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Fey Wanderer

A fey wanderer is a ranger who has stepped through a portal into the Feywild and returned changed. Touched by the wild magic of that realm, these rangers carry a spark of enchantment that bends the minds of others and unsettles the creatures of shadow.

Fey Wanderer Table:

Level Subclass Features Gained
3rd Dreadful Strikes, Fey Wanderer Magic, Otherworldly Glamour
7th Beguiling Twist
11th Fey Reinforcements
15th Misty Wanderer

Subclass Features

Dreadful Strikes

3rd-level Fey Wanderer feature

At 3rd level, you can augment your weapon strikes with mind-scarring magic drawn from the murky depths of the Feywild. When you hit a creature with a weapon, you can deal an extra \(1d4\) psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to \(1d6\) when you reach 11th level in this class.

Fey Wanderer Magic

3rd-level Fey Wanderer feature

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd charm person
5th misty step
9th dispel magic
13th dimension door
17th mislead

Otherworldly Glamour

3rd-level Fey Wanderer feature

Also at 3rd level, your fey quality gives you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

7th-level Fey Wanderer feature

At 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fey Reinforcements

11th-level Fey Wanderer feature

At 11th level, you can call on a fey ally for aid. You can cast summon fey once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you cast this spell, its duration is concentration, up to 1 hour.

Misty Wanderer

15th-level Fey Wanderer feature

At 15th level, you can slip in and out of the Feywild to move in a blink of an eye. You can cast misty step without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.