1 1 5 : : D E E S C C R R I P P T T I O O N
5
D
15: DESCRIPTION
15: DESCRIPTION
I
S
15: DESCRIPTIONN
I
Write a short description of your archfey you can present to
your players that captures their essence in one or two
paragraphs. Be brief but evocative.
1 1 6 : : C O O U R R
6
C
T
16: COURT
U
16: COURT
16: COURTT
Your archfey takes over one of the five fey courts described in
this book (IW 107, 117, 125, 131, 138), most likely the generic
archfey court. Pick the one that best fits your archfey. Feel
free to change cosmetic details as needed.
7
1 17: PATRONAGE
:
P
P
:
7
N
E
T
O
R
G
1
A
A
17: PATRONAGE
O
A
T
R
A
G
17: PATRONAGEE
N
If one of your players wishes to become a warlock of your
archfey, you can use the Archfey patron from the PHB or one
of the four warlock patron options provided in this book (IW
80-83). If your archfey is a patron of a warlock in the party, you
can start their patron relationship at 1 instead of 0 for the
purpose of acquiring patron bonuses for the whole party.
1 1 8 : : H A A V E E F F U U N
8
18: HAVE FUN
V
H
18: HAVE FUN
18: HAVE FUNN
Archfey are meant to be fun to play as the DM and fun to
interact with as the party. Make sure to play up the most
interesting aspects of your patron whenever possible --
melodrama trumps realism.
51
E
P
L
EXPLORING THE FEYWILD
F E E Y W I L L D T R A V E E L E E X X P L O O R R I N N G G T T H H E E F F E Y Y W I L L D
EXPLORING THE FEYWILD
W
I
EXPLORING THE FEYWILDD
I
FEYWILD TRAVEL
D
T
F
FEYWILD TRAVEL
I
R
FEYWILD TRAVELL
V
A
Y
W
To get to different key locations in the Feywild, you must walk
If you leave through Endercoast's gates, you'll wander for a through the woods and let them guide you on your path. Each
while on the hills and beaches of the Sea of Vines before you location has different emotional truths you must meet to end
inevitably find yourself back in town, hardly realizing the up there, emotional truths that you must embody in your
moment when the city took you again. And if you find yourself travels. You, as the DM, have final say where a party ends up.
outside of Endercoast, returning home is even harder. While travelling, you can roll on the Random Encounter
Endercoast may have been transported to the Feywild, but tables (IW 173) or on the Fey Pranks table (IW 55) for events
it is not a part of it yet. that happen during travel.
E E N N T E E R R I N N G G T T H H E E F F E E Y Y W I L L D Feywild or even while still in Endercoast. It's possible (and in
A character can travel to each location while deep in the
T
ENTERING THE FEYWILD
ENTERING THE FEYWILD
I
W
I
ENTERING THE FEYWILDD
The best person to ask about how to leave Endercoast is fact quite likely) to arrive by accident. Pay attention to the
Jilwocky Niftywoop in the Sylvan Gardens (IW 35), a nature emotional truth of each location (IW 47), and if you feel a
priest who has a special connection to the Feywild already party member is acting in such a way that they would be
due to her stewardship over the Sylvan Gardens in granted passage to the location, whisk them away even if
Endercoast. they're in the middle of something else.
L E E A A V I N N G G T T H H E E F F E E Y Y W I L L D
V
L
LEAVING THE FEYWILD
LEAVING THE FEYWILD
W
I
I
LEAVING THE FEYWILDD
"Aye, we're guests, unwilling guests but guests
nonetheless. Don't be afraid of the wilds out there. The world of man is a world of meaningless rituals. The party
They'll put you back in your quaint little city, safe and can return to Endercoast by engaging in ritualistic behaviour,
sound, as sure and as lovingly as one would put to mimicking their routines back home. They can recite their
bed the child of your friend. If you won't be having schedule, talk about mundane shared phenomenae like the
your bedtime, there are ways of getting out. I've been weather, brush their teeth, cook a standard meal, sing
out a few times myself, and it's never the same, as anthems of their homeland, check the time, etc.
surely as no man wades through the same river twice.
Out there, the river may not even be the same by the
time he steps out, dry as a beetle. It's not a physical
place you cross. Not even close." You think back on all those stews you would cook for
yourself each night alone in your apartment, just you
and the simmering pot, stirring round and round, over
and over. And you realize that you've been stirring it
To leave Endercoast, choose up to three of the following so long that the simmer has turned to a boil. You
requirements. Only once these requirements are filled does quickly douse the flames so as not to spill your stew
the party find themselves immersed in the Feywild, all over the wood floors of your apartment. Silly you,
Endercoast far behind them. Each party member must getting distracted. That time you spent in the Feywild
individually fulfill the requirements, or the party as a whole must have gotten to you, even all these weeks after
remains in Endercoast. You can tell the party about these you've returned.
requirements, but never write them down, and never tell them
which ones specifically they need to fulfill.
Returning to Endercoast requires a successful DC 10 Charisma
Humility. You must show deference to someone you believe to saving throw. Any party members that succeed in returning
be beneath you. home find themselves home about 1d8 weeks later with the
Humour. You must make someone laugh. benefits of a long rest and vague memories of having returned
Invitation. You must be invited by the Feywild itself. You'll and carried out their routine at home. Anyone left behind
know it when you see it. stumbles upon the party the next time they enter the Feywild.
Sacrifice. Something dear to you must be given up. A failed attempt at returning to Endercoast leaves the
Serendipity. You must be guided only by chance. character lost in the Feywild. Roll on the Fey Marks table (IW
Threshold. You must pass through a door, gate, life event, or 55) for a lasting consequence, a result of the Feywild's
abstract idea that you have never passed through before. influence over them, and have them serendipitously meet
Truth. You must speak openly, without inhibitions, and with back up with the party the next time the party enters the
intent to speak truth. Leave cynicism behind. Feywild.
Increase the save DC of the saving throw to return home by
You alone determine if the party is ready. 1 for each of the following behaviours they engaged in while
If everyone is ready, while describing another location in travelling through the Feywild. Fey creatures who are
Endercoast, shift your description to any location in the members of the party don't count. If the fey creature is an
Feywild of your choice as naturally as you can with as little archfey, increase the DC by 5 instead. Most fey understand
fanfare as possible. The party slowly regains memories of that engaging with the Feywild in these ways means it's
leaving Endercoast, travelling for a few days through the harder to escape, but they probably aren't inclined to say so.
Feywild, but these memories are hazy, often contradictory.
Roll on the Random Magic Item Table A (DMG 145) for a single Ate food prepared by a fey creature.
item that the party has managed to acquire in the last few Danced with a fey creature.
days of travel, and, if you'd like, give every party member a Stole an item from a fey creature.
different memory for how it was acquired. Insulted a fey creature.
Lost a game to a fey creature.
52
G E E N E E R A L L F E E A T U R E E S
GENERAL FEATURES
A
T
G
F
GENERAL FEATURES
A
U
N
R
R
GENERAL FEATURESS
Work in any of the following descriptions as you see fit. A vine that breathes with the sigh of a mother's love
has grown in lazy flat circles, curled over and over in
on itself, covering the forest floor with nothing but its
It's twilight, but even the twilight is darker and colder devotion. With each step, its love slowly but surely
than any night you've slept through in the comforts of turns to the agony of that love fading away. You know
Endercoast. The black gaps in the trees watch you, better than to stick around for long.
drooling with hunger. You avert your eyes
instinctively, knowing that the longer you stare into
the darkness, the deeper it will worm its way through
your skin.
There is a path that bears your name as a cloak, and
another that bears your face as a whisper. They fork,
but they are the same.
Crimson clouds roll overhead, and you are struck with
a nameless terror, a terror you are all too familiar
with. It's the terror you felt as a child when you
realized for the first time that your parents could This field was once a promise to keep a secret. It has
make mistakes. It's the terror of knowing that there is flourished with flowers, each one an opportunity for
no longer solid ground beneath your feet. It's the that secret to be told, and each opportunity lost. You
terror of craning your neck up to see the top of a know in your heart that whispering a secret here will
mountain that is bigger than anything you could kill the field, and all will be lost. But then again, it is
accomplish in your life, a mountain that will stand for the way of all secrets to be told. The field is even less
millions and millions of years before it too is ground natural than you.
to dust. It's the terror you will feel one day when your
death no longer becomes abstract. You know that you
are fragile. You know that the world doesn't care. The
clouds pass. The sky clears. And you forget that terror
for one more day. Upon four great rocks sit four great ravens, each with
a beak whose name you know to be Fey. A word
spoken out loud and the ravens will never have been
here. They are desperate for you to speak.
The rocks here are rigid, defined, seemingly shaved
away at ninety-degree angles with little slots for what
appear to be windows and doors, though you know
without even checking that there is only more rock A door opens up in the path. Through the door is the
behind them. It reminds you of the regimented city room in which you slept as a child. It reeks of sulfur
streets of Endercoast. There is no function to it, no and steak. You know that smell, and you remember,
purpose. Except ... you get the feeling it might be long ago, a door opening to a forest. The thought of
sarcasm. going through the door never once enters your mind.
You realize you've passed the same apple tree at least This was once a forest, now a field, now a basin, now a
half a dozen times in the last hour. Only this time, the coast. Each new step and your surroundings change,
tree is noticeably larger. Noticeably older. You don't but the surroundings are not the important part. The
know how you know, but you know that the further musical note, the very same one they played at the
you press on, the older this tree will get. funeral all those years ago, guides your footsteps, and
each step takes you further from death. When the
music fades, you relax.
A landmark rises above the trees. A red needle,
scraping the clouds as though scratching a record. You
spend an hour approaching it, but you never get any You crest the hill and peer down the sheer drop into
closer. Then, someone coughs, and your next three the valley. It is deeper than a soul. At the bottom, an
steps take you soaring past it. Now it follows you ocean is nothing more than a puddle. A mountain is a
instead. four-sided die. If you fell, you would starve.
The leaves are the colour of cold feet. The ground You are struck with the realization that every pebble
weeps for the life they could have had together. here on the ground was thrown at a friend in anger.
53
S E E A A S S O N S S A N D W E E A T H E E R
SEASONS AND WEATHER
A
T
S
W
SEASONS AND WEATHER
D
N
A
SEASONS AND WEATHERR
O
H
N
For every 42 (4d20) days the party spends in the Feywild, the
Magical Effects
season changes randomly. Roll a d4 on the following Season
table. You can also just decide to change the season whenever d20 Magical E fects
you feel like a change of pace. The season in the Feywild bears 1 Creatures are invisible.
no correlation whatsoever to the season in Endercoast. Humanoid and fey creatures can cast polymorph on
2 themselves at will. They retain their mental ability
scores and hit points.
Creatures outwardly appear to be at the end of their
3
Season
species' lifespan.
d4 Season Mood Weather
4 Creatures shrink by one size category.
Cheerfulness and
1 Spring Any Weather 5 Creatures grow by one size category.
Celebration
At twilight, every creature rolls on the Wild Magic
Always 6
2 Summer Boldness and Aggression Surge table simultaneously (PHB 104).
Humid
Creatures emit faint, ethereal music that can be
3 Autumn Peace and Goodwill Any Weather 7
heard clearly up to 10 feet away.
4 Winter Contemplation and Sorrow Always Cold
8 Humanoid and fey creatures can cast levitate on
themselves at will.
Weather
At twilight, creatures killed since dawn return to life
Summer is always humid and winter is always cold. 9
as per the spell reincarnate.
d20 Weather Creatures are resistant to nonmagical bludgeoning,
10
Cold. Anyone further than 5 t. from a source of heat piercing, and slashing damage.
or another creature takes 1d4 cold damage per Creatures have advantage on saving throws against
1 11
round. Creatures of the forest huddle together in spells and other magical e fects.
clumps for warmth. There is no snow, only cold.
Humanoid and fey creatures can use a bonus action
Rainy. Torrential downpours lood the forests. 12 to shi t between the Feywild and the Ethereal
Beasts retreat to the tops of trees. Anyone shorter plane.
than 3'0" risks drowning in the muddy
2-7 Creatures with an alignment have their alignment
embankments. The forest is di cult terrain for 13
anyone without a swim speed, unless they move in shi ted one space towards chaos. For example, a
the direction of the current. lawful neutral character becomes neutral.
All plants become thick and overgrown. A creature
Mild. The weather is pleasant, though the air is 14
choked with pollen and other particulates. A moving through the Feywild must spend 4 feet of
movement for every 1 foot it moves.
humanoid's failed DC 3 Constitution saving throw at
8-17
the beginning of the day gives them the poisoned At dawn, humanoid and fey creatures are
condition until twilight as they choke and sneeze 15 teleported to a random location within 1 mile of
uncontrollably. their original location. At twilight, it happens again.
Humid. The hot, stu fy air shortens the amount of Creatures gain 1 point of exhaustion at dawn. They
18- time it's comfortable to spend in the open air. 16 gain another point of exhaustion at twilight if they
haven't taken at least 6 short rests.
Humanoids who spend an hour outside must
20
succeed on a DC 10 Constitution saving throw or Roll on the Random Urban Encounters table (DMG
incur a level of exhaustion. 17 114). Each creature in that encounter is transported
from the Material Plane to the Feywild at twilight.
The Feywild is blanketed in sinister black fog,
18 heavily obscuring everything further than 10 feet
away.
M A A G I C A L L E F F F F E E C T T A wild magic surge is triggered every time a
M
MAGICAL EFFECTS
E
S
G
MAGICAL EFFECTS
MAGICAL EFFECTSS
A
C
I
C
19 creature casts a spell or scores a critical hit. Refer to
Every day, roll for a new magical effect that spreads across the the Wild Magic Surge table (PHB 104).
Feywild, unless you don't feel like a magical effect today. The 20 Roll two more times on this table.
Magical Effects table contains 20 interesting magical effects,
but feel free to make up your own. They don't have to be
mechanically solid, or make sense, or be consistent from one
character to the next. Do as you please.
Ongoing magical effects begin at dawn and fade away at
twilight. You can change the timings if you want. Maybe these
effects only happen during combat, or maybe they last a
week, or maybe they're over in the blink of an eye.
54
F E E Y M A R K S F E E Y P R A N K S
FEY PRANKS
FEY MARKS
F
M
F
P
FEY PRANKS
FEY MARKS
FEY PRANKSS
K
Y
Y
A
R
R
K
FEY MARKSS
A
N
You don't come out of the Feywild unchanged. When a non- Even if you haven't been lost in the Feywild, the fey are
native character spends too much time in the Feywild, things mischievous creatures. You will inevitably be pranked. Roll on
start to happen to them, things they can't explain. Roll on the the Fey Pranks table. Ongoing pranks last until twilight unless
Fey Marks chart for example of what might happen, or just stated otherwise.
describe your own effect, whatever feels best.
Fey Pranks
d12 Fey Prank
Fey Marks
d20 Fey Mark Your hair grows at the speed of rumours. It's
Replace your ideal with another ideal randomly unmanageable by mid-day and impossibly long by
1 1
selected from your background. twilight, at which point it all falls out and then
grows back to how it was before.
You've gone mad. Roll on the Inde nite Madness
2
table (DMG 260). 2 You get painful, loud hiccups.
The rst day a ter linking back up with your party is Any coins you have on your person grow spider's legs
revealed to be an elaborate dream. Reset the day and rip their way out of your satchel. They form a
3 3
and roll 1d6. On a result of 5 or 6, the next day is colony in the woods with a strict heirarchy: copper at
another layer of the dream. the top and platinum at the bottom.
4 You've lost your sense of taste. A goblin (MM 166) approaches, selling merchandise
he's picked o f the ground. A clump of dirt, a broken
Randomly roll for a second law from your
5 branch, a dead spider, half a worm, a stick, a leaf.
background. 4
One hundred gold coins each. If you buy nothing,
You've lost all of your nonmagical equipment. The sprites emerge from the trees and mock him
only thing you have is robes the shape and colour of mercilessly for his failures.
6
the rst snowfall of winter in your homeland. You
would never dare to part with them. A giant tortoise (IW 215) slowly, agonisingly crosses
the path in front of you. Pixies (MM 253) ask you to
Your skin colour has changed to an obnoxiously wait patiently and guard the area, because all will
7
bright shade of purple. 5 be lost if the tortoise cannot cross. Great enemies
8 Your hair is suuuper messed up! shall soon descend on the tortoise. The fate of the
Feywild is at stake. The tortoise nishes crossing
When you are sad, you appear content. When you
9 a ter one hour. No enemies arrive to stop it.
are joyous, you appear depressed. Every time a bag is opened, it makes a little fart
When you roll a natural 1, it is treated as a natural 6
10 noise.
20, and vice versa.
All of your equipment gets covered in glitter. You'll
11 You can no longer speak ... but you can still sing! 7 likely be nding bits of glitter in your bag for the
You've misplaced your shadow. It probably nipped next few years.
12
o f somewhere for a quick nap and got lost. Your weapon, shield, or arcane focus transforms into
You've forgotten someone or something important the severed head of a pig. When you hold it, it
13
to you. Remove a bond, even if it's your only bond. 8 screams and bursts apart into beetles, which quickly
14 You can't see in colour, only shades of grey. burrow into the dirt and are gone. You nd your lost
equipment in polished condition an hour later just
If you don't make someone laugh each day, you lying on the ground, una fected.
15
drop dead at twilight. A "kick me" sign is placed on your back. It can't be
9
16 You've got puny little deer antlers. removed.
You've died and been resurrected by a hag. You had A hummingbird hovers around your head. Each time
17 to leave something behind. Lose one of your racial you miss with an attack roll or have an enemy
traits or class features of your choice. 10 succeed on a saving throw against a spell you've cast,
You have a permanent lingering injury (DMG 272) the hummingbird pecks you in the ear.
that can only be removed with a wish. Roll 1d4. On a There's a crude curly moustache drawn on your face.
18 11
roll of 1-2, you Lose an Eye. On a roll of 3-4, you gain a You can't wash it o f.
Horrible Scar.
A raven lies past and drops a letter into your lap.
You're two feet shorter. If you're already less than Express delivery just for you. The letter reads, "I
19
two feet tall, you shrink to only 1 inch tall. 12 admire you in secret. And I just think you're swell. I
Ten years have passed for you since the last time hope you get my letter. I wish to wish you well." The
20 letter is secretly from ... the raven!
you met your party. Roll for another fey mark.
55
T H E E N A A T U R E E O F F T H E E F E E Y
T
THE NATURE OF THE FEY
N
F
T
THE NATURE OF THE FEY
H
O
T
R
THE NATURE OF THE FEYY
H
U
It is tempting to roleplay the fey as alien -- otherworldly,
unknowable, and mindlessly destructive, like Lovecraftian
monsters. This is not who the fey are -- they are painfully,
tragically human, with all the power and all the folly of the
gods of ancient mythology.
It is tempting to play the fey as fiendish -- malicious and
mean-spirited, who will pressure you into a contract and then
try to worm their way out of it. This is also not who they are --
they do not obey contracts and they do not respect any law
except the laws of mutual respect. If you scratch a fey's back,
they'll scratch yours.
It is tempting to play the fey as characters from a children's
fairy tale. The fey can be this if you want, but most would
agree that they are more fun when they are dark, and weird,
and dangerous, but without being evil.
No, think of the fey as more natural than mankind. Perhaps
more natural than nature. They are the way the world was
before we foolishly prescribed order to it. They are the true
nature of the earth.
K E E Y Y L O C A A T I O N S
KEY LOCATIONS
K
L
T
KEY LOCATIONS
N
O
C
KEY LOCATIONSS
O
I
B U U L L L L Y Y W U U G G S S W A A M P
BULLYWUG SWAMP
B
W
BULLYWUG SWAMP
BULLYWUG SWAMPP
W
M
"The bullywugs believes themselves the
incontrovertible masters of their domain. Show
deference to all frogs and toads you meet. Give to
them an offering of peace. They will lead you to their
king."
Describe the following scene when the party arrives.
Lilypads bounce with joy. Weeping willows cry crystal
tears into the pond, water as clear as an epiphany. You
can see thousands of tadpoles coursing in lazy circles.
Two frog-men surface. They croak, and you
understand their croak to mean "Welcome", though
suspicion swims in their bulbous eyes. Seated upon a
throne of confident untruths, the bullywug king leans
down and smiles.
Ki ng Slithercroak
a
Ki
e
r
r
o
k
c
h
g
S
Ki ng SlithercroakKi ng Slithercroak
l
n
t
i
Ki ng SlithercroakKi ng Slithercroak
Slithercroak is a bullywug (IW 177) king (NPC 298), second
only to the ancient toad (IW 195) in Bullywug society. He can
speak Common fluently (though only due to his magic items).
The other bullywugs (MM 35) can only speak Bullywug and a
few simple phrases of Sylvan.
Personality. Slithercroak has a grandiose sense of self-
assuredness. Any indication that he is not the true king of
the Feywild is merely laughed off, barely worth a remark.
Ideal. Slithercroak's sheer confidence in his version of reality
is strangely admirable. So much that other bullywugs and
even some other fey creatures go along with his assertions
unquestioningly.
56
Bond. Slithercroak's stewardship over the swamp has allowed E E L A D R I N V I L L A G E
V
ELADRIN VILLAGE
ELADRIN VILLAGE
R
I
D
L
A
G
N
L
I
A
L
it to remain beautiful. Many other swamps in the Feywild ELADRIN VILLAGEE
are dark, gross places. Not here. Use this village if you have Mordenkainen's Tome of Foes.
Flaw. Slithercroak is utterly incapable of realizing the truth of Refer to the sections on the eladrin for roleplaying
his station: he is a ruler only of a small band of bullywugs, information.
and the Feywild is too big and too complex for one mildly
stupid frog man to rule it all.
"Drink deep, laugh hard, feel how you truly feel! When
you are happy, scream it to the world until your
Offerings
O f f e r i i i n g s
O
e
r
r
e
f
Offerings
O
Offeringss
f
f
f
n
s
g
n
g
King Slithercroak can offer the crystal tears of his willow trees. stomach is knotted with laughter! When you are sad,
These crystal tears can purify water for drinking. They could weep until all the moisture has left your body and you
be used to clean the sewers and to decontaminate the city's are a lifeless husk on the forest floor! When you
extend hospitality to others, let your ego fall away to
supply of drinking water. The cultivation of these willow trees nothing and serve them as you would serve a master!
requires them to weep, so each morning King Slithercroak And when your friends are threatened, strike down
tells each tree exactly how pathetic they are. If seeds of these your foe without hesitation! Without mercy. In the
willows are planted in Endercoast, a similar strategy will need most pure of those feelings is where the eladrin live."
to be put into place. They must weep.
Describe the following scene when the party arrives.
P r i i i c e
Price
c
e
r
c
Price
P
P
r
Pricee
In exchange for the crystal tears, the king tells the party that
many of his people have become lost. They must capture his
lost bullywug followers and convince them to return home to High up in the trees, high enough that you must crane
the swamp. Send at least three bullywugs home to him and he your neck back to see, are houses grown from the
will grant them their crystal tears, because he is a kind, just, willing bark of the oak. The creatures walking from
branch to branch as though they weighed nothing are
and reasonable king who cares for the wellbeing of his elves, certainly, but the elves you are familiar with still
subjects. remind you of yourself. These elves are alien,
inscrutable, both eerily calm and explosive in their
temperament. Their eyes do not track you, but you
A n o t t h e r
Another
r
Another
h
h
t
e
e
A
Anotherr
n
n
A
o
o
The bullywug king speaks with reverence, oddly enough, of feel their gaze upon you anyway.
one called the Princess of Dewdrops. She seems to be the only
fey creature that the king is willing to even consider to not be
one of his subjects. Tears roll down his fat cheeks as he speaks The elves react to the party in different ways depending on
of her beauty and her power, and when his tears touch the the season.
water of the pond, green sickness spreads. The crystal tears of
the willow trees eliminate this sickness as quickly as it In the spring, the elves cheerfully greet the party and wrap
them up into a dancing celebration of life.
appeared. In the summer, they rain arrows down from above unless
T H E C O U R T O F J J E S T the party approaches unarmed.
