, (requires attunement)
These slippers are carved from a deep ruby, but fit perfectly
whoever wears them. While wearing the slippers, you can
click your heels together as an action to teleport yourself
back to the location where you last finished a long rest.

Nymph Cloak
Wondrous item, rare (requires attunement)
This silky, iridescent cloak is made by a dryad, oread, or
undine out of their own hair. They take great time and
effort to make, so it is a great honor to receive one. Your

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Charisma score is 21 while you wear this cloak. It has no The third command word causes the pumpkin of
effect on you if your Charisma is already 21 or higher. transportation to shrink back into its initial state, provided
If the cloak is stolen or taken by force, it loses its magic no creatures are inside. Any objects in the carriage that
and turns into a threadbare, grey rag. can't fit inside a 12-inch pumpkin remain outside when it
shrinks, while any objects that could fit inside the pumpkin
Ofuda Talisman do so.
Spell scroll, rare
This sheet of paper, inscribed with ancient runes and the
Redcap Sling
names of fey princes, contains powerful magic that can Weapon (sling), uncommon
subdue and repel fey creatures. As an action, a word of These slings, manufactured and wielded exclusively by red
power may be spoken to activate the talisman; this causes it caps, imbue their ammunition with wrathful magic. This
to disappear in flash of colored light. All fey creatures sling functions in exactly the same way as a mundane one,
within 60 feet of the talisman must make a DC 16 except that each piece of ammunition inflicts 1d6 magical
Charisma saving throw or become frightened for 1 minute. bludgeoning damage, and the wielder can use either their
During this time, the creature must move as quickly as it Strength or Dexterity modifier for their attack and damage
can directly away from the location where the talisman was bonuses.
activated.
Spinning Wheel of Wealth
Pixie Dust Wondrous item, legendary
Wondrous item, uncommon This item, coveted by many, is capable of turning straw
This vial of glittering dust contains a vast amount of raw into spun gold. For every hour you spend working this
magic. It is harvested from pixies via a lethal (and machine, you can spin 10 pounds of straw into 10 pounds
excruciating) process. You can use the dust by sprinkling it of gold thread (worth 500 gp). If you benefit from any
in the air when casting any spell; the dust replaces any spell effects that would improve your crafting speed, you can
components normally required to cast the spell. One vial apply these to the amount of straw you can process.
contains enough dust for one spell. Only characters with the Fey Creature trait may use the
The dust leaves a visible residue that cannot be removed spinning wheel; other creatures are unable to fathom it, no
by any means, mundane or magical, on the hands of anyone matter how hard they try.
who handles it. The residue slowly disappears, becoming
invisible after 1d4 days have passed. Thorny Manacles
Wondrous item, uncommon
Pumpkin of You can use an action to place these manacles on an
Transportation incapacitated or surprised creature (if attempting to shackle
a surprised creature, you must make a Dexterity (Sleight of
Wondrous item, uncommon
Hand) roll, opposed by the creature’s Wisdom (Perception)
This object appears as a pumpkin with a diameter of 12
roll). The manacles automatically adjust to fit a creature
inches. It weighs 10 pounds and is edible, though it loses its
from Tiny to Medium size. In addition to serving as
magic if any part of it is eaten. This item has three
mundane manacles, a creature bound by these cannot speak
command words, each of which requires an action to speak.
a deliberate lie. The creature is aware of this effect and may
One command word causes the pumpkin to instantly
avoid questions or be evasive in its answers, as long as it
expand into a Large pumpkin with 16 (3d10) HP, AC 10,
remains within the boundaries of the truth.
and immunity to psychic damage. This giant pumpkin
You and any creature you designate when you use the
weighs 5,000 pounds.
shackles can use an action to remove them. Once every 30
The second command word causes the pumpkin to
days, the bound creature can make a DC 25 Strength
transmute itself into a luxurious carriage with space inside
(Athletics) check. On a success, the creature breaks free
for 4 medium creatures. It weighs 500 pounds. This
and destroys the shackles.
command word only functions if the pumpkin has already
been expanded to Large size.

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Artifact • 1 major beneficial property
An artifact is a unique magic item of tremendous power, • 1 minor beneficial property
with its own origin and history. An artifact might have been • 2 minor detrimental properties
created by gods or mortals of awesome power. It could
Bonus Spells. While attuned to the spellbook, you are
have been created in the midst of a crisis that threatened a
considered to have a number of additional spells prepared,
kingdom, a world, or the entire multiverse, and carry the
which you can cast using whatever Spellcasting or Pact
weight of that pivotal moment in history.
Magic abilities you have. These Misspelled Spells are
Some artifacts appear when they are needed most. For
detailed at the end of the Spells chapter. You can’t cast
others, the reverse is true; when discovered, the world
these spells with the Dubious Scroll trait below.
trembles at the ramifications of the find. In either case,
Spell Recognition. While you are attuned to the
introducing an artifact into a campaign requires
spellbook, you instantly recognize any spell that you see
forethought. The artifact could be an item that opposing
being cast be another creature, and you know what slot
sides are hoping to claim, or it might be something the
level it was cast from.
adventurers need to overcome their greatest challenge.
Counter-Misspell. While you are attuned to the
Characters don't typically find artifacts in the normal
spellbook, you can use a reaction when you see a creature
course of adventuring. In fact, artifacts only appear when
within 60 feet of you cast a spell to expend a spell slot of
you want them to, for they are as much plot devices as
equal level and change the spell’s effects. When you use
magic items. Tracking down and recovering an artifact is
this ability, you can add, remove, or change up to two
often the main goal of an adventure. Characters must chase
letters from the name of the spell that was cast in order to
down rumors, undergo significant trials, and venture into
create a new spell. The GM determines the effects of the
dangerous, half-forgotten places to find the artifact they
modified spell, using the spell’s level and the effects of
seek. Alternatively, a major villain might already have the
preexisting spells as a guide. As an example, you could use
artifact. Obtaining and destroying the artifact could be the
this ability when a hostile creature attempts to bolster an
only way to ensure that its power can't be used for evil.
ally with the spell fly, changing the spell into fry, which

Mispelled Spellbook might deal fire damage to the target instead.


Dubious Scroll. As an action, you can rip out a page
Wondrous item, artifact (requires attunement by a from the Mispelled Spellbook and use it as if it were a spell
spellcaster) scroll to cast any spell you know without expending a spell
Penned by a mischievous archfey in the early days of the slot. When you do so, the book’s hex causes you to cast a
world, the Mispelled Spellbook was devised as a prank on misspelling of the original, often with disastrous (or at least
foolish mortal spellcasters who take magic too seriously. humorous) changes. The GM determines the changes to the
To the fey, arcana isn’t a logical discipline, and treating it spell and the effects of the newly modified spell, using the
as such simply ruins all the fun! Since then, the book has spell’s level and the effects of preexisting spells as a guide.
wandered from owner to owner, spreading havoc and You can use this feature 6 times per day; torn pages
occasional joy wherever it wanders. reappear inside the book daily at midnight.
Like the other ancient fey tomes, the spellbook is bound Destroying the Spellbook. The only way to destroy the
in rich leather, sewn with gold thread, and written in Mispelled Spellbook is to go through the text meticulously,
rhyming verse. Unlike the other books, however, the correcting every single error of spelling, grammar, and
Mispelled Spellbook is cursed with potent dyslexia hex, punctuation in it using magical red ink. 1,000 gp worth of
which is the source is much of its unique magic. magical ink and 10 consecutive successful DC 30
Magic Spellbook. The Mispelled Spellbook is a magical Intelligence checks (only one of which can be performed
spellbook that can be used by a spellcaster to record any per day) would be required to find every error.
number of spells. While attuned to the spellbook, you gain The Mispelled Spellbook is a well-known item amongst
a +3 bonus to spell attack rolls and ignore half cover when the fey, and if it were to be destroyed, it is certain that
making a spell attack. someone will eventually attempt to recreate it. A new
Random Properties. The spellbook has the following Mispelled Spellbook is written 5d20 years after the old one
random properties: is destroyed.

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Chapter 5: Monsters
The Feywild was not named for its untamed, transformative
magic, nor was it named for its unending frontiers; it was Alraune
named for the fey that inhabit it. From the sprawling Huge, intelligent flowers with pistils shaped like beautiful
politics of the archfey, to the savage ruminations of the humans, alraunes are hard to miss even in their natural
sylvan colossi, to the humble hermitages of talking beasts, woodland environment. Owing to their unusual
the Feywild’s residents personify the beautiful, chaotic reproductive cycle, they have a troubled relationship with
magic that permeates it. humanoids, but are usually friendly towards fey creatures.
If the assortment of beasts, monstrosities, aberrations, Shell of Petals. An alraune’s petals can be moved at
giants, undead, and dragons residing on the Material Plane will. Normally they are fully open, splayed out at ground
seems daunting for categorization, the Feywild is level. However, they can rapidly snap closed, enclosing the
exponentially more diverse, and its monsters that much alraune in a protective shield that blocks swords and spells
more terrifying. Fey monsters run the gambit from deadly alike. When the petals are closed, the alraune can secrete a
plants with sinister intent, to shapeshifters and hags, to sweet smelling but powerfully acidic nectar into a pool
intelligent, talking beasts, to traditional feykind (like satyrs around its ‘legs’, which is used to dissolve both food and
and pixies) of all shapes and sizes. any creature that attempts to harm the plant.
This chapter presents some options for fey monsters Human Fertilizer. I order to produce viable seeds, an
(including those suitable as combatants and as familiars), alraune must digest the bodily fluids of humanoids in its
and then includes a number of NPCs that might be acidic nectar. Depending on their alignment, some
encountered while wandering the Feywild. accomplish this by violent action, capturing and killing

Alraune space. If the grapple is broken, the creatures is moved to an


unoccupied space of its choice within 5 feet of the alraune.
Large plant, any alignment
Sweet Scent (Petals Open Only). The alraune constantly exudes an
Armor Class 10 (16 with petals closed) overwhelmingly sweet aroma. Any creature that starts its turns
Hit Points 97 (13d10 + 26) within 30 feet of the alraune must make a DC 12 Wisdom saving
Speed 10 ft. throw or be forced to use all of its movement to move as close as
possible to the alraune. A creature affected by this ability can
STR DEX CON INT WIS CHA choose its own route and will avoid obviously dangerous ground.
15 (+2) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 20 (+5) Innate Spellcasting (Petals Open Only). The alraune’s spellcasting
is Charisma (spell save DC 15). The alraune can innately cast the
Saving Throws Con +4, Wis +4 following spells, requiring no material components:
Skills Deception +9, Persuasion +9 At will: acid splash, druidcraft, thorn whip
Senses tremorsense 30 ft., passive Perception 12 3/day each: charm person, entangle
Languages Sylvan 1/day each: calm emotions, cure wounds, grease, lesser restoration
Challenge 4 (1,100 XP)
ACTIONS
Magic Resistance (Petals Closed Only). The alraune has advantage Multiattack (Petals Open Only). The alraune makes two claw
on saving throws against spells and other magical effects. attacks.
Open/Close Petals. As a bonus action on its turn, the alraune can Claws (Petals Open Only). Melee Weapon Attack: +4 to hit, reach 5
open or close its petals. When its petals are closed, its AC changes ft., one target. Hit: 5 (1d6 + 2) slashing damage and if the target is a
to 16 and it gains the Magic Resistance ability and Digest action, creature, it must succeed on a DC 12 Strength saving throw or be
but it is blinded and cannot cast spells or use its Claw action. grappled by the alraune. Until the grapple ends, the target is
If the alraune is grappling a creature when it closes its petals, restrained, and the alraune can’t grapple another target (though it
the creature is trapped within. The escape DC for the grapple raises can still make attacks with its claws.)
to 17 and the creature is blinded until it breaks free.
Digest (Petals Closed Only). The alraune secrets digestive acid
Tight Embrace. When a Medium or smaller creature grapples or is within the enclosed bulb formed by its petals. Any creature the
grappled by the alraune, it is immediately pulled into the alraune’s alraune is grappling takes 45 (10d8) acid damage or half as much
on a successful DC 12 Constitution saving throw.

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unwary travelers, and digesting their blood. Others might
lure in unwitting prey with sweet perfume and honeyed Cold Rider
words. Good alraunes do not kill at all, but instead solicit Medium undead, any evil alignment
non-fatal donations―though this is far less efficient.
Armor Class 18 (plate)
Biologically, all alraunes are female, but their human- Hit Points 39 (6d8 + 12)
shaped bodies come in a wide variety of forms, including Speed 30 ft.
male and androgynous appearances.
STR DEX CON INT WIS CHA
Curative Properties. Alraunes are magical plants, flush
16 (+3) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 13 (+1)
with the natural magic of the Feywild. Hence, they have
access to innate healing magic, which they can sometimes Skills Animal Handling +6, Intimidation +3, Stealth +4
be persuaded to use on other people, for the right price. The Damage Immunities cold, necrotic, poison
Condition Immunities exhaustion, poisoned
various parts of a dead alraune can also be harvested and
Senses darkvision 60 ft., passive Perception 12
turned into medicine―especially the petals and nectar. Languages any languages it knew in life, Sylvan
Challenge 3 (700 XP)

Cold Rider Horse Master. The cold rider has advantage on ability checks
and saving throws related to controlling and staying on a
Mounted atop its undead steed and armored in heavy plate, mount. Furthermore, it has advantage on any melee weapon
attack it makes against a target smaller than its mount while
a cold rider cuts a fearsome figure in any environment. In it is mounted.
the frozen tundra―its favorite terrain―it is imperious;
Innate Spellcasting. The cold rider’s spellcasting ability is
more than a match for any heavy cavalry force from Charisma (spell save DC 12). The cold rider can innately cast
greener lands. the following spells, requiring no material components:
Unseelie Creations. Cold riders are created from At will: find steed (warhorse skeleton only), ray of frost
humans and elves by evil fey creatures using dark and 1/day: freedom of movement

unspeakable rituals wherein the victim's heart is removed ACTIONS


from their body and replaced with some other object, Multiattack. If the cold rider is mounted, it makes one attack
usually a stag's heart, a shard of ice, or a pine cone. Though with its lance and its mount makes one weapon attack if it
has any attacks in its statistics. If the cold rider is on foot, it
they retain their memories of life, a cold rider's personality makes two glaive attacks.
is invariably twisted and evil―they love to inflict violence Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one
and depravity of all kinds, and gleefully serve their creators target. Hit: 8 (1d10 + 3) slashing damage.
as soldiers and enforcers. This moral corruption is mirrored Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one
in their appearances, which are mutated with animalistic target. Hit: 9 (1d12 + 3) slashing damage.
features such as antlers, horns, and hooves.
Cold Hearts, Cold Steel. In battle, cold riders are brutal,
taking cruel delight in the slaughter they spread. They
almost always fight from horseback, usually as heavy
lancers, using terror and shock to break whatever foes they
face. To this end, they are known to favor grisly and
gruesome images, affixing rotten corpses to their battle
standards and choosing names for themselves to inspire
fear and dread in the hearts of mortals.
On foot, these undead horrors fight with polearms,
combining fearless discipline, tireless endurance, and
centuries of combat experience to stand head and shoulders
above other heavy infantry forces.
Undead Nature. A cold rider doesn't require air, food,
drink, or sleep.

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Cuca Hag
A particularly hideous variety of hag with scaly skin and
the heads of crocodiles, a cuca combines animalistic
savagery with sinister magic and towering arrogance.
Taste for Bad Behavior. Cuca love to misbehave:
they are loud, obnoxious and covetous, even among
their own covens. When dealing with humanoids,
they can be truly vicious, being motivated primarily
by spite and bitterness.
These hags are drawn to misbehavior in others.
Witnessing disobedience and malice is invigorating
for them, and nothing tastes better to them than the
flesh of a naughty child. Hence, bad children need to
sleep lightly, lest a cuca snatches them from their bed
and gobbles them up.
Hatred of Heroes. Honorable heroes and brave
warriors are anathema to cuca. Being incapable of
such righteous devotion, a hag will try to undermine
and corrupt any hero they encounter. Barely able to
conceal their contempt of such people, it does not
take much to provoke them into launching a
physical assault with snapping jaw and slashing
claws.

Cuca Hag DC 12). The hag can innately cast the following spells, requiring no
material components:
Medium fey, neutral evil
At will: minor illusion, ray of frost
Armor Class 18 (natural armor) 1/day each: alter self, beast sense, sleep, speak with animals
Hit Points 78 (12d8 + 24)
Speed 30 ft., swim 30 ft.
ACTIONS
Multiattack. The hag makes one attack with its bite and one attack
STR DEX CON INT WIS CHA with its claws.
20 (+5) 10 (+0) 15 (+2) 13 (+1) 14 (+2) 14 (+2) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
10 (1d10 + 5) piercing damage.
Skills Perception +6, Performance +6, Sleight of Hand +4, Stealth +4 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Senses darkvision 60 ft., passive Perception 12 12 (2d6 + 5) slashing damage.
Languages Common, Elvish, Sylvan
Challenge 4 (1,100 XP) Illusionary Appearance. The hag covers itself and anything it is
wearing or carrying with a magical illusion that makes it look like
Horrific Appearance. Any humanoid that starts its turn within 30 another creature of its general size and humanoid shape. The
feet of the hag can see the hag’s true form must make a DC 12 illusion ends if the hag takes a bonus action to end it or if it dies.
Wisdom saving throw. On a failed save, the creature is frightened The changes wrought by this effect fail to hold up to physical
for 1 minute. A creature can repeat the saving throw at the end of inspection. For example, the hag might appear to have smooth
each of its turns, with disadvantage if the hag is within line of sight, skin, but someone touching it would feel its rough flesh. Otherwise,
ending the effect on itself on a success. If a creature’s saving throw a creature must take an action to visually inspect the illusion and
is successful or the effect ends for it, the creature is immune to the succeed on a DC 18 Intelligence (Investigation) check to discern
hag’s Horrific Appearance for the next 24 hours. that the hag is disguised.
Unless the target is surprised or the revelation of the hag’s true Spirit Away. The hag targets one frightened creature is can see
form is sudden, the target can avert its eyes and avoid making the within 30 feet of it. If the target can see the hag, it must succeed
initial saving throw. Until the start of its next turn, a creature that on a DC 12 Charisma saving throw against this magic or be
averts its eyes has disadvantage on attack rolls against the hag. teleported to an unoccupied space within 5 feet of the hag. The
Innate Spellcasting. The hag’s spellcasting is Charisma (spell save creature is then grappled by the hag (escape DC 15).

