View Full Version : [3.5]Feywilds Compendium (submissions welcome)

2010-06-14, 10:06 PM

Hi. I've decided to put together a compendium of information related to the Fey in D&D. The format will be similar to the environment books (Frostburn, Sandstorm, & Stormwrack) with an overview of the environment itself and including new feats, spells, prestige classes, alternative class features, magic items, etc.

There are many different interpretations of Fey, from cute pixie type creatures to the dark spirits that lurk in the woods. My interpretation of the Faerie world will be based mostly on how it's presented in the Harry Dresden novels by Jim Butcher. I think it shows many different types of Fey (from the small Toot to the hulking Ogres) and I like how they are portrayed as being part of nature. It's not so much that they know magic like a wizard, but that they are natures magic.

I also think it will translate well into D&D, which is an important thing, and as his books are fairly popular with gaming nerds it's an easy thing to point to in terms of determining flavor, fluff and design. A base from which we can all draw from, in other words.

So. Here's where you come in. Feeling inspired by this and want to homebrew up something Fey related? There's a list below of things that I think would be good to have. Already have created something Fey related? (I know there was one PrC contest all about Fey, so I know they're out there) If you want to include it in this compendium then post a link. I won't include anything here that the author doesn't want to be here.

With that said, here's a list of what needs to be worked on. I've got some alternative class features and notes on monsters that I'll post, but otherwise everything else needs to be worked on.

Feywild Compendium Project Checklist
Chapter 1: The Feywild
Chapter 2: Character Options
- Alternative Class Features
- Feats
Chapter 3: Prestige Classes
Chapter 4: Equipment
Chapter 5: Magic of the Fey (Including Psionics & Disciplines)
Chapter 6: Denizens of the Feywild
Chapter 7: Feywild Campaigns

Alternative Class Features


Name: Strength of the Troll
Benefit:Instead of flying into a rage, the barbarian embraces the unnatural strength and power of the troll. His body shifts, growing taller, more muscular, though this does not change the actual size category of the barbarian or affect his clothing or weapons. The barbarian taps into the strength of the troll and his appearance changes to reflect the influence. For the duration of the shift the barbarian gains a +6 bonus to his strength score and gains the Powerful Build extraordinary ability. He also has a -2 penalty to Armor Class and suffers the limitations on skill use, spell casting, and magic item activation that apply to the normal Rage ability.

Strength of the Troll lasts for a number of rounds equal to 3 + the characters (newly improved) Strength modifier. A barbarian may prematurely end the effect. At the end of Strength of the Troll, the barbarian loses the Strength modifier and Powerful Build ability and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, canít charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can activate Strength of the Troll only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Activating the ability takes no time itself, but a barbarian can do it only during his action, not in response to someone elseís action.

Strength of the Troll may be substituted for Rage for the purpose of qualifying for feats and other abilites that require Rage as a pre-requisite.

At 11th level the barbarians Strength bonus increases to +8 and he gains Regeneration 5 (fire or acid) during Strength of the Troll. Non-lethal damage sustained during Strength of the Troll remains non-lethal once the effect has ended.

At 17th level the barbarian no longer becomes fatigued at the end of Strength of the Troll.

At 20th level the barbarians Strength bonus increases to +12, his Regeneration increases to 10, and he gains Fast Healing 10 for the duration of Strength of the Troll.


Name:Cold Iron Faith
Replaces:Turn Undead
Benefit:A 1st level Cleric may give up her ability to Turn Undead and gain the ability to Turn/Rebuke creatures of the Fey type. A Good Cleric may Turn/Destroy Fey, while an Evil Cleric may Rebuke/Command Fey.

Cold Iron Faith may be substituted for Turn Undead for the purpose of qualifying for feats and other abilites that require Turn Undead as a pre-requisite.

In addition the Cleric is considered to be of the Fey type when it is beneficial for her to be so, such as for activating Fey only magic items. She is not considered to be Fey in regards to harmful effects that specifically target Fey creatures. Lastly the Cleric adds Knowledge: Nature to her list of Cleric class skills.


Replaces:Bonus Feat
Benefit:A Fighter's knowledge of the foe he faces may make the difference between victory and death. Those fighters that trained with the Fey or have experience in fighting them have learned how to distinguish truth from illusion. When landing a strike against an enemey the fighter learns to recognize how the blow landed through the force of the strike as he feels it come through his weapon instead of only relying on what his eyes tell him.

After a fighter makes a successful hit against an enemy with an Illusion spell, spell-like, or supernatural effect active, he may make a Will save as a free action with a +2 bonus to see through the illusion. If the fighter makes the save he may tell his allies as a free action, granting them a will save to see through the illusion with the standard +4 bonus.

If the fighter fails the will save, he may make another will save each time he successfully strikes the creature in combat.


Name:Sense Deception
Replaces:Divine Health
Benefit:A Paladin must be on guard against all forms of evil, from the basest actions to simple lies. Some paladins give up their divine protection against disease to fortify their mind against the deceit and trickery of others.

A 3rd level Paladin may choose to lose their Divine Health ability and gain Sense Deception. This extraordinary ability grants the Paladin a bonus on Sense Motive checks equal to half her Paladin level. This bonus also applies to Sense Motive checks made to resist Feinting in Combat.


Name:Fey Hunter
Replaces:Trapfinding, Trap Sense
Benefit:A Rogue that focuses on stealth and combat may favor training against a specific type of foe over disabling traps. A 1st level Rogue may choose to give up her trapfinding and subsequent trap sense abilities and gain the Favored Enemey ability of a Ranger. The Rogue must choose Fey as her creature type and she gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Fey. Likewise, she gets a +2 bonus on weapon damage rolls against Fey.