T
C
THE COURT OF JEST
THE COURT OF JEST
E
S
THE COURT OF JESTT
H
F
R
U
O
E
T
O
In the autumn, they are kind, hospitable, caring, providing
the party with a cornucopia of delicious food.
In the winter, they stay huddled in their homes wrapped in
"After a show, meet an actor backstage. Behind the
stage you will find a theatre, only this time you are the thick woolly blankets and refuse to let the party enter.
actor and the actors are the audience. Impress them
and the court will accept you into their ranks of P l l u c k y G l l a n c i i i n e l
Plucky Glancinel
u
u
l
k
y
y
c
c
k
e
Plucky Glancinel
P
a
a
c
n
n
c
Plucky Glancinell
P
G
G
e
n
l
l
n
performers and acrobats and clowns. You are one of Plucky Glancinel is an eladrin (MTF 195-197) who changes
them, now, and that can never be taken from you." their gender, personality, and statblock based on the season
(or on their whims). They are the speaker for their village.
Personality. Refer to the sections on the eladrin in MTF.
You can find information on the Court of Jest in Part 3 (IW Plucky's personality changes dramatically depending on
117).
which season the party encounters them.
D E E W D D R R O O P P S Ideal. There is no shame in feeling one's emotions.
DEWDROPS
D
DEWDROPS
W
DEWDROPSS
Plucky's role as the village's speaker to outsiders is due
Bond.
to learning to speak Common from a wood elf who found
her way into their village in the autumn hundreds of years
"Spread joy where you go, and damn the ago. The wood elf died of old age quite recently, which left
consequences. Who cares if you inconvenience the
many if it means just one person will remember that the village in a seemingly endless winter. Plucky managed
day for the rest of their life?" to bring the village back to spring, but they are worried that
making new outsider friends (who will inevitably die) will
cause the same thing to happen again.
You can find information on Dewdrops in Part 3 (IW 131). Flaw. Plucky changes their mind as quickly as they change the
words in their sentences.
57
If the eladrin are satisfied, they will protect Endercoast, as a
city that can produce such a wealth of emotion is a city worth
Offerings
O f f e r i n g s
r
e
f
i
g
n
s
O
Offerings
f
Offeringss
i
n
O
g
f
e
f
r
The eladrin village can enchant the air to help protect preserving.
Endercoast from the elements, giving every citizen advantage
on saving throws against negative effects caused by the A n o t t h e r
Another
A
Anotherr
h
t
o
h
r
e
e
A
Another
n
o
n
weather. This benefit only applies if the citizen is feeling the The eladrins speak in hushed tones of those who feels
"right" emotion for the weather. Anyone who dances in the emotion the strongest. They speak of the beautiful,
rain will face the full brunt of the rain. unstoppable, unforgettable Princess of Dewdrops. A thousand
mothers weeping over the bodies of their children hardly
compares to one singular moment of her joy. They too speak
P r i i i c e
Price
r
P
c
e
r
c
Price
P
Pricee
The eladrin wish to capture the rawest, most perfect emotions of the rage of Dailili, a rage so pure, so encompassing, that it
they can. Each party member must present a memory of such has spread through the Feywild as quickly as the wind. What
an emotional experience, though doing so erases that they wouldn't do for but a taste of that rage, but a peek into
memory from their mind and prevents them from ever feeling her seething mind. Anything. Anything for her.
that emotion again.
F F A A E R R E E V I L L L L A A G E Describe the following scene when the party arrives.
V
FAERIE VILLAGE
G
I
E
FAERIE VILLAGE
I
I
FAERIE VILLAGEE
"Why so serious? Live a little. Relax. Laugh. Have fun. Spotted mushrooms lay dotted around the enclave.
We are not determining the fate of the multiverse. And An old boot lies on the ground, dazzling lights
even if we were, what good is a multiverse that's so shooting forth from the lip. A turnip spins in place,
stuck up all the time?" hollowed out, something dancing in joy within.
Baubles of dreamy lights hang from the treetops, only
for them not to be lights at all, but creatures, fey,
wings of gossamer, dresses of honeydew leaves. They
alight upon your shoulder and giggle in your ear.
58
A sprite (MM 283) named Holly Hocking checks each party T H E F E Y D A R K
T
F
THE FEYDARK
THE FEYDARK
Y
D
A
E
H
E
R
member one by one with his Heart Sight, explaining that he is THE FEYDARKK
checking for evil in their hearts. He plays a harmless prank on
each party member as he does so. Any ongoing effects end at
twilight. "The oldest and strongest emotion of your short-lived
kind is fear, and the oldest and strongest kind of fear
First Prank. He yanks on their nose and says, "Honk!" is fear of the unknown. Did you know that your body
reacts to a spider before your mind recognises it's
Second Prank. He throws glitter into their hair, changing its there? And what of a face that is not quite your own?
colour to a sparkling rainbow. Where have these fears come from? You already know
Third Prank. He turns their ears so the lobe faces up and the the answer. We have all crawled out of that darkness
tip faces down. "You'll hear everything upside down!" and been reborn. We have all escaped. But it's still
Fourth Prank. He gives them a pitying glance. "Life has played there, waiting for us to dive back in."
enough pranks on you."
Fifth Prank. He gives them the ability to see "the eighth
colour". Everything appears more vibrant. They never want Describe the following scene when the party arrives.
to go back.
Sixth Prank. He erases their eyebrows.
Seventh Prank. He kisses their cheek. A fat pimple forms. That familiar icy terror grips your heart and holds it
still. This is not a place for children. It is not a place of
When he has finished checking their alignments, it is made safety. The caves wind around you like the coils of a
clear that when the sprite speaks of Evil, he is of course snake. You can no longer tell which way is left or right,
actually talking about Law -- anyone with a lawful alignment up or down, and you suspect such cardinal terms are
must sit on a toadstool in the corner of the village and wear a meaningless here. Luminescent mushrooms grow
from the walls. Water drips from stalagmites on the
"dunce" hat until the party leaves. floor up into the endless darkness above you. And
there is always, like tinnitus, the screams of those
Personality. What a scamp! who are lost.
Ideal. Enjoy your life. Nobody else will enjoy it for you.
Bond. Related to Tettlebug Moonflower; his wife Tattletale
Hocking is her half-sister.
Flaw. He has trouble taking anything seriously. There is a colony of kuo-toas who live on the coast of a black
lake in the Feydark, a lake with no horizon, a lake that bubbles
and swirls yet bears no life. The kuo toa archpriest (MM 200)
Offerings
O f f e r i n g s
g
f
n
e
f
O
Offerings
r
s
i
r
f
i
n
g
e
f
Offeringss
O
Holly Hocking presents to the party a hero's feast (as per the Ploupdoolp describes with glee the new god of his people,
spell heroes' feast). He claims that the faeries of the village Poppiplob, a burgeoning archfey. At the moment Poppiplob is
can offer such a feast to the whole city of Endercoast, solving a shadow that has eaten through each and every one of the
their food crisis entirely. Sure, some peaches might taste like kuo-toas' shadows.
mushrooms, and some wine might turn to water, but the city
will be fed. O f f f e r i i i n g s
Offerings
f
g
n
r
Offerings
O
s
f
e
g
Offeringss
f
r
O
e
n
If Poppiplob were to become a full-fledged archfey, it could
grant the party a host of magic items that would support them
r
P r i i i c e
Price
P
e
Price
c
Pricee
r
c
P
Such a generous offering requires a significant trade. The in their efforts to battle other archfey. Ploupdoolp promises
party must play a practical joke on an archfey. Make sure it's the party four magic items, and if the price is paid and
good. Poppiplob rises as an archfey, Poppiplob rolls four times on
the Magic Item Table F (DMG 146), granting the party all four
of the items rolled.
Another
A n o t t h e r
h
t
o
h
r
e
e
A
Another
Anotherr
A
o
n
n
The faeries spin tales of four archfey in this region of the
Feywild. There is the one called Lord Cals who sits and waits. P r i i i c e
Price
c
P
r
Price
e
c
P
r
Pricee
There is Cirrus the Jester who puts on just the most All Poppiplob needs is a sacrifice: just four more shadows to
spectacular performances. There is Dailili, the Tree of Infinity, eat, that's all. A party member who agrees permanently loses
One with the Earth, the Spiteful Queen, the Consumer. And their shadow, as well as two points of Constitution. Neither
there is Tettlebug Moonflower, a pixie once from this very the Shadow nor the points of Constitution can be restored by
village who doesn't even realize that she is an archfey at all. anything short of a wish.
Tettlebug Moonflower's family of pixies (MM 253) can be
found in this village. They urge the party to speak sense into A n o t t h e r
t
e
h
r
o
n
A
Another
Another
n
e
h
A
Anotherr
o
Tettlebug and send her back home before she hurts anyone. Also deep within the Feydark there sit those who have been
Though perhaps it is already too late for that. cursed by the hag, Dearest Gran. They made their deal, they
paid their price, and now they have nowhere to go but down,
down where they wait in the dark, alone, afraid, and lost. You
can represent these cursed beings with the specter statblock
(MM 279) or the Lost statblock (MTF 233). They aren't
immediately hostile. They demand that the party bargain with
Dearest Gran for their freedom; maybe she will give them back
their lives. And if the party shows hesitation, they grow
frustrated and attack.
59
You can roll on the Cursed of Dearest Gran table for the
reasons that each creature was cursed. Killing the cursed one
floods the killer's minds with these regrets.
y
a
e
r
Trapped in the Feydark
d
a
e
t
h
d
n
e
F
p
p
T
Trapped in the Feydark
r
T r a p p e d i i n t h e F e y d a r k
k
Trapped in the Feydarkk
p
e
p
h
i
e
d
t
r
n
F
T
y
a
d
r
e
a
Generally, the party ventures into the Feydark only if they
have been given a quest to go dungeoneering, or if they have
been challenged in other ways. There is nothing down here
but the remnant magic items of those who have come before.
Roll on the Feydark random encounter table (IW 173) for
what the party encounters in here, and roll on the Magic Item
Table B (DMG 144) for the magic items they might find.
If a party member fails to return from the Feydark (IW 59),
they become lost here. Only by launching an expedition to
find them can the party recover their friend.
Cursed of Dearest Gran
d6 Regret
"Dearest Gran cured my husband's sickness, but
1 made him forgetful and stupid. One day, in
frustration, I struck him. He died."
"I traded all the mushrooms from my garden. One
year later, a rich businessman came to my door,
2 having heard of my wonderful mushrooms. He
looked to make a purchase, but I had none le t to
trade. So I stole them back from Dearest Gran's hut."
"I asked Dearest Gran to make me handsome in the
hopes that the one I loved would nally look my way.
3 I become so handsome that a dryad stopped me on
my way home, unable to contain her a fections, and
my beloved was forgotten."
"I demanded eternal life, and now, here I loat, a
4
thousand years old to the day."
"I was impatient for my inheritance, so I slew my
father and mother. Worried that the crime would be
5 pinned on me rather than my accomplice, I pleaded
with Dearest Gran to clear my name. She just
laughed."
"I promised Dearest Gran my rstborn son, but I
never married. On my deathbed, I smiled at my
6
cleverness, but then I saw Dearest Gran's scowling
face, and I felt her twisted claws on my throat."
F F I E E L L D S S O O F O P P E E N A I R
A
FIELDS OF OPEN AIR
O
D
F
N
FIELDS OF OPEN AIR
I
FIELDS OF OPEN AIRR
I
"Feel the wind on your face and go where it pushes
you! Do not worry about time, or space, or
responsibilities, or needs, or wants, or desires, or
anything else that should tear your body or your mind
from the freedom of the open air!"
Describe the following scene when the party arrives.
60
Her hovel is much bigger on the inside than the outside,
perhaps infinitely big, and it is filled with a variety of enslaved
An endless plain of delights. Rolling hills to a horizon fey creatures paying off a 14-year period of service.
that your eyes can never meet. A breeze that speaks
the language of the grass. Only the nicest and Personality. Dearest Gran takes special interest in the
prettiest of insects fluttering from blade to blade. It is stewardship of those who fall between the cracks. She
as close to Elysium as you will ever reach.
offers her services to the downtrodden, the ugly, the
hopeless, and the desperate. She grows angry if her
services are taken advantage of and despises the most out
The centaurs (MM, IW) of the Feywild have made their home of anyone those who think they are a better person than
here. They frolick in the fields. They barely acknowledge the they truly are.
party's presence. Only one of them, a centaur whose lower Ideal. Truth, chance, investment, and comeuppance.
half is a whirlwind of grass, dares to approach them. He Bond. Dearest Gran's sisters fell to the temptation of fiendish
introduces himself as Shambler of the Blades. power and left the Feywild forever. There is no one that she
Personality. Laid-back, calm, collected, and bold in his hates more than her sisters, yet they are also the source of
assumptions. the power she wields.
Ideal. Freedom without direction. Flaw. Dearest Gran treats everyone like young children who
Bond. His brother was overtaken by the vines and became a don't know what's best for themselves, and she is greatly
shambling mound. offended if her services are not accepted.
Flaw. He can't make up his mind on anything.
O f f f e r i i i n g s
r
O
g
s
n
Offerings
f
e
f
Offerings
n
e
g
Offeringss
r
O
f
Dearest Gran is a problem solver. She can cure sickness,
f
n
g
s
f
e
r
O
Offerings
Offerings
O f f e r i i i n g s
e
f
O
g
Offeringss
r
n
f
If the people of Endercoast were to open their hearts to the disease, and curses. She can grow any type of herb, poison,
most beautiful aspect of the Feywild -- the freedom of the curative, potion, or alchemical component. She can change
open air -- then this minor realm could surround the city and your appearance, not just magically, but physically and
protect it from the more dangerous locales. permanently. She can influence the minds of others to love
you, to accept you, to cherish you. She can grant you the one-
time ability to cast contact other plane or even put you in
Price
P r i i i c e
c
c
Price
P
r
e
P
Pricee
r
Eliminate the government of Endercoast. Let the Sentinels of contact with those left behind in the Material Plane. And she
Equity take control of the city. They are the only faction that can grant eternal life. But all of these offerings come with a
truly understands what Endercoast could become. price.
Price
P r i c e
i
r
Price
P
e
c
P
Pricee
i
r
c
Another
A n o t t h e r
Another
A
Anotherr
t
n
n
o
o
h
r
A
e
h
e
Shambler of the Blades speaks of the Sea of Vines and how it Dearest Gran demands one of the following prices for her
threatens Endercoast. He knows that his brother, Gardener of services. She never describes the effect, refusing to elaborate
the Vines, was consumed in its churning mass. This Sea of beyond her simple request. The prices paid cannot be
Vines is the work of Dailili, the Tree of Infinity, whose excess recovered through anything short of a wish.
rage has boiled over into the waters.
H A A G G H O O V E E L
H
HAG HOVEL
V
H
HAG HOVEL
HAG HOVELL
Hag Prices
d20 Price
"I can see it behind your eyes. A need. A need that "Your memory." Dearest Gran removes the memories
cannot be fulfilled. You know who can help you. You 1 of the character from the minds of everyone except
know what you must do."
the members of the party.
"A lock of your hair." Dearest Gran creates an identical
Describe the following scene when the party arrives. clone of the character. The clone must serve her for
2 14 years. The clone insists that a mistake was made:
the clone is the original and the character is the
An old wooden playset illuminated by a single beam clone.
of light through the thick black canopy in the woods. "Your wealth." The maximum value of wealth the
A rocking horse swings lazily back and forth. Swings character can possess is 500 gp, not including the
creak with each gust. A climbing wall is overtaken value of items. Any coins they receive that would
with vines. In the middle of the playset, nursing a 3 bring their net worth above 500 gp instead turn to
weed growing through the litter, is an old woman with
kind eyes. She wears a patchwork dress. chocolate. Any bank notes burn up. Any promises
are broken.
"What no one could teach you." The character loses
Dearest Gran has glamoured her hovel such that it only 4 pro ciency in all Wisdom-related skills and
appears to those who have paid her a price for her services. Wisdom saving throws.
Her hovel is a simple wooden hut with giant grasshopper legs.
It can hop thousands of miles in a single bound.
61
Hag Prices (cont'd) Hag Prices (cont'd)
d20 Price d20 Price
"A pound of flesh!" Dearest Gran strips a full pound of "A moment of your time." Each time the character
5 skin from the character's back, reducing their rolls initiative, roll a d6. On a roll of 5 or 6, the
maximum hit points by 4d6. character disappears for one round, having been
"The fire in your heart." A ter each week spent whisked away by Dearest Gran to help her with
6 without taking re damage, the character gains one 18 some simple mundane task like getting a jar down
level of exhaustion. from a high shelf. The character returns to the space
they le t, or the nearest empty space. Once this has
"Comfort, safety, home." If the character already has a happened 10 times, Dearest Gran no longer seeks
home, they return to nd it burned to the ground, their services.
along with everyone and everything inside.
7 "That lovely smile." The character can no longer feel
Regardless, they can never settle in a permanent 19
place, always having to stay at inns or other such joy. They lose pro ciency in all Charisma skills.
establishments. "Your freedom." Dearest Gran enslaves the character
"All those beautiful phrases." The character loses 20 for 14 years. The next time the party returns to
knowledge of two languages. If this would leave Endercoast, they nd the character somehow
8 already waiting for them, fourteen years older.
them without a language, they learn to read and
write Sylvan, but can't speak it.
"Your strength." Surprisingly literal -- the character's
9
Strength score becomes 6.
"Your soulmate." If the character is in a romantic
relationship, roll a d6. On a roll of 1-2, Dearest Gran C u r s e s
Curses
s
C
Curses
u
r
e
s
C
u
s
r
e
Cursess
banishes their partner to her private demiplane, Attempting to cheat Dearest Gran or exploit a loophole in her
10 where they must serve her for 14 years. On a roll of price angers her and will result in a terrible curse inflicted
3-6, or if the character isn't in a romantic upon any who have crossed her. You can make up your own
relationship, Dearest Gran whisks away a random curse or roll on the Hag Curses table. These curses can be
stranger they meet in their travels. removed by nothing short of a wish or by the grace of Dearest
"That spring in your step." The character loses 10 feet Gran.
11
of movement speed and cannot jump.
"Your bond with a deer one." The next time a
character encounters a deer, it seems to invite them
Hag Curses
closer, and even is willing to eat out of their hand
12 d6 Curse
and nuzzle their face. But, just as the character
grows fond of this deer they've encountered, it kicks Servitude. Upon being reduced to 0 hit points, the
them in the stomach and bolts. character rises immediately as a revenant (MM 259)
"Your shadow." Dearest Gran strips the character of 1 with the time limit waived, and they are whisked
their shadow, which becomes a shadow (MM 269) away to Dearest Gran's hut or the Feydark (whichever
13 she decides is most tting). The revenant must serve
that must serve her for 14 years. The character also
loses two points of Constitution. Dearest Gran eternally.
"The thrill of battle." Any critical hits made by the Loneliness. The character takes 10d4 psychic damage
14 character become normal hits, and rolling a 20 on a 2 whenever their skin touches another's. The person
death save only grants 1 success. they touch takes 1d4 psychic damage as well.
"Your pain." The character cannot feel pain. The DM Torment. Each long rest, the character is tormented
rerolls the character's hit points and keeps them by nightmarish visions of Dearest Gran. They must
15 hidden. From there on out, the DM doesn't tell the 3 succeed on a Wisdom saving throw or they gain a
player how many hit points the character has level of exhaustion and can't recover from exhaustion
remaining or how much damage they've taken. that rest.
"The ring finger of your most careful hand." The 4 Howling. The character becomes a wolf lycanthrope
16 character loses pro ciency in all Dexterity skills, (MM 207).
and they can no longer marry. Ugliness. The character becomes repulsive in
"Your last words." Dearest Gran whispers the 5 appearance, voice, mannerisms, and spirit. Their
character's last words in their ear, chilling them to Charisma becomes 6.
17 the bone. The character dies a ter their second Madness. The character rolls on the Inde nite
failed death save, instead of their third, and can't be 6 Madness table (DMG 260).
resurrected through any means short of a wish.
62
r
n
o
e
g
s
n
Another
t
Offerings
O
Offerings
f
e
h
f
r
A
Another
A n o t h e r O f f e r i i n g s
i
f
t
n
h
e
r
Anotherr Offeringss
e
A
g
f
o
O
n
Dearest Gran has a bitter rivalry with Lord Cals of the Litter Endercoast's sense of community is at risk. With the stress of a
and the Peat, who disapproves of her meddling with the new situation, and with hope of return growing dimmer each
border between life and death. Lord Cals waits patiently for day, the people need to feel like they belong to something
Dearest Gran to make a mistake and reveal herself to him. greater than themselves. Don't let them turn to the hokey
T H H E E L L I T T T T E E R A A N N D D T T H H E P P E A A Sentinels of Equity or the gods that still remain. Invite us into
R
T
E
T
THE LITTER AND THE PEAT
E
THE LITTER AND THE PEAT
I
THE LITTER AND THE PEATT
the city, so we do not have to sneak in so often, and we will
help people feel alive again as surely as we are all but notes in
the Weave.
"All you have to do is wait. Wait for the sun to rise.
Wait for the rain to fall. Wait for the mountains to be P r i i i c e
r
Price
P
e
c
Price
Pricee
r
c
P
ground to dust. Wait for the storms to pass, for the An invitation is all that Whispering Puck asks for. Free reign to
storms to rattle once more, for the ground beneath pass in and out of Endercoast as he pleases. He has been in
your feet to split and crack apart with age. Wait for the
floods, wait for the droughts, wait for a trillion and out of the city many times already, of course, but always
mayflies to cry out that they will not be forgotten, and as an outsider. Never as a friend.
wait until they are forgotten. Wait for the sun to grow
cold, the rock to grow hot, the stars to die out, the A n o t t h e r
Another
A
n
Another
h
e
r
t
o
n
e
A
o
Anotherr
h
universe to be reborn. And there you will find the Whispering Puck talks at length about the greatest feast he
Litter and the Peat. Just wait." has ever had the fortune of gatecrashing. It was put together
by those sprites and pixies of the faerie village, the one down
the path of relaxation, guided by the tinkling of laughter.
You can find information on the Litter and the Peat in Part 3 Maybe they can feed not just one's heart, but also one's
(IW 107). stomach. Maybe they can feed a city.
S S A A T Y Y R V I L L L L A A G G E T H H E E S S E E A A O O F F V I N N E E
V
R
T
SATYR VILLAGE
T
S
THE SEA OF VINES
V
SATYR VILLAGE
SATYR VILLAGEE
THE SEA OF VINES
I
I
THE SEA OF VINESS
"If music be the food of life, play on. Play not from the "Don't you long for the sparkling Bay of Driving
sheet. Play not from memory. Play the songs of the Winds? Don't you remember what it was once like
earth itself. Oh, you already know it, don't you?" back home? All those summers on the pier, fishing
and splashing and diving and swimming. All of that is
gone, now, and all that remains is the vines. There will
Describe the following scene when the party arrives. be no fishing, no splashing, no diving, no swimming.
Put your nostalgia behind you. And let yourself be
consumed."
You've been listening to this music since the day you
were born. These goat-legged men and women are no
musicians. They are prospectors. They have dug deep, Describe the following scene when the party arrives.
and they have revealed what was always there. This is
the music that spun the world's threads. These satyrs
in their humble huts in a graven grove have grown The sea thrashes with anger. How dare you come here.
closer to the Weave than a thousand wizards studying How dare you set your city down on these shores. In
for a thousand years could ever hope for. the anger of the fey, the sea is no more, replaced only
with the churning matter of the earth. There is an
island, on the horizon, too far by many leagues to
Whispering Puck is the village's leader, a satyr creation bard reach, and you know deeply and primally that, even if
(NPC 50) who has a magic set of panpipes that he can use to you could walk unharmed through the vines and not
be sucked into their bottomless depths to be
cast greater invisibility a few times a day, or more if he can consumed, you would never reach that horizon, and
play well. He prefers to remain invisible. The party can hear you would never set foot on the island that no doubt
his voice, and his music, and all the notes of his panpipes, but carries the key to returning home.
he stays hidden even as he speaks to them about their
purpose in the village.