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Swarm of Dread Blossoms
Dread Blossom
Large swarm of Tiny plants, unaligned Found primarily in the Outer Planes, but also occasionally
in the Feywild, the flowers of dread blossoms form scarlet
Armor Class 13 carpets that might be beautiful if viewed from a distance.
Hit Points 106 (14d10 + 28)
Speed 5 ft., fly 30 ft.
Seen up close, it becomes clear that these carnivorous
plants take root only in humanoid corpses.
STR DEX CON INT WIS CHA Merciless Hunters. When approached, the flowers
2 (-4) 17 (+3) 14 (+2) 3 (-4) 10 (+0) 3 (-4)
spring into the air and attack as a swarm, paralyzing their
prey with noxious pollen. Once they have killed the target,
Skills Stealth +6
Damage Resistances bludgeoning, piercing, and slashing the dread blossoms will then take root in its flesh and
damage slowly digest it while waiting for their next victim. Anyone
Condition Immunities charmed, frightened, paralyzed,
who prefers their blood to stay inside their body would do
petrified, prone, restrained, stunned
Senses passive Perception 10 well to steer clear of these most dangerous plants.
Languages ― The blossoms can expand further by preying on
Challenge 6 (2,300 XP)
detritivores attracted to the decaying flesh. Most vultures
Forest Camouflage. The swarm has advantage on Dexterity instinctively avoid the scarlet flower patches, but the
(Stealth) checks made to hide in forested terrain. occasional hungry animal will fall into the flower’s
Poison Pollen. The swarm of dread blossoms constantly clutches, further expanding their macabre garden.
exudes an airborne pollen that acts as a contact poison for all Seeding Frenzy. Dread blossoms spread quickly in the
humanoids. Consequently, any humanoid that starts its turn
within 15 feet of the swarm must make a DC 13 Constitution aftermath of large battles. If the fallen are not buried, they
saving throw or be poisoned until the start of its next turn. present an abundant feast that dread blossoms are more
While the creature is poisoned by this ability, it is also than willing to gorge upon. These plants are adapted to
paralyzed.
spread their seeds quickly when such an opportunity arises,
Swarm. The swarm can occupy another creature's space and
self-pollinating to spread huge numbers of clones across the
vice versa, and the swarm can move through any opening
large enough for a Tiny creature. The swarm can't regain hit battlefield before other scavengers arrive to steal the prize.
points or gain temporary hit points, except through the use of

Dryads
its Blood Drain ability.
ACTIONS
Blood Drain. Melee Weapon Attack: +6 to hit, one creature in Dryads are nymphs bound to trees and plants. Like most
the swarm’s space. Hit: 27 (6d8) necrotic damage, or 13 (3d8)
necrotic damage if the swarm has half of its hit points or fey, they are highly sensitive to their environment, as well
fewer. The swarm regains hit points equal to half of the as whimsical and inconstant in their fancies, which can
damage dealt. make them both alluring and infuriating by turns. Given
that most plants have limited lifespans―and are vulnerable
to sudden, premature death―dryads can be very conscious
of their mortality, in a way that other fey are not. For this
reason, dryads can sometimes seem closer to humans in
their outlook on life: active, engaged, and keen to leave
their mark upon the world.
Pruned & Manicured. Fey elves take great pride in
their ability to master complex and intricate crafts; most
acquire several over the course of their long lives. One of
their oldest traditions is the art of bonsai―a method of
growing miniaturized trees that requires constant care,
attention, intuition, balance, restraint, and vision.
Elven bonsai masters pamper their trees with artful
pruning, hand-mixed soils and frequent watering. It is no
surprise, therefore, that dryads bound to bonsai trees are
among the most vain and demanding creatures in the

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multiverse. Worse still, the pruning techniques that are used
to keep a bonsai tree small trap it in a sort of endless Dryad, Bonsai
infancy, meaning that bonsai dryads are usually immature Tiny fey, neutral
and childish. On the other hand, they are well aware that
Armor Class 12
their delicate trees would never be able to survive without Hit Points 2 (1d4)
the care of humanoids, which means they tend to be more Speed 20 ft.
willing to work alongside them, as compared to other
STR DEX CON INT WIS CHA
nymphs. Thus, a bonsai dryad can be a valuable familiar,
4 (-3) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 15 (+2)
given that they have access to the same magic as their
larger kin. Senses darkvision 60 ft., passive Perception 10
Twisted Deadwood. Dryads can be found wherever trees Languages Elvish, Sylvan
Challenge 0 (10 XP)
grow, which includes some rather inhospitable places: the
dark forests of Shadowfell may be bathed in perpetual night Speak with Beasts and Plants. The dryad can communicate
and haunted by frightful undead monsters, but the trees with beasts and plants as if they shared a language.
there are still very much alive. Being bound to the Innate Spellcasting. The dryad’s spellcasting ability is
Shadowfell is deeply unpleasant―the foul magic of that Charisma (spell save DC 12). The dryad can innately cast the
following spells, requiring no material components:
plane usually ends up corrupting the unfortunate fey―but it
At will: druidcraft
can also enhance their powers far beyond those of the 1/day each: entangle, goodberry
typical Material Plane dryad.
ACTIONS
Club. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage.

Dryad, Shadowfell Innate Spellcasting. The dryad’s spellcasting ability is Charisma


(spell save DC 16). The dryad can innately cast the following spells,
Medium fey, neutral evil
requiring no material components:
Armor Class 12 (16 with barkskin) At will: chill touch
Hit Points 68 (12d8 + 12) 3/day each: faerie fire
Speed 30 ft. 2/day each: blight, pass without trace, web
1/day each: barkskin, circle of death, darkness, shillelagh
STR DEX CON INT WIS CHA ACTIONS
10 (+0) 15 (+2) 13 (+1) 16 (+3) 15 (+2) 20 (+5)
Multiattack. The dryad makes two club attacks.
Skills Perception +5, Stealth +7 Club. Melee Weapon Attack: +3 to hit (+8 to hit with shillelagh),
Damage Resistances bludgeoning, piercing, and slashing damage reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage or 9 (1d8 +
from nonmagical weapons; necrotic 5) bludgeoning damage with shillelagh.
Damage Vulnerabilities fire Fey Charm. The dryad targets one humanoid or beast that it can
Senses darkvision 120 ft., passive Perception 15 see within 30 feet of it. If the target can see the dryad, it must
Languages Elvish, Sylvan succeed on a DC 16 Wisdom saving throw or be magically charmed
Challenge 5(1,800 XP) for 24 hours. The charmed creature regards the dryad as a trusted
friend to be heeded and protected. Although the target isn’t under
Magic Resistance. The dryad has advantage on saving throws the dryad’s control, it takes the dryad’s request or actions in the
against spells and other magical effects. most favorable way possible.
Sunlight Sensitivity. While in sunlight, the dryad has disadvantage Each time the dryad or its allies deal damage to the target, it can
on attack rolls, as well as on Wisdom (Perception) checks which rely repeat the saving throw, ending the effect on itself on a success.
on sight. The effect ends early if the dryad dies, the dryad is on a different
plane of existence from the target, or if it ends the effect as a
Tree Stride (1/Turn). The dryad can use 10 feet of its movement to
bonus action. On a successful saving throw, a target is immune to
step magically into one living tree within its reach and emerge from
the dryad’s Fey Charm for the next 24 hours.
a second living tree within 60 feet of the first tree, appearing in an
The dryad can have no more than 1 humanoid and three beasts
unoccupied space within 5 feet of the second tree. Both trees must
charmed at the same time.
be Large or larger.

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Glitterfire
Medium ooze, unaligned
Glitterfire Ooze
Oozes defy the conventions of other living things. Even
Armor Class 10 without organs, skin, senses, or any discernible anatomy,
Hit Points 65 (10d8 + 20)
Speed 40 ft. oozes thrive where other creatures would starve by having
a simple, yet effective survival strategy: envelop and digest
STR DEX CON INT WIS CHA anything within reach.
14 (+2) 10 (+0) 14 (+2) 1 (-5) 10 (+0) 13 (+1)
Simple Predators. Much like molds and fungi, oozes
Damage Resistances bludgeoning, piercing, slashing
thrive in dark, moist spaces. They prowl around in the dark,
Condition Immunities blinded, charmed, deafened, earless and eyeless, relying on vibration alone to seek out
exhaustion, frightened, prone movement and possible prey. Oozes are mindless, acting on
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10
rudimentary instinct to find and consume.
Senses darkvision 60 ft., passive Perception 10 In a fiendishly clever adaptation, oozes require no
Languages ― special method to eat or digest; they simply envelop
Challenge 6 (2,300 XP)
organic material into their bodies and slowly dissolve it.
Magic Resistance. The glitterfire has advantage on saving The entire ooze is digestive―a mass of acidic slime that
throws against spells and other magical effects. can break down any organic thing into its component parts,
Ooze Cloud. The glitterfire takes up its entire space. Other given enough time. Different oozes can digest different
creatures can enter the space, but a creature that does so is materials, but all oozes can liquefy an adventurer.
subjected to the glitterfire's Engulf and has disadvantage on
the saving throw. Fortunately for adventurers, the slow death of an ooze
Creatures inside the glitterfire can be seen but have half affords greater opportunity for rescue. It’s far easier to pull
cover. They cannot benefit from invisibility or take the Hide someone from the belly of an ooze than it is to pull them
action while inside the glitterfire.
A creature within 5 feet of the glitterfire can take an action from the belly of a dragon, after all.
to pull a creature or object out of the ooze. Any creature Glitterfire. Glitterfires are normally found on old
making such an attempt takes 10 (3d6) fire damage. battlefields and wandering the forests of the Feywild. These
The glitterfire can move through any object that allows air
to pass through it, though it moves through passages with a stormy clouds of smoke and lights are created where
diameter smaller than one inch as if it were difficult terrain. warring mages have cast the spells glitterdust, faerie fire,
Slow Fall. The glitterfire is immune to falling damage. If it is and fireball to illuminate and destroy their targets. The
above ground level, it sinks gently at a rate of 60 feet per glitterfire drifts aimlessly, a mindless echo of magical,
round.
destructive will.
Innate Spellcasting. The glitterfire's spellcasting ability is
Ooze Nature. An ooze doesn't require sleep.
Constitution (spell save DC 13). It can innately cast the
following spells, requiring no material components:
At will: faerie fire, firebolt
3/day each: fireball, glitterdust Hidebehind
ACTIONS The dreaded hidebehind is a dark and shadowy being that is
Engulf. The glitterfire moves up to half its speed. While doing almost impossible to detect, thanks to its ability to
so, it can enter a Medium or smaller creature's space. disappear behind thin objects such as trees and poles.
Whenever the glitterfire enters a creature's space, the
Hide and Seek Myth. Residents of the Material Plane
creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to dodge 5 often don’t believe stories about the hidebehind, and for
feet back or to the side of the glitterfire. A creature that good reason―it is almost never directly seen. Slender,
chooses not to dodge suffers the consequences of a failed
shadowy, flexible, and nimble, the hidebehind can dive
saving throw.
On a failed save, the glitterfire enters the creature's space, behind the trunks of trees, twisting and bending in
and the creature takes 21 (6d6) fire damage and is engulfed. incredible ways to become practically invisible, moving
The engulfed creature must make a DC 13 Constitution save
perfectly to always stay hidden from the observer. Feywild
or be blinded until it leaves the glitterfire's square, and takes
28 (8d6) fire damage at the start of each of the glitterfire's residents know the hidebehind’s tricks well, and are wary
turns. of the grounds that hidebehinds haunt. In contrast, foolish
If the glitterfire leaves a creature's square on the same
humanoids are quick to blame wolves, bears, and other
turn it enters, they may only make an opportunity attack
against it if they opted not to make a save against being natural causes when no creature can be accounted for.
engulfed in the first place. The glitterfire may not attempt to
engulf the same creature twice in one turn.

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Axe-Hate. Whenever people start disappearing in the
woods at night, it is likely the work of a hidebehind. In Jogah
particular, lumberjacks and woodsmen are vulnerable. Such Although jogah look very similar in appearance to fairies,
predations are a long-term defense mechanism for the their behavior could not be more different. Jogah live in
hidebehind; without trees to hide behind, the hidebehind close association with humanoids, offering spiritual
can’t hunt or remain hidden. Therefore, even so much as guidance in exchange for physical protection. Most jogah
carrying an axe at night can bring upon the ire of a nearby are well-adjusted to humanoid society, and it is fairly
hidebehind. common for them to form close individual bonds with ‘big
In the Feywild, the hidebehinds are naturally aligned folk’.
with the Emerald Court, and make their homes around the Looking After the Children. A majority of jogah live
densely-forested groves of Great Trees. alongside humanoids, especially halflings, in their very
homes. In this setting, jogah usually spend most of their
time with their hosts’ children, guarding and protecting
Hidebehind them like the proverbial ‘fairy godmother’. It is not unusual
Medium fey, chaotic evil for jogah to be trusted with work of babysitting or even
Armor Class 14 tutoring young humanoids, tasks which they excel at thanks
Hit Points 39 (6d8 + 12) to their natural empathy and understanding of the minds of
Speed 30 ft. children.
Agricultural Magic. Aside from childcare, jogah are
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 15 (+2) 10 (+0) 13 (+1) 9 (-1) also known to help humanoids with other tasks, such as
farming, herbalism, and quarrying. These tiny fey use their
Skills Stealth +8 magic powers and affinity for the earth to boost crop yields,
Senses darkvision 60 ft., passive Perception 11
blast apart stones, and mix up curative potions. The only
Languages Sylvan
Challenge 2 (450 XP) area that jogah will not help in is metalworking, which they
disdain. Jogah believe that it is better to shape the world
Hide Behind. The hidebehind can Hide as a bonus action as
with spells than with steel.
long as it is within 5 feet of an object that is taller than itself.
The hidebehind can use this ability even if the object ought to Upbeat Jokers. Jogah love giving and receiving gifts,
be too thin to conceal it, such as a tree trunk, fence post, or and generally have a playful outlook on life. This can go
flagpole. The hidebehind does not need to be in cover and
too far, though, and the jogah definition of ‘play’ is
remains hidden until it moves, even if an observer were to
circle around the object. somewhat wide-ranging. As an example, the long-lived
jogah view age-changing magic as a funny joke, and think
ACTIONS
nothing of adding or subtracting ten or twenty years to a
Multiattack. The hidebehind makes two attacks: one with is
bite and one with its claws. person’s age, heedless of the psychological and social
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ramifications that such ‘jokes’ could have for a human.
Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage.

Variant: Familiars
Any spell caster that can cast the find familiar spell is
likely to have a familiar. The familiar can be one of
the creatures described in the spell or some other
Tiny fey creature, such as a bonsai druid, jogah,
kuda-gitsune, or shimmerling. Such creatures have
the following trait:
Familiar. The fey can serve another creature as a
familiar, forming a telepathic bond with its willing
master. While the two are bonded, the master can
sense what the fey senses as long as they are within 1
mile of each other. At any time and for any reason,
the fey can end its service as a familiar, ending the
telepathic bond.

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Jogah
Tiny fey, any alignment

Armor Class 13 (leather armor)


Hit Points 17 (7d4)
Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA


3 (-4) 15 (+2) 11 (+0) 10 (+0) 14 (+2) 13 (+1)

Skills Nature +4, Perception +4, Performance +3, Stealth +4,


Survival +4
Damage Resistances psychic
Senses passive Perception 14
Languages Common, Sylvan
Challenge 1/8 (25 XP)

Innate Spellcasting. The jogah’s spellcasting ability is Wisdom


(spell save DC 12). The jogah can innately cast the following
spells, requiring no material components:
At will: druidcraft
1/day each: invisibility, levitate, speak with dead,
thunderwave
ACTIONS
Tiny Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 3 (1 + 2) bludgeoning damage.
Tiny Sling. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
one target. Hit: 3 (1 + 2) bludgeoning damage.

Kuda-Gitsune
Kuda-Gitsune Tiny fey, neutral

Armor Class 13
The kuda-gitsune, or ‘pipe-fox’, is a tiny, foxlike creature Hit Points 4 (3d4 - 3)
with a tubular body. They possess powers of divination and Speed 30 ft., climb 30 ft.
are sometimes summoned by wizards seeking to learn
STR DEX CON INT WIS CHA
secrets known by no one else.
1 (-5) 16 (+3) 9 (-1) 14 (+2) 11 (+0) 14 (+2)
Collectors of Knowledge. A kuda-gitsune spends most
of its time hiding, observing the world around it. In this Saving Throws Dex +5
way, it gathers a vast store of memories―a kuda-gitsune Skills Arcana +4, Perception +2, Stealth +7
Senses darkvision 60 ft., passive Perception 12
forgets nothing. Beyond this, these creatures can read both
Languages all
people’s thoughts and the hidden currents of fate that twist Challenge 0 (10 XP)
through the lives of everyone. It is unclear why knowledge
Innate Spellcasting. The kuda-gitsune’s spellcasting ability is
is so treasured by pipe-foxes; they do not seem especially
Intelligence (spell save DC 12). The kuda-gitsune can innately
selective about what they learn, nor are they particularly cast the following spells, requiring no material components:
reticent to share what they know when asked nicely. At will: mage hand
Haughty Associates. When a kuda-gitsune is called as a 3/day: augury, invisibility
familiar, it will refuse to serve unless the summoner makes 1/day each: detect thoughts, divination
it a worthy offer for its services. They value themselves ACTIONS
highly, believing they are superior to humanoids and only Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
entering into partnerships with wizards that prove Hit: 1 piercing damage.
themselves an intellectual equal. Once a deal is struck, Invisibility. The kuda-gitsune magically turns itself invisible
until it attacks or casts a spell, or until its concentration ends
however, these creatures are curious and helpful, being
(as if concentrating on a spell). Any equipment the kuda-
particularly interested in arcane research in libraries and gitsune wears or carries turns invisible with it.
ancient ruins.

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Lampad Lampad
Nymphs of the underworld, lampades haunt the darkened Medium fey, neutral

tunnels carrying long, slender staves topped with ghostly Armor Class 12 (15 with mage armor)
flame. Beautiful but secretive, lampades are very rarely Hit Points 38 (7d8 + 7)
seen and tend to shy away from the various inhabitants of Speed 30 ft.
that shadowy realm.
STR DEX CON INT WIS CHA
Faintest Light. The world in which lampades live is one 10 (+0) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 18 (+4)
of total darkness, in which even creatures with darkvision
struggle to find their way. Lampades use this to their Skills Arcana +5, Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 13
advantage, leading would-be interlopers astray with tiny
Languages Sylvan, Undercommon
glimpses of light. Against those that are not fooled, Challenge 2 (450 XP)
lampades might deploy their powers of illusion to create a
trap or ambush. Magic Resistance. The lampad has advantage on saving
throws against spells and other magical effects.
Though they are slow to trust, befriending a lampad can
Shadow Step. While the lampad is in dim light or darkness, it
provide an invaluable boon to underground adventurers. In can use a bonus action to teleport up to 60 feet to an
addition to providing their persistent, ghostly light, unoccupied space it can see that is also in dim light or
lampades make natural guides to the mazelike tunnels darkness. It then has advantage on the first melee weapon
attack it makes before the end of its turn.
which they call home, leading their followers around the
Innate Spellcasting. The lampad’s spellcasting ability is
homes of underground monsters and helping them avoid Charisma (spell save DC 14). The lampad can innately cast the
natural hazards on the way to their destination. following spells, requiring no material components:
Dark Charms. Lampades are pale and wan, with At will: continual flame, druidcraft
mournful expressions that rarely permit any kind of smile. 3/day: faerie fire, invisibility, magic missile
1/day each: mage armor, pass without trace, shillelagh
Despite this, they possess a mysterious charm. One look
into their inky-black eyes has spelled a lifetime of ACTIONS
heartbreak for many a mortal and a swift death for others. Staff. Melee Weapon Attack: +2 to hit (+6 with shillelagh),
More than other nymphs, lampades are highly circumspect reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage or
8 (1d8 + 4) bludgeoning damage with shillelagh.
about using this ability, saving it only for dire emergencies.
Fey Charm. The lampad targets one humanoid or beast that it
can see within 30 feet of it. If the target can see the lampad, it

Lubberkin must succeed on a DC 14 Wisdom saving throw or be


magically charmed for 24 hours. The charmed creature
regards the lampad as a trusted friend to be heeded and
A lubberkin is a large, hairy fiend with a broad face and a protected. Although the target isn’t under the lampad’s
long tail, which is most often found in old houses, churches control, it takes the lampad’s request or actions in the most
favorable way possible.
and wine cellars.
Each time the lampad or its allies deal damage to the
Place by the Fire. A lubberkin’s deepest desire is to target, it can repeat the saving throw, ending the effect on
lounge around by the fire with a cup of warm milk. They itself on a success. The effect ends early if the lampad dies,
the lampad is on a different plane of existence from the
are willing to do absolutely anything to realize this dream,
target, or if it ends the effect as a bonus action. On a
including murder, but most of the time they can be successful saving throw, a target is immune to the lampad’s
persuaded to do useful work in fair exchange for sedentary Fey Charm for the next 24 hours.
comforts. Lubberkin can be handy domestic servants thanks The lampad can have no more than 1 humanoid and three
beasts charmed at the same time.
to their strength and endurance, though they are also
extremely lazy, so it is a constant struggle to get them to do
an honest day’s labor.
Alcoholic Temptation. The laziness of lubberkin exception to this is when a lubberkin has the opportunity to
extends to their commitment to evil. Despite being fiends, lure a righteous priest or cleric into drink. Lubberkin love
born to torture and corrupt mortals, most lubberkin do little to see holy people losing their inhibitions and, if possible,
more than frustrate and annoy their victims. The only forsaking the gods of good.

