![]() A creature can take this extra damage only once per turn. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. You gain a bonus action that you can use to imbue the weapon or weapons, you're currently holding with magic. ![]() In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.Īlso at 3rd level, you can augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the Unseelie fey. You have advantage on saving throws against being charmed or frightened. Starting at 3rd level, your experience with the fey has guarded your mind and sharpened your tongue. Your skin and hair change color to match the season at each dawn. Your shadow dances while no one is looking directly at it.ĭelicate horns or antlers sprout from your head. ![]() You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. Illusory butterflies flutter around you while you take a short or long rest.įresh, seasonal flowers sprout from your hair each dawn. Choose your blessing from the Feywild Gifts table or determine it randomly. Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. ![]()
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