A shambling mound (MM 270) patrols the coast and shambles
Personality. We are but vessels for the song of creation. sheepishly towards the party. It shapes its roots into a sylvan
Ideal. No words can express what music has revealed all symbol, and in your mind you know that symbol to mean
along. "NOT HOSTILE". That is all it can get across unless someone in
Bond. I am in love with all the satyrs of my village, and they the party can speak Druidic or can cast speak with plants, at
love me just the same. which point its meaning is clearly communicated from there.
Flaw. I am ashamed of my face, which is as human as faces
come. I wish vainly for my features to reflect my wild nature.
Offerings
O
s
Offerings
g
e
f
r
f
n
O
Offeringss
g
f
r
And so I stay invisible. O f f f e r i i i n g s
e
n
The shambling mound is one of the only reasonable cuttings
of the Sea of Vines left, and it speaks to the party's good
nature towards negotiation.
63
It offers endless water, all the water that the vines consumed,
an infinite amount that stretches perhaps all the way through
the border ethereal and into the Plane of Water itself. It
communicates all of these through symbols.
Price
c
e
P
r
P r i i i c e
Price
r
P
c
Pricee
The shambling mound says that once water is being supplied
to the city, the city has fourteen weeks to remove itself from
the Feywild. After that, the Sea of Vines will once more begin
to creep in through the cracks in the cobblestone. Fourteen
weeks. That is all that can be afforded.
A n o t h e r
Another
o
n
e
Another
A
h
r
t
e
A
t
o
h
n
Anotherr
The Sea of Vines was spawned by Dailili, the Tree of Infinity. If
she created it, maybe she can tame it.
S SPARKLING GROVE
G
A
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S
SPARKLING GROVE
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SPARKLING GROVEE
"Place in your mind thoughts of safety. Your mother
embracing you after a bad dream. The peaceful
chirping of birds in the spring time. The touch of a
lover's hand on your cheek. These thoughts will bring
you to the grove."
Any characters who attempt to travel to the Sparkling Grove
with intent to harm its residents take 24d8 necrotic damage
upon entry, their skin sloughing off and their bones collapsing
to feed new growth in the soil. They die instantly if this
damage brings them to 0 hit points. Describe the following
scene when the party arrives safely.
The grove is flooded with life, and the sunlight
dappled through the blue leaves above your head
reminds you, to your great curiosity, of memories you
did not think you had from before you were even
brought into the world. This place is safe, and more
than safe, it is protected by an enchantment more
ancient and more feral than the oldest of your
ancestors. Even the waterfalls do not churn.
The party is greeted by a dryad (MM 121) named Nym. Nym is
glad that they have arrived safe, for though the enchantment
over the grove protects those who live here, it is always
unfortunate to see a life cut short so quickly and so violently.
She is willing to speak with the party on behalf of the grove,
but she wants them to know that she does not necessarily
represent the views of all who live here. Many of the elves and
firbolgs, and especially the lizardfolk, believe that the grove
should stay hidden, and that all trespassers should feel their
skin slough from their bones. Be glad that she was able to talk
sense into the others, at least for now.
Personality Trait. Nym is a mother figure to the others.
Ideal. The Sparkling Grove must be preserved at all costs. It's
one of the only rays of light in the chaos of the Feywild.
Bond. Nym takes responsibility for the wellbeing of the elves,
firbolgs, lizardfolk, gnomes, and dryads of the grove.
Flaw. Nym feels crippling remorse for every creature killed by
the grove's enchantments, deserved or otherwise.
f
r
f
e
Offerings
O
Offerings
g
O f f e r i i n g s
n
s
f
O
f
n
g
i
e
r
Offeringss
If it is suggested that the enchantment over the grove be You have been circling the same dozen trees for the
extended to Endercoast, the laughter of all the grove's entire day. Completely spent, you collapse in the
denizens echoes throughout the grove. You hear the high middle of the path. You are overcome with lethargy.
pitched whinny of the forest gnomes, the deep groans of the Where do these paths lead? What are you doing out
firbolg, the haughty, contemptuous snickers of the elves, and here in the unknown? What is the purpose of your
quest? Isn't your bed at home in Endercoast
the rustling of every dryad's leaves. Nym doubles over in preferable to this? Why is this mission important in
laughter, but soon catches her breath, straightens herself, and the first place? These and other anxious questions
explains. play over and over in your head as you prepare to rest.
"If such an enchantment were placed over your city, You can choose one of the descriptions of general Feywild
every one of you would die! You are a fickle, violent
species, all of you. Do not argue with me when you nonsense (IW 53) to work into The Unknown. Then, roll on the
know it to be true." Woods Random Encounter table (IW 173). Only by completing
the encounter can the party re-attempt an escape of The
Unknown. It requires a successful DC 10 Wisdom (Survival)
Instead, the Nym offers the city a blessing of growth on the check in addition to the regular travel rules of the Feywild.
Sylvan Grove within its walls. The Sylvan Grove has enough If the party continually ends up in The Unknown and you
space in it to grow enough food to feed the majority of the start to get a bit sick of it, you can foreshadow a terrible
city, and with the blessings of the dryads, its full potential monster with the following description.
could be realized.
Once more you find yourselves lost in the limitless
P r i i i c e expanses of the woods. This time, you feel baleful
Price
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Pricee
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c
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r
P
Price
P
The Sylvan Grove will stay in the Feywild when the rest of the eyes peering at you from the darkness in the gaps of
city leaves. It will join the Sparkling Grove. your perception. Something has your scent. Best to
find the path once more or you will be made the
dinner of a most ancient and terrible prowler.
o
h
Another
A
t
r
e
A n o t t h e r
Another
n
e
Anotherr
n
o
h
A
Nym talks of how Dailili, the Tree of Infinity, once laid assault
upon the grove in attempt to make it part of her. The
enchantment held then, but she does not know if it will hold After this, if the party fails to leave the Unknown, or ends up in
forever. They sought out Dearest Gran for help, but the price it again, you can give them the following encounter.
the hag asked for was much too high: a place within the grove.
Nym had to endure Dearest Gran's temper, but she knew that T h e P r o w l e r
The Prowler
e
e
The Prowler
l
l
T
w
r
o
The Prowlerr
w
e
r
o
e
P
h
T
r
h
P
an outright refusal would be survivable, whereas regret at a The Prowler (IW 238) is a primordial being, once an avatar of
deal gone wrong would threaten everyone she holds dear. Malar, the God of the Hunt, now lost in the woods just like
T H H E E T R R E E E E O O F F I I N N F F N N I T T Y you. The Prowler speaks Sylvan.
I
T
THE TREE OF INFINITY
T
THE TREE OF INFINITY
THE TREE OF INFINITYY
I
I
A wolf with fur stolen from the starry sky pushes aside
"All the trees here are hers. No, not hers, they are her. the trees as though they were reeds. His teeth are
All with the same roots. All with the same mind. The great pikes that could hold back the armies of the
roots are her veins, the vines her nerves, the bark her dead. His eyes swim with the instincts of millennia.
skin, the leaves her drinking mouth. The woods and "Lost here, aren't you? Just like me. I remember the
Dailili are coterminous. She is one and she is all. And days when these hunting grounds were my choice,
soon you all shall be too. Join the trees. Join the when Malar would send down prey like you and I
plants. Coalesce into the soil. Join the Tree of Infinity would revel in it, I would choose to remain here, I
now, while she is still merciful, for you will join her in would prosper. I remember when Malar was my eyes,
the end even still." my ears, my snout, my claws. It has been so long since
I have seen an offering like you. It has been so long
since I have fed."
You can find information on the Tree of Infinity in Part 3 (IW
125). Personality. The hunt is all I live for. And I have had nothing to
T H H E E U N N K K N N O O W N Ideal. The perfect hunter requires the perfect prey.
live for for thousands of years.
T
THE UNKNOWN
U
THE UNKNOWN
W
THE UNKNOWNN
Bond. I was the avatar of Malar, once, long ago.
Flaw. I have gone mad with hunger.
"You're lost, aren't you? No compass will help you
here." The Prowler can assist the party in escaping if they succeed
on a DC 20 Wisdom (Animal Handling) check and help him find
a way out as well. Otherwise, he attacks. Defeating The
Any Wisdom (Survival) check made with a result below 10 will Prowler locks out The Unknown to the party permanently;
bring the party here. Describe the following scene when the they instead end up in Endercoast 1d8 weeks later.
party arrives.
65
P PART 2
2
PART 2
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PART 22
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PLAYER OPTIONS
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PLAYER OPTIONS
PLAYER OPTIONSS
R A C E S
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RACES
RACES
RACESS
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ou can choose to play a character who is native
D
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FEYWILD RACES
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FEYWILD RACES
to Endercoast or who is native to the Feywild. F E E Y W I L L D R A C C E E
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FEYWILD RACESS
Each race has a special significance to the story
'
VOLO'S GUIDE TO MONSTERS
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VOLO'S GUIDE TO MONSTERS
of the campaign. You can choose to adopt your V O O L L O O S ' S G U U D D E T T O M O O N N S T T E E R R S
VOLO'S GUIDE TO MONSTERSS
I
race's collective goals or make up your own for
Yyour character. For example, most people from If you have a copy of VGM available to you and your DM
permits its use in this adventure, the following races can be
Endercoast wish to return home, but perhaps found as native denizens of the Feywild.
your character likes it here and wants to stay.
Firbolgs (VGM 106)
E N D E E R C O A S S T T R A C E E S Goblins (VGM 119)
R
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ENDERCOAST RACES
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ENDERCOAST RACES
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ENDERCOAST RACESS
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P P L L A A Y E E R ' S ' S H A A N N D D B B O O O K Kenku (VGM 109)
H
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PLAYER'S HANDBOOK
PLAYER'S HANDBOOK
Lizardfolk (VGM 111)
PLAYER'S HANDBOOKK
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Everyone in the city of Endercoast has been transported to the M O O R R D D E E N N K K A I N N E N N ' S ' S T O O M E E O O F F F F O O E E S
MORDENKAINEN'S TOME OF FOES
MORDENKAINEN'S TOME OF FOES
MORDENKAINEN'S TOME OF FOESS
M
I
Feywild. In order to survive, the city must learn to work
together with the native peoples to provide the city with the If you have a copy of MTF available to you and your DM
resources it needs to prevent widescale starvation and panic. permits its use in this adventure, the following elf subrace is
All races from the player's handbook, including all subraces native to the Feywild.
and variants, are represented in the diverse city of Eladrin (MTF 61)
Endercoast. Almost everyone from Endercoast desires to
W
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return to the Material Plane, but some people secretly prefer I INTO WONDERLAND
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the Feywild. In the case of many wood elves and forest INTO WONDERLANDD
gnomes, it's not so secret. All races from Into Wonderland are available as player
characters for this adventure. However, your DM may decide
Dragonborn (PHB 32) that all characters should be from Endercoast, locking out
Dwarves (PHB 18) these and other native Feywild options.
Elves (PHB 21)
Gnomes (PHB 35) Bullywugs (IW 68)
Half-Elves (PHB 38) Centaurs (IW 69)
Halflings (PHB 26) Changelings (IW 69)
Half-Orcs (PHB 40) Dryads (IW 70)
Humans (PHB 29) Faeries (IW 70)
Tieflings (PHB 42) Faerie Dragons (IW 71)
Kuo-Toas (IW 72)
The primary goal of characters from Endercoast is to venture Satyrs (IW 72)
out on missions throughout the nearby region of the Feywild Stormcloud Mephits (IW 72)
in order to provide the city with permanent solutions for basic
needs like food, water, safety, and protection from the All races of this adventure are detailed in the following pages.
unusual elements. If the race is from another sourcebook, its statistics are
'
V O O L L O O S ' S G U U D D E E T T O M O O N N S S T T E E R R S included in that sourcebook, but extra roleplay information
G
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VOLO'S GUIDE TO MONSTERS
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VOLO'S GUIDE TO MONSTERS
and personal goals are included here.
VOLO'S GUIDE TO MONSTERSS
I
If you have a copy of VGM available to you and your DM
permits its use in this adventure, the following races can also
be found as citizens in Endercoast. The firbolg live in the
Sylvan Gardens where most worship Silvanus, and the tight-
knit kenku communities are infamous for criminal activity.
Firbolgs (VGM 105)
Kenku (VGM 109)
67
E L L A D R I N E L L V E E L I I Z Z A R D F F O L L K
LIZARDFOLK
ELADRIN ELVES
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ELADRIN ELVES
LIZARDFOLK
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ELADRIN ELVESS
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LIZARDFOLKK
The eladrin might seem unfriendly, and even at times quite Lizardfolk are supremely practical and view the city's
hostile, but they are likely to work with the party. Eladrin appearance purely as a new opportunity for their tribe, the
characters have one of four main goals, depending on the Twilight Hunters. A lizardfolk character pursues the following
season. goal.
Spring. The eladrin have a personal responsibility to ensure Prosperity. Find a way for each party's mission to benefit the
that those affected by the city's sudden appearance in the Twilight Hunters tribe, which may include making deals and
Feywild are cared for, with preference for any beasts within concessions along the way that others may not be
the city walls. It's not the animals' fault. comfortable making. Lizardfolk are not afraid to trade lives
Summer. The eladrin must force out the intruders by any to get what they want for their people.
means possible. Any who openly advocate for the city to
Y
BULLYWUGS
B
remain in the Feywild must be killed. B U L L L L Y W U G S
BULLYWUGS
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BULLYWUGSS
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Autumn. There is no sense in being antagonistic to the
outsiders while they're here. Everyone is more likely to Bullywugs believe that they have uncontested reign over the
work together on a solution if the eladrin prove their Sea of Vines. They sneer at other creatures who claim to own
hospitality. land in their territory, dismissive rather than aggressive. Since
Winter. It may be hopeless to remove the city. If that is the they are the rightful rulers, they have nothing to prove. Most
case, the eladrin should preserve at all costs what may be bullywugs take prisoners and present their captured foes to
lost by the city's encroachment on their land. Set firm their king, a massive, bloated bullywug whose stomach is
boundaries and do not back down. engorged with brine and insects.
A bullywug working with the party has the following goal.
F I R B B O L L G S Prove Your Worth. Capture and present live foes to your king
FIRBOLGS
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FIRBOLGS
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FIRBOLGSS
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O
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The city has landed just outside firbolg territory, who are as evidence that your rightful territory is being effectively
suspicious of the newcomers. Firbolg characters have the patrolled.
following goal. B U U L L L Y Y W U U G G T R R A A I T T S
B
T
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BULLYWUG TRAITS
BULLYWUG TRAITS
I
BULLYWUG TRAITSS
Preservation. The party must be made to respect the ways of Ability Score Increase. Your Dexterity, Constitution, and
the firbolg while within firbolg territory. As an ambassador Wisdom scores increase by 1.
for your people, it is up to you to exemplify the behaviour Age. Bullywugs gain maturity a few months after emerging
you wish to see from others. from their egg along with dozens of their siblings. They live
for about 20-30 years.
G O B B L L I I N S Alignment. Like many races in the Feywild, bullywugs tend
G
GOBLINS
GOBLINS
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GOBLINSS
N
This region of the Feywild is a haven for goblins who have towards neutrality.
broken free from the call of Maglubiyet, their insane god who Size. Bullywugs are short, between four and five feet tall. Your
steals their souls to fuel his endless armies in the heavens. size is Medium.
This city from the Prime Material plane is an omen that Speed. Your base walking speed is 25 feet. You have a
Maglubiyet has found them and wishes to take them back. swimming speed of 40 feet.
A goblin character has the following goal. Amphibious. You can breathe air and water.
Bullywug Magic. Starting at 3rd level, you can cast jump,
Vigilance. Find a way to break any further links between the expeditious retreat, and ray of sickness once each. You
Feywild and the Material Plane, which means investigating regain the ability to cast these spells when you finish a long
heavily into the arcane mechanics of the city's sudden rest. Wisdom is your spellcasting ability for these spells.
teleportation. Additionally, eradicate any signs of Speak with Frogs and Toads. Using your native language,
Maglubiyet, lest he grow in power. Bullywug, you can communicate simple ideas with frogs
and toads.
K E E N K U Standing Leap. Your long jump is 20 feet and your high jump is
KENKU
K
KENKU
KENKUU
N
K
10 feet, with or without a running start.
Unlike the kenku in Endercoast, the communities of kenku in Swamp Camouflage. You are proficient in Stealth, and you
the Feywild have no such criminal stereotypes. They are can apply double your proficiency bonus to Dexterity
respected members of many different courts, highly valued for (Stealth) checks made to hide in swampy terrain.
their eidetic memories and beautiful music-making Languages. You can speak, read, and write Elvish and
capabilities. Bullywug.
As a kenku native to the Feywild, you have the following
goal.
Posterity. Keep a careful record of the party's adventures so
that beautiful ballads can be sung about it one day.
68
C E E N T T A U R S Natural Fey Weaponry. Your vines are natural melee weapons,
A
CENTAURS
U
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CENTAURS
which you can use to make unarmed strikes. If you hit with
R
CENTAURSS
N
them, you can choose to grapple your target instead of
A centaur is the name of a range of different creatures in the dealing damage. The escape DC for your grapple is 8 plus
Feywild, each with the lower body of a fey creature and the your proficiency bonus plus your Strength modifier.
torso of a humanoid. Centaurs are nomadic, tribal and
protective of their own kind, and they value above all else the
c
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Unicorn
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Unicorn
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Unicornn
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freedom of the open air. You have the lower body of a celestial horse.
A centaur travelling with the party has the following goal.
Alignment. Unlike most centaurs, you are lawful good.
New Experiences. Feel the wind through your hair. Experience Natural Fey Weaponry. Your hooves are natural melee
all that life has to offer. But never forget your roots, nor your weapons, which you can use to make unarmed strikes. If
people. you hit with them, you deal bludgeoning damage equal to
C E E N N T T A U U R R T R R A A I T T S 1d4 plus your Strength modifier, instead of the bludgeoning
A
CENTAUR TRAITS
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C
CENTAUR TRAITS
I
damage normal for an unarmed strike. You can instead
CENTAUR TRAITSS
choose to hit with your horn and deal piercing damage.
Ability Score Increase. Your Strength score increases by 2, and Swift. Your base walking speed increases to 45 feet.
your Wisdom score increases by 1.
Age. Centaurs age at about the same rate as humans. Unicorn Spellcasting. You can cast the spare the dying cantrip
innately, and you can cast cure wounds
once, recharging
Alignment. Centaurs are chaotic in temperament towards expended uses upon the completion of a long rest.
others, doing what they feel is best for themselves and their Constitution is your ability for these spells, and you use
tribe even if it might be morally unacceptable to others. your horn for all components.
Size. Centaurs are Medium in size. Their exact proportions
vary greatly.
Wo
Wo lf SpiderWo lf Spider
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Wo lf Spider
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Wo lf SpiderWo lf Spider
Speed. Your base walking speed is 40 feet. You have the lower body of a predatory spider.
Centaur Weapons Training. You are proficient with javelins,
longbows, pikes, shortbows, and spears. Wolf Spider Climb. You have a climbing speed equal to your
Charge. If you move at least 30 feet straight toward a target movement speed. This means you also ignore the climbing
penalties from your monstrous build.
and then hit it with a melee weapon attack on the same Natural Fey Weaponry. Your mandibles are natural melee
turn, you can immediately follow that attack with a bonus
action, making one attack against the target with your weapons, which you can use to make unarmed strikes. If
Natural Fey Weaponry from your subrace. you hit with them, you deal 1d4 piercing damage plus 1d6
Fey. Your type is fey instead of humanoid. poison damage, instead of the bludgeoning damage normal
for an unarmed strike.
Monstrous Build. You count as one size larger when
determining your carrying capacity and the weight you can C H A N G E L I N G S
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CHANGELINGS
CHANGELINGS
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push or drag. In addition, any climb that requires hands and CHANGELINGSS
feet is especially difficult for you because of your unusual As a changeling, you've been cursed by a hag to have
proportions. When you make such a climb, each foot of forgotten your true name, your true face, your true home. You
movement costs you 4 extra feet, instead of the normal 1 must wear others' faces now, for your changeling form is
extra foot. blank, featureless, soulless, empty. So many layers of
Languages. You can speak, read, and write Elvish and Sylvan. disguises over all these years has made your true identity a
Subrace. Choose one of the following subraces: fire beetle, mystery, a mystery that you are determined to solve. And now
shambling mound, unicorn, or wolf spider. that a city from the Material Plane has arrived in the Feywild,
perhaps it is the key to finally getting home.
i
F
Fire Beetle
r
Fire Beetle
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e
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F i r e B e e t l e
e
l
t
B
t
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Fire Beetlee A changeling working with the party pursues the following
B
e
r
F
e
You have the lower body of a giant fire beetle.
goal.
Fire Beetle Spellcasting. You can cast the light cantrip
innately, and you can cast burning hands once, recharging Identity. Find out who you truly are.
expended uses upon the completion of a long rest. C H A N G E L I N G T R A I T S
T
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CHANGELING TRAITS
CHANGELING TRAITS
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Constitution is your ability for these spells, and you do not CHANGELING TRAITSS
require components for them. Ability Score Increase. Your Charisma score increases by 2,
Natural Fey Weaponry. Your pincers are natural melee and one other ability of your choice increases by 1.
weapons, which you can use to make unarmed strikes. If Age. Changelings are ageless due to the curse placed upon
you hit with them, you deal 1d4 piercing damage plus 1 fire them by a hag.
damage instead of the bludgeoning damage normal for an Alignment. Changelings are universally chaotic, though this
unarmed strike. may not be the alignment they are most naturally inclined
to be.
Shambling Mound
S h a m b l l i i i n g M o u n d Size. Changelings, in their changeling form, are roughly the
m
m
a
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S
Shambling Mound
Shambling Moundd
S
a
h
h
n
u
u
n
d
n
o
M
g
g
o
M
You have the lower body of a writhing mass of vines.
same size and shape as humans. Your size is Medium.
Shambling Mound Defense. You have resistance to lightning Speed. Your base walking speed is 30 feet.
and thunder damage. Background Operator. You have proficiency in two of the
following skills of your choice: Deception, Investigation,
Sleight of Hand, or Stealth.
69
Changeling Spellcasting. Starting at 1st level, you can cast D R Y A D T R A I T S
D
T
DRYAD TRAITS
DRYAD TRAITS
A
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thaumaturgy at will. Starting at 3rd level, you can use this DRYAD TRAITSS
trait to cast alter self or disguise self once each. You regain Ability Score Increase. Your Charisma score increases by 2,
the use of expended spells when you finish a long rest. and your Wisdom score increases by 1.
Charisma is your spellcasting ability for these spells. Alignment. Dryads are chaotic, but their chaos has direction,
Change Shape. As an action, you can magically assume the like roots growing from the base of a tree.
appearance of a Medium humanoid or fey you have seen, or Age. Dryads can live indefinitely if they care for themselves
shift back into your true form. Your statistics are the same in well, sometimes up to five or six thousand years.
each form. Any saving throws or ability checks related to Speed. Your base walking speed is 30 feet.
this feature that another creature makes to identify you as Size. Dryads are surprisingly solid and heavy for their stature,
an impostor have a DC of 8 plus your proficiency bonus plus which can be anywhere from thin like a twig to thick like a
your Charisma modifier. trunk. Your size is Medium.
Hag's Curse. You were originally a member of another race Darkvision. You have Darkvision out to 60 feet.
before you were cursed by a hag. If you discover who you Fey. Your type is fey instead of humanoid.
were, you can choose to permanently revert to your original Fey Resistance. You are immune to the charmed condition.
race. You keep your Background Operator trait. Speak with Plants. Using your native language, Sylvan, you
Shapechanger. Your type is humanoid (shapechanger). Many can communicate simple ideas with plants.
spells that would alter your form (such as polymorph) Dryad Magic. You know the druidcraft and shillelagh cantrips.
instead do not affect you, as listed in the spell description. If Instead of a stick, you can use your arm for shillelagh. You
you willingly allow yourself to be targeted by these spells, can use this trait to cast entangle once. Starting at 3rd level,
however, you can choose to be affected by them. you can also cast barkskin once. You regain the use of
Languages. You can speak, read, and write Common, Elvish, expended spells when you finish a long rest. Wisdom is your
and Sylvan. You once knew another language, but it has spellcasting ability for these spells.
long since faded from memory. Languages. You can speak, read, and write Elvish and Sylvan.