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Lubberkin Night Twist
Medium fiend, neutral evil Night twists are dark, leafless, thoroughly evil trees that use
Armor Class 13 (natural armor) enchantments and illusions to trap and kill sentient
Hit Points 22 (3d8 + 9) creatures, their main source of nourishment.
Speed 30 ft. Stronger than Oak, Tougher than Ironwood. Although
they do not look much different from natural trees (save
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 9 (-1) 8 (-1) 9 (-1) their lack of leaves in summer), night twists are bolstered
by unholy magic, which makes them fantastically durable.
Saving Throws Con +5 When they swing their boughs, they can exert incredible
Skills Deception +1
forces, making them fearsome combatants. Unfortunately,
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren’t silvered; these magical properties disappear once a night twist is
poison felled; timber made from their bodies is damp and spongy;
Condition Immunities poisoned
useless both for construction and firewood.
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, Common, Sylvan Beware the Silent Forest. Night twists are voracious
Challenge 1/2 (100 XP) predators. A single plant can depopulate hundreds of
thousands of acres of forest, drawing intelligent creatures to
ACTIONS its location, so as to enrich the soil with their dead bodies.
Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. The forest around a night twist is therefore eerily quiet and
Hit: 6 (1d4 + 4) bludgeoning damage.
devoid of life―it may also seem darker and twisted, as if
the monstrous tree is spreading an invisible corruption to
the surrounding area.
In the foulest circumstances, a night twist’s dark forest
might also play host to dread blossoms, hide behinds, and

Night Twist Unholy Grace. The night twist adds its Charisma modifier to its
armor class.
Large plant, neutral evil
Innate Spellcasting. The night twist’s spellcasting ability is
Armor Class 21 (natural armor, unholy grace) Charisma (spell save DC 14). The night twist can innately cast the
Hit Points 184 (16d10 + 96) following spells, requiring no material components:
Speed 10 ft. At will: gust of wind, phantasmal killer
3/day each: blight, darkness, entangle, fear
STR DEX CON INT WIS CHA
25 (+7) 6 (-2) 23 (+6) 12 (+1) 14 (+2) 21 (+5) ACTIONS
Multiattack. The night twist makes two slam attacks.
Saving Throws Wis +6, Cha +9 Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Skills Nature +5, Perception +6, Stealth +2, Survival +10 Hit: 20 (3d8 + 7) bludgeoning damage.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons Despair Song (1/Day). The night twist emits a sorrowful sound that
Damage Vulnerabilities fire inspires melancholy and despair. Each creature with an Intelligence
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16 score of 6 or higher within 100 miles of the night twist that can
Languages Common, Elvish, Sylvan hear it must make a DC 17 Wisdom saving throw. On a failed save,
Challenge 12 (8,400 XP) a creature must seek out the source of their sorrow (the night
twist) to the neglect of all other tasks or needs, including eating or
Death Curse. If a creature reduces the night twist to 0 hit points, it sleeping. If physically restrained and not allowed to seek out the
must make a DC 17 Wisdom saving throw or be cursed with night twist, a victim of this despair song takes 1d10 psychic damage
unsettling nightmares. While suffering from this curse, the creature at sunset every day until it dies or the enchantment is removed.
cannot gain any benefits from a long rest, including regaining hit Relocating a victim outside the area affected by the night twist’s
dice and preparing spells. For each 24 hours that passes after being song does not end the enchantment.
cursed, the victim gains one level of exhaustion. The despair song immediately ceases to affect a subject when
If a creature is killed by this curse and subsequently buried, a new the night twist makes a slam attack against it. Otherwise, the
night twist grows on top of the burial site. enchantment can be ended only by the death of the night twist or
a wish spell.

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wolves-in-sheep’s-clothing, all of which slay interlopers Masters of Sleep. Petals are often naive and trusting by
without mercy. In the Feywild, where the night twist’s nature, but are nevertheless skittish around large non-
power is strongest, such a forest would be impenetrable. vegetable creatures, a trait that is vital to their self-
From Beyond the Grave. A night twist’s evil persists preservation. The most notable feature of petals is their
even after the tree is slain. Whoever lands a killing blow incredible facility for soporific magic. Many petals are so
against this foul enemy is subjected to a creeping, deadly good at casting the sleep spell that they never need any
curse that causes them to wither away and die in a matter of other form of self-defense.
days if no cure can be supplied. Even worse, if the victim Community Spirited. Petals sometimes travel alone, but
of the curse is buried in the earth, a new night twist will more often gather together in groups, known as bouquets or
grow from their body. In this way, the night twist ensures gardens depending on their size. This is partly because the
its immortality―the only way to break the cycle is to petals enjoy the company of their own kind, but it is also a
cremate the accursed body, or to raise them from the dead way to amplify their strength. Groups of petals exhibit a
so that their final death is not caused by the night twist’s strange phenomenon whereby they are able to work
curse. together to cast spells of a power and complexity far
beyond anything that could be cast by any individual

Petal member of the group. Of course, when neither the sleep


spell nor this enhanced group-magic is sufficient to defend
Tiny creatures, only six or seven inches in height, with the community, petals are unafraid to bear their tiny
leafy-green flesh and flower petal wings, petals look like a daggers by the dozens to cut an interloper to bits.
cross between pixies and dryads.

Garden of Petals
Bouquet of Petals Large swarm of Tiny fey, neutral good
Medium swarm of Tiny fey, neutral good
Armor Class 16
Armor Class 15 Hit Points 90 (12d8 + 36)
Hit Points 39 (6d8 + 12) Speed 0 ft., fly 30 ft. (hover)
Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 6 (-2) 22 (+6) 16 (+3) 12 (+1) 16 (+3) 22 (+6)
5 (-3) 20 (+5) 15 (+2) 12 (+1) 16 (+3) 20 (+5)
Skills Medicine +6, Nature +7, Stealth +9
Skills Nature +3, Stealth +7 Damage Resistances bludgeoning, piercing, slashing
Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed,
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
petrified, prone, restrained, stunned Senses passive Perception 13
Senses passive Perception 13 Languages Common, Sylvan
Languages Common, Sylvan Challenge 5 (1,800 XP)
Challenge 2 (450 XP)
Swarm. The garden can occupy another creature’s space and
Swarm. The bouquet can occupy another creature’s space vice versa, and the garden can move through any opening
and vice versa, and the bouquet can move through any large enough for a Tiny petal. The swarm can’t regain hit
opening large enough for a Tiny petal. The swarm can’t regain points or gain temporary hit points.
hit points or gain temporary hit points.
Innate Spellcasting. The garden’s spellcasting ability is
Innate Spellcasting. The bouquet’s spellcasting ability is Charisma (spell save DC 17). The garden can innately cast the
Charisma (spell save DC 15). The bouquet can innately cast following spells, requiring no material components:
the following spells, requiring no material components:
At will: animal messenger, detect magic, druidcraft, gentle
At will: druidcraft, sleep repose, produce flame, sleep, speak with animals, speak
3/day: animal messenger, detect magic, gentle repose, speak with plants
with animals, speak with plants 3/day: commune with nature, dispel magic, divination, petal
1/day each: commune with nature, divination storm
1/day each: awaken, conjure woodland beings
ACTIONS
Daggers. Melee Weapon Attack: +7 to hit, one creature in the ACTIONS
bouquet’s space. Hit: 10 (4d4) piercing damage or 5 (2d4) Daggers. Melee Weapon Attack: +7 to hit, one creature in the
piercing damage if the bouquet has half its hit points or garden’s space. Hit: 10 (4d4) piercing damage or 5 (2d4)
fewer. piercing damage if the garden has half its hit points or fewer.

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Rusalka Rusalka
Rusalka are water nymphs that live solitary lives in icy Medium fey, chaotic neutral

polar waters. Many a mortal has been known to become Armor Class 14
obsessed with these fey beauties, despite it being common Hit Points 22 (5d8)
knowledge that such obsessions rarely end well. Speed 30 ft., swim 30 ft.
Bound to Nature. Much like dryads and naiads, rusalka
STR DEX CON INT WIS CHA
are bound to the land―or in their case, a stretch of northern 10 (+0) 18 (+4) 10 (+0) 12 (+1) 14 (+2) 19 (+4)
water―and will suffer dire consequences if it becomes
polluted or damaged. While the arctic seas are not often at Skills Deception +6, Persuasion +6, Stealth +8
Damage Immunities cold
risk of pollution by humanoids, the constant fluctuations in
Senses passive Perception 12
salinity thanks to the melting and freezing of sea ice do Languages Aquan, Elvish, Sylvan
present a threat to any rusalka that are bound to them. Too Challenge 1 (200 XP)
much change in either direction could cause sickness,
Magic Resistance. The rusalka has advantage on saving
depression, and even death for the nymph. throws against spells and other magical effects.
Lonely Spirits. Rusalka are generally reluctant to leave Amphibious. The rusalka can breathe both air and water.
their homes, lest they be unable to prevent the water from Ice Stride. Once on its turn, the rusalka can use 10 feet of its
being poisoned. By unfortunate consequence, most of these movement to step magically into one piece of ice within its
creatures lead extremely lonely lives. The odds of another reach and emerge from a piece of ice within 60 feet of the
first, appearing in an unoccupied space within 5 feet of the
intelligent creature stumbling upon a rusalka's hermitage
second location. Both sections of ice must be Large or larger.
are slim, and there are few who would willingly seek out
Innate Spellcasting. The rusalka’s spellcasting ability is
these obscure souls, for there is little profit and much Charisma (spell save DC 14). The rusalka can innately cast the
danger in such a venture. following spells, requiring no material components:
Friends for Life. When rusalka interact with At will: ray of frost, water breathing
humanoids, it is usually in order to slake their thirst for 3/day: snowshoes, thaw
1/day each: fog cloud, ice shape, pass without trace
companionship. They use their beauty and guile to ensnare
anyone who passes too close to their lairs, resorting to ACTIONS
threats and violence if necessary to keep their new 'friend' Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing
close. Since rusalka usually live underwater, few damage.
humanoids are willing to stay long, even if the nymph is Fey Charm. The rusalka targets one humanoid or beast that it
generous enough to cast a water breathing spell on them. can see within 30 feet of it. If the target can see the rusalka, it
Suffice to say, few are allowed to escape alive. must succeed on a DC 14 Wisdom saving throw or be
magically charmed for 24 hours. The charmed creature
regards the rusalka as a trusted friend to be heeded and
protected. Although the target isn’t under the rusalka’s
control, it takes the rusalka’s request or actions in the most
favorable way possible.
Each time the rusalka or its allies deal damage to the
target, it can repeat the saving throw, ending the effect on
itself on a success. The effect ends early if the rusalka dies,
the rusalka is on a different plane of existence from the
target, or if it ends the effect as a bonus action. On a
successful saving throw, a target is immune to the rusalka’s
Fey Charm for the next 24 hours.
The rusalka can have no more than 1 humanoid and three
beasts charmed at the same time.

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Shimmerling Shimmerling
Tiny fey, chaotic neutral Many faerie mages keep shimmerlings as familiars. These
Armor Class 13 minuscule creatures, never taller than one inch, are
Hit Points 1 (1d4 - 1) extremely playful and love to illuminate the night with their
Speed 5 ft., fly 30 ft. innate magic. When threatened, shimmerlings can gather
into swarms, whereupon they develop a sort of hive mind
STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 15 (+2) that coordinates their lights into a dazzling weapon.
Living, Breathing, Dancing Lights. Some say that the
Skills Stealth +7 creator of the spell dancing lights was inspired by watching
Senses passive Perception 12
the mesmerizing movements of shimmerlings in the wild.
Languages understands Sylvan, but can’t speak
Challenge 0 (10 XP) Whether or not that is true, anyone who has ever taken even
the briefest of strolls through the Feywild would agree that
Magic Resistance. The shimmerling has advantage on saving these monsters do parallel the colorful balls of light
throws against spells and other magical effects.
produced by the spell. When left to their own devices, they
Innate Spellcasting. The shimmerling’s spellcasting ability is
Charisma (spell save DC 12). The shimmerling can innately flit and drift aimlessly, almost like insects, lighting up
cast the following spells, requiring no material components: forest paths with their prismatic hues.
At will: light Shimmerlings know that strangers to the Feywild
sometimes follow their dazzling flights and love to make a
game of leading them around. Of course, shimmerlings
possess nearly childlike intelligence and will normally end
up flying around aimlessly, guiding their guests to
Swarm of Shimmerlings interesting leaves, rocks, and flowers they’ve found.
The Tiniest Familiar. Ordinarily, witches and wizards
Medium swarm of Tiny fey, chaotic neutral
choose tiny creatures like cats and ravens as their familiars.
Armor Class 16 This may be fine for dwarves or elves, but such beasts
Hit Points 45 (10d8)
tower over the average fairy, making them difficult to
Speed 0 ft., fly 30 ft.
accommodate indoors and offering no advantage when it
STR DEX CON INT WIS CHA comes to sneaking through tiny openings or passing
1 (-5) 22 (+6) 11 (+0) 7 (-2) 15 (+2) 18 (+4) unnoticed through crowds. Shimmerlings, on the other
hand, are just the right scale for performing such tasks in a
Skills Perception +4, Stealth +10
Damage Resistances bludgeoning, piercing, slashing fairy village.
Condition Immunities charmed, frightened, paralyzed, Dazzling Swarms. A swarm of shimmerlings is a
petrified, prone, restrained, stunned
daunting thing to fight, since they are capable of casting all
Senses passive Perception 14
Languages Sylvan manner of distracting and disorienting spells, while teeming
Challenge 3 (700 XP) around their targets’ visual organs. They can be vulnerable
to offensive magic, but the high risk of catching allies in
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening the blast makes this a difficult strategy to pursue. Most
large enough for a Tiny shimmerling. The swarm can’t regain Feywild natives advise that it is better to try to calm the
hit points or gain temporary hit points. swarm with diplomacy rather than trying to defeat them at
Innate Spellcasting. The swarm’s spellcasting ability is sword-point. Even if they are highly agitated, shimmerlings
Charisma (spell save DC 14). The swarm can innately cast the
following spells, requiring no material components:
remain playful and can be distracted using toys and games
to defuse the situation.
At will: color spray, dancing lights, daylight, faerie fire, light
1/day each: hypnotic pattern
ACTIONS
Dazzle. Melee Weapon Attack: +8 to hit, one creature in the
swarm’s space. Hit: 14 (4d6) radiant damage or 7 (2d6)
radiant damage if the swarm has half its hit points or fewer.

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Silkbloom Silkbloom
Silkblooms drift through the forests of the Feywild, acting Medium plant, true neutral

as semi-sentient guardians and wardens that offer aid to Armor Class 11


forest creatures and drive off interlopers. They resemble Hit Points 38 (8d8)
large, leafy flowers with spindly tendrils dragging behind, Speed 0 ft., fly 40 ft. (hover)
and can be quite startling on first sight.
STR DEX CON INT WIS CHA
Colors and Temperaments. Many different colors of 6 (-2) 12 (+1) 10 (+0) 5 (-3) 17 (+3) 5 (-3)
silkbloom exist―white and pink being the most common.
White silkblooms are the least aggressive; they will seek to Skills Medicine +5, Nature +1
Damage Vulnerabilities fire
disengage and withdraw when faced with powerful
Senses passive Perception 13
attackers, while those with pink flowers will attempt to Languages understands Sylvan but can’t speak
frighten off hostile creatures with non-lethal attacks where Challenge 1 (200 XP)
possible. It appears that green silkblooms have a particular
Plant Camouflage. The silkbloom has advantage on Dexterity
affinity for wind magic―they seem happiest when strong (Stealth) checks it makes in any terrain with ample obscuring
gusts blow through the trees. Caution is advised around plant life.
violet silkblooms. These will lash out with thorn whips at Innate Spellcasting. The silkbloom’s spellcasting ability is
the slightest provocation. Wisdom (spell save DC 13). The silkbloom can innately cast
the following spells, requiring no material components:
Natural Guardians. Silkblooms are not very intelligent
At will: druidcraft, gust of wind
and understand what they see only on the most simplistic 3/day each: entangle, goodberry, moonbeam
level. They do, however, have a strong instinctive 1/day each: black tentacles, plant growth
ACTIONS
Thorn Lash. Melee Weapon Attack: +4 to hit, reach 15 ft., one
Sword Spider target. Hit: 8 (2d6 + 1) slashing damage and if the target is
Large or smaller, it is pulled 5 ft. closer to the silkbloom.
Large monstrosity, unaligned
Regenerate. The silkbloom regains 5 (1d4 +3) hit points,
Armor Class 16 (natural armor) unless it is in total darkness.
Hit Points 65 (10d10 + 10)
Speed 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA connection to the forest, which means they almost always
16 (+3) 19 (+4) 12 (+1) 6 (-2) 10 (+0) 6 (-2) know what is best for the trees and animals around them. A
silkbloom is able to tell when someone is a threat even if
Skills Athletics +6, Stealth +9 they have yet to do anything harmful, and they are very
Senses darkvision 60 ft., passive Perception 10
Languages ― difficult to deceive.
Challenge 5 (1,800 XP)

Blurred Movement. Attack rolls against the spider have


disadvantage unless the spider is incapacitated or restrained.
Sword Spider
The forests of the Feywild are home to many fearsome
Evasion. If the spider is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it monsters, some of which are familiar to adventurers from
instead takes no damage if it succeeds on the saving throw, the Material Plane. Ettercaps, giant spiders, and phase
and only half damage if it fails.
spiders are a constant threat and, while a few spiders might
Spider Climb. The spider can climb difficult surfaces, including
be manageable for seasoned warriors, vigilance is still
upside down on ceilings, without needing to make an ability
check. required, in case one happens to encounter some of the
Web Walker. The spider ignores movement restrictions more exotic arachnids that stalk the forest.
caused by webbing. Speedy Killers. While similar in shape and size to the
ACTIONS common giant spider, the sword spider is far more
Multiattack. The sword spider makes 4 claw attacks. dangerous. Named after the wicked blades that line the
inside of their legs, they have spelled the doom of many an
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) poison damage. adventurer through the years. Although sword spiders
possess only a weak poison and cannot spin webs, they

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Sylph Sylph
Medium elemental, true neutral Sylphs are solitary, flighty, air elementals that can be found
Armor Class 13 (16 with mage armor) across the Inner and Outer Planes. The first sylphs were
Hit Points 28 (8d8 - 8) created by the djinn, who fused lesser air elementals with
Speed 30 ft., fly 90 ft. humanoid bodies to create hybrid creatures that were half
man, half wind. Over time, the magic of the Elemental
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 8 (-1) 15 (+2) 16 (+3) 17 (+3) Planes transformed the sylphs into winged humanoids with
an inborn love of freedom and adventure. They have a
Saving Throws Dex +5, Con +1 natural affinity for storm sorcery and, while normally
Skills Acrobatics +7. Animal Handling +7, Stealth +7
peaceful, they can unleash powerful magics when cornered.
Damage Resistances cold, lightning, thunder
Senses passive Perception 13 Chasing the Wind. Sylphs cannot resist the urge to
Languages Auran, Sylvan travel far and wide. They tend to drift wherever the wind
Challenge 3 (700 XP)
takes them and become depressed if they get tied down in
Magic Resistance. The sylph has advantage on saving throws one place too long. This wanderlust can even bring sylphs
against spells and other magical effects. far from the Feywild into the Material Plane or the far
Metamagic. The sylph has 8 sorcery points and knows the corners of the multiverse.
Empowered Spell and Quickened Spell metamagics. They are also curious, especially regarding other
Spellcasting. The sylph is an 8th-level spellcaster. Its people’s business, and often use their excellent powers of
spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The sylph has the following sorcerer spells
hearing to eavesdrop on conversations in the hopes of
prepared: learning some juicy piece of gossip. If ever one comes
1st level (4 slots): fog cloud, mage armor, magic missile across multiple sylphs in the same place, it is almost certain
2nd level (3 slots): aerial alacrity, gust of wind that they are swapping stories about the people they have
3rd level (3 slots): gaseous form, haste, lightning bolt
met on their wanderings.
4th level (2 slots): conjure minor elementals
Silk and Jewels. Given that they have little in the way
ACTIONS of worldly needs, most sylphs are not interested in
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one traditional treasure. The only form of wealth that will catch
target. Hit: 7 (1d8 + 3) piercing damage.
a sylph’s attention is fine clothing and jewelry; anything
Shotbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage. beautiful that can be worn is valuable to sylphs. Individual
sylphs use differing means to acquire their accoutrements:
some craft their own or accept jewelry as payment for
irregular work, but a large number are not averse to stealing
have the advantage of incredible speed, springing forth to
a particularly nice item.
ambush their prey before they have time to draw a weapon.
Elemental Nature. A sylph doesn't
A Deadly Combination. Sword spiders typically hunt
require air, food, drink, or sleep.
alone, but under the leadership of an ettercap, they can also
work together with others of their kind. The fleet-footed
sword spiders make a perfect complement to common giant
spiders, which can use their webs to fix targets in place for
their pack-mates to slaughter at will.

