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There are many entrances to the Feywild, but none so grand as appearing before the throne of seelie fey, the Summer Court. The Summer Games, an electrum bestselling mini-arc intended for 5th level characters, introduces a party to court intrigue in the Feywild, headed by Queen Titania with King Oberon at her side.

In the tourney the party must navigate unknown dangers, asked by the Summer Queen "How will you win? With skill? With truth? With wit? With wager? Or without? These five tasks lie before you, and you must complete them all to continue."

In the hunt your characters must quest for a magical, talking beast. But in the end, will they catch the White Hare, or will they wish they had?

In the maze players must navigate a shifting labyrinth riddled with pit traps and Feywild nasties.

At the feast the party is presented with their reward for their trials, the payment for being the entertainment at this courtly gathering… or perhaps they’re on the menu.

This mini-arc references stat blocks presented in Mordenkainen’s Tome of Foes and the Monster Manual.

Also provided within the PDF: download links to VTT and tabletop compatable maps relevant to scenes presented in the Summer Games.

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Published by Molly Young, 2020-03-17 13:57:53

The Summer Games: A Feywild Adventure

There are many entrances to the Feywild, but none so grand as appearing before the throne of seelie fey, the Summer Court. The Summer Games, an electrum bestselling mini-arc intended for 5th level characters, introduces a party to court intrigue in the Feywild, headed by Queen Titania with King Oberon at her side.

In the tourney the party must navigate unknown dangers, asked by the Summer Queen "How will you win? With skill? With truth? With wit? With wager? Or without? These five tasks lie before you, and you must complete them all to continue."

In the hunt your characters must quest for a magical, talking beast. But in the end, will they catch the White Hare, or will they wish they had?

In the maze players must navigate a shifting labyrinth riddled with pit traps and Feywild nasties.

At the feast the party is presented with their reward for their trials, the payment for being the entertainment at this courtly gathering… or perhaps they’re on the menu.

This mini-arc references stat blocks presented in Mordenkainen’s Tome of Foes and the Monster Manual.

Also provided within the PDF: download links to VTT and tabletop compatable maps relevant to scenes presented in the Summer Games.

Keywords: dnd,d&d,d&d 5e

The Summer Games

 This mini-arc jumps right into the action, but each of these
hooks may need narrative set-up, so keep that in mind when
There are many entrances to the Feywild, but planning session length!
none so grand as appearing before the throne
of seelie fey, the Summer Court. This level 5 In terms of Wizards of the Coast modules, this mini-arc
mini-arc introduces a party to court intrigue in could upscaled as part of a quest to destroy the Ring of Winter
the Feywild, headed by Queen Titania with King presented most recently in Tomb of Annihilation, and could
Oberon at her side and a cast of eladrin also serve as a diversion in the open world of Storm King’s
supporting her. Thunder. Given that it begins at level 5, this mini-arc would
In the tourney the party must navigate unknown dangers, also be suitable for stumbling into (or perhaps given
asked by the Summer Queen "How will you win? With skill? directions by local children) in the woods around Phandalin in
With truth? With wit? With wager? Or without? These five Lost Mine of Phandelver.
tasks lie before you, and you must complete them all to
continue." Beyond that, the chaotic elements of the story, the Deck of
Many Things and the wishes offered by the White Hare, will
In the hunt your characters must quest for a magical, likely present their own options for continuance.
talking beast. But in the end, will they catch the White Hare,
or will they wish they had? 

In the maze players must navigate a shifting labyrinth Reminiscent of Persephone’s pomegranate, this optional rule
riddled with pit traps and Feywild nasties. is based on Elysium’s own optional rule from the DMG, and
gives players another taste of the Fey’s double-edged
At the feast the party is presented with their reward for enticement.
their trials, the payment for being the entertainment at this
courtly gathering… or perhaps they’re on the menu. Keep track of how many meals (comprised of at least one
food or drink item originating from the plane) a visitor
Thank you so much for buying and playing this mini-arc! I partakes of. When the visitor leaves, it must make a charisma
thoroughly enjoyed creating it and running it for my own saving throw against a DC of 5, plus 1 for each meal spent on
players, and I hope you and your players enjoy it too. Please the plane. On a failed save, the creature becomes afflicted
feel free to let me know how it went, ask me with a yearning to return to the Feywild. As long as the effect
questions/clarifications or generally infodump lore at me persists, the creature has disadvantage on ability checks. At
@ashtonnduncan on Twitter. the end of each long rest, the creature can repeat the saving
throw, ending the effect on a success. A dispel evil and good
This mini-arc will reference stat blocks presented in spell removes this effect from the creature.
Mordenkainen’s Tome of Foes as well as the SRD.