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Changeling Recommendations
C h a n g e l i n g R e c o m m e n d a t i o n s F
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Changeling Recommendations
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Changeling Recommendationss FAERIES
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When making a changeling character, it is recommended to FAERIESS
take the Charlatan background. The Actor feat is also very The fey folk are mercurial in their desires. Those who identify
useful for changeling characters. as Seelie wish to remove the city from the Feywild. Ideally,
Speak with your DM about two aspects of your character. this means teleporting it back, but if such a plan proves
Firstly, what are the details of the hag that cursed you? You impossible, the eradication of the city and all who came with
can decide instead that it was an archfey from this book. it may be necessary. Those who identify as Unseelie wish
Secondly, ask your DM to secretly come up with an identity for instead to turn the people of Endercoast against one another.
your character before they were cursed. You can choose to The Unseelie can then reign over the ashes.
learn this secret as a player (make sure not to engage in A faerie character may identify as either Seelie or Unseelie,
metagaming), or you can keep it a surprise for both you and which determines their goal.
your character.
Seelie. The faerie must investigate all avenues of removing
D R Y Y A D S the city from the Feywild. Nothing is off the table. Hopefully
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the matter can be resolved peacefully, but this is
Many people distrust the dryads, as they have a reputation for negotiable.
being tricksters, just like all the fey. When they offer their help Unseelie. The faerie sows disagreement within the party,
to Endercoast in exchange for protection against Dailili, it's trying to drive a wedge between conflicting ideals.
hard to say whether they are telling the truth or whether they F F A E R I E T R A I T S
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FAERIE TRAITS
FAERIE TRAITS
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are agents of the Tree of Infinity. FAERIE TRAITSS
A dryad working with the party pursues one of the following Ability Score Increase. Your Dexterity and Charisma scores
goals. increase by 1. Your Strength score is reduced by 2.
Alignment. Faeries are mischeivous pranksters. They are as
Acceptance. Blur the threshold between Endercoast and the chaotic as one would expect.
Feywild. It is time that the city accepts its new place in this Age. Faeries live for thousands of years, though it's very
world. difficult to tell a faerie's age, as they all share a youthful
Assimilation. Overtake Endercoast with plants. The Tree of exuberance.
Infinity shall consume all in its wake, and Endercoast is the Speed. Your base walking speed is 10 feet while Tiny and 25
main obstacle in your path. You are nothing but an feet while Small. You can fly up to 30 feet while Tiny as long
extension of the will of Dailili.
as you are not wearing armour.
70
Size. You weigh less than a feather. Your size is Tiny. You
FAERIE DRAGONS
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require specialised weapons, armor, and equipment to suit F A A E E R I E E D R A G O N S
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your size, and while you are Tiny, you can only wield finesse
weapons and ranged weapons, which deal damage only You are the smallest and trickiest of all dragons. You have the
equal to 1 plus your Dexterity modifier for as long as you are same general outlook and goals as a faerie (IW 71).
Tiny. Using the Enlarge trait, many faeries present F F A E R I E D R A G O N T R A I T S
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FAERIE DRAGON TRAITS
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themselves to other races as Small creatures rather than FAERIE DRAGON TRAITSS
Tiny to put them more at ease. Ability Score Increase. Your Dexterity score increases by 2,
Enlarge. As a bonus action, you magically enlarge yourself and your Charisma score increases by 1.
into a Small creature or return to your original Tiny size. Alignment. You lean towards chaos, but dragons can be
Your equipment is also enlarged or reduced to suit your creatures of law as well, though it's unusual in the Feywild.
size, except for magic items or any items the DM decides are Speed. Your base walking speed is 10 ft., and you can fly 30 ft.
unaffected. If there isn't enough space to grow, this trait has Size. Your size is Tiny.
no effect. Dragon. Your type is both dragon and fey. Your dragon body
Faerie Magic. You know the druidcraft cantrip. Starting at 3rd and tiny size prevents you from wielding most weapons and
level, using this trait, you can cast sleep once, and when wearing most armor.
you reach 5th level, you can cast invisibility on yourself Euphoria Breath. As an action, you exhale a puff of euphoric
once. You regain the use of expended spells when you finish gas at one creature within 5 feet of you. The target must
a long rest. Charisma is your spellcasting ability for these make a Wisdom saving throw with a DC equal to 8 plus your
spells, and you can replace any verbal and material proficiency bonus plus your Charisma modifier. For 1
components with dust from your wings. minute, the target canʼt take reactions and must roll a d6 at
Fey. Your type is fey instead of humanoid. the start of each of its turns to determine its behavior
Fey Nimbleness. You can move through the space of any during the turn, as per the table below. Each ongoing effect
creature that is of a size larger than yours. (other than the inability to take reactions) ends at the end
Fey Resistance. You are immune to the charmed condition. of the target's turn, at which point it the target can repeat
Languages. You can speak, read, and write Elvish and Sylvan. the save, ending all effects on a success. Once you've used
Subrace. Choose one of the following subraces: quickling, this feature, you must finish a short or long rest before you
pixie, or sprite. can use it again.
Faerie Magic. You know the dancing lights cantrip. Starting at
Q u i c k l i n g s
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Quicklingss 3rd level, using this trait, you can cast color spray once. You
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You are the quickest of all faeries, barely a smudge in regain the use of expended spells when you finish a long
someone's eye.
rest. Charisma is your spellcasting ability for these spells.
Ability Score Increase. Your Dexterity score increases by 1. Languages. You can speak, read, and write Draconic and
Blurred Movement. Creatures have disadvantage on attacks of Sylvan.
opportunity made against you.
Quick. Your base walking speed, both Tiny and Small,
increases to 60 feet.
Euphoric Breath Effect
Pixies
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You are a trickster, an illusionist, and a sneak. d6 E fect
Ability Score Increase. Your Charisma score increases by 1. 1 The target takes no action or bonus action and uses
Pixie Magic. You know the dancing lights and minor illusion all of its movement to move in a random direction.
cantrips, and when you reach 5th level, you can cast 2 The target uses all of its movement to move in a
invisibility on yourself twice with your Faerie Magic trait, random direction. It can otherwise act normally.
instead of once. The target drops prone and immediately ends its
3
turn.
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You are a proud little fighter with a strong moral compass. 4 The target takes the Dodge action and immediately
Ability Score Increase. Your Dexterity score increases by 1. ends its turn.
Sprite Weapon Training. Due to your training alongside the The target can act normally, but all its attack rolls are
eladrin elves, you are proficient in shortswords and 5 made with disadvantage and all saving throws
shortbows. against its spells and e fects are made with
Heart Sight. As an action, you touch a creature and magically advantage.
sense its current emotional state. You can also choose to 6 The target behaves normally.
search further; the creature must make a Wisdom saving
throw as if making a save against your Faerie Magic. On a
failed save, you know its alignment. Celestials, fiends, and
undead automatically fail this save.
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K U O - T O A S S a t y r s
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The fishy kuo-toa live in the Feydark, the caves that run Satyrs have a reputation, but I'd sooner trust
through the marrow of the Feywild. They worship the archfey, you.
a satyr than a lawyer. Not a lot sooner, mind
who they believe are indistinguishable from gods. Many
archfey are propped up only through the belief of their kuo-
toa followers.
A kuo-toa that travels with the party has the following goal.
Blind Worship. Do everything in your power to bring glory to
the archfey you serve. Fey. Your type is fey instead of humanoid.
K U O - T O A T R A I T S Magic Resistance. You have advantage on saving throws
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against spells and other magical effects.
Ability Score Increase. Your Wisdom score increases by 2, and Musician. You have proficiency with Performance and two
your Dexterity score increases by 1. musical instruments of your choice. Most satyrs play the
Alignment. In the Feywild, kuo-toa tend to be neutral in harp, the fiddle, the harmonica, or the pan pipes.
alignment. Natural Weapons. Your ram horns are natural melee weapons,
which you can use to make unarmed strikes. If you hit with
Age. Kuo-toa only live to about 50 years and come of age at
about age 10. They are desperate to find meaning in their them, you deal 1d4 bludgeoning damage plus your Strength
short lives, which usually means devoting themselves modifier, instead of the bludgeoning damage normal for an
wholly to a deity of their own making. unarmed strike.
Speed. Your base walking speed is 30 feet, and you have a Languages. You can speak, read, and write Elvish and Sylvan.
swim speed of 30 feet. S M
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Size. The tallest of kuo-toa are about five feet, and the STORMCLOUD MEPHITSS
shortest are about four feet. Your size is Medium. You are a creation of Tettlebug Moonflower, an elementally-
Amphibious. You can breathe air and water. charged being of storms. You might intend to spread
Darkvision. You have Darkvision out to 60 feet. Tettlebug's joy, or you might be a deserter.
Otherworldly Perception. You can sense the presence and
pinpoint the location of any creatures within 30 feet of you Spreader of Joy. Your goal is to spread word of Tettlebug
that are invisible or on the Ethereal Plane. Moonflower, whom you adore.
Slippery. You have advantage on ability checks and saving Desertion. You've seen the truth -- Tettlebug Moonflower is
throws made to escape a grapple. ignorant of the danger she poses to the realm. She must be
Languages. You can speak, read, and write Kuo-Toa, and you stopped.
can speak Elvish well enough to be understood. S S T T O R R M C C L L O U U D D M E E P P H I T T T R R A A I T T S
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SATYRS
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Satyrs, goat-legged humanoids native to the feywild, live and your Constitution increases by 1.
hedonistic lifestyles interrupted only by vicious bouts of Alignment. You revel in the chaos of storms.
violence. If you're lucky, the violence is against one another. If Age. You were created not long ago by Tettlebug Moonflower.
not, it's against anyone foolish enough not to compliment She imbued you with the knowledge of all of her years.
them on their musical talents. Speed. Your base movement speed is 10 ft., and you can fly 30
A satyr that travels with the party has the following goal. ft. You hover while in flight.
Size. Your size is Small.
Make Merry. Tell jokes, drink wine, do crimes, and dance like Cloud Breath. As an action, you exhale a puff of smoke at one
nobody is watching. Stir the pot. There is nothing sadder creature within 5 feet of you. The target must make a
than a bored satyr. Constitution saving throw with a DC equal to 8 plus your
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failed save, it takes one level of exhaustion. A creature with
legendary actions or lair actions automatically succeeds on
Ability Score Increase. Your Charisma score increases by 2,
and your Strength score increases by 1. this saving throw.
Alignment. Satyrs hate the law. Elemental. Your type is elemental instead of humanoid. Your
Age. Satyrs are functionally immortal, but few live more than elementally-charged body prevents you from wielding most
a century due to their lifestyle. weapons and wearing most armor.
Speed. Your base walking speed is 35 feet. Elemental Resistance. You have resistance to lightning,
Size. Satyrs stand between five and a half and seven and a poison, and thunder damage, and you have advantage on
half feet tall. Your size is Medium. saving throws against being poisoned.
Static. As a reaction when you take damage from a melee
attack, you can deal 1 lightning damage to the attacker.
Languages. You can speak, read, and write Sylvan.
72
C L A S S E S
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CLASSES
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ou can choose to play a character who gained T A S H A ' S C A U L D R O N O F E V E R Y T H I N G
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TASHA'S CAULDRON OF EVERYTHING
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their class abilities in the Material Plane, or one TASHA'S CAULDRON OF EVERYTHINGG
who draws their skills or magic from the If your DM allows the use of this book, the following
Feywild, either being born in the Feywild or subclasses potentially bear a connection to the Feywild.
having their powers unlocked after they were
Yspirited away. You ultimately decide where and Path of the Beast Barbarian (TCE 24)
how your character gained their abilities. Path of Wild Magic Barbarian (TCE 25)
Remember that characters in this campaign start at 8th level, College of Creation Bard (TCE 28)
which means that you are an experienced, capable Twilight Domain Cleric (TCE 34)
adventurer, one who is well-suited to the challenges ahead. Circle of Stars Druid (TCE 38)
Circle of Wildfire Druid (TCE 39)
M A A T E E R I I A L L P L L A A N E E C L L A S S S S E E S Way of the Astral Self Monk (TCE 50)
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MATERIAL PLANE CLASSES
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MATERIAL PLANE CLASSESS
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Oath of the Watchers Paladin (TCE 54)
H
P PLAYER'S HANDBOOK Fey Wanderer Archetype Ranger (TCE 58)
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Swarmkeeper Archetype Ranger (TCE 59)
All classes and subclasses from the player's handbook are School of Bladesinging Wizard (TCE 76)
appropriate for characters who became adventurers in the
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INTO WONDERLAND
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Material Plane. Even subclasses like the Archfey patron that I INTO WONDERLAND
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would suggest a connection to the Feywild can be portrayed All subclasses from Into Wonderland are available for player
as originating from the Material Plane if you like. characters in this adventure unless your DM decides
You can also use any subclass from this book and reflavour otherwise.
it to suit the Material Plane instead of the Feywild.
Path of Mercury Barbarian (pg. 15)
F E E Y W I L L D C L L A S S S S E E S Circle of Growth Druid (pg. 16)
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FEYWILD CLASSES
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FEYWILD CLASSESS
P P L L A A Y E E R ' S ' S H A A N N D D B B O O O K Survivalist Archetype Fighter (pg. 18)
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PLAYER'S HANDBOOK
Way of Gardens Monk (pg. 19)
PLAYER'S HANDBOOKK
Primal Warden Archetype Ranger (pg. 20)
The following subclasses from the Player's Handbook Lord Cals Patron Warlock (pg. 22)
potentially bear a connection to the Feywild and can Cirrus Patron Warlock (pg. 23)
represent the abilities of characters who draw their power or Dailili Patron Warlock (pg. 24)
skills from within this plane. Tettlebug Moonflower Patron Warlock (pg. 25)
Path of the Spirit Totem Barbarian (PHB 46) School of Witchcraft Wizard (pg. 26)
Nature Domain Cleric (PHB 56)
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PATH OF MERCURY
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PATH OF MERCURY
Circle of the Land Druid (PHB 64) P A A T H O F F M E E R C U R Y
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PATH OF MERCURYY
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Circle of the Moon Druid (PHB 64)
Oath of the Ancients Paladin (PHB 82) Barbarians in the Feywild surrender wholly to chaos.
Hunter Archetype Ranger (PHB 89) M E R C U R Y R A G E
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MERCURY RAGE
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Beastmaster Archetype Ranger (PHB 89) MERCURY RAGEE
Arcane Trickster Archetype Rogue (PHB 94) Starting when you take this path at 3rd level, your rages
Wild Magic Bloodline Sorcerer (PHB 99) propel you into a flurry of senseless carnage, embracing the
Archfey Patron Warlock (PHB 105) primordial backdrop of life in the multiverse.
Choose six Mercury Actions (listed on the next page) and
X A A N A A T H H A A R R ' S ' S G U U I D D E E T T O O E E V V E E R R Y T T H H I N N G label them with the numbers 1-6. While raging, you can use
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XANATHAR'S GUIDE TO EVERYTHING
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XANATHAR'S GUIDE TO EVERYTHING
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XANATHAR'S GUIDE TO EVERYTHINGG
If your DM allows the use of this book, the following your action to take a Mercury Action. Roll a d6 twice and
subclasses potentially bear a connection to the Feywild. choose either result, taking the corresponding Mercury
Action. Mercury Actions have the following extra rules.
Path of the Ancestral Guardian Barbarian (XGE 9)
Path of the Storm Herald Barbarian (XGE 10) If the action forces a creature to make a saving throw, the
College of Glamour Bard (XGE 14) DC is 8 + your Wisdom modifier + your proficiency bonus.
Circle of Dreams Druid (XGE 22) You don't benefit from your Extra Attack feature if the
Circle of the Shepherd Druid (XGE 23) action allows you to make an attack.
Arcane Archer Archetype Fighter (XGE 28) If an action is impossible to take, you instead waste the
Scout Archetype Rogue (XGE 42) action.
Storm Sorcery Bloodline Sorcerer (XGE 51) You can change your chosen options when you finish a
long rest.
Your Mercury Rage does not prevent you from taking other
actions otherwise available to you, such as to Attack or to
Dash, unless you have already rolled for a Mercury Action.
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Beast Shape. You take the form of a beast of CR 1/4 or lower Your Mercury Rage improves at 6th level: instead of rolling a
that you have seen before. Your equipment melds into your d6 twice, you roll a d8 twice. Choose one additional option to
new form and you retain your Intelligence, Wisdom, and be labelled number 7.
Charisma scores, your alignment, your personality, and When you roll an 8, you can choose to reroll that die and
your class features. You can then take one of the beast's then take the Mercury Action of both dice, potentially taking
available actions. You return to your original form at the two actions on your turn instead of one. If you would take the
beginning of your next turn, if your rage ends, or if the beast same Mercury Action twice, you instead waste the second
form is reduced to 0 hit points. Any excess damage carries action.
over to your original form. If at any point the result of both dice is 8, you don't reroll
Challenge. A creature of your choice that you can see within them and instead take one mercury action of your choice,
60 feet of you that can see and hear you must make a which can be any action from the full list, not just from the
Wisdom saving throw; on a failed save, until the end of its seven you've chosen.
next turn, the target has disadvantage on attack rolls
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further away from you. Whether the target succeeds or fails, MERCURY STRAININGG
you can then make one attack. Your Mercury Rage improves again at 10th level: when you roll
Charge. You target a creature you can see at minimum 20 feet an 8 when determining your Mercury Action, instead of
away and move up to your speed towards it, then make a rerolling the die, you can choose to instead select any Mercury
melee weapon attack against it if you're in range. This Action from the full list, not just from the seven you've
doesn't count as expended movement on your turn. On a chosen. You take this action in addition to the action
hit, the target takes an additional 3d8 damage and, if the corresponding to the other die (i.e. two actions total).
creature is Large or smaller, it must succeed on a Strength M B
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saving throw or be knocked prone. MERCURY BREAKINGG
Escape. You take the Dodge, Disengage, and Dash actions. Your Mercury Rage improves a final time at 14th level: instead
Flurry. You make three melee weapon attacks. Starting at 5th of rolling a d8 twice, you roll a d10 twice. A roll of 9 or 10 is
level, you make four melee weapon attacks. treated the same as an 8.
Frighten. Each creature within 30 feet of you that can see or
hear you must succeed on a Wisdom saving throw or C G
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become frightened of you until the end of your next turn. CIRCLE OF GROWTHH
Grow. You cast enlarge/reduce on yourself, using the enlarge Druids of the Circle of Growth promote the unrestrained
option. You can then make one melee weapon attack. The expansion of the Feywild's endless forests. Once the entire
spell ends at the end of your next turn or when your rage Feywild is choked with vines, they will move onto other
ends. realms.
Power Strike. You make one melee weapon attack against a
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COMBAT WILD SHAPE
target that you can see. You gain a +2 to the attack roll, and C O O M B B A T W I L L D D S S H H A A P P E
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on a hit, the attack is considered to be a critical hit.
Rally. Two allies of your choice within 30 feet of you that can When you choose this circle at 2nd level, you gain the ability
see and hear you can use their reaction to make one to use Wild Shape on your turn as a bonus action, rather than
weapon attack. If they do so, they have advantage on the as an action.
attack roll. Additionally, while you are transformed by Wild Shape, you
Rejuvenate. You regain hit points equal to 1d12 + your can use a bonus action to expend one spell slot to regain 1d8
Constitution modifier and you gain 1d12 temporary hit hit points per level of the spell slot expended.
points. C F
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Teleport. You magically teleport up to 120 feet to an empty CIRCLE FORMSS
space that you can see. If you teleport within 5 feet of a Starting at 2nd level, you can use your Wild Shape to
creature, you can then make one melee weapon attack transform into a plant. You must otherwise follow the
against it. Starting at 5th level, you can make two melee limitations in the Beast Shapes table.
weapon attacks against that creature. Starting at 4th level, you can transform into a plant with a
Wild Magic Surge. You roll on the Wild Magic Surge table (PHB challenge rating as high as your druid level divided by 4,
104), with the following changes. rounded down, ignoring the Max CR column in the Beast
Shapes table. Common plant forms are included in the Plant
1. A result of 21-22 instead refers to any effect originating
Shapes table on the next page.
from you that requires the target to make a saving throw,
Some new plants are included at challenge ratings
rather than a spell you've cast.
otherwise not accounted for in the Monster Manual. These
2. A result of 27-28 instead allows you to make one melee
new plants are marked with an asterisk* and are included in
weapon attack as a bonus action each round for 1 minute.
Into Wonderland as statblocks for use with your Wild Shape.
3. A result of 33-34 instead maximises the damage of the
Each new plant has rules for how it interacts with your Wild
next attack you hit with in the next minute.
Shape.
4. A result of 59-60 instead replenishes one use of your rage.
5. Any ongoing effects end when your rage ends.
74
Thornies, Vegepygmies, Wo od WoadsThornies, Vegepygmies, Wo od Woads
Thornies, Vegepygmies, Wo od Woads
W
Thornies, Vegepygmies, Wo
d
o
d
s
T h o r n i e s , V e g e p y g m i e s , Wo od WoadsWo od Woads
a
o
g
T
g
p
e
y
e
i
e
o
n
r
V
h
s
,
m
s
,
e
i
If your Regeneration trait is active, you still return to your
original form when you are reduced to 0 hit points, but excess
Plant Shapes
damage doesn't carry over.
Plant Challenge Rating
C
P
CIRCLE SPELLS
CIRCLE SPELLS
I
CIRCLE SPELLSS
Awakened Shrub (MM 317) 0 C I R R C C L L E E S S P E E L L L L S
Twig Blight (MM 32) 1/8 Your mystical connection to the land infuses you with the
Needle Blight (MM 32) 1/4 ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you
gain access to circle spells connected to plants.
Vine Blight (MM 32) 1/2
Once you gain access to a circle spell, you always have it
Awakened Creeper* (IW 209) 1 prepared, and it doesnʼt count against the number of spells
Awakened Tree (MM 317) 2 you can prepare each day. If you gain access to a spell that
doesnʼt appear on the druid spell list, the spell is nonetheless
Awakened Trapper* (IW 211) 3
a druid spell for you.
Awakened Oak* (IW 210) 4
Shambling Mound (MM 270) 5
Circle of Growth Spells
Druid Level Circle Spells
3rd barkskin, spike growth
If you have access to Volo's Guide to Monsters, you can also
transform into the following plants with your DM's 5th plant growth, speak with plants
permission. 7th blight, grasping vine
9th awaken, tree stride
Additional Plant Shapes
Plant Challenge Rating
FLORAL AURA
L
O
A
FLORAL AURA
Vegepygmy (VGM 196) 1/4 F F L L O R R A A L A U U R R A
FLORAL AURAA
Thorny (VGM 197) 1 Starting at 6th level, while using your Wild Shape to take the
Vegepygmy Chief (VGM 196) 2 form of a plant, you release a pleasant-smelling aura in a 30-
Wood Woad (VGM 198) 5 foot radius. You and creatures of your choice within the radius
receive one of the following benefits of your choice for as long
as they stay within range. You can choose a different benefit
each time you use your Wild Shape.
Armor of Barkness. A target's skin develops a rough, bark-like
texture. If a target isn't wearing armor, its AC increases by 1.
C
e
A w a k e n e d C r e e p e r
w
r
A
e
d
p
a
e
r
k
e
Awakened Creeper
e
Awakened Creeper
n
r
C
e
A
Awakened Creeperr
e
a
e
w
k
e
n
e
d
p
If you are charmed, frightened, or have levels of exhaustion Clear Heads. A target has advantage on saving throws to resist
when you Wild Shape into an awakened creeper, these being charmed or frightened or to end such an effect on
conditions (and the amount of time you've had each themselves.
condition) are suspended while in Wild Shape, but resume Photosynthesis. A target gains 1d6 temporary hit points when
when you return to your original form if the conditions are still it starts its turn in direct sunlight.
relevant, up to the DM's discretion. Rooted Defense. Other creatures provoke an opportunity
attack from your targets when they enter the target's reach.