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Sylvan Colossus from, but others have been deeply corrupted by wild magic,
Standing over 18 feet tall, with fists of stone and blank, transforming into strange hybrids of giant and beast. The
glowing eyes, a sylvan colossus is an eye-catching sight. Feywild’s influence accumulates across generations, so
They crash through hill and dale, flinging tree trunks like giants born there have gradually diverged from their
javelins to lay low the gigantic beasts they prey upon. ancestors, eventually becoming a whole new species.
The Wild Frontier. In the farthest reaches of the Feral Savages. With the pointed ears of an elf and
Feywild, the forests, jungles, and swamps give way to bodies covered in shaggy fur―or even epiphytic plants―
crags, mountains, and dry uplands. Few fey creatures the sylvan colossi look like the living embodiment of the
venture to these rugged lands, where the mighty giants hold Feywild. They are solitary, volatile, unpredictable
sway. Having been touched by strange fey magic, these monsters; few can guess what is truly going on inside their
titans have abandoned their old ways entirely. Most still heads. Neither do sylvan colossi appear to have much in the
bear the features of the hill or stone giants they descended way of society or culture, though some individuals have
been known to create rudimentary artwork. Stones carved
by these giants are valued by druids due to the natural

Sylvan Colossus magic they contain.


Huge giant, chaotic neutral

Armor Class 18 (natural armor)


Hit Points 138 (12d12 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 17 (+3) 20 (+5) 10 (+0) 13 (+1) 12 (+1)

Skills Athletics +12, Perception +4, Stealth +9


Senses darkvision 60 ft., passive Perception 14
Languages Giant, Sylvan
Challenge 8 (3,900 XP)

Magic Resistance. The sylvan colossus has advantage on


saving throws against spells and other magical effects.
Magic Weapons. The sylvan colossus' weapon attacks are
magical.
Swamp Camouflage. The sylvan colossus has advantage on
Dexterity (Stealth) checks made to hide in swampy terrain.
Innate Spellcasting. The sylvan colossus' innate spellcasting
ability is Charisma (spell save DC 12; +4 to hit). It can innately
cast the following spells, requiring no material components:
At will: dancing lights, druidcraft
1/day each: confusion, conjure woodland beings, cure wounds
(as a 3rd level spell, targeting itself only), detect thoughts,
entangle, fear, pass without trace, teleport
ACTIONS
Multiattack. The sylvan colossus makes two attacks with its
fist.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage.
Javelin. Ranged Weapon Attack: +9 to hit, range 60/240 ft.,
one target. Hit: 27 (6d6 + 6) piercing damage.
Superior Invisibility. The sylvan colossus magically turns
invisible until its concentration ends (as if concentrating on a
spell). Any equipment the colossus wears or carries is invisible
with it.

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Talking Beast Talking Lion
Large beast, neutral good
The boundless magic that suffuses the Feywild enriches
everything within it, from the rocks and trees, to the dullest Armor Class 12
Hit Points 26 (4d10 + 4)
of beasts, such that many animals in the Feywild can Speed 50 ft.
actually speak. No one is sure when the first talking beasts
emerged―perhaps they have been in the Feywild since the STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
beginning―but it is known that the Feywild’s magic can
spontaneously spark intelligence in animals brought there, Skills Athletics +5, Perception +3, Persuasion +4, Stealth +6
so it is clear that talking beasts are as much a natural Senses passive Perception 13
phenomenon as golden apples or wild magic springs. Languages Common, Sylvan
Challenge 1 (200 XP)
Modest Professions. Most often, when beasts gain
intelligence, they turn their new talents to simple Fey Ancestry. The lion has advantage on saving throws
professions and humble abodes. Most animals are content against being charmed, and magic can’t put it to sleep.
to fish and raise crops, rather than hunt their fellow beasts, Magical Attacks. The lion’s attacks count as magical for the
and learn mundane, but useful skills, such as woodworking purposes of overcoming resistance and immunity to
nonmagical attacks and damage.
or sewing. For example, small communities of talking
Keen Smell. The lion has advantage on Wisdom (Perception)
squirrels might build a respectable community in the trees, checks that rely on smell.
trading acorns for currency and building banks for the Pack Tactics. The lion has advantage on an attack roll against
winter months. Intelligent owls, on the other hand, might a creature if at least one of the lion's allies is within 5 feet of
simply reside nearby other animals, enriching their lives the creature and the ally isn't Incapacitated.
with witticisms and nuggets of wisdom. Pounce. If the lion moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
Animal Protectors. Within the woodland realms that
that target must succeed on a DC 13 Strength saving throw or
most talking beasts inhabit, it is the role of the large to be knocked prone. If the target is prone, the lion can make
protect the tiny, both from wild predators and unaware one bite attack against it as a bonus action.
adventurers. A telltale sign that a hunter has encountered a Running Leap. With a 10-foot running start, the lion can long
talking beast (other than hearing them speak, of course) is jump up to 25 feet.
seeing a bear or lion hold their ground in defense of a rabbit ACTIONS
or mouse. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Among communities of talking beasts, the importance Hit: 7 (1d8 + 3) piercing damage.
of bravery and respect are taught in fables passed down Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
through the generations. One such tale tells the story of a
kingly lion and a courageous mouse who save a kingdom
from an evil witch; another tells the tale of a foolish
Skill Bonuses. The talking beast gains skill bonuses
tortoise and a wise hare who engage in a foot race. All the
with two skills appropriate to its base form, determined by
tales of talking beasts teach moral lessons on how to live,
the GM. For example, a snake might become practiced in
no matter where in the animal kingdom they originate.
Deception and Stealth, whereas a bear might become

Talking Beast Template exceptionally skilled with Athletics and Intimidation.


Languages. The talking beast can speak and read
A talking beast is any beast touched by the magic of the Common and Sylvan. If its form is capable of writing, it
Feywild, granting it sapience and the ability to speak. Some can also write in these languages.
talking beasts in the Feywild are born that way, while Fey Ancestry. The talking beast has advantage on
others are spontaneously created from unintelligent saving throws against being charmed, and magic can’t put
animals. The following characteristics change or are added it to sleep.
to a beast that is magically transformed into a talking beast: Magical Attacks. If the beast's original CR was 1 or
Ability Scores. The talking beast's Intelligence, higher, its attacks count as magical for the purposes of
Wisdom, and Charisma scores become 10, if they were overcoming resistance and immunity to nonmagical attacks
lower. and damage.

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Tasloi
Talking Mastiff The tasloi (pronounced TAZ-loy) are a race of primitive,
Medium beast, unaligned goblinoid skulkers that dwell mainly in jungles and warm
forests―something they find in abundance on the Plane of
Armor Class 12 Faerie. Weaker and more cowardly even than true goblins,
Hit Points 5 (1d8 + 1)
Speed 40 ft. tasloi rely on hit-and-run tactics to wear their prey down; it
is almost impossible to draw a tasloi into a fair fight.
STR DEX CON INT WIS CHA Hunters and Savages. Tasloi society is not complex.
13 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
They live in tribes of 50 to 70 individuals, typically a
Skills Insight +5, Perception +3, Survival +3 handful of extended families, and eke out a living by
Senses passive Perception 13 hunting and gathering. Tasloi will eat almost anything,
Languages Common, Sylvan though they prefer elf meat when it is available. To this
Challenge 1/8 (25 XP)
end, they form raiding parties that set out to capture anyone
Fey Ancestry. The mastiff has advantage on saving throws who might be tempted to wander the forest alone.
against being charmed, and magic can’t put it to sleep. Tasloi villages are established in the treetops with
Keen Hearing and Smell. The mastiff has advantage on dozens of simple wooden huts. Tasloi are most comfortable
Wisdom (Perception) checks that rely on hearing or smell.
when elevated off the ground, since their lightweight
ACTIONS bodies are well-adapted to moving along branches. With
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. their gangly, simian limbs, they are sometimes mistaken for
Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it monkeys―though their foul goblinoid stench and grey-
must succeed on a DC 11 Strength saving throw or be
knocked prone. green fur do not resemble any natural monkey in the
slightest.
Ambush the Vulnerable. Tasloi may not be very
fearsome on their own, but they do have some important
strengths. Notably, they possess a natural instinct about

Talking Owl
Tiny beast, unaligned

Armor Class 11 Tasloi


Hit Points 1 (1d4 - 1) Small humanoid (goblinoid), chaotic evil
Speed 5 ft., fly 60 ft.
Armor Class 11 (shield)
STR DEX CON INT WIS CHA Hit Points 5 (2d6 - 2)
3 (-4) 13 (+1) 8 (-1) 10 (+0) 12 (+1) 10 (+0) Speed 30 ft.

Skills Acrobatics +6, Insight +3, Perception +4 STR DEX CON INT WIS CHA
Senses passive Perception 13 12 (+1) 9 (-1) 9 (-1) 9 (-1) 9 (-1) 9 (-1)
Languages Common, Sylvan
Challenge 0 (10 XP) Senses darkvision 60 ft., passive Perception 9
Languages Tasloi
Fey Ancestry. The owl has advantage on saving throws Challenge 1/8 (25 XP)
against being charmed, and magic can’t put it to sleep.
Flyby. The owl doesn't provoke opportunity attacks when it Nimble Escape. The tasloi can take the Disengage or Hide
flies out of an enemy's reach. action as a bonus action on each of its turns.
Keen Hearing and Sight. The owl has advantage on Wisdom Sunlight Sensitivity. While in sunlight, the tasloi has
(Perception) checks that rely on hearing or sight. disadvantage on attack rolls, as well as Wisdom (Perception)
checks that rely on sight.
ACTIONS
ACTIONS
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1 slashing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
damage.

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Tasloi Hunter Tasloi Chief
Small humanoid (goblinoid), chaotic evil Small humanoid (goblinoid), chaotic evil

Armor Class 14 (leather armor, shield) Armor Class 17 (studded leather, shield)
Hit Points 17 (5d6) Hit Points 45 (10d6 + 10)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 10 (+0) 9 (-1) 12 (+1) 9 (-1) 15 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills Acrobatics +3, Nature +1, Stealth +5, Survival +3 Skills Intimidation +2, Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 13
Languages Sylvan, Tasloi Languages Common, Sylvan, Tasloi
Challenge 1/2 (100 XP) Challenge 2 (450 XP)

Nimble Escape. The tasloi can take the Disengage or Hide Nimble Escape. The tasloi can take the Disengage or Hide
action as a bonus action on each of its turns. action as a bonus action on each of its turns.
Sunlight Sensitivity. While in sunlight, the tasloi has Sunlight Sensitivity. While in sunlight, the tasloi has
disadvantage on attack rolls, as well as Wisdom (Perception) disadvantage on attack rolls, as well as Wisdom (Perception)
checks that rely on sight. checks that rely on sight.
ACTIONS ACTIONS
Multiattack. The tasloi makes two melee weapon attacks. Multiattack. The tasloi makes three melee weapon attacks.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing target. Hit: 6 (1d6 + 3) piercing damage.
damage. Leadership (Recharges after a Short or Long Rest). For 1
Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one minute, the tasloi can utter a special command or warning
Large or smaller creature. Hit: The target is restrained. A whenever a nonhostile creature that it can see within 30 feet
creature can use its action to make a DC 10 Strength check to of it makes an attack roll or a saving throw. The creature can
free itself or another creature in a net, ending the effect on a add a d4 to its roll provided it can hear and understand the
success. Dealing 5 slashing damage to the net (AC 10) frees tasloi. A creature can benefit from only one Leadership die at
the target without harming it and destroys the net. a time. This effect ends if the tasloi is incapacitated.

their forest home: they can navigate through the trees with
ease and excel at setting traps that are almost impossible to
detect. Furthermore, they always take note of where
powerful forest monsters set up their lairs, such that they
can set up ambushes on the paths that defeated adventurers
might use when fleeing. In this way, tasloi hunters are able
to exploit moments of weakness to pick off targets that
would normally be beyond their strength.
Tasloi ambushers favor the tactic of concealing
themselves in the treetops, waiting for their unsuspecting
targets to pass below, and then launching a surprise assault
with javelins and nets. War parties led by tasloi chieftains,
all of which are experienced warriors, are particularly
dangerous, and have been known to employ complex
strategies involving multiple traps and feints to set up even
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Totema
Totema are horrifying beasts, spirits of the primitive wilds
made flesh. Towering conglomerations of powerful
animals, teeming with the oldest fey magic, these ancient
spirits are living embodiments of the brutal wilderness and
its untamed fury.
Proto-Fey. In the dawning years of the world, the
Feywild was still a formless realm, an unshaped
embodiment of purest magic. Its denizens were not yet Totema
Medium fey, chaotic evil
capricious tricksters, for magic had yet to be refined into
true spells, and the fey themselves had yet to assemble their Armor Class 15 (natural armor)
courts. The original fey―if they could be called that―were Hit Points 52 (8d8 + 16)
a brutal reflection of nature, strange aggregates of plants Speed 30 ft., burrow 30 ft., fly 60 ft. (hover), swim 30 ft.

and beasts, known to early peoples as totema. STR DEX CON INT WIS CHA
As the world developed, so too did the Feywild, and 17 (+3) 15 (+2) 14 (+2) 10 (+0) 18 (+4) 13 (+1)
totema became an ancient breed, exiled to the edge of the
Feywild, yet they continue to thrive in the untamed Saving Throws Wis +6, Cha +3
Skills Intimidation +5, Nature +4, Perception +8, Sleight of
wildernesses at the perimeter of the known world. Hand +6, Stealth, Survival +8
Monuments to Strength. Early humanoids honored Damage Resistances fire; bludgeoning, piercing, and slashing
totema for their unearthly power, and built wooden effigies from nonmagical weapons
Condition Immunities charmed
in their honor, seeking to capture that strength for their Senses blindsight 60 ft., truesight 60 ft., passive Perception 18
own. Totema obliged, as they always shall, for a small Languages Primordial, Sylvan
blood offering at the foot of one of their effigies. Challenge 4 (1,100 XP)

Keen Sight. The totema has advantage on Wisdom

Wild Elemental (Perception) checks that rely on sight.


Primordial Magic. Whenever the totema deals damage with
Roiling, churning clouds of elemental chaos, these unstable an attack, it can choose to change the damage type to any of
the following: cold, fire, lightning, or thunder damage.
creatures can be harnessed by spellcasters, though only the
most foolhardy would dare do so. ACTIONS
Primordial Magic. In the Feywild, an abundance of raw Multiattack. The totema makes one bite attack and either
uses its entangling vines or makes one attack with its claws.
and uncontrolled magic sometimes gives rise to a wild
Acid Spit. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
elemental. They are constituted from pure energy, which
one target. Hit: 8 (1d12 + 2) acid damage.
manifests in various forms, including fire, ice, and thunder.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
By channeling this energy, wild elementals are able to lash Hit: 6 (1d6 + 3) piercing damage and the target must make a
out with a range of spells, or augment their physical attacks DC 12 Constitution saving throw or take 9 (2d8) poison
with magical power. damage.

Mysterious Shimmering Clouds. The form of a wild Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage.
elemental is indistinct, appearing as a gaseous mass of
Entangling Vines. Melee Weapon Attack: +5 to hit, reach 10
smoke, glitter, colored lights, and transient effects. Swords ft., one target. Hit: the target is grappled and restrained by
and axes pass through them easily, doing little harm to the the totema (escape DC 13.)
elemental and, while they are not as fast as air or fire
elementals, their ability to strike at range makes them just
as dangerous.
Elemental Nature. An elemental doesn’t require air,
food, drink, or sleep.

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Wild Elemental
Large elemental, chaotic neutral

Armor Class 14
Hit Points 102 (12d10 + 36)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


14 (+2) 19 (+4) 16 (+3) 6 (-2) 10 (+0) 9 (-1)

Damage Immunities poison


Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Sylvan
Challenge 5 (1,800 XP)

Illumination. The elemental sheds dim, multicolored light in a


30-foot radius.
Wolf-in-
Weird Arcana. Whenever the elemental casts a spell or
cantrip, roll a d20. On a 1, it rolls immediately on the Weird
Arcana table.
Sheep’s-Clothing
To the untrained eye, a wolf-in-sheep’s-clothing looks like
Wild Form. The elemental constantly shifts in form: burning a harmless tree stump. Any adventurer who intendeds to
with flames one moment, crackling with electricity the next.
At the start of each of the elemental’s turns, roll a d6 on the travel through forested terrain must be careful, therefore, to
table below. The elemental has resistance to the damage type learn the telltale signs that give away this monster’s true
that corresponds to the result, and the additional damage on nature.
its touch attack also changes to that type. Both effects persist
until the start of the elemental’s next turn.
Corpse Puppets. The top of a wolf-in-sheep’s-clothing’s
body is covered in hair-like filaments that it can freely
D6 Damage Type D6 Damage Type
1 Fire 4 Thunder manipulate. Typically, the monster captures and kills a tiny
2 Cold 5 Acid animal, such as a rodent or bird, and attaches its filaments
3 Lightning 6 Radiant to the corpse so that it can control it like a puppet. By
Innate Spellcasting. The wild elemental’s spellcasting ability moving the corpse to dance around, the wolf-in-sheep’s-
is Charisma (spell save DC 9). The wild elemental can innately clothing lures in larger prey to be strangled and eaten.
cast the following spells, requiring no material components:
Though the wolf-in-sheep’s-clothing vaguely
At will: dancing lights, fire bolt, ray of frost, shocking grasp
understands how its corpse puppet might normally act, this
3/day each: faerie fire
1/day each: fog cloud understanding is severely limited. For example, it might
ACTIONS know that birds fly about, but it might not understand how
a bird’s song sounds. These inconsistencies can prove to be
Multiattack. The elemental makes two touch attacks.
invaluable clues for adventures that come across this
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage plus 9 (2d8) additional monster.
damage of a type determined by the Wild Form ability. Toothsome Maw. Once a wolf-in-sheep’s-clothing has
come out of hiding and committed itself to an attack, a
gaping vertical slit opens in its body. Lined with sharp
teeth, this mouth is large enough to bite a human’s head
clean off, though the monster generally prefers to strike
with its tentacles (which are disguised as roots before it
attacks) and only brings its teeth to bear once the victim is
already dead.