The hook into this module is up to you: a painting in a dusty
room that leads into another world, a portal in the ruins of an
elven capital city, a place where the planes brush against each
other. This mini-arc sticks closely to Dungeons & Dragons
established lore throughout the editions, but that needn’t be
so when you run it. Below are some ideas for how this story
could interact with your players’ characters, backstories, and
your world, but, please, stray from the garden path!

If one of your player characters has an archfey patron or is
an eladrin/firbolg/other fey race, their relatives, communities,
and/or patron may depend on their success in this courtly
game. A current patron may be using them as a show of
power, but impressing the court may also bring offers of
patronage to characters not currently engaged in a warlock
pact. Doing well in the challenges may bring prestige and
influence to one’s community in the Feywild, but perhaps that
attention is unwanted.

The prize at the end of this adventure is left open-ended—
rare magic item or items are a possibility, but of more value
may be an unnamed boon from the fey court, a title and/or
lands (likely beset by monsters) in the Feywild, or even the
opportunity for patronage from the Queen or King
themselves. You may also consider the effects of the optional
rules for memory loss and time warp in the Feywild, presented
on page 50 of the Dungeon Master’s Guide.

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 provided at the end of the adventure if your party would rather
test their luck.
The Feywild is a twilight world where cutthroat
politicking can end in death or laughter, and "I thought not." Oberon claps. "Excuse him. That was very
outsiders must vie for status in a society they rude." He looks up and down at you. "Well, he was right,
do not fully understand. Many artisans and though. You are inferior. Perhaps we'll let you all compete as
performers of renown find their way to the one? Yes! That will do to compensate for your other
seelie court, and not all find their way out. inadequacies. Any questions?"

White ash trees, strong and stately, with their branches Oberon will tell the party the following details:
intertwining to create a living ceiling, line the throne hall like The Banquet has 3 events: tourney, hunting and the maze,
marble columns, their golden leaves entwining in a ceiling culminating in the feast.
canopy—light filtering through the filigree. Phosphorescent If the party is named champion of the events, they will gain
flowers act like lanterns in the climbing vines, emitting a firefly Titania's favor and be able to ask one thing of her. Little is
glow. beyond the Summer Queen’s power (see “Reward” at the
end of this adventure).
The throne of the Seelie Court is shaped like a large ice Eladrin lore (see Mordenkainen’s Tome of Foes)
dragon, cold, feral, and glittering. The crowd surrounding it is Oberon will not tolerate insult to his Queen. The first time,
much the same, draped in jewels and flowers along with
magical baubles. Oberon and the court will go completely still and quiet, all
eyes turning to the offending party member before Oberon
Before the throne stands a man with skin so dark it nearly laughs and the rest of the court joins in. At the second insult
looks blue, as if lit by starlight. Leaves frame his face as if they the party must roll initiative. The eladrin assembled will not
are a golden crown, and a gossamer cape adorns his shoulders, aid in this fight, but given King Oberon’s challenge rating this
attached to matching rings on both his hands. On his head is a is not a fight the party can win. After toying with them Oberon
plain gold circlet. "Excellent! You're just in time for the banishes every character in one fell swoop. They wake up in
Banquet!" an inconvenient location of your choice with a letter that says
“If you ever become more interesting do be a dear and stop
Have your players roll a Perception (Wisdom) check to hear by! -O”.
the whispers of the assembled crowd. Two Eladrin of your
choice (please feel free to pull from the Background NPCs When Oberon bores of their questioning and/or the
section) whisper comments about the player characters. The characters have circulated around the room (populated with
winter eladrin makes personal stabs about a party member or NPCs of your own creation or from the Background NPCs
party members’ dress/hairstyle/ornamentation, but may also section), Oberon dismisses them.
be racially motivated. Non-mages may find themselves called
“mundane,” humans “bland,” etc. The summer eladrin, by He claps for a servant and have the party led to their guest
contrast, may say your barbarian is “exquisitely underdressed” quarters, a lavishly appointed room. A silver platter of ripe
or that your sorcerer’s hair looks like firelight. fruit sits in the middle of a table, and the gossamer curtains
blow slightly in the lavender-scented breeze. The beds are
Oberon's expression doesn't shift, but he does tilt his head as softer than a dream.
if listening to the slight breeze blowing through the throne
room. His eyes light gold, and he raises his hand, pointing a 
finger at the eladrin. A bolt of black energy streaks across the
room and hits the eladrin in the center of the chest, causing You can use this scorecard to keep track of the wins your
the fey to stumble and fall to one knee, teeth gritted in pain as players have throughout the course of the Summer’s Games.
they convulse in place. Oberon's hand drops.
Challenge Win Fail
"Now," he asks, smile growing and tone still jovial. "Would The Tourney / / / / / / / /
anyone else care to defy the Queen?" There is silence.
The Hunt
Now we’ve established the competing dynamics of the The Maze
eladrin’s moods, the court hierarchy, and, importantly: how
bad of an idea it is to fight or otherwise displease the Fey
monarchy. Nevertheless, a stat block for Oberon has been