S
W
TREANT WILD SHAPE
T
A w a k e n e d T r a p p e r
Awakened Trapper
p
e
r
p
w
d
TREANT WILD SHAPE
e
n
k
a
Awakened Trapper
r
a
A
e
T
e
d
e
n
r
T
w
A
Awakened Trapperr T R E A N T W I L D S H A P E
e
k
a
a
p
p
N
T
A
R
E
D
H
A
I
P
L
If you've taken the form of an awakened trapper and have a TREANT WILD SHAPEE
creature swallowed while reverting back to druid form, the Beginning at 10th level, you can expend two uses of Wild
swallowed creature is no longer restrained by you and is Shape at the same time to transform into a treant. The
ejected prone into an empty space within 5 feet of you. following additional rules apply.
Any animated trees you create with the treant's Animate
Awakened Oak
A
k
a
Awakened Oak
w
O
e
k
a
e
A w a k e n e d O a k
d
n
a
w
a
A
e
n
d
O
Awakened Oakk
e
k
You can use the awakened oak's Innate Spellcasting trait to Trees action give off the same Floral Aura that you do.
cast the oak's spells while in Wild Shape.
Shambling Mound
S h a m b l i i n g M o u n d
Shambling Mound
M
n
S
d
g
m
u
l
n
b
o
h
a
l
S
o
n
Shambling Moundd
i
b
m
u
M
a
h
n
g
Refer to the stipulations of the awakened creeper.
75
Your treant form and its animated trees don't have hit If you have access to Volo's Guide to Monsters, you can also
points. Instead, each time you or your animated trees take animate the following plants.
damage, you must succeed on a Constitution saving throw
with a DC equal to 10 or to half the amount of damage
taken, whichever is higher. You have advantage on the save
if the damage is bludgeoning or piercing, and disadvantage Animate More Plants
if the damage is fire. On a successful save, the DC increases Inanimate Plant Animated Plant Points
by 2 for future saves, stacking for each successive save. On
a failed save, you revert back to your druid form and any Small thicket of thorns Vegepygmy 4
animated trees you've created turn back into inanimate Medium thicket of thorns Thorny 6
trees, taking root if possible. Your druid form does not take Small thicket of thorns Vegepygmy Chief 8
the damage that caused you to revert.
Once you have used this feature, you can't use it again until
you have finished a long rest.
A N N I M A A T E E P P L L A A N N T S S U R V I V A L I S T
T
A
ANIMATE PLANTS
T
ANIMATE PLANTS
M
I
ANIMATE PLANTSS
S
SURVIVALIST
SURVIVALIST
V
I
U
R
I
S
L
V
A
Starting at 14th level, you can summon forth plants to do your SURVIVALISTT
Survivalist fighters don't battle the storm. They weather it.
bidding. As an action, you animate and take control of
inanimate plants within 60 feet of you. You have a pool of 8 Engaging with a survivalist in combat leaves an enemy
points you can spend, choosing plants from the Animate gasping for breath from attrition after a long and hard-fought
Plants table to animate. You can take this action (and any battle while the fighter slips away, no worse for wear.
subsequent bonus actions to control the animated plants) K E E P M O V I N G
K
M
KEEP MOVING
KEEP MOVING
P
I
O
E
N
E
V
even while transformed by Wild Shape. KEEP MOVINGG
Each inanimate plant you choose becomes its animated Starting at 3rd level, you are steady and consistent over long
counterpart under your control, and its Intelligence, Wisdom, distances and suffer less from the strains of both travel and
and Charisma scores are 5, unless they are already 5 or lower. combat. You ignore any detrimental effects of difficult terrain,
As a bonus action on each of your turns, you can mentally you have advantage on Constitution saving throws, and when
command any plant you've animated with this feature if the you take a long rest, you require only half the normal amount
creature is within 120 feet of you (if you control multiple of time you would otherwise need.
plants, you can command any or all of them at the same time,
A
PADDED ARMOUR MASTER
E
M
A
PADDED ARMOUR MASTER
issuing the same command to each one). You decide what P P A D D D D E D D A R R M O O U U R R M A A S T T E E R
PADDED ARMOUR MASTERR
M
S
action the plant will take and where it will move during its Starting at 3rd level, when you wear padded armour, your AC
next turn, or you can issue a general command, such as to
guard a particular chamber or corridor. If you issue no is 16 plus your Constitution modifier, you have resistance to
commands, the plant only defends itself against hostile cold and fire damage, and padded armour doesn't give you
disadvantage on your Dexterity (Stealth) checks.
creatures. Once given an order, the plant continues to follow it
until its task is complete. The plant is under your control for 1 L E T M E C A T C H M Y B B R E A T H
M
C
L
LET ME CATCH MY BREATH
M
LET ME CATCH MY BREATH
A
E
H
R
E
Y
A
T
T
E
C
T
hour, after which it becomes an inanimate plant again and LET ME CATCH MY BREATHH
takes root if possible. Starting at 7th level, when you spend hit dice to heal yourself,
Once you have used this feature, you must finish a long rest you regain the maximum amount possible from each die.
before you can use it again. Additionally, as an action, you can spend two hit dice to
immediately gain the effects of a short rest. You do not gain
hit points from the hit dice you spend to trigger this feature,
but you can immediately spend additional hit dice to heal
yourself.
Animate Plants
F
Inanimate Plant Animated Plant Points S SURE FOOTING
T
I
N
E
S
R
G
U
O
F
O
SURE FOOTING
I
N
U
E
R
O
T
O
Small shrub Awakened Shrub 1 SURE FOOTINGG
Starting at 10th level, when you wear padded armour, your AC
Small pile of loose twigs Twig Blight 2
is 18 plus your Constitution modifier. Additionally, you have
Small pile of loose needles Needle Blight 3 advantage on Strength and Dexterity saving throws, plus
Medium mass of creeping vines Vine Blight 4 advantage on saving throws and ability checks to avoid being
Gargantuan mass of creeping Awakened 6 knocked prone or to avoid or escape from a grapple.
vines Creeper E E X X T R R A A P P A D D D D N N G
T
A
I
EXTRA PADDING
EXTRA PADDING
I
EXTRA PADDINGG
Huge tree Awakened Tree 8
Starting at 15th level, while you're wearing padded armour,
any critical hit against you becomes a normal hit, and you
have immunity to cold and fire damage.
76
S S U U R R V I V V O
SURVIVOR
V
R
O
SURVIVOR
I
SURVIVORR
Starting at 18th level, at the start of each of your turns in
combat, you regain hit points equal to 5 + your Constitution
modifier (minimum of 1 hit point). You donʼt gain this benefit
if you have 0 hit points or if you have more than half of your
hit points left.
Garden Spellcasting Table
W A Y Y O F F G A A R D E E N S Monk Spells 1st-Level 2nd-Level 3rd-Level 4th-Level
N
WAY OF GARDENS
G
W
WAY OF GARDENS
A
O
R
D
WAY OF GARDENSS
Level Known Slots Slots Slots Slots
Monks who follow the Way of Gardens complete a long
hermitage of solitude in the twisting forests of the Feywild, 3 3 2 - - -
where they learn to become one with all living things. To a 4 4 3 - - -
gardener, a creature is not a distinct entity, but part of a larger 5 4 3 - - -
whole. Our actions have far-reaching consequences.
6 4 3 - - -
U N N F F O O R R E E S S E E E N N C O O N N S E E Q Q U U E E N C C E E S 7 5 4 2 - -
N
C
U
UNFORESEEN CONSEQUENCES
S
E
UNFORESEEN CONSEQUENCES
UNFORESEEN CONSEQUENCESS
Starting at 3rd level, after hitting a target with an unarmed 8 6 4 2 - -
strike, each subsequent hit with an unarmed strike on the 9 6 4 2 - -
target for the next minute deals an additional 1 poison 10 7 4 3 - -
damage. The minute resets after each hit. 11 8 4 3 - -
S S P P E L L L L C A A S S T T I N N G 12 8 4 3 - -
E
C
SPELLCASTING
SPELLCASTING
SPELLCASTINGG
I
When you reach 3rd level, your connection with nature allows 13 9 4 3 2 -
you to summon forth magical effects. 14 10 4 3 2 -
15 10 4 3 2 -
Spell Slots
S p e l l S l o t s
l
p
t
s
e
l
Spell Slots
S
S
o
l
p
t
S
o
l
e
S
l
l
Spell Slotss
The Gardens Spellcasting table shows how many spell slots 16 11 4 3 3 -
you have to cast your spells of 1st level and higher. To cast one 17 11 4 3 3 -
of these spells, you must expend a slot of the spell's level or 18 11 4 3 3 -
higher. You regain all expended spell slots when you finish a
long rest. 19 12 4 3 3 1
20 13 4 3 3 1
o
l
e
e
v
a
Spells Kn own of 1st Level andSpells Kn own of 1st Level and
S p e l l l s Kn own of 1st Level andKn own of 1st Level and
Spells Kn
n
d
L
o
f
w
n
Spells Kn own of 1st Level and
t
s
1
s
l
S
p
e
h
Higher
H
g
H i i i g h e r
e
Higher
r
e
g
h
Higherr
H
You know three 1st-level druid spells of your choice.
The Spells Known column of the Gardens Spellcasting table
H
T
shows when you learn more druid spells of 1st level or higher. T R R E E E E H U U G G G G E E
R
TREE HUGGER
TREE HUGGER
TREE HUGGERR
Each of these spells must be of a level for which you have spell
slots. For instance, when you reach 7th level in this class, you Starting at 6th level, you can shield your allies from harmful
can learn one new spell of 1st or 2nd level. effects. When a creature other than yourself within 30 feet of
Whenever you gain a level in this class, you can replace one you that you can see takes bludgeoning or piercing damage,
of the druid spells you know with another spell of your choice you can use your reaction to shield the target with your ki,
from the druid spell list. The new spell must be of a level for forming an instantaneous protective layer of bark. You spend
which you have spell slots. 2 ki and the target has resistance to the damage of the attack
or effect.
Spellcasting Ability
S p e l l c a s t i n g A b i l i t y
H
HARMONY
i
l
Spellcasting Ability
S
y
i
t
e
A
s
p
l
t
i
c
b
g
n
l
a
i
e
a
l
c
Spellcasting Abilityy H A R M O N Y
t
l
s
n
S
i
i
t
p
g
b
A
l
HARMONY
N
R
M
O
A
Wisdom is your spellcasting ability for your druid spells, since HARMONYY
they rely on your connection with nature. You use your Starting at 11th level, your ki flows through all creatures.
Wisdom whenever a spell refers to your spellcasting ability. In When you cast a spell, you can treat any friendly creature
addition, you use your Wisdom modifier when setting the within 30 feet of you as the origin of your spell. You provide all
saving throw DC for a druid spell you cast and when making other aspects of the spell.
an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
77
O N N E E W I T T H H A L L L
O
A
W
ONE WITH ALL
ONE WITH ALL
ONE WITH ALLL
I
Starting at 17th level, when you die, you can transfer your
consciousness to a willing beast or plant within 1 mile of the
location you died. Over a period of 24 hours, the chosen beast
or plant transforms into the form you took when you died, Primal Warden Spellcasting Table
merging both of your consciousnesses together. While 1st- 2nd- 3rd- 4th- 5th-
transforming, you are incapacitated and have 1 hit point. If Cantrips Level Level Level Level Level
you are reduced to 0 hit points while transforming, you die Level Known Slots Slots Slots Slots Slots
and can't resurrect yourself through this method until you ─ ─ ─ ─
return to life through other means. 3rd 2 3
After returning to life using this feature, you gain one 4th 2 3 ─ ─ ─ ─
proficiency or language of your choice, as well as one 5th 2 4 2 ─ ─ ─
personality trait, ideal, bond, or flaw of the DM's choice. These 6th 2 4 2 ─ ─ ─
should be related to the beast or plant that you chose.
7th 2 4 3 ─ ─ ─
P R I M A L L W A R D E E N 8th 2 4 3 ─ ─ ─
PRIMAL WARDEN
W
P
PRIMAL WARDEN
M
R
I
PRIMAL WARDENN
A
R
A
D
9th 2 4 3 2 ─ ─
As a ranger of the natural world and an expert at living at one
with the land, it is the duty of a Primal Warden to extend 10th 3 4 3 2 ─ ─
protection to anyone who is an ally of the forests, and to strike 11th 3 4 3 3 ─ ─
down any who threaten the natural order of things. 12th 3 4 3 3 ─ ─
S S P P E L L L L C A A S S T T I N N G 13th 3 4 3 2 1 ─
SPELLCASTING
C
E
SPELLCASTING
SPELLCASTINGG
I
14th 3 4 3 2 1 ─
When you reach 3rd level, you replace your ranger spellcasting
feature with this feature and replace your ranger spell list with 15th 3 4 3 2 2 ─
the Primal Warden spell list. Instead of referring to the Ranger 16th 3 4 3 3 2 ─
table for your spell slot progression, you refer to the Primal
Warden Spellcasting Table. 17th 3 4 3 3 3 1
Cantrips. You learn two cantrips from the primal warden 18th 3 4 3 3 3 1
spell list. You learn additional primal warden cantrips of your 19th 3 4 3 3 3 2
choice at higher levels, as shown in the Cantrips Known 20th 3 4 3 3 3 2
column of the primal warden spellcasting table.
Spell Slots. The Primal Warden Spellcasting table shows
how many spell slots you have to cast your primal warden
spells of 1st level and higher. To cast one of these spells, you
must expend a slot of the spell's level or higher. You regain all
expended spell slots when you finish a long rest. You can also change your list of prepared spells when you
For example, if you know the 1st-level spell absorb finish a long rest. Preparing a new list of spells requires time
elements and have a 1st-level and a 2nd-level spell slot spent in prayer and meditation: at least 1 minute per spell
available, you can cast absorb elements using either slot. level for each spell on your list.
Preparing and Casting Spells. The primal warden Spellcasting Focus. You can use a druidic focus (found in
spellcasting table shows how many spell slots you have to chapter 5) as a spellcasting focus for your primal warden
cast your spells of 1st level and higher. To cast one of these spells.
spells, you must expend a slot of the spell's level or higher. Spellcasting Ability. Wisdom is your spellcasting ability for
You regain all expended spell slots when you finish a long rest. your primal warden spells, since you learn your spells through
You prepare the list of spells that are available for you to your connection to nature.
cast, choosing from the primal warden spell list. When you do You use your Wisdom whenever a spell refers to your
so, choose a number of spells equal to your Wisdom modifier spellcasting ability. In addition, you use your Wisdom modifier
+ your ranger level (minimum 1). The spells must be of a level when setting the saving throw DC for a primal warden spell
for which you have spell slots. you cast and when making an attack roll with one.
For example, if you are a 7th-level ranger, you have four 1st-
level and two 2nd-level spell slots. With a Wisdom of 16, your Spell Save DC = 8 + your proficiency bonus +
list of prepared spells can include five spells of 1st or 2nd your Wisdom modifier
level, in any combination. If you prepare the 1st-level spell
absorb elements, you can cast it using a 1st-level or 2nd-level Spell attack modifier = your proficiency bonus +
slot. Casting the spell doesn't remove it from your list of your Wisdom modifier
prepared spells.
78
G U U A A R R D D I A A N N G R R O O V 2 n d L e v e l
G
G
GUARDIAN GROVE
E
V
GUARDIAN GROVE
I
GUARDIAN GROVEE
Starting at 7th level, if you and your companions take a short Animal Messenger
rest outside in the wilderness, you can shield the group from Barkskin
view. In a 20-foot radius around a point you choose, you Beast Sense
extend a sheen of restfulness and safety. No noise penetrates Cordon of Arrows
from inside the radius to the outside unless you allow it, Darkvision
smoke or other environmental effects from within the radius Earthbind
are harmlessly and invisibly dispersed, each creature of your Enhance Ability
choice within the radius gains a +10 to the results of their Heat Metal
Dexterity (Stealth) checks (unless already under the effects of Lesser Restoration
pass without trace), and if a creature within the radius spends Locate Animals or Plants
a hit die to regain health, they can roll the hit die twice and Locate Object
take either result. Pass Without Trace
P P R R I M A A L S S H A P P E E S Protection from Poison
PRIMAL SHAPES
A
L
H
PRIMAL SHAPES
Silence
M
PRIMAL SHAPESS
I
Spike Growth
Starting at 11th level, you can use this feature to cast alter
self, gaseous form, meld into stone, and polymorph innately, Warding Wind
without requiring components and targeting only yourself.
Wisdom is your spellcasting ability for these spells. After 3 r d L e v e l
casting one of these spells, you can't cast the same spell again Conjure Animals
using this feature until you finish a long rest. Conjure Barrage
Daylight
R E E S O O U U R R C E E F U U L L N N E E S S Dispel Magic
R
S
RESOURCEFULNESS
F
C
RESOURCEFULNESS
S
RESOURCEFULNESSS
Flame Arrows
Beginning at 15th level, you can cast a spell from your primal Lightning Arrow
warden spell list that you do not have prepared, expending a Meld Into Stone
spell slot as normal. Once you have done this, you must Nondetection
complete a short or long rest before you can do so again. Plant Growth
Protection from Energy
a
l
l
l
L
t
s
i
e
e
d
r
n
p
S
Primal Wa rden Spell List
r
Primal Wa rden Spell ListPrimal Wa rden Spell List Speak with Plants P r i m a l W a r d e n s
Primal Wa
P
i
m
i
m
a
Wa rden Spell ListWa rden Spell List
l
P
r
Wall of Water Only thing more dangerous
Water Breathing
C a n t r i p s ( 0 L e v e l ) than a druid is a druid with a
Druidcraft Water Walk quiver of arrows and a mean
Guidance Wind Wall streak.
Mending
Mold Earth 4 t h L e v e l
Resistance Confusion
Thunderclap Conjure Woodland Beings
Control Water
Dominate Beast
1 s t L e v e l
Absorb Elements Freedom of Movement
Alarm Giant Insect
Animal Friendship Grasping Vine
Beast Bond Hallucinatory Terrain
Cure Wounds Locate Creature
Detect Magic Polymorph
Detect Poison and Disease Stoneskin
Entangle Wall of Fire
Ensnaring Strike Watery Sphere
Fog Cloud
Goodberry
Hail of Thorns
Hunter's Mark
Jump
Longstrider
Speak With Animals
79
5 t h L e v e l
Awaken
Commune with Nature L C
O
S
R
LORD CALS
C
L
D
L
A
LORD CALS
O
D
L
A
R
Conjure Volley LORD CALSS
Contagion Lord Cals of the Litter and the Peat is an ancient archfey,
Control Winds perhaps older than the Feywild itself. He is as patient as the
Greater Restoration winds that flatten a mountain. He is as determined as a root
Insect Plague that grows in a crack in a stone. He waits, sometimes for
Maelstrom millennia, as eventually all good things shall fall into his lap.
Reincarnate Lord Cals knows that the problem of Endercoast will soon go
Swift Quiver away. He only has to nudge it along.
Tree Stride
Wall of Stone
W A R L L O C K P A T T R O N S Lord Cals Expanded Spells
O
O
R
WARLOCK PATRONS
W
P
WARLOCK PATRONS
C
N
A
K
WARLOCK PATRONSS
A
R
The archfey featured in this book -- Lord Cals, Cirrus, Dailili, Spell Level Spells
and Tettlebug Moonflower -- can use the archfey patron 1st absorb elements, sanctuary
warlock subclass for their pacts with player characters.
However, to distinguish them, you can instead swap out 2nd warding bond, zone of truth
features granted by the archfey patron subclass for new 3rd aura of purity, slow
features specific to the archfey from this book. 4th death ward, guardian of faith
Each new patron also has an expanded spell list. You can
select your warlock spells as you please from the warlock list, 5th antilife shell, geas
from the generic archfey expanded spell list, and/or from the
expanded spell lists of the new patrons. The generic archfey
expanded spell list is reproduced here for ease of use.
P
Fey Presence
s
r
e
c
e
y
e
n
e
F
Fey Presence
F e y P r e s s e n c e
F
P
y
e
Fey Presencee
e
c
n
e
r
Lord Cals uses the 1st-level Fey Presence feature of all archfey.
Archfey Expanded Spells
Spell Level Spells Ever Wa itingEver Wa iting
n
e
g
i
r
i
t
Ever Wa iting
v
Ever Wa
E
Wa itingWa iting
r
E
v
e
Beginning at 6th level, you don't need to use your
1st faerie re, sleep
concentration to ready a spell.
2nd calm emotions, phantasmal force
3rd blink, plant growth H a l l t t t h e I I I m p u d e n t
Halt the Impudent
p
t
d
H
h
Halt the Impudent
u
l
e
a
t
t
m
e
n
e
m
p
h
t
e
H
n
a
Halt the Impudentt
d
u
Starting at 10th level, after a creature makes a melee attack
4th dominate beast, greater invisibility
roll against you, you can use your reaction to prevent the
5th dominate person, seeming creature from making any further melee attacks against you
until the end of its turn.
u
r
m
D
a
e
k
r
Dark Delirium
D a r k D e l l i i i r i i i u m
l
Dark Delirium
D
r
D
Dark Deliriumm
k
a
r
u
e
D
Lord Cals uses the 14th-level Dark Delirium feature of all
If one of the characters in your party has chosen an archfey archfey.
from the book as their patron, the whole party might start at a
relationship of 1 with that patron's court. The court bonuses
are reproduced in this section for ease of use.
80
Lord Cals Patron Bonuses
The party's relationship with Lord Cals and his court
begins at 1 instead of 0.
Relationship Bonus (or Detriment)
-1 The party has disadvantage on initiative
Hustlers rolls due to a curse from Lord Cals.
0 No e fect.
May lies
The party draws from the same pool of
available spells. Spells unavailable to one
party member also become unavailable to
the rest. Their shared spell save DC is 8 +
pro ciency bonus. The party can cast the
1
Observers following spells innately.
1/day each: comprehend languages, dispel
magic, hold person, protection from evil
and good, sanctuary, slow, tongues, zone of
truth
The party receives the above bene t as
2
Wanderers well as the following magic item: Ioun
Stone, Reserve (DMG 176).
Frightful Magic
F r i i i g h t f u l M a g i i i c
r
u
F
g
f
M
l
f
u
Frightful Magicc
r
l
g
h
a
t
a
F
c
Frightful Magic
g
h
t
g
M
Starting at 10th level, when a creature fails a saving throw
against your spell of 3rd level or higher, the creature also
becomes frightened of you until the end of your next turn.
C I R R R R U S T T H H E E J J E E S T T E E R D a r k D e l l i i i r i i i u m
C
CIRRUS THE JESTER
U
S
CIRRUS THE JESTER
I
CIRRUS THE JESTERR
S
Dark Delirium
D
D
D
Dark Delirium
r
r
r
Dark Deliriumm
D
m
k
u
k
u
r
a
l
a
e
e
Cirrus uses the 14th-level Dark Delirium feature of all archfey.
Cirrus the Jester is a trickster spirit. They tell jokes to soothe The hallucinatory realm resembles a twisted circus.
their addled, sickened mind. But nothing suffices.
Cirrus Patron Bonuses
Cirrus Expanded Spells
The party's relationship with Cirrus and their court
Spell Level Spells begins at 1 instead of 0.
1st grease, Tasha's hideous laughter
Relationship Bonus (or Detriment)
2nd magic mouth, pyrotechnics
Due to a curse from Cirrus, each time a
3rd haste, speak with dead party member is knocked prone, they must
-1
4th compulsion, confusion Critics succeed on a DC 15 Wisdom saving throw
5th mislead, modify memory or fall under the spell of Tasha's hideous
laughter.
0
Audience No e fect.
Members
All party members gain pro ciency in
s
e
n
e
r
e
Fey Presence
P
y
F
Fey Presence
e
F e y P r e s e n c e
c
y
F
Fey Presencee Performance while performing together as
e
P
s
e
n
r
e
c
Cirrus uses the 1st-level Fey Presence feature of all archfey. 1 a group. If a party member already has
Fans pro ciency in Performance, they can add +1
P e n n y C i i i r c u s to their Performance checks (whether with
Penny Circus
n
n
Penny Circus
y
P
e
P
e
n
n
y
u
s
c
Penny Circuss
u
C
C
r
c
r
Beginning at 6th level, when a creature hits you with an attack their party or elsewhere).
and it can see and hear you, you can use your reaction to force
it to make a Wisdom saving throw against your spell save DC. 2 The party receives the above bene t as
On a failed save, the creature is frightened of you until the end Performers well as the following magic item: Hat of
Disguise (DMG 173).
of your next turn. You can use this feature a number of times
equal to your Charisma modifier. You regain expended uses
upon the completion of a long rest.