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Wolf-in-Sheep’s-Clothing Infested Corpse. Any creature that eats a corpse that has been
animated by the wolf-in-sheep's-clothing's filaments is
Medium aberration, neutral
automatically subjected to the parasitic infestation detailed in the
Implant action.
Armor Class 17 (natural armor)
Hit Points 97 (13d8 + 39) ACTIONS
Speed 5 ft., burrow 5 ft., climb 5 ft.
Multiattack. The wolf-in-sheep’s-clothing makes two tentacle
attacks.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 17 (+3) 6 (-2) 14 (+2) 7 (-2) Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled
(escape DC 14). The wolf-in-sheep’s-clothing can grapple a
Saving Throws Wis +4
maximum of two creatures.
Skills Insight +4, Nature +0, Perception +6, Stealth +4
Condition Immunities prone Implant. The wolf-and-sheep’s-clothing implants an egg in one
Senses darkvision 60 ft., passive Perception 16 creature it has grappled. The target must make a DC 13
Languages ― Constitution saving throw or become infested.
Challenge 3 (700 XP) While a creature is infested, it takes 5 (1d10) necrotic damage
daily at dawn for the next four days. This damage cannot be
Corpse Lure. The wolf-in-sheep's-clothing can use small filaments to reduced or resisted in any way. On the fifth day, the parasite bursts
manipulate any tiny object that sits on top of it, without requiring an free from their body, dealing 28 (8d6) slashing damage and ending
action. It can use this ability to maneuver a Tiny corpse like a the infestation.
puppet, to the extent that it has advantage on any Deception checks The infestation can be cured with a DC 25 Wisdom (Medicine)
it makes to convince others that the corpse is alive. check or a greater restoration spell. The victim takes 14 (4d6)
slashing damage every time the Medicine check is attempted,
False Appearance. As long as the wolf-in-sheep's-clothing remains
regardless of the outcome.
motionless, it is indistinguishable from a tree stump with a dead
rodent lying on top.

Yuki-Onna
Beautiful but capricious, yuki-onna appear before mortals
during fierce blizzards, sometimes leading lost souls to
safety, and sometimes luring them to a frosty grave. It is
said that these snow-women must disguise themselves as
humans in order to find a husband and bear children,
though others assert that they are in fact the transformed
spirits of women who got lost in snowstorms.
Unearthly Beauty. These fey creatures always appear as
beautiful women with long, black hair, soft, blue eyes, and
icy skin. Their snowy robes swirl and billow continuously,
even when no wind blows (though they are, of course,
rarely seen in such calm conditions). Few humanoids can
look upon a yuki-onna without being stunned by their
captivating presence.
Bloodless Killers. Yuki-onna disdain physical violence
for reasons unknown, which is particularly odd,
considering the frequency with which they attempt to kill
mortals. Thus, rather than direct conflict, a yuki-onna relies
on the natural cold of the tundra to do the heavy lifting. She
may use trickery, illusion or enchantment to hasten the
process, but will never willingly inflict harm by her own
hand.

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Yuki-Onna utter ruin. For this reason, many people leave treats such as
biscuits and cakes out at night, hoping to lure and keep one
Medium fey, any chaotic alignment
of these creatures. People who succeed in attracting a
Armor Class 14 zashiki-warashi have been known to go to great lengths to
Hit Points 45 (10d8) retain them, spoiling them with treats and toys, even doting
Speed 30 ft.
on their fey tenant more than their own children.
STR DEX CON INT WIS CHA Playful Little Monsters. Zashiki-warashi love large,
10 (+0) 13 (+1) 10 (+0) 15 (+1) 16 (+3) 20 (+5) well-kept, old houses, music, and practical jokes. They
often play in the soot from fireplaces and leave ashen
Skills Deception +9, Perception +6, Performance +9,
Persuasion +7, Stealth +5 footprints all over the house. They also like to cavort with
Damage Immunity cold noisy objects in the night, waking up sleeping humanoids.
Damage Resistance bludgeoning, piercing, and slashing from Some zashiki-warashi will even jump up and down on
nonmagical weapons
Senses darkvision 60 ft., passive Perception 16
people’s beds, vanishing from sight before the sleeper
Languages Common, Sylvan opens their eyes.
Challenge 4 (1,100 XP)

Magic Resistance. The yuki-onna has advantage on saving


throws against spells and other magical effects. Zashiki-Warashi
Blizzard Stealth. The yuki-onna is unaffected by extreme cold Small fey, any alignment
and can hide as a bonus action during snowy conditions. It
does not treat ice or snow as difficult terrain. Armor Class 13
Hit Points 27 (6d6 + 6)
Spellcasting. The yuki-onna is an 8th level spellcaster. Its Speed 25 ft.
spellcasting ability is Charisma (spell save DC 15). The yuki-
onna knows the following sorcerer spells:
STR DEX CON INT WIS CHA
Cantrips (at will): chill touch, dancing lights, ray of frost, minor 8 (-1) 16 (+3) 13 (+1) 11 (+0) 15 (+2) 18 (+4)
illusion
1st level (4 slots): comprehend languages, disguise self, fog Skills Performance +6, Stealth +6
cloud Damage Resistance bludgeoning, piercing, and slashing from
2nd level (3 slots): detect thoughts, hold person nonmagical weapons
3rd level (3 slots): sleet storm Senses darkvision 60 ft., passive Perception 12
4th level (2 slots): confusion, greater invisibility, ice storm Languages Common
ACTIONS Challenge 1 (200 XP)

Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one Blessings of the House. When the zashiki-warashi finishes a
target. Hit: 6 (1d10 + 1) cold damage. long rest in a building, each creature that has slept in that
Lose the Way (Recharge 6). The yuki-onna touches a building within the last 24 hours gains 1 luck point, which it
creature, which must then make a DC 15 Wisdom saving can spend to re-roll one d20 when it makes an attack roll,
throw or be completely unable to find their way anywhere for ability check, or saving throw. Unspent luck points disappear
the next 10 (3d6) hours. An affected character automatically after 24 hours.
fails all Wisdom (Survival) checks for the duration, cannot Magic Resistance. The zashiki-warashi has advantage on
navigate anywhere, follow tracks, locate their position on a saving throws against spells and other magical effects.
map, use a compass, or even find the door to leave a room
without being led by another person the entire way. Any Innate Spellcasting. The zashiki-warashi’s spellcasting ability
attempt to navigate results in the affected character is Charisma (spell save DC 14). The zashiki-warashi can
becoming hopelessly lost. innately cast the following spells, requiring no material
components:
At will: dispel magic, invisibility, minor illusion, pass without
trace, silent image

Zashiki-Warashi 1/day each: bane, bestow curse, burning hands, counterspell,


knock, teleport (self only)

The zashiki-warashi is a small, playful creature that looks ACTIONS


like a young child with bobbed hair. Generally harmless, Mischief. Ranged Spell Attack: +6 to hit, reach 5 ft., or range
they spend most of their time hiding in people’s houses and 60 ft., one target. Hit: 5 (2d4) psychic damage and the target
has disadvantage on its next attack roll.
making mischief.
Lucky Charm. One target within 60 feet of zashiki-warashi
Blessings and Curses. It is said that if you see one of gains 2d4 temporary hit points and has advantage on its next
these fey in your house, it will bring you good fortune, attack roll.
though if the zashiki-warashi ever leaves, you will face

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Non-Player lives of their own, acting to undermine everything their
other half has accomplished.

Characters Call to Arms. Some fey elves feel the same sense of
wanderlust that inspires adventurers the world over, though
On adventures through the Feywild, it can be hard to in truth, their numbers are few. Generally, the most
distinguish between monsters and men, for even the adventurous fey elves join the Caelagarm Oath-Keepers or
Feywild’s civil residents vary widely in appearance, to say the Gloaming Knights; organizations that allow them to
nothing of its wilder inhabitants. The following statistics, play a role in keeping their homeland safe. When fey elf
however, are definitively characters, and can be used to cities are more seriously threatened, however, almost all of
populate secret enclaves, fey courts, and the settlements the adults within will be capable of taking up arms. These
found near fey bridges. The races included are the most citizens do not have the discipline or battlefield experience
humanlike an adventurer is likely to encounter in the of true soldiers, but their ranks will surely include powerful
Feywild, including fey elves, pixies, sithe, and sprites. wizards, athletic fencers, and brilliant tacticians.

Fey Elf Fey elves make up the majority of the zealous Gloaming
Knights, for they can work with metals such as iron and
Originally, the fey elves were fugitives from the Material
steel with ease. Of course, these roving knights favor silver
Plane, seeking to escape the realm of grasping humans and
above all other metals for its efficacy against lycanthropes,
boorish dwarves to find peace and quiet in the Feywild.
which they are sworn to destroy. The Fey Courts will have
Over the millennia, they have become the most prominent
nothing to do with this organization, but may sometimes
race in the Plane of Faerie, responsible for constructing its
subtlety direct the Gloaming Knights’ boundless ire toward
grand cities and building the Faerie Courts from small
their enemies when it serves their interests.
groups of like-minded fey into interplanar powers.
Long, Luxurious Lives. Fey elves are long-lived: with
luck, it is quite possible for them to live over 1,000 years. Fey Elf Gloaming Knight
Medium humanoid (elf), true neutral
Most of them spend this time in the Feywild’s cities, where
they are largely free from want, violence, or privation of Armor Class 16 (studded leather)
any kind, thus affording them the opportunity to spend Hit Points 55 (10d8 + 10)
years studying art or philosophy―or to get involved in fey Speed 30 ft.

politics. From the outside, it very much appears that fey elf
STR DEX CON INT WIS CHA
society is comprised entirely of nobles, with no peasants, 10 (+0) 18 (+4) 12 (+1) 13 (+1) 14 (+2) 14 (+2)
merchants, soldiers, or other such unrefined sorts to be
found. Saving Throws Dex +6, Int +3
Skills Insight +6, Perception +6, Stealth +8
More than anything else, fey elven culture values the Senses darkvision 60 ft., passive Perception 16
perfection of skills. A fey elf artisan will not call Languages Elvish, Sylvan, plus any one language
themselves a master of their trade until they reach a stage Challenge 4 (1,100 XP)
where everything they make is completely flawless, each
Cunning Action. On each of its turns, the knight can use a bonus
time. Fey elves are sticklers for detail, who struggle to hide action to take the Dash, Dodge, Disengage, or Hide action.
their contempt for the clumsy races of the Material Plane. Fey Ancestry. The knight has advantage on saving throws against
Similarly, fey elf fashion is a never-ending rabbit hole being charmed and magic can’t put it to sleep.
where the most minute tweak in shape or hue can mean the Iron Blood Charm. The knight is immune to all diseases, including
difference between something being beautiful or hideous. magical ones, such as the curse of lycanthyopy.
Hidden Darkness. While fey elves present a splendid Silvered Weapons. All weapon attacks made by the knight are
silvered.
face to outsiders, in truth they are deeply flawed. Every fey
Sneak Attack (1/Turn). The knight deals an extra 14 (4d6) damage
elf carries a murky cloud in their heart, luring them towards
when it hits a target with a weapon attack and has advantage on
degradation, madness, and depravity―the metaphysical the attack roll, or when the target is within 5 feet of the knight
price they must pay to balance out their luxurious that isn’t incapacitated and the knight doesn’t have disadvantage
on the roll.
existence. How this darkness manifests can vary. It is not
uncommon for fey elves to be possessed by uncontrollable Innate Spellcasting. The knight’s spellcasting ability is Intelligence
(spell save DC 11). The knight can innately cast the following spell,
evil for one night per year, or for their shadows to take on requiring no material components:

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1/day each: misty step spend their days felling dangerous sylvan colossi or night
ACTIONS twists, rather than mediating petty disputes between the
Multiattack. The knight makes two melee weapon attacks, one of Courts. That being said, because their Oaths are sworn to
which must be a dagger attack. the Frolicking Court, the Oath-Keepers are also obligated
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. to oversee the security and sanctity of traditional fey
Hit: 8 (1d8 + 4) piercing damage. holidays and festivals.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, or range 150/600 ft.,
Fey Elf Oath-Keeper
one target. Hit: 8 (1d8 + 4) piercing damage. Medium humanoid (elf), lawful neutral

Armor Class 18 (half-plate, parrying cane)


The closest the Feywild has in the way of authorities are
Hit Points 90 (12d6 + 36)
the Caelagarm Oath-Keepers, who make a solemn pact to Speed 30 ft.
defend their home from outside invaders and internal
threats. Resolutely neutral in most conflicts, the Oath- STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 12 (+1) 15 (+2) 16 (+3)
Keepers seek to maintain peace above all else, and try to
Saving Throws Str +7, Con +6
Skills Athletics +7, Sleight of Hand +5, Insight +5, Perception +5,
Intimidation +6, Persuasion +6
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Sylvan
Challenge 7 (2,900 XP)

Action Surge (Recharge 6). The oath-keeper can take its


multiattack action twice this turn.
Fell the Mighty. The oath-keeper deals an additional 1d6 damage
on melee weapon attacks to creatures that are Large size or
larger.
Fey Ancestry. The oath-keeper has advantage on saving throws
against being charmed and magic can’t put it to sleep.
Legendary Resistance (1/Day). If the oath-keeper fails a saving
throw, it can choose to succeed instead.
Innate Spellcasting. The oath-keeper’s spellcasting ability is
Intelligence (spell save DC 12). The oath-keeper can innately cast
the following spell, requiring no material components:
1/day each: misty step
ACTIONS
Multiattack. The oath-keeper makes three rapier or hand
crossbow attacks and either one parrying cane attack or one
Disarm action.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Parrying Cane. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) bludgeoning damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Disarm. The oath-keeper makes an attack roll with its rapier
against one creature it can see within 5 feet, contested by a
Strength (Athletics) or Dexterity (Acrobatics) check from the
defender. If the oath-keeper’s roll is higher, the target drops up to
two weapons or items it is holding. The target has advantage of it
is Large or larger.
REACTIONS
Parry. The oath-keeper adds 3 to its AC against one melee attack
that would hit it. To do so, the oath-keeper must see the attacker
and be wielding a melee weapon.

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Scholars can commonly be found dwelling in the libraries
in the secret enclaves and stunning fey elf cities found
Pixie
throughout the Feywild, but can also be chanced upon Fairies are universally tiny, winged fey folk with a degree
researching or investigating some pressing topic outside of innate arcana. Different varieties of fairy can easily be
their usual urban bastions. Only a few fey scholars dedicate distinguished by their wings: pixies are the friendliest and
themselves to a single field or subject; with nearly a feature vibrant butterfly wings.
millennium of time to devote to study, most spend a few Quiet Villagers. Pixies conceal their villages in the
decades at a time mastering a new field or subject before treetops and among gardens where nature can hide and
moving on. shelter them. These tiny, serene villages are quaint and
picturesque, albeit on a smaller scale than most humanoids

Fey Elf Scholar might be used to, with well-tended flower beds and a
sprinkling of illusion magic.
Medium humanoid (elf), any alignment
Given the choice, most pixies would rather remain in
Armor Class 14 (17 with mage armor) their village homes with their family, friends, and
Hit Points 24 (7d8 + 7) neighbors, rather than gallivant around the Feywild or the
Speed 30 ft.
Material Plane. It is almost certain that an adventuring pixie
STR DEX CON INT WIS CHA has a concrete reason for leaving their village, as opposed
9 (-1) 19 (+4) 9 (-1) 20 (+5) 10 (+0) 17 (+3) to simple wanderlust.
Peaceful Solutions, Where Possible. Pixies are among
Saving Throws Int +7, Cha +5
Skills Arcana +9, History +9, Investigation +9, Medicine +4, Nature
the most naturally talent arcanists to be found in the
+7, Perception +2, Performance +5, Religion +7 Feywild -- no small praise, given the nature of the fey.
Senses darkvision 60 ft., passive Perception 12 Despite the devastating magical potential with which pixies
Languages Elvish, plus any five other languages
Challenge 1/2 (100 XP)
are endowed, however, they always seek to utilize their
powers in nonviolent ways first. Magic is, after all, a
Fey Ancestry. The scholar has advantage on saving throws against creative force, and pixies know that creativity solves far
being charmed and magic can’t put it to sleep.
more problems than mindless destruction.
Jack of All Trades. The scholar adds +1 to all of its ability checks
that don’t already include its proficiency bonus.
Masters of herbal remedies and restorative magic, pixie
Innate Spellcasting. The scholar’s spellcasting ability is
healers can bring the mortally wounded back from the
Intelligence (spell save DC 15). The scholar can innately cast the
following spell, requiring no material components: brink, cure victims of the Feywild's terrible curses, and lift
1/day each: misty step curses placed by evil fey.
Spellcasting. The scholar is a 7th-level, multiclassed spellcaster.
Its spellcasting ability is Charisma for bard spells (spell save DC 13,
+5 to hit with spell attacks) and Intelligence for wizard spells (spell
Pixie Healer
save DC 15, +7 to hit with spell attacks). The scholar has the Tiny fey (pixie), any good alignment
following spells prepared:
Armor Class 15
Bard cantrips (at will): mending, prestidigitation Hit Points 12 (5d4)
Wizard cantrips (at will): fire bolt, mage hand, minor illusion, ray Speed 10 ft., fly 30 ft.
of frost
1st level (4 slots): Bard spells: charm person, detect magic, healing
STR DEX CON INT WIS CHA
word, identify, illusory script; Wizard spells: expeditious retreat,
2 (-4) 20 (+5) 10 (+0) 10 (+0) 17 (+3) 15 (+2)
fog cloud, mage armor, floating disk, unseen servant
2nd level (3 slots): Wizard spells: hold person, locate object,
suggestion Skills Medicine +5, Perception +5, Stealth +7
3rd level (3 slots): Wizard spells: clairvoyance, dispel magic Senses passive Perception 15
4th level (1 slot): No prepared spells Languages Sylvan
Challenge 1 (200 XP)
ACTIONS
Small Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Magic Resistance. The pixie has advantage on saving throws
target. Hit: 6 (1d4 + 4) piercing damage. against spells and other magical effects.
Innate Spellcasting. The pixie’s spellcasting ability is Charisma
(spell save DC 12). The pixie can innately cast the following spells,
requiring no material components:

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1/day each: confusion, dancing lights, detect evil and good, detect ACTIONS
thoughts, fly, phantasmal force, polymorph, remove curse, sleep
Release Wild Magic. The pixie taps into the raw magic of the
Spellcasting. The pixie is a 5th-level spellcaster. Its spellcasting world, with unpredictable consequences. Any spellcaster of the
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). pixie’s choice within 120 feet of it immediately roll on the Weird
The pixie has the following druid spells prepared: Arcana table.
Cantrips (at will): druidcraft, mending Release Wild Magic. The pixie taps into the raw magic of the
1st level (4 slots): cure wounds, entangle, healing word, speak world, with unpredictable consequences. Any spellcaster of the
with animals pixie’s choice within 120 feet of it immediately roll on the Weird
2nd level (3 slots): lesser restoration, pass without trace, Arcana table.
protection from poison
3rd level (2 slots): dispel magic Wild Magic Burst. The pixie rolls twice on the Weird Arcana table
and choose either result.
ACTIONS
Superior Invisibility. The pixie magically turns invisible until its
concentration ends (as if concentrating on a spell). Any
equipment the pixie wears or carries is invisible with it.
Sithe
Natural illusionists and shapeshifters, sithe make up for
By directly manipulating the Feywild's natural flow of their small stature with cunning, wit, and guile. Sithe
arcana, pixie mages can greatly magnify their power. Of resemble other fairies, particularly pixies, but are even
course, doing so is risky, and sometimes results in shorter and have very different skin tones.
unpredictable effects. Courtly Politics. Whereas pixies generally avoid webs
of political intrigue, sithe relish the opportunity to scheme