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 
Acrobatics (a high-wire between two tall pillars that rise from
In what they may presume is morning, the party is led the ground; a fall is accompanied by phantom laughter and
to the arena by a mute servant who merely gestures 3d6 bludgeoning damage); Sleight of Hand (the character
for them to follow. They are led down winding garden sees something glint in the pocket of a competitor); Stealth
paths before rounding a corner and finding an arena (the character finds themself in a long hallway patrolled by a
before them. They are led in and are to wait with the guard; on a fail they see an red exclamation point appear
other contestants. above the guard’s head)
Titania joins the celebration here. Titania wears a sheathe
of golden leaves, which cascades to the ground and becomes 
indistinguishable with the fallen, golden carpet beneath. She Arcana (the character must correctly read a spell in a notation
watches from a private box with King Oberon. they aren’t familiar with; on a success one of their competitors
turns blue, on a fail they do); History (the character is
In the twilight forest arena, you see denizens of the Feywild— presented with a bubble test asking intricate, long-winded
some beautiful, some terrifying, most both. You see elves and questions about Forgotten Realms history—they must fill it in
others, flitting beings you can only catch out of your peripheral correctly or the bubbles form into a frowning face before
vision. Your competitors surround you, young eladrin ready to disappearing); Investigation (the character has stepped on a
prove themselves. beartrap and must extricate themself after discovering how to
do so; on a fail take 1d6 piercing damage); Nature (the
Titania steps to the fore of her people, raised above you all. character is presented with two plants—one heals 1d4
"How will you win? With skill? With truth? With wit? With damage, the other a hallucinogenic that will cause
wager? Or without? These five tasks lie before you, and you disadvantage on following checks in this challenge); Religion
must complete them all to continue." (a holy symbol of a chaotic god appears in the palm of the
character, which they must identify or have the symbol heat to
The party must announce which they will individually burning dealing 1d6 fire damage)
participate in before they know the specifics of the challenge.
Mechanically, the party has to succeed at the majority of these 
challenges to "win" the event. Animal Handling (a cute, innocent bunny appears; on a fail
the bunny bites with sharp fangs dealing 1d4 damage);
You may choose to do these events individually with the Insight (each of the character’s party members appear before
players, but all but the challenge of “without” the characters the character and everyone but one lies, the character must
are free to spectate. decide who is lying); Medicine (a healer’s kit appears in the
character’s hand, but in the other is a long cut spewing blood;
 take 1d6 slashing damage); Perception (the character looks
up and notices a thumbs up in the clouds; on a fail they get
When a character announces they will win “with skill”: rained on); Survival (the character must cross to the other
side of the arena, in their path is a quicksand natural hazard—
Titania claps and a pedestal rises out of the ground before each they must successfully avoid it or experience panic and
of the competitors. Atop it is a small, black cube. "With Skill!" suffocation before being safely teleported back to the arena)
she yells, and both they and the audience strain to see, settling
in for their entertainment. 
Deception (a parent or guardian figure appears before the
The black box transforms into challenges for the character, as character, asking where they were last night or why they
well as the tools they need to complete it. The player haven’t visited); Intimidation (a baby with a lollipop clenched
character must complete a spell challenge in each of the skills in its little fist lands in front of the character, the character
associated with their lowest stat. If they have two or more, must get the candy but can only do so through intimidation—
they must complete all. the baby laughs at poor attempts); Performance (an
instrument appears in the character’s hand and a sudden
Below are some examples of challenges you could spotlight hits them in the arena); Persuasion (an illusory
introduce to your players, but feel free to make these as Titania appears before the character and the character must
extravagant, meta, and whimsical as you like. In the Feywild convince her of why they deserve to win)
your players should be equally charmed and terrified. The DC
for each of these checks is 15.