81
D A A I L L L I Dailili Patron Bonuses
D
DAILILI
I
DAILILI
I
DAILILILI
I
Dailili was once a dryad whose many children in the material The party's relationship with Dailili and her court begins
realm were cut down by an overzealous woodsman. She slew at 1 instead of 0.
the woodsman but was banished to the Feywild for the crime
of murder. In the Feywild, she grew to the power of an archfey Relationship Bonus (or Detriment)
on spite alone. She now sits on her rooted throne, plotting her -1 All natural terrain is di cult terrain for the
revenge, growing ever stronger. A tree has sprouted from her Parasites party due to a curse from Dailili.
fey court, an extension of her very will, that is fated to 0
consume all of existence. Food Sacks No e fect.
The party draws from the same pool of
available spells. Spells unavailable to one
party member also become unavailable to
the rest. Their shared spell save DC is 8 +
Dailili Expanded Spells
Spell Level Spells 1 pro ciency bonus. The party can cast the
Planters following spells innately.
1st ensnaring strike, hail of thorns
2nd barkskin, spike growth 1/day each: barkskin, entangle, grasping
3rd daylight, speak with plants vine, hail of thorns, plant growth, speak
with plants, spike growth
4th blight, grasping vine
The party receives the above bene t as
5th awaken, tree stride 2 well as the following magic item: Bag of
Wardens
Beans (DMG 152).
T a n g l l i i i n g R o o t t s
g
l
n
Tangling Roots
g
R
o
o
Tangling Roots
a
n
s
T
t
o
g
n
o
R
a
Tangling Rootss
T
n
g
At 1st level, you learn the 1st-level spell entangle if you don't
s
B
g
Beguiling Defenses
n
l
e
Beguiling Defenses
i
f
g
B e g u i i l i i i n g D e f e n s e s
e
e
e
n
u
s
D
Beguiling Defensess
e
g
B
e
g
n
D
e
f
n
u
e
l
s
know it already. You can cast entangle at will. Dailili uses the 10th-level Beguiling Defenses feature of all
archfey.
t
n
t
h
l
r
a
E
t
g
p
Splitting Earth
Splitting Earth
S p l i i i t t t i i i n g E a r t h
S
t
g
n
r
a
E
p
l
S
t
Splitting Earthh
Starting at 6th level, as a bonus action, you can activate or
u
u
S
l
o
o
l
S
n
I I Infinite Soul
i
i
i
n
f
f
n
i
Infinite Soul
n
e
e
t
t
I
n
S
f
e
i
u
t
i
n
Infinite Soull
o
deactive this feature. While activated, natural ground in a 15- Beginning at 14th level, you gain temporary hit points equal
foot radius around you becomes difficult terrain for creatures to half your level at the start of each of your turns if you are
other than you and up to 6 creatures of your choice. standing on natural ground and aren't incapacitated.
82
T E E T T T T L L E E B B U U G M O O O O N N F F L O O W E E R
M
T
G
TETTLEBUG MOONFLOWER
L
TETTLEBUG MOONFLOWER
W
TETTLEBUG MOONFLOWERR
The pixie Princess of Dewdrops brings rain, fog, and chill in
her endless dance, wreaking havoc across the Feywild as she Tettlebug Patron Bonuses
revels in the melancholy of distant thunder. The party's relationship with Tettlebug Moonflower and
her court begins at 1 instead of 0.
Relationship Bonus (or Detriment)
Tettlebug Expanded Spells The party is magically deafened every day
-1
Spell Level Spells Meanies from dawn until twilight due to a curse
1st heroism, thunderwave from Tettlebug.
0
2nd nd steed, shatter No e fect.
Boors
3rd call lightning, conjure animals
Each party member succeeds on all
4th conjure woodland beings, storm sphere nonmagical weather-related saving throws
1
5th control winds, reincarnate Friends and is immune to nonmagical weather-
related damage as long as they are within
30 feet of another party member.
The party receives the above bene t as
well as the following magic item:
Instrument of the Bards, Anstruth Harp
p
g
l
n
a
c
Wi ngclap
Wi
Wi ngclapWi ngclap (DMG 205). A party member can spend 4
Wi ngclapWi ngclap
At 1st level, you learn the cantrip thunderclap. For you, the 2 weeks of downtime learning to play the
range of this cantrip is a 15-foot radius around you, and you Best harp from Greta in the Church of Her
can choose to make it silent to all but those who fail their save Friends! Inimitable Joyousness (IW 13) or Hermione
against it. Galanodel in the Sentinels of Equity
Headquarters (IW 18); they become fully
pro cient a ter 4 weeks as the Anstruth
M i i i s t y E s c a p e
Misty Escape
E
y
y
c
p
c
a
a
e
E
p
s
s
s
s
Misty Escapee
Misty Escape
M
M
t
t
Tettlebug Moonflower uses the 6th-level Misty Escape feature Harp magically enhances their learning.
of all archfey.
B e g u i i i l i i n g D e f e n s e s
Beguiling Defenses
u
e
B
n
g
n
g
e
e
B
f
Beguiling Defenses
D
e
f
D
i
g
Beguiling Defensess
s
l
l
g
u
e
n
s
e
s
e
n
e
Tettlebug Moonflower uses the 10th-level Beguiling Defenses
feature of all archfey. O T T H H E E R R A R R C C H F F E E Y
O
OTHER ARCHFEY
A
H
OTHER ARCHFEY
OTHER ARCHFEYY
If a warlock in your party has made a pact with an archfey not
s
L i i i m i i i t l e s s s C h e e r
m
e
Limitless Cheer
l
h
t
e
e
r
L
s
C
Limitless Cheer
Limitless Cheerr
C
L
e
h
m
l
t
s
e
e
Beginning at 14th level, you are immune to the charmed and included here, the party can still benefit from patron bonuses
frightened conditions, and magic can't put you to sleep. You as follows.
also learn the spell freedom of movement, which you can cast
once without expending a spell slot. Once you've cast the
spell in this way, you must finish a short or long rest before
you can do so again. Generic Patron Bonuses
The party's relationship with the archfey and its court
begins at 1 instead of 0.
Relationship Bonus (or Detriment)
Each party member has disadvantage on
-1
Enemies saving throws against spells due to a curse
from the archfey.
0 No e fect.
Ignorants
When a party member is within 10 feet of
1 another party member, both party
Allies members have advantage on saving
throws against spells and magical e fects.
The party receives the above bene t as
2
Family well as the following magic item: Robe of
Useful Items (DMG 195).
83
S C H O O L L O F F W I I T T C H C R A F F When splashing a creature with your potion, you have a reach
C
T
SCHOOL OF WITCHCRAFT
W
S
SCHOOL OF WITCHCRAFT
of 5 ft. and a range of 30/90 feet. The splasher uses your spell
H
O
A
C
C
H
R
O
O
SCHOOL OF WITCHCRAFTT
attack bonus or their own attack bonus, whichever is higher.
Not all wizards learn their practice in an academy. A witch On a hit, the potion splashes its contents over the target and
learns their trade by stealing, hiding, squirreling themselves shatters. On a miss, it shatters without effect.
away for months and years alone. They may not have had the Once the potion has been drunk, emptied, shattered, or left
means to pay for their tuition, or perhaps they were banned or unused for 14 days, it is no longer infused and its magic fades.
expelled. Witches thrive in small communities where they If it still has liquid in it, the liquid becomes clean water. You
cure the sick, guard the walls, chase out intruders, care for the can have a number of potions infused at once equal to your
land, and pursue their magical interests in their own way. Intelligence modifier.
B O O N U U S S C A A N N T T R R I P P S E x t r a P o t i i i o n C o m p o n e n t t s
B
C
N
BONUS CANTRIPS
BONUS CANTRIPS
I
BONUS CANTRIPSS
Extra Potion Components
Extra Potion Componentss
s
Extra Potion Components
a
a
r
E
t
x
t
x
r
E
p
o
o
m
m
p
n
n
n
t
n
e
e
o
o
t
t
P
P
o
o
C
C
o
o
n
n
When you become a witch, you learn one of the following Each time you brew a potion, you must expend more than just
cantrips: druidcraft, guidance, resistance, or thorn whip. the infused spell's components. Roll on the Extra Potion
Whenever you learn a new wizard cantrip, you can add these Components table or pay another price given to you by your
cantrips to the list you can choose from. DM. If you can't obtain these extra components before the end
E E X X P A N N D D E E D D S S P P E E L L L L L L I S I S T of your rest, the potion fails to brew. The components are
P
EXPANDED SPELL LIST
A
EXPANDED SPELL LIST
destroyed (if possible) in the creation of the potion.
EXPANDED SPELL LISTT
When you pick your wizard spells, you can add the following
spells to the wizard spell list. These spells are considered to
be wizard spells for you.
Extra Potion Components
d8 Component
1 A memory.
2 The life of a beast.
Witch Expanded Spells
Spell Level Spells 3 A weapon that has tasted blood.
1st bane, goodberry
4 A lost item, still being searched for.
2nd lesser restoration, protection from poison 5 A lock of hair.
3rd plant growth, speak with dead
6 A kiss, and a promise.
4th conjure woodland beings, death ward 7 The dying words of an enemy.
5th awaken, contagion
8 A minute of contemplation.
6th conjure fey
7th regenerate
8th animal shapes
W I T T C C H H ' S ' S F F A A M I L L I A A
9th storm of vengeance
WITCH'S FAMILIAR
R
W
WITCH'S FAMILIAR
I
I
M
I
WITCH'S FAMILIARR
At 2nd level, the spell find familiar appears in your spell book
if you don't have it already, and you can ignore the material
components for the spell. You always have this spell prepared,
P P O O T T I O O N N S and it doesn't count towards your prepared spells.
POTIONS
POTIONS
I
POTIONSS
C
W
V
WITCH'S COVEN
WITCH'S COVEN
Starting when you take this subclass at 2nd level, as part of a W I T T C C H H ' S ' S C O O V E E N
WITCH'S COVENN
I
short or long rest, you can spend one hour brewing a potion
using a cauldron or a pot, magically creating the bottle for the At 6th level, your form a coven with your party. Choose up to 6
potion as you do so. You can infuse the potion with the effects allies you can see; they become new coven mates. A new
of a spell of 3rd level or lower that you have prepared by coven mate must agree to be part of the coven and undergo a
expending the material components of the spell, half a gallon 1-hour ritual as detailed below.
of water (most is boiled off), and extra potion components After finishing a long rest, you can choose to remove coven
detailed below. mates from your coven, or add new ones if you have fewer
If the spell requires a creature to target, a creature becomes than six. The maximum number of people in a coven is six.
targeted by the spell either by drinking the potion or having Speak to your DM if you want them to waive this restriction.
You gain a two-way telepathic connection to your coven
its contents splashed on it. If the potion is drunk, the target mates up to 60 feet away, and coven mates can telepathically
has disadvantage on any saving throws they must make as
part of the spell. communicate with each other as long as they are each within
You know when a creature drinks your potion. You can 60 feet of you. You can cast any of your spells as though they
choose to cast the spell originating from the drinker (you originated from any coven mate of your choice, except spells
provide all other components). Otherwise, the drinker is with a range of self, as long as they are on the same plane of
existence as you and you otherwise fulfill the spell's
targeted by the spell as normal.
requirements. You provide all other components of the spell.
84
Coven Ritual
"Repeat after me: My arm is your arm." A
T
A
A
N
ANIMATOR
M
I
R
O
ANIMATOR
M
N
I
A
T
O
"My arm is your arm," they repeat. ANIMATORR
"My thoughts are your thoughts."
"My thoughts are your thoughts," they repeat. At 10th level, the spells unseen servant, mouse (IW 95), and
"My heart is your heart." animate objects appear in your spell book if you don't have
"My heart is your heart," they repeat. them already. You always have these spells prepared, and
"Now, give me your hand so that it may point true." they don't count towards your prepared spells.
They hold out a hand. The witch slices their palm
C
COMBAT BREWING
and drinks the blood. C O M B A T B B R E W I N G
COMBAT BREWING
A
O
E
R
B
W
I
N
T
M
"Bend down your head so that it will know truth." COMBAT BREWINGG
They bend down their head. The witch plucks a Starting at 14th level, you can instantly brew potions mid-
strand of hair and tucks it behind an ear. combat. While initiative has been rolled, you can use your
"Call past the wind so we know where it blew. Do action to brew a potion, infusing it with any spell you have
you accept?" prepared. You must expend the material components of the
"I do!" they call.
"Then we are one. We are true." spell as well as one extra potion component of your choice
from the list above. The potion materialises in your empty
hand. As part of the action you took to brew the potion, you
W I T T C C H H ' S ' S H U U T can drink it, splash it, or pass it to an ally within 5 feet of you.
H
W
WITCH'S HUT
WITCH'S HUT
I
WITCH'S HUTT
You can brew a potion in this way even if you already have
From 10th level, you can extend your hospitality to your your maximum number of potions infused. Unlike other
coven. At the start of a short or long rest, you can touch a potions, this potion loses its infusion after 1 minute. Once you
point on the ground to raise up your hut from the earth. Your have used this feature, you must finish a short or long rest
hut is a 30 foot by 30 foot single-story building made of before you can do so again.
magically-reinforced wood. While within your hut, you and P M
A
S
T
M
O
I
P
O
POTION MASTERY
T
R
N
Y
E
POTION MASTERY
E
S
T
I
O
O
T
N
A
R
your coven mates gain the maximum amount of healing from POTION MASTERYY
hit dice, and you are alerted if creatures approach the hut Also starting at 14th level, you can infuse your potions with
with ill intent. At the end of the rest, your hut grows legs, spits any spell you have prepared.
everyone out, and walks away. It disappears into its own
private pocket dimension after a minute.
85
C U S T O M I I S A T I O
C
I
O
N
T
CUSTOMISATION
S
A
CUSTOMISATION
O
M
CUSTOMISATIONN
U
S
T
W H A A T Y O U L E E F F T T B E E H I N D Discuss the answer to these questions with your DM. You must
W
L
T
WHAT YOU LEFT BEHIND
B
Y
decide for your own benefit why the character you play is
WHAT YOU LEFT BEHIND
O
U
I
H
H
WHAT YOU LEFT BEHINDD
N
appropriate for this adventure and deserves to be in the party.
As a Material plane native, why is it important to return to the A character in the party must be willing to delegate
Material Plane? Why risk these expeditions into the Feywild? responsibility, to allow others to have the spotlight, and to
Discuss the answer to these questions with your DM. You accept that failure in this land of chaos is not only inevitable
can decide on your own answer, or roll on the Reason to but frequent. Such is the way of life in the Feywild.
Return table.
B A C K G R O U N D S
BACKGROUNDS
B
BACKGROUNDS
N
O
U
BACKGROUNDSS
D
R
K
G
A
C
E E N D E R C O A S T B B A C K G R O U N D S
ENDERCOAST BACKGROUNDS
ENDERCOAST BACKGROUNDS
T
R
O
K
G
D
N
R
C
E
C
A
D
N
A
S
U
O
Reason to Return ENDERCOAST BACKGROUNDSS
d6 What You Le t Behind The following backgrounds from the PHB are appropriate to
represent characters who live in Endercoast.
1 A dream of a better life.
2 A family. Your children. Acolyte (PHB 127)
Charlatan (PHB 128)
3 Your true love.
Criminal (PHB 129)
4 An item of great value. Entertainer (PHB 139)
5 A promise unful lled. Guild Artisan (PHB 132)
Guild Merchant (PHB 133)
6 Revenge.
Noble (PHB 135)
Sage (PHB 137)
Urchin (PHB 141)
In addition, the following new background from Into
W H A A T Y O U W I L L L L L E E A V E Wonderland can also represent characters well established in
WHAT YOU WILL LEAVE
Y
W
T
L
W
WHAT YOU WILL LEAVE
U
I
O
WHAT YOU WILL LEAVEE
H
A
V
Endercoast.
As a Feywild native, why is it important to leave the Feywild? Guard (IW 88)
Why have you begun to settle in Endercoast?
FEYWILD BACKGROUNDS
A
Discuss the answer to these questions with your DM. You F F E Y W I L D B B C K G R O U N D S
FEYWILD BACKGROUNDS
W
K
L
U
D
O
Y
I
C
D
A
R
E
N
G
can decide on your answer, or roll on the Reason to Leave FEYWILD BACKGROUNDSS
table. The following backgrounds from the PHB are appropriate to
represent characters who live in the Feywild.
Charlatan (PHB 128)
Hermit (PHB 134)
Reason to Leave
Outlander (PHB 136)
d6 What You Will Leave
In addition, the following new backgrounds from Into
1 A life of uncertainty and pain.
Wonderland can also represent characters well established in
2 A family you would not have chosen for yourself. the Feywild.
3 An arranged marriage.
Archfey's Courtier (IW 87)
4 A cursed item. Hag's Servant (IW 88)
5 An oath you regret taking. A ( P H B 1 2 7 )
ACOLYTE (PHB 127)
ACOLYTE (PHB 127)
(
H
P
B
A
7
2
1
O
C
T
Y
E
L
E
T
C
O
L
Y
6 An order of banishment. ACOLYTE (PHB 127))
There are only three religions in Endercoast with significant
following now that the city has been transplanted into the
Feywild.
The Church of Her Inimitable Joyousness worships Lliira,
W H Y Y Y O U J J O I N E E D Goddess of Joy, and their worship of her takes the form of an
Y
WHY YOU JOINED
W
WHY YOU JOINED
O
I
O
H
U
WHY YOU JOINEDD
N
acrobatic circus performance.
The Feywild can be a vast and lonely place. Why have you The elves, firbolgs, gnomes, and druids of the Sylvan Grove
chosen to join with a party of adventurers? What can you offer worship Silvanus, God of Wild Nature, although they are seen
with suspicion by the rest of the city due to the circumstances.
the party? What can they offer you?
86
The Sentinels of Equity are largely non-denominational, but
still mysteriously receive clerical powers for their priests.
If you serve as an acolyte of the Sentinels of Equity, your DM
may allow your party to begin with a relationship of 1 with Ideal
this faction. d6 Ideal
You can worship other gods, but you might be the only
acolyte of such a god in the city still actively practicing your 1 Chaos. The nature of the Feywild is to reject the laws
faith. Even the most devoted feel totally cut off from the that mankind imposes on it. (Chaotic)
divine in the Feywild. 2 Emotional Truth. One must not tell lies. The Feywild
A R C H F E Y ' S ' C O U R T I E R will know. (Neutral)
ARCHFEY'S COURTIER
C
A
ARCHFEY'S COURTIER
R
C
U
E
I
T
H
Y
R
S
O
F
E
ARCHFEY'S COURTIERR
3 Music. I hope to one day play a song so beautiful that
You are a courtier in the majestic court of a powerful archfey, the Weave itself sings along. (Good)
such as Lord Cals, Cirrus the Jester, Dailili, Tettlebug 4 Love. You can't argue with how you feel. (Chaotic)
Moonflower, or another archfey of your choice. You are often Devotion. I have sworn myself to my archfey because I
sent on missions of both high and low importance in 5 believe in their cause. (Neutral)
accordance with the mercurial whims of your master.
Trickery. The world needs pranksters as much as it
Skill Proficiencies. History, Performance 6 needs lawyers and bankers and accountants.
Languages Sylvan or one Feywild language of your choice (IW (Chaotic)
90)
Tool Proficiencies One musical instrument of your choice
(PHB 154)
Equipment A musical instrument you're proficient in, four sets
of beautiful courtier's robes (one for each season), a token
of your archfey such as a sprig of mistletoe or a shrunken
skull, a common magic item of your choice, and a belt Bond
pouch containing 25 chocolate coins d6 Bond
This is by no means the rst archfey for whom I am a
1
c
e
c
e
r
A
n
e
e
t
y
t
h
w
h
h
i
f
Audience with the Archfey
A
u
Audience with the Archfey
A u d i i e n c e w i t h t h e A r c h f e y
d
t
h
A
e
c
i
u
w
h
c
f
Audience with the Archfeyy courtier, and they will not be the last.
e
r
h
t
e
A
i
n
e
d
As a courtier, you can obtain an audience directly with the
archfey you serve. You will need to present a very compelling 2 My instrument was carved by an ancient being and
argument for why they should pay attention to you right now still bears a portion of its soul.
as opposed to anything else of interest in their realm. 3 I have seven lovers in seven realms. May they never
Your DM may decide that this background allows your party meet.
to start at a relationship of 1 with the archfey you serve. I believe that my archfey and I share a special
4 relationship, deeper and truer than with other
S u g g e s t e d C h a r a c t e r i s t i c s
Suggested Characteristics
e
h
a
s
i
Suggested Characteristics
c
t
S
r
r
e
a
e
c
g
s
d
s
C
t
u
t
i
g
t
Suggested Characteristicss courtiers.
g
i
i
t
s
g
e
c
r
h
e
S
t
a
u
e
s
d
C
r
c
a
Archfey like to keep exuberant courtiers to entertain I was once a human on the Material Plane. Look how
themselves, and you are no different. 5 times have changed.
My six thousandth birthday was just last month. Or
6
was it my seven thousandth? Who can keep track?
Personality Trait
d8 Personality Trait
I am utterly devoted to my master, who is perfect in
1
every way.
2 The music I play captures the hearts of all who listen.
Flaw
All the world's a stage, and I am but an actor on that
3 d6 Flaw
stage. I say my lines, and I am done.
1 I'm so rAnDoM!
My mood changes dramatically depending on the
4 2 Lend me your trust and you shall quickly regret it.
season.
5 I am as carefree as the wind. 3 I have little patience for things that do not bring me
Only I know the true nature of the archfey. And they immediate joy.
6
have secrets I shall never tell. There is none more glorious than my archfey, and I
4 will burn to death without hesitation anyone who
7 I AM VERY LOUD. claims otherwise.
The world is so full of wonders. How could anyone
8 5 I can't take anything seriously. It's all just a big joke.
settle on just one vocation their whole life?
6 Responsibility is a four letter word.
87
CHARLATAN (PHB 128)
8
GUILD MERCHANT (PHB 133)
C H H A A R R L L A T A N N ( ( P P H B B 1 1 2 2 8 ) G U U I L L D M E E R R C C H H A N N T T ( P P H B B 1 1 3 3 3 3 )
CHARLATAN (PHB 128)
GUILD MERCHANT (PHB 133)
GUILD MERCHANT (PHB 133))
G
C
(
H
H
CHARLATAN (PHB 128))
M
D
T
A
A
A
I
You have taken another's identity in Endercoast. You may be a Endercoast has a powerful union, the Union of Small Business
native resident of Endercoast, or you may be a spy for an Owners, which you are invariably a member of if you want to
archfey. Either way, your fragile existence in Endercoast is one obtain and keep a business license. Circumstances have arisen
that teeters on the knife's edge of discovery. such that your regular business has gone under or has been
C R R I M I N N A A L ( P P H B B 1 1 2 2 9 9 ) made redundant with the displacement into the Feywild, but
CRIMINAL (PHB 129)
CRIMINAL (PHB 129)
L
H
CRIMINAL (PHB 129))
(
C
I
I
M
there is always the opportunity to start a new business (IW
40).