Pixie Mage and plot in the Fey Courts. Sithe have a mind for
organization, enemies, and alliances, and constantly look to
Tiny fey (pixie), any good alignment
maneuver situations in their favor. Given an objective, a
Armor Class 15 sithe is extremely resourceful in achieving their goal, using
Hit Points 16 (11d4 - 11)
everything from magic to good old-fashioned duplicity to
Speed 10 ft., fly 30 ft.
get their way.
STR DEX CON INT WIS CHA Nearly all Fey Courts count a sithe wizard among their
2 (-4) 20 (+5) 8 (-1) 10 (+0) 15 (+2) 18 (+3) number, if not an entire school of them, and highly value
their allegiance. As well as being powerful arcanists, sithe
Saving Throws Cha +2
Skills Perception +4, Stealth +7 advisors are highly valued by the great and good of the
Senses passive Perception 14 Feywild―even archfey, in part because of their devious
Languages Sylvan intuition, and in part because of the sithe information
Challenge 3 (700 XP)
network: a series of tiny castles and miniscule mage towers
Magic Resistance. The pixie has advantage on saving throws that dot the Feywild, concealed in illusions or tucked away
against spells and other magical effects. in secret enclaves. From this network, sithe communities
Innate Spellcasting. The pixie’s spellcasting ability is Charisma gather all manner of information and communicate it
(spell save DC 14). The pixie can innately cast the following spells,
invisibility across the plane.
requiring no material components:
Everyday Magic. Even moreso than other fey, sithe
At will: druidcraft, entangle
1/day each: awaken, commune with nature, detect evil and good, prefer to solve their problems with magic. Rather than
dispel evil and good, mislead, plant growth, wall of thorns defending their villages with warriors or nestling them deep
Spellcasting. The pixie is a 11th-level spellcaster. Its spellcasting in natural camouflage, sithe simply wrap them with
ability is Charisma (spell save DC 14, +6 to hit with spell attacks). illusions. If a sithe purchases goods from an unaware
The pixie has the following sorcerer spells prepared:
humanoid, they’re likely to pay with faerie gold, which
Cantrips (at will): dancing lights
1st level (4 slots): comprehend languages, faerie ward, fog cloud,
vanishes after an hour. If a sithe is being pursued by a
sleep hungry predator or an angry rival, they’ll simply transform
2nd level (3 slots): detect thoughts, hold person, misty step into a tiny insect and wait until the coast is clear. Every
3rd level (2 slots): dispel magic, fly
problem (except the unimportant moral ones) can be
4th level (3 slots): banishment, confusion, polymorph
5th level (2 slots): creation resolved magically.
6th level (1 slot): wind walk

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Sithe wizards are sworn to nearly every fey court and are
integral to the machinations of fey politics. When major
Sithe Covert Agent
Tiny fey (sithe), lawful evil
shifts upset the Courts' status quo, a sithe wizard has
normally had something to do with it. Armor Class 13 (16 with mage armor)
Hit Points 45 (13d4 + 13)
Speed 10 ft., fly 30 ft.
Sithe Court Wizard STR DEX CON INT WIS CHA
Tiny fey (sithe), any neutral alignment
5 (-3) 16 (+3) 12 (+1) 19 (+4) 13 (+1) 10 (+0)
Armor Class 12 (15 with mage armor)
Hit Points 42 (17d4) Saving Throws Dex +5, Int +6
Speed 10 ft., fly 30 ft. Skills Arcana +6, Investigation +6, Perception +3, Sleight of Hand
+7, Stealth +7
STR DEX CON INT WIS CHA Senses passive Perception 13
3 (-4) 15 (+2) 11 (+0) 22 (+6) 16 (+3) 15 (+2) Languages Elvish, Sylvan, plus any two other languages
Challenge 2 (450 XP)
Saving Throws Int +10, Wis +7
Evasion. If the sithe is subjected to an effect that allows it to make
Skills Arcana +14, Nature +10
a Dexterity saving throw to take only half damage, it instead takes
Damage Resistances bludgeoning, piercing, and slashing damage
no damage if it succeeds on the saving throw, and only half
from nonmagical weapons (from stoneskin)
damage if it fails.
Senses passive Perception 13
Languages Sylvan, plus any other language Fey Heritage. The sithe has advantage on saving throws against
Challenge 11 (7,200 XP) being charmed, and magic can’t put it to sleep.
Sneak Attack (1/Turn). The sithe deals an extra 24 (7d6) damage
Fey Heritage. The sithe has advantage on saving throws against when it hits a target with a weapon attack and has advantage on
being charmed, and magic can’t put it to sleep. the attack roll, or when the target is within 5 feet of the sithe that
Innate Spellcasting. The sithe’s spellcasting ability is Intelligence isn’t incapacitated and the sithe doesn’t have disadvantage on the
(spell save DC 18). The sithe can innately cast the following spells, roll.
requiring no material components: Innate Spellcasting. The sithe’s spellcasting ability is Intelligence
At will: dancing lights, druidcraft (spell save DC 14). The sithe can innately cast the following spells,
1/day each: entangle, invisibility, sleep requiring no material components:
Spellcasting. The sithe is a 17th-level spellcaster. Its spellcasting At will: dancing lights, druidcraft
ability is Intelligence (spell save DC 18, +10 to hit with spell 1/day each: entangle, invisibility, sleep
attacks). The sithe has the following wizard spells prepared: Spellcasting. The sithe is a 5th-level spellcaster. Its spellcasting
Cantrips (at will): mage hand, message, minor illusion, ability is Intelligence (spell save DC 14, +6 to hit with spell
prestidigitation, ray of frost attacks). The sithe has the following wizard spells prepared:
1st level (4 slots): comprehend languages, detect magic, fog cloud, Cantrips (at will): dancing lights, fire bolt, mage hand, minor
mage armor, magic missile illusion
2nd level (3 slots): darkvision, invisibility, scorching ray 1st level (4 slots): disguise self, illusory script, mage armor, silent
3rd level (3 slots): bestow curse, counterspell, detect magic, image
sending, shrink object, sleet storm 2nd level (3 slots): invisibility, mirror image, suggestion
4th level (3 slots): banishment, stoneskin 3rd level (2 slots): sending
5th level (2 slots): geas, teleportation circle
6th level (1 slot): chain lightning, flesh to stone ACTIONS
7th level (1 slot): prismatic spray Tiny Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
8th level (1 slot): maze target. Hit: 3 (0 + 3) piercing damage.
9th level (1 slot): secret enclave
ACTIONS Sithe guards patrol the gardens belonging to certain
Tiny Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. archfey and stand vanguard at the gate of hidden cities and
Hit: 3 (1 + 2) bludgeoning damage. secret enclaves.

A secret network of sithe covert agents monitors


everything in the Feywild from their perches in invisible Sithe Guard
hideaways, stockpiling secrets, keeping track of the Tiny fey (sithe), any lawful alignment

comings and goings of important fey, and searching for Armor Class 14 (studded leather)
imminent threats. Hit Points 7 (2d4 + 2)
Speed 10 ft., fly 30 ft.

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Fey Heritage. The sithe has advantage on saving throws against
STR DEX CON INT WIS CHA being charmed, and magic can’t put it to sleep.
8 (-1) 14 (+3) 12 (+1) 13 (+1) 11 (+0) 10 (+0)
Main Gauche. As long as the sithe is holding a melee weapon in
each hand, it gains a +2 bonus to its AC.
Skills Perception +4
Senses passive Perception 14 Innate Spellcasting. The sithe’s spellcasting ability is Intelligence
Languages Sylvan (spell save DC 14). The sithe can innately cast the following spells,
Challenge 1/4 (50 XP) requiring no material components:
At will: dancing lights, druidcraft
Fey Heritage. The sithe has advantage on saving throws against 1/day each: entangle, invisibility, sleep
being charmed, and magic can’t put it to sleep.
ACTIONS
Innate Spellcasting. The sithe’s spellcasting ability is Intelligence
(spell save DC 11). The sithe can innately cast the following spells, Multiattack. The sithe makes four attacks: three with its sabre
requiring no material components: and one with its seax.
At will: dancing lights, druidcraft Tiny Sabre (Flame Tongue). Melee Weapon Attack: +6 to hit,
1/day each: entangle, invisibility, sleep reach 5 ft., one target. Hit: 5 (1d3 + 3) slashing damage plus 7
(2d6) fire damage.
ACTIONS
Tiny Seax +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Tiny Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1 + 4) piercing damage.
target. Hit: 4 (1d3 + 2) piercing damage.
Tiny Dagger. Ranged Weapon Attack: +4 to hit, range 70/300 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage. Sprite
Despite their small size, sithe culture includes a notable Sprites might look similar to other fairies, albeit with
warrior tradition, and many sithe leaders are well schooled dragonfly wings instead of butterfly wings adorning their
in grand strategy and the art of war. Fighting between sithe backs, but they lack all the friendliness and warmth of other
kingdoms is generally kept to a small scale, where military tiny folk. Born warriors, sprites defend their forest domain
action is regarded as a brief interruption of the normal from evil intruders with force, judging interlopers by
political games; this means that a few powerful individuals listening to their hearts and attacking evildoers with grim
can have a significant impact on the course of events. determination.
Within recent memory, a number of warrior-queens have Cold and Pragmatic. Sprites tend to be rather dour,
taken advantage of this to carve out domains for taking their duties, especially the defense of their homes,
themselves, amassing sizeable treasure hoards along the very seriously. Other fey often tease them for their stern
way. bent, especially when they refuse to indulge in celebrations
or merriment, but in times of need, sprites will always be a

Sithe Warrior Queen ready ally.


Masters of Poison. From their lush forest villages,
Tiny fey (sithe), lawful evil
sprites have access to plants and herbs of every type, with
Armor Class 21 (half plate +1, ring of protection, main gauche) which they can brew potions and poisons. Sprites
Hit Points 38 (11d4 + 11) understand that such humble flora can hide complex
Speed 10 ft., fly 30 ft.
alchemical secrets critical to making potent reagents. With
STR DEX CON INT WIS CHA the right ingredients, sprites can brew healing draughts,
16 (+3) 14 (+1) 12 (+1) 16 (+2) 8 (-1) 13 (+1) sleeping poisons, and even bombs.

Saving Throws Str +7, Dex +3, Con +5, Int +4, Wis +8, Cha +2
The tradition of alchemy is kept alive by the village's
Skills Athletics +6, Deception +4, History +9, Perception +2,
Persuasion +4, Stealth +5 master alchemist, one of a few sprites permitted to spend
Senses passive Perception 12 time in research and contemplation, rather than defending
Languages Sylvan
the city. By sprite standards, the master alchemist brews
Challenge 6 (2,300 XP)
potions and poisons in huge batches, supplying all the
Special Equipment. The sithe wears a suit of silver half plate +1 village's warriors with healing potions and poison for their
and a ring of protection, and carries a flame tongue in the form of weapons.
a tiny sabre and a tiny seax +1.
Legendary Resistance (3/Day). If the sithe fails a saving throw, it
can choose to succeed instead.

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Sprite Master Alchemist Poison Gas Bomb (1/Day). The sprite throws a bomb into a space
it can see within 60 feet. Each creature in a 10-foot-radius sphere
Tiny fey (sprite), any alignment centered on that point must make a DC 16 Constitution saving
throw. A target takes 33 (6d10) poison damage on a failed save,
Armor Class 16 (studded leather) or half as much damage on a successful one.
Hit Points 63 (14d4 + 28) The gas spreads around corners, but does not affect targets
Speed 10 ft., fly 30 ft. that do not need to breathe.
Smoke Bomb (2/Day). The sprite throws a bomb into a space it
STR DEX CON INT WIS CHA can see within 60 feet. Smoke then fills a 20-foot radius sphere
7 (-2) 18 (+4) 15 (+2) 20 (+5) 16 (+3) 10 (+0) around that point, creating an area of heavy obscurement that
lasts for 1 minute. The smoke spreads around corners, but can be
Saving Throws Dex +7, Con +5, Int +8 dispersed by a moderate or stronger (at least 10 mph) gust of
Skills Arcana +11, Investigation +8, Medicine +6 wind.
Damage Resistances acid, fire, poison
Senses passive Perception 13
A sprite ranger's duty is to keep watch over
Languages Common, Elvish, Sylvan
Challenge 7 (2,900 XP) their territory's border and protect their village from
attacks. Occasionally, a ranger will be sent on distant
Fey Heritage. The sprite has advantage on saving throws against missions to secure a rare alchemical ingredient or to scout
being charmed, and magic can’t put it to sleep.
enemy movements.
Innate Spellcasting. The sprite’s spellcasting ability is Intelligence
(spell save DC 16). The sprite can innately cast the following spells,
requiring no material components: Sprite Ranger
At will: dancing lights, druidcraft Tiny fey (sprite), any alignment
1/day each: entangle, invisibility, sleep
ACTIONS Armor Class 16 (studded leather)
Hit Points 18 (4d4 + 8)
Multiattack. The sprite throws two bombs, or throws one bomb Speed 10 ft., fly 30 ft.
and uses one potion.
Tiny Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one STR DEX CON INT WIS CHA
target. Hit: 4 (0 + 4) piercing damage. 11 (+0) 19 (+4) 15 (+2) 12 (+1) 17 (+3) 10 (+0)
Drink Potion. The sprite is carrying three potions of greater
healing and one potion of stone giant strength. It drinks one of Skills Animal Handling +7, Nature +5, Perception +7, Stealth +8,
these potions. Survival +7
Senses passive Perception 17
EMP Bomb (1/Day). The sprite throws a bomb into a space it can Languages Common, Elvish, Sylvan
see within 60 feet. Each creature in a 10-foot-radius sphere Challenge 1 (200 XP)
centered on that point must make a DC 16 Constitution saving
throw. A target takes 26 (4d12) lightning damage on a failed save,
Fey Heritage. The sprite has advantage on saving throws against
or half as much damage on a successful one.
being charmed, and magic can’t put it to sleep.
This bomb deals double damage to constructs.
Innate Spellcasting. The sprite’s spellcasting ability is Intelligence
Fire Bomb. The sprite throws a bomb into a space it can see
(spell save DC 11). The sprite can innately cast the following spells,
within 60 feet. Each creature in a 10-foot-radius sphere centered
requiring no material components:
on that point must make a DC 16 Dexterity saving throw. A target
takes 14 (4d6) fire damage on a failed save, or half as much At will: dancing lights, druidcraft
damage on a successful one. 1/day each: entangle, invisibility, sleep
The fire spreads around corners. It ignites flammable objects in Spellcasting. The sprite is a 2th-level spellcaster. Its spellcasting
the area that aren't being worn or carried. ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
Flash Bomb (3/Day). The sprite throws a bomb into a space it can The sprite has the following ranger spells prepared:
see within 60 feet. Each creature in a 10-foot-radius sphere 1st level (4 slots): animal friendship, ensnaring strike, fog cloud
centered on that point must make a DC 16 Constitution saving
throw or be blinded until the end of the sprite's next turn. ACTIONS
Fragmentation Bomb (1/Day). The sprite throws a bomb into a Tiny Seax. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
space it can see within 60 feet. Each creature in a 20-foot-radius Hit: 5 (1 + 4) piercing damage.
sphere centered on that point must make a DC 16 Dexterity Tiny Longbow. Ranged Weapon Attack: +6 to hit, range 70/300
saving throw. A target takes 18 (4d8) piercing damage and 18 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6)
(4d8) thunder damage on a failed save, or half as much damage poison damage.
on a successful one.
Heart Sight. The sprite touches a creature and magically knows
Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10
the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's
Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the
alignment. Celestials, fiends, and undead automatically fail the saving throw.
saving throw.

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Chapter 6: Spells
Fairy tales and fey lore alike are replete with descriptions 9th Level 3rd Level
of terrible and wonderous magic, ranging from sinister (and Liveoak Glitterdust
Secret Enclave Phantasmal Beauty
convoluted) curses, to genuine metamorphoses that
redefine what is possible through magic. This chapter Paladin Spells 4th Level
contains new spells that are unique to those with a strong Curse of Aging
1st Level Curse of Youth
connection to the Feywild, where the power of all magic is
Faerie Ward Dire Charm
strengthened. Following that, it contains a list of unique
spells available only through attunement to the Mispelled Ranger Spells 6th Level
Spellbook. 1st Level Mandy’s Marvelous
Chameleon Mask Metamorphosis
Spell Lists 2nd Level 7th Level
These new spells are available for the following classes, Leaves to Lacquer Kyu’s Discount Wish
some of which are published by Mage Hand Press. Nondescript 9th Level
Vanishing Trick Secret Enclave
Wooden Sanctuary
Bard Spells 2nd Level Warlock Spells
4th Level
Cantrips (0 Level) Wooden Sanctuary
False Vision Cantrips (0 Level)
Cheat
3rd Level Cheat
1st Level Glitterdust Shugenja Spells
1st Level
Chameleon Mask Cantrips (0 Level)
4th Level Faerie Ward
Diamond Edge
2nd Level Curse of Aging
2nd Level
Nondescript Curse of Youth 2nd Level
Nondescript
Vanishing Trick Aerial Alacrity
Druid Spells Petal Storm
3rd Level Vanishing Trick
Cantrips (0 Level) Sorcerer Spells
Glitterdust
Diamond Edge Cantrips (0 Level) 3rd Level
Phantasmal Beauty
Cheat Glitterdust
4th Level 1st Level Phantasmal Beauty
Diamond Edge
Curse of Aging Chameleon Mask
1st Level 4th Level
Curse of Youth 2nd Level
Chaos Shield Curse of Aging
Dire Charm Leaves to Lacquer Curse of Youth
False Vision Petal Storm 2nd Level Dire Charm
Feral Footman Wooden Sanctuary Aerial Alacrity Feral Footman
5th Level Nondescript
3rd Level 5th Level
Curse Weapon Petal Storm
Glitterdust Gingerbread Cottage
Reckless Dweomer
6th Level 4th Level Vanishing Trick
Demand Curse of Aging
9th Level Curse of Youth
Secret Enclave 6th Level
Mandy’s Marvelous
Cleric Spells Metamorphosis
1st Level
Faerie Ward 8th Level
Walking Wood

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6th Level
Mandy’s Marvelous Wizard Spells
Metamorphosis Cantrips (0 Level)
Cheat
9th Level
Secret Enclave 1st Level
Faerie Ward
Warmage Spells
2nd Level
Cantrips (0 Level)
Aerial Alacrity
Diamond Edge

Witch Spells
Leaves to Lacquer
Nondescript Spell Descriptions
Petal Storm These spells are listed in alphabetical order.
Cantrips (0 Level) Vanishing Trick
Cheat
3rd Level Aerial Alacrity
1st Level Glitterdust 2nd-level transmutation
Chameleon Mask Phantasmal Beauty Casting Time: 1 action
Faerie Ward Shrink Object Range: 60 feet
2nd Level 4th Level Components: V, S, M (a feather from a bird of prey)
Leaves to Lacquer Curse of Aging Duration: 10 minutes
Nondescript Curse of Youth Target a willing creature within range you can see that has
Vanishing Trick Dire Charm a flying speed (including those with a temporary or
Wooden Sanctuary False Vision
magically-bestowed flying speed). That creature gains the
3rd Level Feral Footman
following benefits for the duration:
Glitterdust 5th Level
• The target can take the Dash action as a bonus action.
4th Level Curse Weapon
Gingerbread Cottage • The target can hover.
Curse of Aging • The target has advantage on Dexterity (Acrobatics)
Curse of Youth 6th Level checks.
Dire Charm Demand
Feral Footman • The target doesn't provoke an opportunity attack when
Mandy’s Marvelous
it flies out of an enemy's reach.
5th Level Metamorphosis
Curse Weapon 7th Level Chameleon Mask
Gingerbread Cottage Kyu’s Discount Wish 1st-level illusion

6th Level Casting Time: 1 action


9th Level
Mandy’s Marvelous Range: Touch
Secret Enclave
Metamorphosis Components: V, S, M (a chameleon's tail)
Duration: Concentration, up to 10 minutes
9th Level
Liveoak You touch a willing creature and place a minor illusion on
Secret Enclave it that allows it to blend in with its surroundings. For the
duration, that creature can replace its Dexterity (Stealth)
modifier with your spell attack bonus on any Dexterity
(Stealth) checks it makes.