Athletics (a high striker carnival game appears before the
character, the top says strongman and the bottom says
crybaby)

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 The player character has three tries, and must succeed in at
If Constitution is the player character’s lowest attribute, the least two to pass this section. They may choose how best to
black box puffs into a haze of black mist, and the character entertain this audience. Raise or lower a relevant skill check
must make a Constitution save. On a fail, 5d10 necrotic of DC 15 based on the applied skill/mood of the tiny audience.
damage. On a success, half as much. If Constitution is one of If the player character fails even once small tomatoes are
the attributes the character is worst at, perform this task last. thrown at them, leaving tiny red blotches on their face.
Either way, the character is stabilized after this trial comes to
an end. You look around to see the surprised faces of many eladrin
peppered with red blotches from many, many small tomatoes,
The pedestal lowers into the ground. Around you, you see and a few with perfectly clean faces and dazzling smiles as they
various levels of success. Eladrin clumsily fiddle with lockpicks, bow for their tiny audiences. The pedestal sinks into the
strum lutes, and run obstacle courses, falling on their faces. ground.

 

When the elves all finish their trials and the party announces When the party announces who will win “with wager”:
who will win “with truth”:
Titania raises her hands and the pedestals rise at her motion.
Titania again stands and steps forward, the pedestal raising Atop the pedestal before is a set of gilt, hand­painted cards in a
again. This time, a beautiful golden mirror sits atop it. Every leather case. "Name your number, draw your cards! With wager,
pedestal in sight has a mirror, though of varying design, age, you might win or die.”
and cleanliness. Engraved on the bottom of your mirror are
words. This is a Deck of Many Things, as presented in the DMG,
which the player character can get the idea of with a DC 20
The words are in Sylvan—but rearrange themselves if they Arcana (Intelligence) check. They must announce how many
sense someone who cannot speak the language is trying to cards they will draw (one is enough to succeed in this trial),
read them. If the character in question cannot read or cannot they may also choose to fail this challenge.
see, the inscription is otherwise magically communicated to
them. Once they do, the inscription reads: Some of your competitors are gone. A few seem completely
unscathed, save their pallor. Others hold beautiful magical
Whisper me a tale true and forget you ever knew. weapons. Another stands completely naked, and is quickly
escorted out of the Arena. Another fights a battle with a
If the story is unworthy in some way (DM's discretion, the skeleton clad in a tattered black robe, carrying a spectral
mirror is sentient), the mirror cracks, and the pedestal scythe.
descends into the ground. If it is not, the player character
remembers that they've told a tale, but forgets what it is about 
—no magic save a wish spell can bring back the memory they
sacrificed. When the party announces who will win “without”:

Around you, the elves have tackled this task in different ways. Titania stands, and the arena clears. The party behind you
You see some who look gleeful, some remorseful, and some disappears, [Character Name], and so does all noise. Before you,
vaguely confused as their pedestal sinks into the ground, as you see yourself. Roll initiative.
yours does. Eventually, this trial comes to a close.
If knocked unconscious, the character fails and wakes prone
 on the ground of the arena. If not, they wake completely
unscathed.
When the party announces who will win “with wit”:
You see the elves around you fall. Some resist, holding
Titania claps yet again, and the pedestals raise. The competitors themselves against the onslaught of themselves, and come
before them are focused, enraptured. Before you is a tiny back to reality breathing heavily but otherwise unharmed.
audience of people, aching to be entertained. "May your wit be Titania looks satisfied.
sharp," Titania says, and again sits atop her throne. The small
audience waits with bated breath.

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If the party does not win, they watch as an eladrin (the The prize at the end of this adventure is left open-ended—
insulting winter eladrin now seen as a spring eladrin may rare magic item or items are a possibility, but of more value
bolster competitive spirit) is congratulated, stepping up to bow may be an unnamed boon from the fey court, a title and/or
in front of Queen Titania. If the party wins, they are invited up lands (likely beset by monsters) in the Feywild, or even the
to see the Queen. opportunity for patronage from the Queen or King
themselves.