Life was always hard for those without means, but now that
Your DM may allow your party to begin at a relationship of 1
Endercoast has fallen into the Feywild, the means available to with the Union of Small Business Owners faction.
you have shrunk even further. A life of crime makes the most
sense when you're not even sure that money will be accepted H A G ' S ' S S E R V A N T
H
HAG'S SERVANT
HAG'S SERVANT
A
N
E
S
V
R
A
G
tomorrow. HAG'S SERVANTT
(
P
3
1
)
0
H
E ENTERTAINER (PHB 130) You made a bad deal. You've paid for it. You were young when
B
ENTERTAINER (PHB 130)
1
0
3
B
(
H
P
ENTERTAINER (PHB 130))
E
T
E
N
E
R
R
T
I
A
N
you first entered into servitude to the hag, and now you are
N
E
E
T
R
N
R
T
A
I
fourteen years older, no wiser, no stronger, just tired. The hag
You wonder how you could possibly hope to compete with the
beautiful ballads sung by fey creatures, but hey, you still get was true to her word: your service has ended. Now what?
work, and there's nothing that gets the Endercoast public's Skill Proficiencies. Medicine, Nature
mind off their predicament more than a jaunty tune. Languages Two Feywild languages of your choice, one of
G U U A A R R D Equipment A petrified crow, a mirror that shows your face
which is Sylvan unless you already know it
G
GUARD
GUARD
GUARDD
Commissioner Huck Lasick has really doubled down on when you are old, an iron rat's skull, an unopenable tiny
recruitment into the Endercoast Guard. As a guard, you have a chest that beats rhythmically, a voodoo doll of a long-dead
duty to protect the city, and although in the past this was enemy of the hag, and a bright pink mushroom
mostly against itself, now there are greater incursions that ' '
A
s
A Hag
e
y
H
e
i
a
E
V
w
A Hag's Eye View
E
i
threaten public safety. A H a g's Eye Viewg's Eye View
y
e
A
s
H
a
A Hag's Eye Vieww
g
e
V
You understand innately the meaning of any deals a hag (or
Skill Proficiencies. Intimidation, Investigation other similar deal-making fey creature) offers the party. For
Languages Any two Endercoast languages of your choice (IW example, you know that the demand for "That spring in your
90) step" means that you will lose 10 feet of movement speed and
Equipment A uniform identifying you as part of the will no longer be able to jump.
Endercoast Guard, a set of Thieves' Tools you took from the
evidence locker, a set of manacles, a set of common "civvie" S u g g e s t e d C h a r a c t e r i i i s t i i i c s
Suggested Characteristics
t
a
g
u
g
e
t
c
s
r
t
r
e
C
s
s
d
c
Suggested Characteristics
e
S
h
a
C
e
a
t
S
r
g
e
g
h
Suggested Characteristicss
t
t
e
s
u
r
c
d
c
s
a
clothes, and a pouch containing 15 gp Fourteen years of servitude to a hag is more than enough to
' ' change someone forever.
a
w
h
e
t
L
a
e
v
t
S t o p ! ! ! Y o u've Violated the Law!u've Violated the Law! !
l
Stop! You've Violated the Law!
i
V
o
d
e
Y
p
p
S
o
V
o
t
o
t
u
Y
e
v
o
h
Stop! You've Violated the Law!!
a
t
e
d
t
Stop! You
a
i
S
w
L
l
e
o
You have the authority to stop, question, and frisk Endercoast
civilians, who are likely to cooperate with you in the pursuit of
criminals. Personality Trait
Your DM may allow your party to begin at a relationship of 1 d8 Personality Trait
with the Endercoast Guard faction.
1 I've grown sympathy for the hag over the years.
2 I did not deserve this fate. Someone must pay.
r
a
Suggested Characteristics
a
g
t
c
S u g g e s t e d C h a r a c t e r i s t i i c s
s
u
g
e
t
C
h
e
d
i
t
Suggested Characteristics
c
e
s
r
s
S
e
C
s
d
c
e
g
g
u
t
t
s
i
r
a
a
c
e
r
h
i
Suggested Characteristicss
S
t
Use the tables for the Soldier background (PHB 140) as the An inescapable obsession compels me to organise
basis for your traits and motivations, modifying the entries 3 everything I see into just the right con guration.
when appropriate to suit your identity as a member of the
Endercoast Guard. 4 Direct eye contact makes me uncomfortable.
GUILD ARTISAN (PHB 132)
G U I L D A R T I S A N ( P P H B B 1 1 3 3 2 2 ) 5 I collect interesting trinkets.
GUILD ARTISAN (PHB 132)
A
GUILD ARTISAN (PHB 132))
G
(
H
D
U
I
L
S
A
N
R
T
I
6 Don't talk to me about hardship. I've worked longer
The arts have always been a major part of Endercoast's days and done harder things than you could imagine.
prosperity. The festivals are traditionally a celebration of that. I carefully catalogue every new plant and animal I
But in the Feywild, the government has turned its attentions 7 encounter out of habit.
on more practical matters, and you find that the guilds are I make sure to acknowledge the hard work of
having to borrow a lot of money to keep the dividends flowing familiars, unseen servants, and other such helpful
for their members. 8 creatures summoned by magic. If I had my way, I'd
free them all.
88
Spent some time as a warden in a dungeon
when I was a more ambitious young man. I've
H a g' s S e r v a n t s Flaw
seen the looks on the faces of the poor souls
they locked away down there. Nothing
Empathy exhausts me. There is no more room in my
comp ared to those who come back from a d6 Flaw
with a hag.
1
heart for those who have su fered misfortune. I've
stint seen it all before.
2 Hard work never set me free. What's the point of it
now?
I'm much more con dent in Sylvan than I am with my
3 native language. I've lost touch with my roots.
The terrible things I've seen have le t me with a scar
4
on my mind that will never go away.
I don't fully believe that I am free. Each night I fear I
Ideal
5 will wake up with the hag standing over me,
d6 Ideal compelling me back to her service.
Freedom. I will not be enslaved. Not again. Not this
1 6 I've inherited all the worst traits of a hag.
time. (Chaotic)
Pain. Everyone should have to endure a taste of what
2
I went through. (Evil)
Curiosity. I was able to learn a lot from the hag,
HERMIT (PHB 134)
3
HERMIT (PHB 134)
HERMIT (PHB 134))
M
H
H
despite her best e forts. (Chaotic) H E E R R M I T T ( ( P P H B B 1 1 3 3 4 4 )
I
Negotiation. Don't make my mistake. Be clear in the
4 You've spent countless years in the Feywild mulling over the
terms of every deal. (Lawful)
meaning of such a place. The secret you've uncovered likely
Cynicism. Life sucks, and then you die. Get used to it. has to do with how to defeat a powerful archfey, or how to
5
(Neutral) return Endercoast to the Material Plane. Discuss with your DM
Nature. I appreciate the beauty of every de ant little the nature of such a secret.
6
pocket of life found in the natural world. (Good)
N O O B L L E E ( ( P P H B 1 1 3 3 5 5 )
NOBLE (PHB 135)
H
NOBLE (PHB 135)
B
B
NOBLE (PHB 135))
N
You're part of the upper class of Endercoast, and you likely
have ties with Mayor Attercat and the government due to your
family's extensive briberies.
The DM may allow your party to begin at a relationship of 1
with the Endercoast Government faction.
Bond
OUTLANDER (PHB 136)
OUTLANDER (PHB 136)
d6 Bond O U U T T L L A N N D D E E R R ( P P H B B 1 1 3 3 6 6 )
O
OUTLANDER (PHB 136))
A
H
(
I made friends with a very smart rat who kept me
1 sane during my servitude. I was devastated to learn The Feywild is home to many countless tribes of many
she was the hag in disguise. countless races. There are humans, not in great number, but
they are here. And there are more exotic tribes of goblins who
By the end of my time with the hag, we had grown have rejected Maglubiyet, lizardfolk and bullywugs who have
2 mutual respect for one another. We were not equals, wandered here from their homelands, kuo-toas who got lost
but sometimes we came close.
in the Underdark and swam to the Feydark, wood elves and
The home I le t behind is no longer there for me. I eladrin and firbolg that have made their home in the tree
3 wouldn't want to go back anyway. It's time I struck tops, gnomes that live in glamoured villages in hills, and
out on my own. centaurs in the open fields.
A satyr tried to save me, but was captured and
(
)
1
3
7
P
H
B
SAGE (PHB 137)
H
3
G
P
S
A
1
B
7
E
(
SAGE (PHB 137))
4 enslaved by the hag. One day I will go back to save S SAGE (PHB 137)
E
G
A
him in return. But rst I must plan.
Endercoast has plenty of magic users and plenty of
I watched a dryad grow from a shrub to a tree. Every researchers. After the displacement, such scholars became
5 day I would sneak her a ray of sunshine I had caught highly sought for their knowledge of the planes.
in my pocket. I wonder where she is now.
)
4
URCHIN (PHB 141)
URCHIN (PHB 141)
URCHIN (PHB 141))
H
U
(
I made a promise before I was enslaved. There is still U R R C C H H I N N ( P P H B B 1 1 4 1 1
I
6
time to ful ll it.
You've been doubly displaced from your home, now. Perhaps
the Feywild is an opportunity to improve your situation. Then
again, how many opportunities have you let slip?
89
L A N G U A G E E M O N S S T T E E R L I S S T T
S
MONSTER LISTS
LANGUAGES
S
M
L
L
MONSTER LISTS
LANGUAGES
MONSTER LISTSS
O
I
U
R
G
N
G
A
LANGUAGESS
A
N
W
D
I
E
Everyone in Endercoast speaks Common as well as any D R R U D D W I L L D D S S H H A A P P E S
DRUID WILD SHAPES
U
DRUID WILD SHAPES
I
I
DRUID WILD SHAPESS
languages of their race. The most commonly spoken
languages are as follows. The following beast shapes are available to any druid with the
Wild Shape feature who is familiar with the Feywild. This is
Common also a good list to pick from when you cast polymorph.
Draconic
Dwarvish
Elvish
Gnomish Wild Shapes
Halfling
Infernal CR Beast Restrictions Source
Orc 0 Badger MM 318
Thieves' Cant 0 Cat MM 320
In the Feywild, communication can be more difficult, and 0 Deer MM 321
there are hundreds of unique languages. The following 0 Goat MM 330
languages are spoken enough to be notable. Elvish is the only 0 Owl MM 333
language that is commonly spoken in both Endercoast and the
Feywild, so it is the language of trade between them, despite 0 Raven Fly MM 335
vastly different dialects. 0 Spider MM 337
Whenever someone from Endercoast and someone from the 1/8 Giant Weasel MM 329
Feywild attempt to understand each other without the aid of
magic, each speaker must succeed on a DC 10 Intelligence 1/8 Poisonous Snake Swim MM 334
check or they will misunderstand the other speaker. 1/4 Constrictor Snake Swim MM 320
Bullywug 1/4 Elk MM 322
Draconic 1/4 Giant Frog Swim MM 325
Druidic 1/4 Giant Owl Fly MM 327
Elvish
Giant 1/4 Giant Poisonous Snake Swim MM 327
Goblin 1/4 Wolf MM 341
Kuo-Toa 1/2 Black Bear MM 318
Sylvan
1/2 Giant Goat MM 326
F E E A T T 1/2 Giant Wasp Fly MM 329
S
F
FEATS
FEATS
FEATSS
A
1 Brown Bear MM 319
Any feats from the PHB are appropriate for this adventure. In
addition, the following feats are available to those who 1 Dire Wolf MM 321
embrace the chaotic nature of the Feywild. 1 Giant Spider MM 328
Chaos Caster 1 Giant Toad Swim MM 329
Feywild Navigator 2 Cave Bear MM 334
C H H A A O O S S C A A S T T E E R 2 Giant Boar MM 323
C
CHAOS CASTER
C
CHAOS CASTER
CHAOS CASTERR
S
You've learned to accept the chaos of the Weave into your 2 Giant Constrictor Snake Swim MM 324
MM 325
Giant Elk
2
spellcasting.
Increase your Intelligence, Wisdom, or Charisma by 1. Each 2 Giant Tortoise IW 215
time you cast a spell of 1st level or higher, roll a d20. On a roll 3 Ancient Boar IW 201
of 20, you trigger a Wild Magic Surge (PHB 104). 4 Ancient Raven Fly IW 204
If you are a sorcerer with the Wild Magic bloodline, you
instead bolster your class feature by triggering a surge on a 4 Ancient Wolf IW 207
roll of 1 or 20. 5 Ancient Toad Swim IW 206
F F E E Y Y W I L L D D N A A V I G G A A T O R 6 Ancient Bear IW 200
N
T
FEYWILD NAVIGATOR
V
O
FEYWILD NAVIGATOR
FEYWILD NAVIGATORR
W
I
I
7 Ancient Elk IW 202
You are in tune with the shifting of the Feywild. 8 Ancient Owl Fly IW 203
Increase your Intelligence, Wisdom, or Charisma by 1. You
innately understand the emotional frame of mind you need to 9 Ancient Spider IW 205
travel to any area of the Feywild, and you have advantage on
Wisdom (Survival) checks and Charisma saving throws made
as part of navigating the Feywild.
90
C O O N N J U U R R E E A N N M A A L L S C O O N N J U U R R E W O O O D D L L A N N D D B B E E N N G G S
A
C
C
W
I
I
O
A
CONJURE WOODLAND BEINGS
E
CONJURE ANIMALS
CONJURE ANIMALS
CONJURE WOODLAND BEINGS
J
CONJURE ANIMALSS
I
CONJURE WOODLAND BEINGSS
M
J
I
The following beasts are available to be conjured with the The following fey are available to be conjured with the spell
spell conjure animals. The DM usually selects which beasts are conjure woodland beings. The DM usually selects which fey
conjured, but you can ask the DM to allow you to pick them are conjured, but you can ask the DM to allow you to pick
instead. them instead. You can't summon a fey creature if you don't
have access to the sourcebook it comes from.
Wild Shapes
CR Beast Amount Source Woodland Beings
0 Badger 8 MM 318 CR Fey Amount Source
0 Cat 8 MM 320 1/8 Boggle 8 VGM
0 Deer 8 MM 321 128
1/4 Blink Dog 8 MM 318
0 Goat 8 MM 330
1/4 Pixie 8 MM 253
0 Owl 8 MM 333
1/4 Sprite 8 MM 283
0 Raven 8 MM 335
0 Spider 8 MM 337 1/2 Darkling 4 VGM
134
1/8 Giant Weasel 8 MM 329 1/2 Satyr 4 MM 267
1/8 Poisonous Snake 8 MM 334 1 Centaur, Fire Beetle 2 IW 212
1/4 Constrictor Snake 8 MM 320 1 Centaur, Shambling Mound 2 IW 212
1/4 Elk 8 MM 322 1 Centaur, Unicorn 2 IW 213
1/4 Giant Frog 8 MM 325 1 Centaur, Wolf Spider 2 IW 213
1/4 Giant Owl 8 MM 327 1 Dryad 2 MM 121
1/4 Giant Poisonous Snake 8 MM 327 VGM
1 Quickling 2
1/4 Wolf 8 MM 341 187
1/2 Black Bear 4 MM 318 1 Time Vulture 2 IW 216
1/2 Giant Goat 4 MM 326 VGM
2 Darkling Elder 1
1/2 Giant Wasp 4 MM 329 134
1 Brown Bear 2 MM 319 2 Darkwood Stalker 1 IW 214
1 Dire Wolf 2 MM 321 2 Gardener (any fey race (IW 188)) 1 IW 217
1 Giant Spider 2 MM 328 2 Growth Druid (any fey race (IW 1 IW 218
1 Giant Toad 2 MM 329 188))
2 Cave Bear 1 MM 334 2 Meenlock 1 VGM
170
2 Giant Boar 1 MM 323 2 Sea Hag 1 MM 179
2 Giant Constrictor Snake 1 MM 324
2 Giant Elk 1 MM 325
2 Giant Tortoise 1 IW 215
91
C O O N N J U U R R E E F F E E Y F e y S p i i i r i i i t s i i i n B e a s t F o r m
C
CONJURE FEY
CONJURE FEY
J
CONJURE FEYY
a
e
t
e
S
s
n
y
B
o
F
r
m
r
F
Fey Spirits in Beast Form
s
p
Fey Spirits in Beast Form
t
S
F
Fey Spirits in Beast Formm
y
e
p
t
s
a
r
o
F
s
n
r
t
e
B
The following beasts are available to be conjured with the
Fey Creatures
F e y C r e a t u r e s spell conjure fey, changing their type to fey.
e
r
C
a
e
s
r
t
u
F
Fey Creatures
y
e
r
t
u
F
e
e
y
r
e
C
Fey Creaturess
a
The following fey are available to be conjured with the spell When you summon an ancient beast with this spell, such as
conjure fey. You can't summon a fey creature if you don't have the ancient elk, you summon the beast itself; its type doesn't
access to the sourcebook it comes from. change to fey. If you attempt to summon an ancient beast that
Although the four warlocks of the archfey contained in this is dead, the spell fails. The spell otherwise has the same
book can be of a fey race, they cannot be summoned by this effect.
spell as they are protected by their archfey. Similarly,
Poppiplob in archfey form meets the criteria for being
summoned by this spell, but his status as an archfey protects
him from being summoned. Fey Spirits
Creatures summoned by this spell cannot cast conjure
woodland beings or conjure fey themselves. CR Fey Spirit / Ancient Beast Source
0 Badger MM 318
0 Cat MM 320
0 Deer MM 321
Fey
0 Goat MM 320
CR Fey Source
0 Owl MM 333
1/8 Boggle VGM 128
0 Raven MM 335
1/4 Blink Dog MM 318
0 Spider MM 337
1/4 Pixie MM 253
1/8 Giant Weasel MM 329
1/4 Sprite MM 283
1/8 Poisonous Snake MM 334
1/2 Darkling VGM 134
1/4 Constrictor Snake MM 320
1/2 Satyr MM 267
1/4 Elk MM 322
1 Centaur, Fire Beetle IW 212
1/4 Giant Frog MM 325
1 Centaur, Shambling Mound IW 212
1/4 Giant Owl MM 327
1 Centaur, Unicorn IW 213
1/4 Giant Poisonous Snake MM 327
1 Centaur, Wolf Spider IW 213
1/4 Wolf MM 341
1 Dryad MM 121
1/2 Black Bear MM 318
1 Quickling VGM 187
1/2 Giant Goat MM 326
1 Time Vulture IW 216
1/2 Giant Wasp MM 329
2 Darkling Elder VGM 134
1 Brown Bear MM 319
2 Darkwood Stalker IW 214
1 Dire Wolf MM 321
2 Gardener (any fey race (IW 188)) IW 217
1 Giant Spider MM 328
2 Growth Druid (any fey race (IW 188)) IW 218
1 Giant Toad MM 329
2 Meenlock VGM 170
2 Cave Bear MM 334
2 Sea Hag MM 179
2 Giant Boar MM 323
3 Green Hag MM 177
2 Giant Constrictor Snake MM 324
3 Redcap VGM 188
2 Giant Elk MM 325
3 Survivalist (any fey race (IW 188)) IW 220
2 Giant Tortoise IW 215
3 Witch (any fey race (IW 188)) IW 223
3 Ancient Boar IW 201
4 Mercury Berserker (any fey race (IW 188)) IW 220
4 Ancient Raven IW 204
4 Yeth Hound VGM 201
4 Ancient Wolf IW 207
5 Warden (any fey race (IW 188)) IW 221
5 Ancient Toad IW 206
6 Annis Hag VGM 159
6 Ancient Bear IW 200
7 Bheur Hag VGM 160
7 Ancient Elk IW 202
7 Korred VGM 168
8 Ancient Owl IW 203
9 Ancient Spider IW 205
92
S P E L L L
S
S
L
SPELLS
SPELLS
P
SPELLSS
E
S P P E E L L L L L I I S S T
SPELL LISTS
S
T
L
S
SPELL LISTS
SPELL LISTSS
B A A R R 3rd Level W A A R R L L O O C K 5th Level
D
W
BARD
B
WARLOCK
C
WARLOCK
BARD
BARDD
WARLOCKK
Babble Extract Dream
Return to Earth
Cantrips (0 Level) Cantrips (0 Level)
Coin Toss Coin Toss
6th Level
Discord
5th Level
Extract Dream Reflect
2nd Level 3rd Level
Euphoria Rainbow Babble
Mouse 7th Level
D
P
I
A
N
A
L
Our Little Secret P PALADIN 4th Level Trick
PALADIN
L
D
PALADINN
A
I
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Despair
3rd Level
5th Level
Babble Rainbow 5th Level
R A N G E R Extract Dream
R
RANGER
RANGER
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N
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4th Level RANGERR
Despair 6th Level
Tormentor 2nd Level Discord
Euphoria
7th Level
6th Level
Discord 3rd Level Trick
Return to Earth W I Z A R D
WIZARD
W
WIZARD
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A
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7th Level WIZARDD
Trick 5th Level
C L E R I C Rainbow Cantrips (0 Level)
CLERIC
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CLERIC
Coin Toss
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CLERICC
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S S O R R C E E R E E
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SORCERER
SORCERER
SORCERERR
2nd Level
Cantrips (0 Level)
Coin Toss Cantrips (0 Level) Euphoria
Coin Toss Knight's Hop
Mouse
3rd Level
Babble 2nd Level Our Little Secret
Knight's Hop
5th Level 3rd Level
Extract Dream 4th Level Babble
Rainbow Despair
D R R U D 5th Level 4th Level
U
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DRUID
DRUID
DRUIDD
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Despair
Rainbow
2nd Level
Mouse 6th Level
Reflect
93
S P P E E L L L L D E E S S C R I P P T T I O N S At Higher Levels. When you cast this spell using a spell slot of
SPELL DESCRIPTIONS
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5th level or higher, you can target one additional humanoid or
SPELL DESCRIPTIONS
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SPELL DESCRIPTIONSS
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fey for each slot level above 4th. The humanoids or fey must
be within 30 feet of each other when you target them.
B a b b l e
Babble
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B
a
Babble
b
b
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Babblee
B
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b
3rd level enchantment
Available to: bards, clerics, druids, warlocks, wizards D i i i s c o r d
Discord
D
r
c
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Discord
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o
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Discordd
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Casting Time: 1 action 6th level enchantment
Range: 60 ft. Available to: bards, warlocks, wizards
Components: V, S, M (a weasel's tongue) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 ft.
Components: V, S, M (a bouquet of flowers thrown high in the
You inflict a curse of uncontrollable bouts of gibberish.
Choose a humanoid or fey that you can see within range. The air, which the spell consumes)
target must succeed on a Wisdom saving throw or babble Duration: Concentration, up to 1 minute
incoherently for the duration. While babbling, the target can't You cause infighting amidst your enemies' ranks. Choose a
speak, make bite attacks, use breath weapons, or use spells point within range. Each creature of your choice within a 20
that require a vocal component. At the end of each of its foot radius of that point must succeed on an Wisdom saving
turns, the target can make another Wisdom saving throw. On a throw or become charmed by you. While charmed, each target
success, the spell ends for the target. must use its action on its turn to make a melee weapon attack
At Higher Levels. When you cast this spell using a spell slot against an ally within reach. The target will move up to its
of 4th level or higher, you can target one additional humanoid speed to get in reach of one of its allies if it is safe to do so. At
or fey for each slot level above 3rd. The humanoids or fey the end of each of the target's turns or when the target takes
must be within 30 feet of each other when you target them. damage, it can make another Wisdom saving throw. On a
success, the target is no longer charmed.
s
n
o
T
o
s
Coin Toss
Coin Toss
C o i i n T o s s
C
i
n
s
Coin Tosss
T
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C
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Transmutation cantrip E u p h o r i i i a
Euphoria
E
u
p
r
a
Euphoria
h
o
Euphoriaa
h
o
r
E
u
p
Available to: bards, clerics, sorcerers, warlocks, wizards 2nd level evocation
Casting Time: 1 action Available to: bards, druids, rangers, wizards
Range: 30 feet Casting Time: 1 action
Components: V, S, M (a coin, which the spell consumes) Range: Self
Duration: Instantaneous Components: V, S, M (an expanded balloon)
Duration: Instantaneous
You enchant a coin and flip it. The coin hovers and spins for a
split second, then darts towards a creature you can see within You breathe a puff of sweet-smelling, dizzying gas like that of
range, bursting on impact with a flash of energy. Make a a faerie dragon. Each creature in a 15-foot cone originating
ranged spell attack roll against the target. On a hit, roll a d2. from you must make a Wisdom saving throw. On a failed save,
The target takes 1 force damage on a roll of 1 and 8 force roll on the Euphoria Breath Effect table. The target must act
damage on a roll of 2. accordingly on its next turn.
At Higher Levels. This spell's damage increases either by 1
on a roll of 1 or by 8 on a roll of 2 when you reach 5th level (2,
16), 11th level (3, 24), and 17th level (4, 32).