Chaos Shield
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 hours

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You ward yourself against chaotic energies. For the Curse. This weapon is cursed, and touching it extends
duration, whenever you roll a d100 to generate a random this curse to you, unless you are a fey creature, in which
magical effect, you can add or subtract 1 from the roll. case you suffer no ill effect. As long as you remain cursed,
Furthermore, you have advantage on any saving throw you you are unwilling to part with the weapon, keeping it
are forced to make against any magical effects generated by within reach at all times.
such a roll (whether they were created by yourself or Whenever you roll a 1 on an attack roll with this
others). weapon, roll a d6 and apply the result from the table below.
At Higher Levels. When you cast this spell using a spell
d6 Effect
slot of 2nd level or higher, you can add or subtract any
1 You fall prone and your turn ends immediately.
number from your d100 roll, up to the level of the spell slot
2 You are blinded until the end of your next turn.
used.
3 You are deafened until the end of your next turn.
4 You are immediately teleported 20 feet in a
Cheat
random direction. If you would end up within a
Divination cantrip
solid obstacle, you take 2d6 bludgeoning
Casting Time: 1 bonus action damage and end up as close to the destination
Range: Self as possible.
Components: S, M (a weighted die) 5 All food items within ten feet of you immediately
Duration: 1 round spoil, becoming completely inedible.
You subtly twist your fingers and fate seems to follow suit. 6 The weapon transforms into a live goose (or
For the duration, you can reroll any ability check you make another animal chosen by the GM), which is
to play nonmagical games of skill. Therefore, this ability magically bound to your hand and cannot be
could influence a game of Three Dragon Ante, but not the removed by any means (except by ending the
result of a Deck of Many Things. curse). It reverts to its original form after one
minute.
Curse of Aging A remove curse spell ends this curse.
4th-level transmutation
Casting Time: 1 action Curse of Youth
Range: 60 feet 4th-level transmutation
Components: V, S Casting Time: 1 action
Duration: Until dispelled Range: 60 feet
A creature you touch must succeed on a Wisdom saving Components: V, S, M (a child’s toy)
throw or become cursed to age and wither. While cursed, Duration: Concentration, up to 1 hour
the target ages at twice their normal rate, This spell reverses time for a creature that
becoming two days older for every day that you can see within range until it becomes a
passes. In addition, it has disadvantage on helpless baby. An unwilling creature must
all Strength checks and saving throws. make a Wisdom saving throw to avoid the
A remove curse spell ends this curse. effect. Shapechangers and creatures that do
not experience infancy automatically succeed
Curse Weapon
on this saving throw.
5th-level transmutation
If the target drops to 0 hit points, it reverts
Casting Time: 1 action back to its original age, and excess damage
Range: Touch carries over to its normal form. As long as the
Components: V, S excess damage doesn’t reduce the creature’s
Duration: Until dispelled normal form to 0 hit points, it isn’t knocked
You touch a weapon. Until the spell ends, the unconscious.
weapon becomes magical (if it wasn’t The target retains all of its game statistics
already) and gains the following property in except its base movement speed, hit points,
addition to any others it has: and size, which are changed to 10 feet, half
of the target's maximum, and one size

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category smaller, respectively. It cannot take any actions, The edge of a slashing or piercing weapon you are holding
bonus actions, or reactions, cannot cast spells, and cannot is magically sharpened. For the duration, you can use your
communicate, except by crying (a person using the spell spellcasting ability instead of Strength or Dexterity for the
comprehend languages or similar abilities can interpret attack and damage rolls of melee attacks using that weapon,
such crying to gain a rough understanding of the baby’s and the weapon deals double damage to objects and
emotional state). While under the effects of this spell, the structures. The weapon also becomes magical, if it isn’t
target is prone and cannot stand up without the help of an already. The spell ends if you cast it again or if you let go
adult. of the weapon.
The target’s gear is unaffected by this spell; it will likely
fall off the target due to being vastly oversized. Dire Charm
A remove curse spell ends this curse early. 4th-level enchantment
At Higher Levels. If you cast this spell using a spell slot Casting Time: 1 action
of 7th level or higher and maintain your concentration on it Range: Touch
for the entire possible duration, the target makes another Components: V, S, M (a nymph's eyelash, worth at least
Wisdom saving throw. On a failure, the target is cursed to 100 gp. If you are a nymph, you may use one of your
remain as a baby until a remove curse spell ends the curse. own)
Additionally, if the target drops to 0 hit points, it does not Duration: 10 days
revert to original age, and begins making death saves as You attempt to charm a humanoid you can see within
normal. On a success, the effects end. range. It must make a Wisdom saving throw, and has
disadvantage unless you or your companions are fighting it.
Demand
If it fails the saving throw, it is charmed by you until the
6th-level enchantment
spell ends. If you or your companions do anything harmful
Casting Time: 1 action to it, it can reattempt the saving throw. The charmed
Range: Unlimited creature regards you as a friendly acquaintance. When the
Components: V, S, M (a snake’s tongue and a piece of spell ends, the creature knows it was charmed by you.
copper wire) At Higher Levels. When you cast this spell using a spell
Duration: Concentration, up to 8 hours slot of 8th level or higher, the duration becomes permanent
You send a short message of twenty-five words or fewer to (until dispelled).
a creature with which you are familiar. The creature hears
the message in its mind, recognizes you as the sender if it Faerie Ward
knows you, and can answer in a like manner immediately. 1st-level abjuration
The spell enables creatures with Intelligence scores of at Casting Time: 1 action
least 1 to understand the meaning of your message. Range: Touch
You can send the message across any distance and even Components: V, S, M (a handful of acorns, which the spell
to other planes of existence, but if the target is on a consumes)
different plane than you, there is a 5 percent chance that the Duration: Concentration, up to 10 minutes
message doesn’t arrive. Until the spell ends, one willing creature you touch is
You can use this message to suggest a reasonable- protected against certain types of creatures: aberrations,
sounding course of activity to the target, in which case the constructs, fiends, giants, oozes, and undead.
target must make a Wisdom saving throw or be compelled The protection grants several benefits. Creatures of
to follow your instructions for the duration, as per a those types have disadvantage on attack rolls against the
suggestion spell. target. The target also can't be charmed, frightened, or
possessed by them. It the target is already charmed,
Diamond Edge
frightened, or possessed by such a creature, the target has
Transmutation cantrip
advantage on any new saving throw against the relevant
Casting Time: 1 bonus action effect.
Range: Touch
Components: V, S, M (a tiny diamond worth at least 1 gp) False Vision
Duration: 1 minute 4th-level illusion

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Casting Time: 1 action 4 (1d8) hit points. When it reverts to its true form, the
Range: Touch creature returns to the number of hit points it had before it
Components: V, S, M (a pinch each of diamond, ruby, transformed. If it reverts as a result of dropping to 0 hit
emerald and sapphire dust, worth a total of 100 gp, which points, any excess damage carries over to its true form. As
the spell consumes) long as the excess damage doesn’t reduce the creature’s
Duration: 8 hours normal form to 0 hit points, it isn’t knocked unconscious.
For the duration, you hide a target that you touch from This spell’s duration varies depending upon when and
divination magic. The target can be a willing creature, a where it was cast. If cast in a location where time passes
place, or an object no larger than 10 feet in any dimension. normally, the spell lasts until the twelfth stroke of the next
If the target is targeted by any divination magic or midnight, however long that may be. Elsewhere, the spell
perceived through a scrying spell’s sensors, you are able to lasts for 24 hours.
present the diviner with false information of your choice, as At Higher Levels. When you cast this spell using a spell
long as you are conscious at the time of the divination slot of 5th level or higher, you can transform one additional
attempt. The target could appear to be in different animal for each spell slot above 4th.
circumstances, in one or more false locations, or
Gingerbread Cottage
completely undetectable as you desire.
5th-level conjuration
Feral Footman Casting Time: 10 minutes
4th-level transmutation Range: 30 feet
Casting Time: 1 minute Components: V, S, M (candies, cookies, and cakes worth
Range: 30 feet at least 10 gp, which the spell consumes)
Components: V, S, M (a small servant's bell) Duration: 8 hours
Duration: Special This spell conjures a small cottage made from gingerbread
After spending the casting time singing a song, you touch a centered on a point you can see within range. You
Small or smaller beast. The target must have either no determine the floorplan of the cottage, though it must fit
Intelligence score or an Intelligence of 3 or less. The beast within a 15-by-15-foot footprint, and may have no more
then transforms into a humanoid of your choosing. All of than one story and one door. The interior is comfortably
the creature’s abilities scores are changed to 10. The appointed, and up to six people may rest inside (if there are
humanoid is of a friendly disposition to you. has a basic more occupants, it becomes too cramped to allow resting).
understanding of all simple unskilled labors, and can The walls of the cottage are magically reinforced and
understand the languages you speak, but does not speak cannot be destroyed except by a dispel magic or
themselves. The footman has proficiency in any trade, disintegrate spell. The door has a mundane lock (DC 15 to
craft, or profession you have proficiency in and uses your pick). You can place windows in any of the exterior walls,
proficiency bonus. Additionally, upon transformation, the allowing those inside to see out and those outside to see in.
animal is clothed in mundane clothing of your choosing Ranged attacks can be made through windows.
with a nominal value no greater than 10 gp (though this Everything inside the cottage is made out of gingerbread
clothing cannot be removed from their body for the and other sweet treats. There are enough nonessential
duration of the spell). elements to feed up to six creatures, which gain the
You can instruct the humanoid to do anything that is following benefits after spending 10 minutes eating in the
reasonably within their capability and is not obviously cottage: the creature is freed from any charm affecting it
dangerous. They behave as though they are dutifully and is immune the charmed condition. Its hit point
employed by you. maximum increases by 2d6 and it gains the same number of
The transformation lasts for the duration, or until the hit points. These benefits last for the next 8 hours.
target drops to 0 hit points or dies. The humanoid form has

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Glitterdust Power. Your maximum hit points are increased by 25
3rd-level conjuration for the next hour. Also, one of more of your ability scores
chosen at random from the table below becomes 19 for the
Casting Time: 1 action
same duration, unless it is already higher.
Range: Self (15-foot cone)
Components: V, S, M (a handful of powdered mica) d6 Ability Score
Duration: Concentration, up to 1 minute 1 Strength
2 Dexterity
You spray golden particles in a 15-foot cone, covering all
3 Intelligence
creatures and objects in that area. Each creature in the area
4 Wisdom
must make a Constitution save or be blinded for the
5 Charisma
duration. A creature blinded by this spell can repeat the
6 Roll twice on this table and keep
saving throw at the end of each of its turns, ending the
both results (re-roll additional sixes)
effect on itself on a success.
An affected creature or object can’t benefit from being Wealth. The spell creates coins or gemstones worth
invisible for the duration. 1d100 × 100 gp, which disappear after 24 hours.

Kyu’s Discount Wish Leaves to Lacquer


7th-level conjuration 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 20 feet
Components: V, M (a copper piece, which the spell Components: V, S, M (an empty cocoon)
consumes) Duration: 24 hours, or until temporary hit points are
Duration: Instantaneous exhausted
This wondrous spell has the power to grant wishes. This spell gathers nearby live foliage within its range to
Unfortunately, it only functions when given a vague, encase one object that you touch with a volume of no more
general sense of what the caster wants. When you cast this than 1 cubic foot. The plant material transforms into a
spell, you must speak the phrase “I wish for…” followed tough, resilient, waterproof, and airtight coating that
by one of the following words: protects the object. The object is granted 5 temporary hit
Freedom. You are immune to the charmed, grappled, points, a fixed AC of 16 unless it would normally higher,
paralyzed, petrified, and restrained conditions for the next 8 and gains resistance to acid, cold, lightning, and thunder
hours. damage. A container that opens and closes can be sealed in
Friendship. The spell conjures two random beasts of such a way to protect the contents inside, but while the
CR 2 or lower, as per the conjure animals spell, cast with lacquer remains, it cannot be opened by any means.
5th level spell slot. This spell can also be used to protect weapons and
Happiness. You automatically succeed on the next armor from damage and corrosion but does not provide any
saving throw you are required to make. benefit to the creature using them.
Health. You regain 10d8 hit points and are cured of any At Higher Levels. When you cast this spell using a spell
diseases and poisons you are suffering from. slot of 3rd level or higher, each spell level above 2nd
Knowledge. You learn 3 things that you didn’t know increases the total volume affected by 1 cubic foot, grants 5
before, determined by the GM. If you are currently engaged additional temporary HP, and grants 1 additional point of
in a quest or mission, at least one piece of information will AC.
be relevant to it.
Love. One randomly-determined creature that you have Liveoak
9th-level transmutation
previously met falls in love with you.
Peace. Up to 6 creatures of your choice plus 6 creatures Casting Time: 10 minutes
of the GM’s choice are placed under the effects of a Range: Touch
sanctuary spell for the next 8 hours. Components: V, S, M (an amber statuette of a treant worth
at least 5,000 gp, which the spell consumes)
Duration: Instantaneous

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Choose a single Huge or larger oak tree within range that is This spell makes you seem ordinary and nondescript to
alive and healthy. The target becomes a treant (the GM has others, though it does not change your actual appearance.
game statistics for it). Creatures who see you while you were under the influence
The treant is charmed by you for 30 days, or until you or of this spell are unable to recall specific details of your
your companions do anything harmful to it, or until you appearance upon being asked if they had seen you or
cast this spell again. When the charmed condition ends, the someone matching your description, though their memory
treant chooses whether to remain friendly to you, based on of actions you undertook or events they experienced is
how you treated it while it was charmed. unaffected.

Mandy’s Marvelous Petal Storm


Metamorphosis 2nd-level conjuration
6th-level transmutation Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 120 feet Components: V, S, M (a handful of flower petals)
Components: V, S, M (a butterfly cocoon) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes Choose an unoccupied 5-foot cube of air that you can see
One willing Large or smaller target of your choosing is within range. An elemental force of swirling winds appears
surrounded by an opaque cocoon of force. Nothing, not in the cube and lasts for the spell’s duration.
physical objects, energy, or other spell effects, can pass Any creature that ends its turn within 5 feet of the petal
through the cocoon, in or out, though a creature within it storm must make a Strength saving throw. On a failed save,
can breathe there. The cocoon is immune to all damage, the creature takes 1d8 slashing damage and has
and a creature or object inside can't be damaged by attacks disadvantage on any attack rolls it makes before the end of
or effects originating from outside, nor can a creature inside its next turn. On a successful save, the creature takes half as
the cocoon damage anything outside it. A disintegrate spell much damage and suffers no additional penalty. As a bonus
targeting the cocoon destroys it without harming anything action, you can move the storm up to 30 feet in any
inside it. direction. If it moves over leaf litter, flowers, bushes, or
The cocooned creature can use a bonus action to cause trees, it sucks up extra material and forms a 10-foot-radius
the cocoon to instantly dissolve away. The creature then cloud of leaves and petals around itself that lasts until the
emerges with butterfly wings that grant it a flight speed of start of your next turn. The cloud heavily obscures its area.
80 feet for the duration. When it emerges, the creature can At Higher Levels. When you cast this spell using a spell
also choose to have a butterfly proboscis, which lasts for slot of 3rd level or higher, the damage increases by 1d8 for
the spell’s duration. This prevents it from speaking or each slot level above 2nd.
performing the verbal components of spells, but grants the
creature a melee bite attack that deals 4d6 necrotic damage
Phantasmal Beauty
3rd-level illusion
on a hit. The creature regains hit points equal to half the
damage dealt with this attack. Casting Time: 1 action
If the creature is in the air when the spell ends, they float Range: 120 feet
gently to the ground. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Concentration, up to 1 minute
slot of 7th level or higher, one additional creature can be You tap into the dreams of a creature you can see within
affected by for each slot level above 6th range and create an illusory manifestation of its darkest
desires, visible only to that creature. The target must make
Nondescript a Wisdom saving throw. On a failed save, the target
2nd-level illusion
becomes incapacitated and unable to move for the duration.
Casting Time: 1 action In addition, it has disadvantage on all Wisdom (Perception)
Range: Self checks it makes. The target can repeat its saving throw
Components: V, S against this spell when it takes damage, ending the spell on
Duration: Concentration, up to 10 minutes a success.

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Secret Enclave
9th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a tiny, silver bell)
Duration: 10 minutes
You conjure a shimmering, multicolored portal, large
enough to admit Large or smaller creatures, which
connects to a pocket dimension, much like the
demiplane spell. The enclave is a cube with 900 foot
sides and behaves as if it were part of the Feywild.
The floor is made of earth that is fertile but cannot be
burrowed through. When the spell ends, the portal
into the enclave disappears, but the portal exiting it
remains, appearing as an ornate gateway that cannot
be destroyed by any means.
As long as you are within an enclave that you originally
created, you can freely control the weather inside it, as per
the control weather spell.
You or anyone else can create another portal leading
back to the enclave by casting this spell again. However,
once an enclave has been created, its location is fixed, and
the portal can only be opened from that same location (or
from within the enclave). The location of a secret enclave
cannot be detected by divination magic of any kind, though
Reckless Dweomer a wish spell can reveal the location of the nearest enclave.
2nd-level evocation
You can create secret enclaves within secret enclaves,
Casting Time: 1 action but only if the original enclave was created by you.
Range: Special
Components: V Shrink Object
Duration: Special 3rd-level transmutation

You draw upon the power of raw chaos to create Casting Time: 1 action
unpredictable effects. This spell duplicates the effects of a Range: Touch
1st-level spell of your choice from your class’ spell list. Components: V, S
Any material components required for the spell appear Duration: Concentration, up to 1 day
magically in your hands when you cast the dweomer, only You touch an object that is not being worn or carried and
to disappear once they have been used. The effects of the cause it to grow smaller for the duration. The target’s size
spell are then applied instantly. is divided by 4 in all dimensions, and its weight is reduced
After you cast this spell, you must immediately roll on to one-sixteenth of its previous weight. This reduction
the Weird Arcana table. decreases its size by two categories―from Medium to
At Higher Levels. When you cast this spell using a spell Tiny, for example―unless it would still be Gargantuan
slot of 3rd level or higher, the potential set of spells that after shrinking. If the target is a standard weapon, it is
can be duplicated expands to include all of those up to one transformed into the nearest equivalent on the Tiny
level lower than the slot from which the dweomer is cast, Weapons table. If no equivalent exists, the weapon is
up to a maximum of 5th. There is no additional benefit unusable for the duration.
from casting the dweomer at 7th level or higher. The spell This spell can affect an assembly or collection of
then counts as being cast at the level that was used for the objects, as long as they form a single cohesive entity, such
dweomer minus one, also to a maximum of 5th level. as a ship or building. Contents of the collection or assembly

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that are not creatures are also shrunk. Any creatures that are roots, vines, creepers, and so forth, and gain senses similar
inside an object when it is shrunk are magically shunted to to a human’s. Your GM chooses statistics appropriate for
the nearest available space outside the object if they would the awakened plants, such as the statistics for the awakened
no longer fit inside it. shrub or the awakened tree.
At Higher Levels. When you cast this spell using a spell The awakened plants are charmed by you for 30 days or
slot of 4rd level or higher, the object's dimensions are until you or your companions do anything harmful to any
halved again, its weight is divided by 8 again, and its size is of them. When the charmed condition ends, the awakened
decreased by one additional category for each slot level creatures choose whether to remain friendly to you, based
above 3rd, to a minimum of 1/16th the original object's on how you treated them while they were charmed.
dimensions at 5th level.
Wooden Sanctuary
Vanishing Trick 2nd-level transmutation
2nd-level conjuration Casting Time: 1 action
Casting Time: 1 reaction, which you take when you are Range: Self
targeted by an attack Components: V, S
Range: Self Duration: Concentration, up to 1 minute
Components: V, S, M (a pinch of pixie dust) You step into a wooden object or tree large enough to fully
Duration: Instantaneous contain your body, melding yourself and all the equipment
You vanish in a puff of glitter just as your opponent makes you carry with the wood for the duration. Using your
their attack. When you cast this spell, you immediately movement, you step into the wood at a point you can touch.
teleport into an unoccupied space within 5 feet. This may Nothing of your presence remains visible or otherwise
cause the triggering attack to miss, either because you are detectable by nonmagical senses.
no longer in range, or because it puts you behind cover that While merged with the wood, you can’t see what occurs
raises your AC. outside it, and any Wisdom (Perception) checks you make
At Higher Levels. When you cast this spell using a spell to hear sounds outside it are made with disadvantage. You
slot of 3rd level or higher, the teleport distance increases by remain aware of the passage of time and can cast spells on
5 feet for every spell level above 2nd. yourself while merged in the wood. You can use your
movement to leave the wood where you entered it, which
Walking Wood ends the spell. You otherwise can’t move.
8th-level transmutation Minor physical damage to the wood doesn’t harm you,
Casting Time: 10 minutes but its partial destruction or a change in its shape (to the
Range: Touch extent that you no longer fit within it) expels you and deals
Components: V, S, M (a branch cut from one of the trees 3d6 bludgeoning damage to you; the same happens if your
to be awakened) concentration is broken while merged with the wood. The
Duration: Instantaneous wood’s complete destruction (or transmutation into a
You brandish the branch of a Huge or smaller plant, different substance) expels you and deals 25 bludgeoning
shouting for it to grow legs and move at your bidding. The damage to you. If expelled, you fall prone in an unoccupied
target must have either no Intelligence score or an space closest to where you first entered.
Intelligence of 3 or less. The target, along with up to 5
other Huge or smaller plants within 60 feet of it, gains an
Intelligence of 10 and the ability to speak one language you
know. The targets also gain the ability to move their limbs,

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Misspelled Spells Cone of Cod
5th-level conjuration
The following spells are granted through attunement to the
Mispelled Spellbook. Casting Time: 1 action
Range: Self
Bestow Purse Components: V, S, M (a fish)
3rd-level conjuration Duration: Instantaneous
Casting Time: 1 action A tidal wave of fish erupts from your hands. Each creature
Range: Self in a 30-foot cone must make a Dexterity saving throw. A
Components: V, S, M (a wooden cane) creature takes 8d8 bludgeoning damage on a failed save, or
Duration: Instantaneous half as much damage on a successful one. The area of this
A spacious coin purse, laden with 500 gold pieces, appears cone is difficult terrain until the fish are removed.
in your hand. Though this currency appears to be genuine, a These fish remain fresh for only about 10 minutes
recipient can make an Intelligence (Investigation) check, before acquiring a putrid odor and beginning to rot.
opposed by your spell save DC, to determine that it is of At Higher Levels. When you cast this spell using a spell
suspicious origin. After 24 hours, the gold pieces and coin slot of 6th level or higher, the damage increases by 1d8 for
purse vanish. each slot level above 5th.