 After battling two Awakened Trees, the characters may
find a small teaset nearby, perfectly set up to watch this
Away from the settled areas ruled by the Seelie encounter. No one answers when called.
Court, the land is a tangle of sharp-toothed
brambles and syrupy fens. In a small clearing, 
the remaining competitors have been gathered.
Here in the swamp, the characters smell a scent better than
 anything they've ever smelled before. You can smell the
The Feywild can get topsy turvy, but swapping characters is unmistakable mix of: [three smells of player character choice].
not for everyone. If you think your party would enjoy this
challenge, see the additional text below. If they choose to investigate, they find a large flower
emitting the smell. They must make a DC 13 Wisdom save or
"Well, we have to give you all a bit of an extra challenge since use full movement to move toward the scent. This flower uses
you'll be working together from the get go." Oberon waves a the otyugh stat block, except it is a plant with vulnerability to
hand. "There. That should do." fire damage.

The party has switched bodies (down alphabetically). You can 
decide or let the players decide if they'd rather play their own
character’s body with another’s personality, or their One of you steps on a twig as you pass through this area, and
character’s personality in another’s body. the trees rustle to life around you. A unicorn emerges. It
The next person who speaks’ voice comes out of another immediately bonds to anyone who seems pure (or the body of
mouth. that person, if you have chosen to body swap) in the group. If
no one of such description exists in your group, the unicorn
In the next days, the party will traverse through the Feywild. attacks.
These encounters have been scaled for four level 5 characters,
so feel free to upscale for higher-level play. During the night or The players can make a DC 20 Wisdom (Perception) check
randomly they might encounter other creatures or situations. to hear quiet wolf whistles and clapping from the northeast. If
Here are some examples: investigate, the party finds a teaset on a tiny table. If they
disturb it, two pixies appear and demand to know what they're
3 Faerie Dragons doing. After all, the queen set up this entertainment just for
2 Centaurs them!
1 Galeb Duhr
1 Night Hag 
4 Giant Toads
The characters must feel like they’re getting close, but you
To succeed in this challenge, the party must succeed on a hear the snuffling of giant hounds, commanded by one of your
Survival (Wisdom) check (can choose to make as group or competitors. Two blink dogs howl as they find the party. Roll
individual) to find the White Hare—on a failure, see text for initiative.
encounter:
This encounter is followed by bugle sounds, meaning
 someone else has captured the Hare, and the party should
return back to the fey court.
You follow the winding footpath further in, watching trees
become less and less manicured. The forest feels like it is 
breathing around you. The living forest seems to not
appreciate a parasite in its midst as two trees nearby both If the party finds the hare: The White Hare begs for its life—it
attack at once, branches flailing. can grant a wish (refuses to grant wishes that will offend the
Seelie Court). Three competitors have already caught the
Hare and Wished. If the party acts aggressively, the Hare
fights for its life. If the party kills the Hare, it is roasted and
served at the final feast.

6 This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used



The party wakes in their rooms to find wondrous garments
(player’s choice) laid out for them. A note on top says “The
feast awaits!” Yet opening their door leads to a hedge hallway.
The windows are bricked shut, and the door slams when
everyone has passed through. Anyone in the doorway when it
slams shut must make a Dexterity saving throw or take 4d6
force damage.

The hedge maze has 10 ft. tall walls, which grow a taller or
sprout an impassable ceiling at any attempt to circumvent the
maze via such spells as fly or enlarge person. At the center of
the hedge maze is a human child (actually an elder of the Fey
Court named, appropriately, Maze). If anyone reaches the
center without their party, she tuts and shoves them down the
central hole, sending them to a random place in the maze (roll
a d6, moving clockwise). If the characters attempt to resist the
shove, the darkness of the pit seems to reach up and pull them
in.

Maze is the gamemaster of this game and controls its
parameters. While she has the stat block of a druid,
displeasing her would be unwise—the very reality of the maze
can shift at her whim.

The random encounters below are meant to be challenging
for one character of this level, as your players will spend some
time separated. Place them sporadically in the maze, and have
them hide in the foliage of the maze itself. After every random
encounter, change the maze:

2 dryads
4 pixies
1 redcap
2 satyrs
4 sprites



If the Hare was killed, it is presented here—roasted with wild
mushrooms and herbs. Its eyes, replaced with black glass
orbs, seem to follow the party around the room.