Euphoria Breath Effect
Despair
D e s p a i i i r d6 E fect
e
a
a
D
p
p
s
D
Despairr
r
s
Despair
e
4th level enchantment
Available to: bards, sorcerers, warlocks, wizards 1 The target takes no action or bonus action and uses
all of its movement to move in a random direction.
Casting Time: 1 action
Range: 60 ft. 2 The target uses all of its movement to move in a
Components: V, S, M (the skull of a Tiny beast) random direction. It can otherwise act normally.
Duration: Concentration, up to 1 minute 3 The target drops prone and immediately ends its
You remind your target of the hopelessness of existence. turn.
Choose a humanoid or fey that you can see within range. The 4 The target takes the Dodge action and immediately
target must succeed on a Charisma saving throw or become ends its turn.
despondent. A creature with 5 or less Intelligence or that is The target can act normally, but all its attack rolls are
immune to being charmed automatically succeeds on this made with disadvantage and all saving throws
saving throw. While despondent, the target is incapacitated, it 5 against its spells and e fects are made with
automatically fails any ability checks or saving throws made advantage.
to resist being grappled or restrained, and attack rolls have 6 The target behaves normally.
advantage against it. At the end of each of the target's turns or
when the target takes damage, it can make another Charisma
saving throw. On a success, the spell ends for the target.
94
r
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Extract Dream
e
t
x
M
Extract Dream
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E x t r a c t D r e a m M o u s e
D
e
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Mouse
Mouse
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Extract Dreamm Mousee
5th level divination, ritual 2nd level transmutation
Available to: clerics, druids, warlocks, wizards Available to: bards, druids, wizards
Casting Time: 10 minutes Casting Time: 1 action
Range: Touch Range: 30 ft.
Components: V, S, M (a spinning top) Components: V, S, M (a little winding handle)
Duration: 10 minutes Duration: 1 minute
You extract the ectoplasmic energy of dreams by laying your You animate an object with the speed and timidness of a
hands upon a sleeping humanoid or fey. The target makes a mouse. Choose an Tiny object within range. The target grows
Charisma saving throw. On a failed save, the target's dreams, four little furry legs and becomes an animated mouse (IW 95)
if it has any, appear in a hazy bubble above its head. The for the duration, immediately rolling initiative and attempting
dreams are, by nature, meaningful only to the dreamer. A to escape to a hiding spot. It sees all other creatures as deadly
person viewing the dream in this way can make a DC 20 threats, including you. The effects end if the animated mouse
Wisdom (Insight) check to fathom the meaning of the dream, is reduced to 0 hit points (which destroys the object) or if a
learning a secret about the dreamer on a success. creature can see the animated mouse when the spell ends.
If the dreamer is being targeted by the spell dream, a Otherwise, it remains an animated mouse indefinitely.
representation of its nightmares materialises as a living
nightmare, such as a terrible monster, the caster of dream, or
even the dreamer themselves. The living nightmare is any CR
4 or higher creature with the following changes. ANIMATED MOUSE
Tiny construct, unaligned
Its hit points are halved.
Its type is abberation.
It has resistance to bludgeoning, piercing, and slashing Armor Class 15
damage, and it has immunity to necrotic and poison Hit Points 1 (1d4 - 1)
damage. Speed 25 ft.
It has the Incorporeal trait of a ghost (MM 147).
It can't move further than 30 feet from the dreamer. STR DEX CON INT WIS CHA
If the dreamer dies or is no longer unconscious, the living 2 (-4) 20 (+5) 9 (-1) 2 (-4) 6 (-2) 2 (-4)
nightmare disappears.
If the living nightmare dies, the dreamer can sleep more Skills Stealth +7
soundly for a while. If the same caster of dream attempts Senses passive Perception 8
to cast it again on the dreamer in the next 42 (4d20) days, Languages --
the spell fails. Challenge 0 (0 XP)
'
o
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H
g
i
Kn ight's Hop
s
h
Kn ightKn igh
Kn
t's Hopt's Hop
Kn ight's HopKn ight's Hop
2nd level transmutation ACTIONS
Available to: sorcerers, wizards Scurry. The animated mouse takes the Disengage and
Casting Time: 1 action Hide actions. It can break them up with movement.
Range: 5 ft.
Components: V, S, M (a small carved figure of a horse)
Duration: Instantaneous O u r L i i i t t l e S e c r e t
Our Little Secret
e
e
l
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c
S
S
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c
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Our Little Secrett
O
Our Little Secret
L
r
2nd level divination (ritual)
You move a creature as though they were a knight on a
dragon's chess board. Make a melee spell attack against a Available to: bards, wizards
Medium or smaller creature within range. On a hit, you move Casting Time: 1 action
the target in a straight line 10 feet in any direction and then 5 Range: Self
feet in a perpendicular direction, as long as there is space to Components: V, S, M (a novel with certain passages
do so. You can choose to move the target 5 feet and then 10 suspiciously marked)
feet perpendicular instead. Against a willing target, you don't Duration: 1 hour
need to hit them with a melee spell attack, you just need to You and each willing humanoid or fey touching you when the
touch them. spell is cast can speak, read, and write Thieves' Cant for the
duration. If no willing creatures are touching you, the spell
fails.
95
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Rainbow
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n
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b
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R
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Rainbow
Return to Earth
R
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R a i i n b o w R e t u r n t o E a r t h
h
Return to Earth
t
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Rainboww Return to Earthh
5th level evocation 3rd level necromancy
Available to: clerics, druids, paladins, rangers, sorcerers Available to: druids, rangers
Casting Time: 1 action Casting Time: 1 action
Range: 300 ft. Range: 30 ft.
Components: V, S, M (an inverted crystal pyramid) Components: V, S, M (dirt from a grave)
Duration: Instantaneous Duration: Concentration, up to 1 minute
A swathe of multicoloured radiance springs forth from your The earth calls for all manner of creature to coalesce back into
glimmering chest. Choose a creature within range and make a its dark soil. Choose a creature within range. At the end of
ranged spell attack against it. On a hit, you deal 1d12 damage each of its turns until the spell ends, the target must succeed
of each of the following types, for a total of 7d10 damage: on a Strength saving throw or be knocked prone if it is within
radiant, fire, lightning, acid, cold, thunder, and force. You also range and it is standing on natural ground.
learn if the target has any vulnerabilities, resistances, or
immunities to any of these damage types. T o r m e n t o r
Tormentor
r
r
o
e
n
m
T
Tormentor
t
o
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Tormentorr
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T
o
m
r
o
e
At Higher Levels. When you cast this spell using a spell slot 4th level conjuration
of 6th level, 7th level, or 8th level, you can add 1d10 damage Available to: bards
of an additional damage type for each slot level above 5th. Casting Time: 1 bonus action
You can choose from the following additional damage types: Range: 60 ft.
necrotic, poison, and psychic. When you cast this spell at 9th Components: V
level, you instead roll additional damage equal to 1d10 Duration: Concentration, up to 1 minute
poison, 1d10 psychic, 1d10 necrotic, 2d10 force, and 2d10
radiant. You torment your enemy with jests and mockery. Choose a
creature within range. An illusory floating mouth appears and
follows the target. The mouth criticizes, harangues, insults,
R e f l e c t
Reflect
l
f
e
c
t
Reflect
e
R
Reflectt
e
f
e
l
R
c
6th level abjuration and berates the target in its native tongue. As a bonus action
and as part of casting this spell, you can use the mouth to cast
Available to: sorcerers, wizards vicious mockery on the target, dealing 4d4 psychic damage on
Casting Time: 1 reaction a failed save (regardless of your level). You can't cast vicious
Range: 60 ft. mockery twice in the same round using this spell, and you
Components: V, S, M (a silver mirror) must fulfill the requirements to cast it, using the mouth for
Duration: Instantaneous
verbal components. If the target dies, you can use your bonus
In response to a caster you can see within range targeting you action to move the mouth to a new target within range and
with a single-target spell, you can attempt to reflect the spell. use the mouth to cast vicious mockery on the new target.
A reflected spell targets the caster of the spell as though it
originated from you, if possible, and it uses your spell save DC T r i i i c k
Trick
T
k
Trick
c
r
Trickk
c
r
T
or spell attack bonus, if relevant. The original caster has 7th level illusion
advantage on any saving throw it must make. You can reflect a Available to: bards, warlocks, wizards
spell even if it isn't a spell you know. Casting Time: 1 action
If the target is casting a cantrip or a 1st-level spell, you Range: 90 ft.
reflect the spell without needing to make an ability check. If Components: S
the target is casting a spell of 2nd level or higher (up to 5th Duration: Concentration, up to 24 hours
level) make an ability check using your spellcasting ability.
The DC equals 14 + the spellʼs level. On a success, the You swap identities with a humanoid you can see within range
creatureʼs spell is reflected. You can't reflect spells of 6th level that is within 1 size category of you. If the target is unwilling, it
or higher. must make a Charisma saving throw. On a success, the spell
At Higher Levels. When you cast this spell using a spell slot ends. On a failure, both you and the target teleport to each
of 7th level or higher, you reflect the spell if its level is less other's spaces, switching positions. You both become
than or equal to five levels below the spell slot you used. For glamoured to look like each other and speak in each other's
example, casting reflect at 8th level allows you to reflect spells voices. The moment of change is not perceptible. To discern
of 3rd level or lower without needing to make an ability check. through the illusion, a suspicious creature can use its action
to inspect your appearance and must succeed on an
Intelligence (Investigation) check against your spell save DC.
The changes wrought by this spell fail to hold up to physical
inspection.
A hag that knows this spell can cast it on two targets other
than herself within range. Both targets must either be willing
or have failed their saving throw for the change to take place.
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PART 3
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PART 33
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INTO WONDERLAND
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INTO WONDERLANDD
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RUNNING THE ADVENTURE
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A D V E E N T U R E E S Y Y N O P P S S I S In the Litter and the Peat, a court built in the ruins of a race of
S
ADVENTURE SYNOPSIS
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long-forgotten progenitors, the party faces off against Lord
ADVENTURE SYNOPSIS
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T O O O O L L O O N N G G ; ; D I D D N N T T R E E A A D Cals, an archfey who wishes as badly as they do that
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TOO LONG; DIDN'T READ
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TOO LONG; DIDN'T READ
TOO LONG; DIDN'T READD
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Endercoast be returned to the Material Plane. He's content,
however, to sit back and let Endercoast destroy itself just as
Endercoast is whisked away to the Feywild
The party joins together and learns of their short and long the progenitors did. The party negotiates with Lord Cals to
term goals help fulfill Endercoast's needs for food, water, and shelter, but
there is a price. There is a spy in his court. He cannot tell who
The party investigates rumours in the Feywild
The party chooses an archfey court and completes the it is, but he knows that if he waits long enough, the spy will
reveal themselves. If the party can locate the spy, he will help
court's quest
The party returns to Endercoast to take their long rests Endercoast. The party discovers that many of Lord Cals'
The party spends downtime and finishes up other quests warlocks have been charmed by a hag, Dearest Gran, who
angles to destroy Lord Cals' court after a perceived slight.
while waiting for a Harmonic Convergence
The party battles an evil mastermind in a climactic battle Lord Cals grants the party what they ask, and asks them for
one more favour. Dearest Gran has given out a curse of
Endercoast is returned to the Material Plane immortality to many creatures in the Feywild. Seek out these
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F FULL SYNOPSIS three and slay them: the ancient boar, the ancient wolf, and
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the shadow in the Feydark. Bring proof of their demise. This
The adventure starts as people emerge from their homes in will anger Dearest Gran, and in her anger she will reveal
Endercoast to look up at unfamiliar stars. Fey creatures stand herself. It is then that Lord Cals can destroy her. In return, he
at the gate, asking to be let in, and despite the crowd being will reveal the secrets to returning to the Material Plane.
unsettled by their presence, Mayor Attercat welcomes the fey. In the Court of Jest, the party puts on a performance for
Included among both the crowd and they fey are members of Cirrus the Jester, who welcomes them into his court. They
the party that will soon be formed. Just as the friendly fey offer the party shelter, safety, and community. In return,
enter the city, so does a very unfriendly creature, a primeval Cirrus demands that the party expose the artifice of
guardian that calls out with the voice of Dailili, a powerful Endercoast. The party must prove that people crave the
archfey of growth. The party defeats the primeval guardian, unpredictable wilds, not the trappings of society. If the party
earning the trust of the mayor. can accomplish this, Cirrus delivers on their promises, but
Mayor Attercat forms an emergency council session in the something is deeply bothering them. Further investigation
Guardhouse. He remarks on the prowess displayed by the reveals that Cirrus pines for their lost love. If the party can
party in battle and asks Commissioner Huck Lasick if he would reunite Cirrus with their beloved, Cirrus may be inclined to
christen them as a special task unit to investigate further into reveal the secret to returning home.
the strange realm that the city has landed itself in. Turph In the Tree of Infinity, the party ventures into a deeply
Musheen claims that they need to be part of the union before overgrown area of the Feywild and are horrified to learn that
they can be syndicated, but the mayor waves him off, to his every tree shares the same consciousness: Dailili the archfey.
chagrin. Hermione Galanodel, representative of the Sentinels Dailili expresses her intention to grow over the entire Feywild
of Equity, states what she knows about the Feywild and offers and expresses frustration that she cannot fully break through
to help the party get started on their first expedition. She into Endercoast. The party might be able to convince her that
theorises that the island in the Sea of Vines will likely be sending Endercoast home will be easier than consuming it,
important, but nobody can figure out how to get there yet. though of course Dailili sees this as an opportunity to spread
Moving through the Feywild isn't so simple. her seed into the Material Plane as well. She offers endless
The party has a few weeks of downtime before their first food, water, and safety to Endercoast, but in return the party
expedition is scheduled. They take the time to run around must replant the Sylvan Gardens in Endercoast with her own
Endercoast, seeking what information they can about the seeds. Once the party has done this task, Dailili is true to her
Feywild and pursuing plot hooks. They learn that Endercoast word, though her influence strengthens and she pushes her
is without easy access to its normal supply of food and water, luck for even further power. She demands that the party
and they learn that the general populace is anxious about implant her seeds into the leadership of Endercoast. If they
maintaining safety and a sense of community. They also learn help her with this, she will reveal how to send Endercoast
that, because Endercoast was hosting a music festival, there home. Her ultimate goal is to spread to the Material Plane, so
are many, many more people in the city than there are places this would be very foolhardy.
to house them. Most of all, everyone is concerned with getting
back to the Material Plane as quickly as possible.
The party sets out into the Feywild to solve these problems,
pursuing at least one of the plot hooks of their choice. Their
investigations take them all around the Feywild, but lead
eventually to one or more of the following places: the Litter
and the Peat, the Court of Jest, the Tree of Infinity, and
Dewdrops.
98
In Dewdrops, the party is beset by storms and rescued by the
CHARACTER PROGRESSION
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Princess of Dewdrops, Tettlebug Moonflower, a powerful pixie C H A R A A C T T E E R P R O G R E E S S S I O N
CHARACTER PROGRESSION
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archfey. Tettlebug is responsible for the wicked weather
experienced in the Feywild and in Endercoast. Tettlebug Characters level up every couple of sessions, whenever you
remains blissfully unaware of her true power, though her feel they've earned it, or upon completion of the following
sycophantic devotees know it all too well. A group of four of milestones.
her devotees, a goblin, a bullywug, a kuo-toa, and a Solved all of Endercoast's basic needs
stormcloud mephit approach the party with a proposition: Orchestrated a faction's domination of Endercoast
they will guide Tettlebug such that her powers provide Completed a quest
Endercoast with food, water, and community, as long as the
party rescues the bullywug swamp and the kuo toa cave in the The adventure is intended for 8th to 14th level adventurers,
Feydark from the destructive storms. If the party successfully but there are quite a bit more than 6 opportunities to level up.
protects these communities, Tettlebug's followers make do on If you'd like to extend the adventure into higher-levelled play,
their promise. If the group presses, they might be able to you are free to do so, just be wary of the use of powerful
convince a few of the followers to see the errors of their ways, magic like plane shift that makes it trivial for the party to
at which point the party's new quest becomes to reveal to escape the Feywild without help. Consider blocking access to
Tettlebug the true extent of her capabilities, which will any spell that allows a character to teleport or to make
hopefully allow her to harness them to help save Endercoast. extraplanar contact.
Unfortunately, the realization drives Tettlebug to madness.
B
The party can also pursue other quests, such as Spirited E N C O U N T E R B A L A N C I N G
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ENCOUNTER BALANCING
ENCOUNTER BALANCING
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Away, The Boy Who Went Forth to Learn What Fear Was, and ENCOUNTER BALANCINGG
various sidequests for factions and business owners in Once characters reach 11th level, they enter the 3rd tier of
Endercoast. play, where they are capable of taking on world-ending
Once the party has completed at least one of the four main threats. The creatures of the fey possess powerful magic, but
quests, they learn that Endercoast can only be returned to the only a few are of significant danger to existence itself (e.g.
Feywild during a period of Harmonic Convergence. In other Dailili). This means that your party might be facing threats
words, they'll need to wait for the stars to -- quite literally -- that are wildly disproportionate to their power level, often
align. This gives them the opportunity for more freeform much weaker but occasionally much stronger. There was no
exploration of the Feywild. They can pursue the quests of special care taken towards balancing the encounters of this
other courts, finish up side quests, scheme for one faction to adventure, especially because the archfey can be tackled in
dominate Endercoast, fight back against evil, or just explore any order (or not at all). If you find that a combat encounter
for exploration's sake. Not to mention figuring out the mystery swings too far in one direction, you have a few options.
of who spirited Endercoast away to the Feywild in the first T E !
TOO EASY!
TOO EASY!
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place. Each time the party requires a long rest, remember that TOO EASY!Y!
they must return to Endercoast. The Feywild is a magical place, and travel is complicated. It's
As the Harmonic Convergence approaches, the party learns likely that even more dangerous creatures might just show up
of several different potential culprits: Hermione Galanodel of out of nowhere. Roll on a random encounter table (IW 173)
the Sentinels of Equity, Mayor Hitchen Attercat, Commissioner appropriate for the region the party is fighting in. Any
Huck Lasick, Turph Musheen of the Union of Small Business creatures in that encounter wander in and disrupt the battle.
Owners, Lord Cals, Cirrus the Jester, Dailili, or Tettlebug
TOO HARD!
TOO HARD!
TOO HARD!D!
T
H
Moonflower. You decide which faction was the culprit, and T O O O O H A A R R D !
that faction makes a serious effort to prevent the party from
allying with any factions that could help them. The party's The fey are tricksters, not murderers. If the party is looking
investigations lead them to the island in the Sea of Vines. They like they might take significant losses in battle, their
learn of the purpose of the island: a watchtower. Within the opponents might whisk themselves away, ending the fight
watchtower is the true answer for how to get home. The party immediately and leaving any unconscious party members
finds a way to pass the Sea of Vines using the help of one of stable but with a new Fey Mark (IW 55), or, less punitively, a
the archfey, and when they reach the watchtower, they must Fey Prank (IW 55).
defeat the enemy faction and its leader in a climactic battle. T S !
TOO SLOW!
TOO SLOW!
S
T
O
O
W
L
O
L
O
O
O
The secret to returning home is "the friends we've made TOO SLOW!W!
along the way" as well as understanding and identifying flaws If combat is taking way too long, consider that the Feywild can
in the philosophy of the mastermind. Armed with this spirit people away to new locations at the drop of a hat. If you
knowledge, the party returns to Endercoast and prepares the think it will help, you can remove enemies, friendly NPCs, and
city to be whisked back to the Material Plane. The Feywild is even party members at will.
left behind, and each party member ends their story on a
meaningful personal note.
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V A R I A A N T R U L L E E S
VARIANT RULES
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V
VARIANT RULES
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VARIANT RULESS
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The following variants to the 5th edition rules are
recommended for this adventure. Only use however many of
these rules appeal to you.
Feats (PHB 165). Alternatives to ability score increases make F e a r a n d H o r r o r
characters more fun to build and easier to differentiate. In the past few weeks I've
Variant Humans (PHB 31). A feat at level 1 can be a powerful, had a whole heap of
interesting option for human characters. amateurs coming in here
Player-Determined Inspiration (PHB 125). Giving a teammate thinking the Feywild's gonna
inspiration (instead of relying on the DM) can help build be their big break. They ain't
group cohesion. ready. And neither are you,
Proficiency Dice (DMG 263). The Feywild is more chaotic than as much as you might think
the Material Plane, and rolling for proficiency rather than otherwise. I'm not renting
flatly applying it might help get across this difference. It you lot anything, cause I
makes the game more dependent on luck. might as well flip a coin to
Hero Points (DMG 264). The Feywild is an inspiring place full see if I'll ever get it back. You
of magic and wonder, which can bring out the best in those buy it at union prices or you
who embrace its majesty. You can reflavour Hero Points as stop wasting my time.
Sublime Inspiration in this way.
Fear and Horror (DMG 266). The Feywild isn't just majestic. It
can also be terrifying. Rules for fear and horror can help
emphasise this aspect of the realm to your players.
Gritty Realism Resting (DMG 267). While conducting
downtime in Endercoast, Gritty Realism (7 days long rest)
can put the focus on intrigue and politics by making
resources more cost-intensive.
Plot Points (DMG 268). The freeform nature of the campaign T H E T R E E O F I N F I N I T Y
T
THE TREE OF INFINITY
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T
THE TREE OF INFINITY
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E
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F
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O
H
means that the players have a lot of say in how the story THE TREE OF INFINITYY
plays out. You can further increase their agency by The growth spreading from the North Gate has started to
implementing a plot point system, which allows them to seriously overtake the city. Fire, poison, acid, and axes are
modify the story in major ways otherwise only available to only temporary solutions.
the DM. No union-appointed woodsman has yet survived a night in
Combat Options (DMG 271). Combat is not meant to be the the Feywild.
full focus of the campaign, which means that rules like
DEWDROPS
D
DEWDROPS
Massive Damage and Morale that can end combat early D E E W D D R R O O P P S
DEWDROPSS
W
could be put to good use in finishing an encounter non-
lethally. The weather here is unpredictable and destructive. Even
Lingering Injuries (DMG 272). Crippling the party might be a the mild days cause allergies, hayfever, sneezing, and
good way to get them to seek out a hag for help. sickness.
A parade of fey passes through Endercoast singing praises
P L L O T H O O K S of the Princess of Dewdrops. The parade has dozens upon
H
P
O
PLOT HOOKS
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PLOT HOOKS
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PLOT HOOKSS
K
O
dozens of goblins, bullywugs, kuo-toas, pixies, and sprites.
T H H E E L L I T T T T E E R A A N N D D T T H H E P P E A A Might be worth following them.
E
T
THE LITTER AND THE PEAT
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R
E
THE LITTER AND THE PEAT
THE LITTER AND THE PEATT
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D
SPIRITED AWAY
Y
A
SPIRITED AWAY
A man boasts that he has discovered a way to cheat death. S S P P I R R I T T E E D A W A A
I
W
I
SPIRITED AWAYY
The next morning, his corpse is picked apart by vultures.
Straw effigies surround Endercoast just outside the city A teenaged dwarven lass named Magpie seeks out the
walls. The Sentinels of Equity claim they are wards of party to help her track down her seven lost brothers in the
banishment, which seem to have failed. Feywild.
W
W
T H H E E C O O U U R R T O O F F J J E E S T T H H E E B B O O Y Y W H H O O W E E N N T T F F O R R T H H T T O O L L E E A A R N
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T
O
THE BOY WHO WENT FORTH TO LEARN
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THE BOY WHO WENT FORTH TO LEARN
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THE BOY WHO WENT FORTH TO LEARNN
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T
THE COURT OF JEST
THE COURT OF JEST
THE COURT OF JESTT
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S
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WHAT FEAR WAS
W
WHAT FEAR WAS
WHAT FEAR WASS
Some people swear on their life they saw an archfey in the W H H A A T F F E E A A R R W A A
audience of the circus. Others say it was only a A businessman asks the party to rescue his brother from
hallucination. the clutches of an enchantress in the Feywild. They had a
Doppelgangers have become a plague on the town. A fight the night before he disappeared and he doesn't want
common nightly ritual becomes quizzing one's family it to be the last memory of his brother.
members.
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