Clownkill Defect Magic


5th-level conjuration 1st-level abjuration

Casting Time: 1 action Casting Time: 1 action


Range: 1 mile Range: Self (30-foot radius)
Components: V, S Components: V, S, M (a broken mirror)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

A stream of sickly yellow-green fog extends from your You spread cracks in the magical energy that suffuses the
palms, seeking out and asphyxiating all clowns, jesters, and multiverse. For the duration, whenever a spell is cast within
colorful minstrels within range. Whenever each creature range, roll a d6. On a 1, the spell casting fails, expending a
within range that fits this description begins its turn, it must spell slot as normal, but not consuming expensive material
make a Constitution saving throw. The creature takes 5d8 components.
poison damage on a failed save, or half as much damage on
Fabricat
a successful one. Creatures are affected even if they hold
4th-level transmutation
their breath or don't need to breathe. This fog follows
affected creatures within range, but a creature can escape Casting Time: 1 action
this fog by removing any article of clothing or accessory Range: 10 feet
identifying it as a merrymaker. Components: V, S, M (a bundle of fabric, yarn, and
thread)
Color Sway Duration: 8 hours
1st-level illusion At the wave of your hand, a bundle of fabric assembles
Casting Time: 1 action itself into the animated form of a housecat (using cat
Range: Self (60-foot radius) statistics). This cat follows your commands for the duration
Components: V, S, M (a brightly colored pigment) and can communicate with you telepathically. The cat acts
Duration: 1 hour on your turn and follows your commands.
For a moment, the colors around you shift in a psychedelic At any time during the spell's duration, you can use an
swirl, before coming to rest far from their original hues. action to transmute your fabric cat into a lion, tiger, or
The colors of all creatures and objects within range change other large feline. It remains in this form for 1 minute,
randomly and remain unnaturally colored for the duration. before returning to its housecat form.
At the end of the duration, or if the cat is reduced to 0
hit points in any form, it collapses back into a bundle of
fabric.

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False Wife past day, gaining information about tasks it has been used
1st-level illusion for, things that have been said, and other circumstances.
If cast on a metal door or chest, you can use your action
Casting Time: 1 action
to command the object to open, close, lock, or unlock.
Range: Self
If cast on metallic construct, you can communicate with
Components: V, S
it as if you shared a common language, but you gain no
Duration: Concentration, up to 10 minutes
magical ability to influence it.
An illusory woman appears at your arm. The woman is the This spell can cause metal heated by the heat metal spell
same race as yourself, but you otherwise decide the illusory to cool down, dispelling the effect.
woman's appearance. The illusory woman accompanies you
wherever you go for the duration. It can respond to simple Lightning Belt
questions, with answers that you decide, but as an illusion, 3rd-level evocation
it fails to hold up to physical inspection. Casting Time: 1 action
Range: Self (10-foot radius)
Feather Fill Components: V, S, M (a bit of fur and a rod of amber,
1st-level conjuration
crystal, or glass)
Casting Time: 1 reaction, which you take when you or a Duration: Instantaneous
creature within 60 feet of you opens a container
A circular arc of lightning whirls around you in a 10-foot
Range: 60 feet
radius. Each creature in the area except for you must make
Components: V, M (a small feather or piece of down)
a Dexterity saving throw. A creature takes 8d6 lightning
Duration: Instantaneous
damage on a failed save, or half as much damage on a
Choose an open container within range. That container fills successful one.
to the brim with nonmagical goose feathers. The lightning ignites flammable objects in the area that
aren’t being worn or carried.
Frog Cloud At Higher Levels. When you cast this spell using a spell
1st-level conjuration
slot of 4th level or higher, the damage increases by 1d6 for
Casting Time: 1 action each slot level above 3rd.
Range: 60 feet
Components: V, S, M (a frog's leg) Lack Tentacles
Duration: Concentration, up to 10 minutes 4th-level transmutation

Following a bunch of disgruntled ribbits, a swarm of frogs Casting Time: 1 action


appear hovering in the air in a 10-foot radius cloud centered Range: 90 feet
on a point within range. This area is difficult terrain, and Components: V, S, M (a piece of tentacle from a giant
creatures within it have half-cover from ranged attacks. octopus or a giant squid)
Duration: Concentration, up to 1 minute
Hear Metal A black aura appears in a 20-foot cube, centered around a
2nd-level transmutation
point on the ground that you can see within range. Any
Casting Time: 1 action creature with tentacles, tendrils, or other prehensile limbs in
Range: 60 feet that area must make a Constitution saving throw or take
Components: V, S, M (a piece of iron and a flame) 3d6 slashing damage and lose the use of its tentacles for the
Duration: Concentration, up to 1 minute spell’s duration.
Choose a manufactured metal object, such as a metal A tentacled creature that enters or starts its turn inside
weapon or a suit of heavy or medium metal armor, that you the area automatically takes 3d6 slashing damage and loses
can see within range. You imbue it with limited sentience the use of its tentacles for the spell’s duration.
and animation, giving it the ability to communicate with
you and follow your simple commands. You can question
the object about events that have happened to it within the

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Appendix: Weird Arcana
Sometimes the turbulent magics of the Feywild will will be equal to 8 + the caster’s Charisma modifier + the
manifest as random effect. When that happens, you must caster’s proficiency bonus. You never need any spell
roll on this table and apply the result. If the table requires components to cast these spells, you do not need to
you to cast a spell, it always uses Charisma as the concentrate on them, and you cannot choose to end them
spellcasting ability; any saving throw required by this table before the end of their duration.

Weird Arcana
d100 Effect
1 You shrink to Tiny size for the next minute.
2 You can take two reactions instead of one between now and the start of your next turn.
3 A random item of clothing you are wearing becomes unbearably itchy. You have disadvantage on ability checks
until you take the item off and wash it.
4 Your arms stretch out to double their normal length, increasing your reach by 5 feet until the end of your next turn.
5 A jaunty hat appears on your head. It disappears after 1 minute.
6 Your ears expand to enormous size for the next minute. You have advantage on Wisdom (Perception) checks that
rely on hearing during that time.
7 10 gold pieces appear in your pocket.
8 If you have spell slots, you lose one of the highest level you have available.
9 You grow a tail and cat ears, which can only be undone by a remove curse spell.
10 You are instantly cured of any diseases, poisons or curses that are currently affecting you.
11 The next time you are forced to make a saving throw, it is an automatic success.
12 You cast the spell lightning bolt in a random direction.
13 You cast the spell slow centered on yourself.
14 You can understand all spoken and written languages for the next hour.
15 If you don't have all your hit points, you gain temporary hit points, which last for 1 minute, equal to the number of
hit points you have lost.
16 For the next 24 hours, you gain darkvision out to a range of 120 feet.
17 You cast the spell blur on a random creature within 60 feet.
18 You cast the spell polymorph on yourself, transforming into a hamster.
19 All of your ability scores become 7 for 1 hour.
2o Your hair turns to pink-and-blue stripes for 10 days.
21 Your weight increases by 2d6 pounds.
22 One creature of your choice within 30 feet falls prone in comical fashion.
23 If you are a spellcaster who prepares spells, you can immediately change which spells you have prepared.
24 If you are wearing armor, it starts to fall apart. Your AC while wearing that armor is reduced by 1 point until you
have a chance to repair it during a short or long rest.
25 Your skin turns to diamond until the start of your next turn. Whenever you would take damage during that time,
you take no damage but instead regain hit points equal to the damage that would be dealt.
26 You feel extremely lucky. The next time you roll a 1 on an attack roll, ability check or saving throw within the next
24 hours, you can re-roll the result. You must accept the second roll.
27 You forget everything that has happened to you in the last 10 days. Your memories can be restored by a remove
curse spell.
28 Your eyesight becomes as sharp as an eagle’s. For 24 hours, you can see clearly and in detail over distances up to
10 miles.

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Weird Arcana Cont.
d100 Effect
29 For the next 10 minutes, you (and only you) can hear the sound of distant windchimes.
30 You cast the spell stinking cloud centered upon yourself.
31 Your legs start dancing a jig of their own accord. Your base movement speed is halved for the next minute.
32 For the next minute, every time you attack with a weapon, it makes strange noises like zworp and woup.
33 If you are a spellcaster, you can immediately cast one spell of your choice, without spending a spell slot or using
an action.
34 Each creature within 90 feet of you is pushed 5 feet in a random direction. If a creature would be pushed into a
creature, wall, or immovable object, it takes 1d6 bludgeoning damage.
35 Your senses become incredibly alert for 1 minute. No creature within 120 feet of you can hide from you for that
duration.
36 One random item in your inventory turns into a flute.
37 Your head doubles in size, but halves in weight until the beginning of your next turn.
38 If you are carrying a quiver, bolt case, or bullet pouch that is not full of ammunition, it is magically refilled with
ordinary arrows, bolts, or sling bullets as appropriate. If you have multiple containers, you can choose which one
is refilled.
39 You are able to hear the surface thoughts of every intelligent creature within 60 feet of you for the next minute. If
there is more than one creature in this radius, you must use your action if you want to focus in on any one
creature’s thoughts.
40 You are charmed by the nearest creature until the end of your next turn, regarding them as a trusted friend.
41 Your voice becomes a deep and sonorous baritone for the next 10 minutes. You have advantage on Charisma
(Performance) checks involving singing for that duration.
42 A rainbow-colored circle of force surrounds you. Until the end of your next turn, you have advantage on Dexterity
saving throws.
43 Your Strength score is reduced by 6 (to a minimum of 1) until the end of your next turn.
44 A seagull swoops down and attempts to steal a weapon from the nearest hostile creature (they can keep hold of it
with a Strength or Dexterity saving throw). If they are unarmed, they instead get pecked for 1d4 piercing damage.
If no hostile creatures are nearby, the seagull lurks menacingly, but otherwise does not cause any trouble.
45 For the next 24 hours, any domestic cats you encounter are inexplicably friendly towards you.
46 For the next hour, whenever you see natural rocks or stone, you hear the voice of a dwarf inside your head,
describing to you in excruciating detail what sort of rock you are seeing, what it can be used for, where it is usually
found, how it is formed and various other mundane geological lore. For the duration, you have advantage on
Intelligence checks relating to stonework.
47 An entire egg appears in your mouth.
48 You and each creature within 30 feet of you becomes invisible until the beginning of your next turn.
49 You feel cool and well-hydrated. For the next 8 hours, you have resistance to fire damage and are considered to be
adapted to hot climates. You do not become thirsty or need to drink for the duration.
50 If you are attuned to a magic item that has charges, all of its remaining charges are immediately drained.
51 For the next hour, anyone who presses their ear up against you will hear whooshing ocean waves.
52 You experience a flash of creativity and inspiration. If you are proficient in one or more types of artisan’s tools, you
immediately learn the recipe/design for one magic item (determined by the GM) that you did not previously know.
53 Your movements become supernaturally light and graceful for one minute. You can ignore difficult terrain and
leave no footprints in soft ground for that duration.
54 A swarm of shimmerlings appears in a random space within 30 feet of you. Its behavior is determined by the GM
and it disappears after 1 minute.
55 You cast the spell water breathing on yourself and up to 9 other creatures.
56 If you are in initiative order, everyone rerolls their initiative. A new round starts using the rerolled values.

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Weird Arcana Cont.
d100 Effect
57 Your hair turns into snakes for one minute. The snakes are under your control, but are not strong enough to lift
objects on their own, nor can they cause any damage with their bites.
58 For the next 24 hours, you develop an intense phobia of animals. For the duration, whenever you come within 60
feet of a Small or larger beast, you become frightened by it.
59 A hazy mist surrounds you for the next minute. You are considered to be lightly obscured from the point of view of
any creature more than 30 feet away from you.
60 You have advantage on death saving throws you make for the next 24 hours.
61 1d6 ravens appear in random unoccupied spaces within 30 feet of you. The GM determines their behavior.
62 Your Intelligence score becomes 21 for 10 minutes.
63 You are rotated 180 degrees in your clothes. If you are wearing light or medium armor, your speed is halved until
your armor is removed. If you are wearing heavy armor, you are incapable of moving and have disadvantage on
ability checks, attack rolls, and saving throws until the armor is removed.
64 You become proficient in all skills for 1 hour.
65 You smell like summer flowers for the next 8 hours.
66 You cast the spell haste on a random creature within 30 feet.
67 A powerful archfey takes an interest in your struggles. The first time you are reduced to 0 hit points in the next
hour, they immediately teleport to your location and stabilize you. The GM then determines their behavior further.
68 A cow falls from the sky at a random point within 60 feet of you. Any creature underneath it must make a Dexterity
saving throw or take 16 (3d10) bludgeoning damage. If you are indoors, the cow smashes through roofs and
ceilings until it hits the ground. If you are underground, re-roll this result.
69 If there are any undead within 120 feet of you, you feel a tingling sensation. You can tell how many undead there
are, but not what types or precisely where they are located.
70 For the next hour, if you begin your turn with fewer than half your hit points, you regain 1d6 hit points.
71 You burst into flames, taking 1d4 fire damage. You continue to take 1d4 fire damage at the start of each of your
turns until you or another creature uses an action to extinguish the flames.
72 You have resistance to cold and fire damage for the next minute.
73 If you have a familiar or animal companion, it gains the ability to speak Common for the next 10 minutes.
74 One random creature within 120 feet of you that has an Intelligence score of 5 or more must make a Charisma
saving throw or immediately roll on the Short-Term madness table.
75 Your body begins to hum with stored magical energy. The next time you make an ability check, you instead make a
Charisma check with advantage to channel the stored magic into whatever it was you were trying to accomplish.
76 A dose of heartfreeze poison (see the poison section) slides down your throat.
77 Roll on this table twice and apply both results. If you get this result on one or both of the secondary rolls, ignore it.
78 You are clear of thought and have advantage on Wisdom saving throws you make for the next hour.
79 All locks within 60 feet of you are instantaneously opened.
80 You become ghostlike, as per the spell etherealness, for the next minute.
81 A cold rider upon a warhorse skeleton with plate barding appears in a random location within 300 feet of you. The
rider is hostile towards you.
82 For the next week, whenever you need to make a choice, a Tiny angel and devil appear on your shoulders to debate
the morality of the situation.
83 The next spell you cast counts as being cast from a slot level one higher than whatever slot you expend.
84 Beams of furious arcane energy erupt from your eyes. Choose a creature that you can see to take 2d8 fire damage.
85 You regain all of your expended hit dice.
86 A banana peel appears under your foot when you next move, causing you to fall prone and lose the rest of your
movement.
87 You say all your thoughts aloud for the next hour.

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Weird Arcana Cont.
d100 Effect
88 All of your ability scores become 18 for 1 hour.
89 For the next 24 hours, your hair and fingernails grow at 100 times the normal rate.
90 If you are outside, heavy snow falls in a 1-mile radius of you for the next 24 hours. If you are inside or
underground, re-roll this result.
91 Your bones liquefy, collapsing your body into a meaty pile until the beginning of your next turn. While liquefied,
you are paralyzed. When this effect ends, you re-solidify instantly, but are no longer wearing or holding anything.
92 You cast the spell detect magic.
93 All of the possessions you are holding, carrying, or wearing (including your clothing), are teleported to random
locations within 30 feet of you.
94 The next attack roll that you make that does not have disadvantage automatically hits.
95 Disembodied dramatic music cues accompany all of your actions for the next 24 hours.
96 All your currency is transformed into chocolate coins for 1 hour. After this time, all uneaten coins return to their
original material.
97 A knight appears in a random space within 30 feet of you. It is under your control but disappears after 1 minute.
98 You are struck with the sudden sensation that you’re not real―none of this is real. Thankfully, after a moment, the
feeling passes.
99 You feel refreshed and restored. You instantaneously gain the benefits of a short rest, including the opportunity to
spend hit dice.
100 Every attack roll you make on your next turn is a critical hit.

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Producers
RUNEHAMMER Kris Hunter Data Frag Joshua Cates
Sean Brown The Palm of The Knuckle of Garrett Lloyd
Kyle Frazier Vecna Vecna Joe Shine
Julien Therrien Billy JA Eddie Freeman
Jason Jones Sasquatch Wyrm_f00d Spencer Houston
Patrick Wheaton Justin Forkner Charles Koeppel Guðmundur
Dwight Hewitt Aidan Sandlant Flynn Patrick Guðmundsson
James Belin Harne Kurt C Yost
Patrick Rooney
Bryce Clark Robert Field Zackary D
William Corrie
Michael Djangali Dreydon Barber Szechenyi
Gavin Coxen
LeBallisticPoet Drew Hayes Wes Decker
Dustin Harbuck
bolthawk Gregory Travis Prosser
Skeleton Jester
M. Maxwell Karl Bludworth Shadistro
TrondKF
Matuszak Pandric Patrick van der
Jared T Olivier
Brandon Martin luke maxwell Linde
Alyssa
tyrell hayward Daniel Patrick Jackson
SixAughtFive
Kura Tenshi Lamoureux
Zachary
Michael Jeanes Neyd Harlequin Special Thanks:
Calderone
Alexander Garcia Matthew Atkins Stan Taylor
Justin Jönsson
Ariel Drissman LeoSaysNO
Mike Litkewitsch
brandon johnson William Dunbar
Pedro Gonzalez

Art Credits
Cover, Pg. 9, 12, 14, 17, 18, 21, 26, 29 by Martin Kirby
Pg. 45, 56, 61, 69, 78, 99 by Lucas Ferreira
Backgrounds by Michael Holik
All other art is public domain, CC0.
License
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under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Fey Folio Copyright 2018, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair
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