Titania presents the winners with their prize. It might be a
relic of great power, a title or land in the Feywild, or it may
also be a button with seemingly no use until it reveals its
power. This is your players’ reward. If your players were
playing on behalf of another, that entity receives their reward
instead, and may choose to reward the players however they
choose.

If the characters do not win the challenges and curry favor
with the Summer Court, there are two options: first, the
Queen could dismiss them immediately. They aren’t
“interesting” enough for her court yet, but maybe they’ll prove
themselves someday.

This is a great time for a level-up milestone, but if you’re
using experience tracking your players may still have a trek to
6th level.

This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used 7

 Legendary Actions

 Attack. King Oberon makes an attack. Spell (2
actions). King Oberon casts a spell. Teleport King
Medium fey, lawful neutral Oberon magically teleports to an unoccupied space
he can see within 40 feet.
Armor Class 17 (natural armor)
Hit Points 123 (13d10 + 52) 
Speed 40 ft., fly 50 ft.
Tiny beast, lawful neutral
STR DEX CON INT WIS CHA
Armor Class 12 (natural armor)
21 (+5) 19 (+4) 19 (+4) 15 (+2) 17 (+3) 17 (+3) Hit Points 50
Speed 50 ft.
Saving Throws Str +11, Wis +9, Cha +9
Skills Insight +10, Perception +10, Persuasion +10 STR DEX CON INT WIS CHA
Damage Resistances bludgeoning, piercing, and
4 (­3) 18 (+4) 10 (+0) 17 (+3) 17 (+3) 16 (+3)
slashing from non­magical weapons
Damage Immunities fire, poison Saving Throws saving_throws
Condition Immunities blinded, exhaustion, charmed, Senses darkvision 60 ft., passive Perception 13
Languages Languages
frightened, poisoned Challenge 5 (1,800 XP)
Senses truesight 60 ft., passive Perception 18
Languages all spoken languages, Sylvan, Elvish Spellcasting. The White Hare is a 10th­level
Challenge 18 (20,000 XP) spellcaster. Its spellcasting ability is Wisdom (spell
save DC 14, +6 to hit with spell attacks). It has the
Innate Spellcasting. King Oberon's innate spellcasting following druid spells prepared: Cantrips (at will):
ability score is Charisma (DC 17). Oberon can Druidcraft, Mending, Poison Spray; 1st Level (4
innately cast the following spells, requiring no slots): Cure Wounds, Entangle, Faerie Fire; 2nd Level
material components: (3 slots): Hold Person, Animal Messenger; 3rd Level
(3 slots): Conjure Animals, Meld into Stone, Water
At Will: Druidcraft, Faerie Fire, Hunter's Mark, Misty Breathing; 4th Level (3 slots): Dominate Beast; 5th
Step Level (2 slots): Commune with Nature, Mass Cure
Wounds, Tree Stride
3/Day each: Commune with Nature, Counterspell,
Phantom Steed, Teleportation Circle Questing Beast. The White Hare can cast Wish at will
—but refuses to grant wishes that will offend the
1/Day each: Finger of Death, Mass Suggestion, True Seelie or Unseelie courts. It can only grant wishes for
Polymorph living humanoids other than itself.

Magic Resistance. King Oberon has advantage on Actions
saving throws against spells and other magical
effects. Bite. Melee Weapon Attack: +6 to hit, Reach 5 ft.,
one target. Hit: 6 (1d4+4) piercing damage
Magic Weapons. King Oberon's weapon attacks are
magical. 

Legendary Resistance (3/Day). If King Oberon fails a This mini-arc is digital friendly! Download the map files at the
saving throw he can choose to succeed instead. link below to either print or upload to your virtual tabletop.
Not every map you may need is provided, but I hope these
Actions resources, created by me, make your VTT prep easier.

Multiattack. King Oberon makes two attacks, or
makes one attack and casts a spell.

King's Rapier. Melee Weapon Attack: +11 to hit,
Reach 5 ft., one target. Hit: 11 (1d8+7) piercing
damage.

Reactions

Parry. King Oberon adds 6 to his AC against one
attack that would hit him. To do so, he must see the
attacker and must be wielding a melee weapon.

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