At 5th level and every five levels thereafter when she would normally select additional favored enemies, the Fey Hunter Rogue does not. Fey creatures are her only favored enemy. In return her bonus against Fey creatures improves by 4, so a 5th level Fey Hunter Rogue would have a +6 bonus vs Fey, while a 15th level Fey Hunter Rogue would have a +14 bonus vs Fey.


Name:Fey Magic Specialist
Replaces:Spells Known, Spells Per Day
Benefit:The innate nature of a Sorcerer's magic power can mean that different bloodlines of creatures will develop different styles of sorcerer magic. A Fey Magic Sorcerer has either tapped into the Fey power that runs through her blood or has been trained in magic by the Fey. Either way she has learned to increase her power through a method similar to a specialist Wizard's.

The Fey Magic Sorcerer has 1 less spell known per spell level and can cast 1 less spell per day of each spell level than a standard sorcerer. She gains instead 2 bonus spells known per spell level and can cast 2 bonus spells per day per spell level from her chosen school of magic, either Enchantment, Illusion, or Transmutation. She must also choose a school of magic to be banned from Abjuration, Conjuration, Evocation, or Necromancy. Spells of the prohibited school are not available to the sorcerer, and she canít even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited school later.

In addition the Fey Magic Sorcerer adds Knowledge: Nature to her list of class skills.


Name:Secrets of the Fey
Replaces:Scribe Scroll, Bonus Feats
Level:1, 5, 10, 15, 20
Benefit:A Wizard may forgo some of his more academic training and seek to enhance his power by learning secrets of magic known to the Fey. By giving up either Scribe Scroll or a wizard bonus feat he may instead choose a secret from the list below. Each secret may only be selected once.

Bonus Skills: The wizard adds Bluff, Disguise, and Sense Motive to his list of wizard class skills.
Spontaneous Magic: 2/day the wizard may sacrifice a prepared spell and spontaneously cast an enchantment, illusion, or transmutation spell of the same level that he knows. This ability does not qualify the wizard as meeting the requirements of being a spontaneous spell caster, as the ability to switch the spells comes from his secret knowledge of magic rather than his normal method of casting spells.
Weakness of the Fey: 2/day the wizard may infuse a spell with the supernatural essence of cold iron. This takes no additional time beyond what is required for casting the spell normally and may be activated at the moment of casting. The affected spell deals double damage to creatures with the Fey type. Spells that do not deal damage are unaffected by this secret.
Natural Defense: 2/day the wizard may use this ability as an immediate action and gain a bonus on a saving throw equal to 1/2 his wizard level against a spell, spell-like, or supernatural ability of a Fey creature.
Fey Emulation: 1/day the wizard may subtely alter the composition of his body and gain the Fey type for 10 minutes per wizard level. He may end the effect prematurely.

Notes on Monsters
I've compiled a list of the creatures in D&D with the Fey type. If you know of a creature that I missed please let me know. Following this list is a brief list of creatures that I think can be re-flavored as Fey to fit the flavor of the Feywild, either from their use in old fairy tales or in the Dresden novels.

Fey Creatures in D&D.

Banshrae (MM5)
Chaneque (DR 317)
Domovoi (Frost)
Dryad (MM)
Feytouched (FF)
Fossergrim (FF)
Frostwind Virago (MM5)
Glaistig (MM3)
Gloura (UND)
Half-Fey (FF)
House Brownie (DR 331)
Jaebrin Trickster (MM5)
Jermlaine (MM2)
Joystealer (MM4)
Kelpie (FF)
Lunar Ravager (MM4)
Mirage Mullah (Sand)
Nereid (Storm)
Nymph (MM)
Ocean Strider (MM2)
Oread (FF)
Petal (MM3)
Ragewalker (MM3)
Redcap (MM3)
Rimefire Eidolon (Frost)
Ruin Chanter (MM5)
Rusalka (Frost)
Satyr (MM)
Shadar-Kai (FF)
Shaedling (MM5)
Shimmerling Swarm (MM3)
Sirine (MM)
Spirit of the Land (MM2)
Splinterwaif (MM3)
Spriggan (FF)
Springheel (DR 355)
Sprite, Grig (MM)
Sprite, Nixie (MM)
Sprite, Pixie (MM)
Thorn (MM3)
Uldra (Frost)
Verdant Prince (MM4)
Vodyanoi (Frost)
Wendigo (FF)
Master of the Wild Hunt (MM5)
Wild Watcher (DU 132)
Winterling (DR 324)
Wolf, Spirit (Frost)
Yuki-On-Na (Frost)

Creatures that will become Fey.

Gray Render
Night Hag
Winter Wolf

Feywild Things

Feyblood Subtype
The subtype qualifies a creature to use magic items normally only usable by fey creatures and qualifies the creature to take feats that have the subtype as a prerequisite. The feyblood subtype also makes creatures subject to harmful effects that affect fey.
The feyblood subtype does not confer the fey type or any traits associated with that type.
Fey automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the feyblood subtype. Should a creature acquire the fey type, it loses the feyblood subtype.

Half-Fey [LA +2]
Prerequisites: Inherited template that can be added to any living, corpreal creature.
Features: Gain the feyblood subtype, DR 5/Cold Iron, +2 Dex, +2 Wis, +4 Cha
- Gain wings, either butterfly or insectoid, that can fold and retract into the creatures back. Fly speed is twice land speed with good maneuverability.
- Darkvision 60ft
- +3 save bonus vs Enchantment spells & effects
- Spell-Like Abilities: Charm Person, Faerie Fire, & Sleep (At-Will).

Prerequisite: Cha 11
Benefit: You gain the feyblood subtype. You gain low-light vision, a +2 bonus on Bluff, Disguise, and Sense Motive checks, and a +1 bonus on saving throws against charm and compulsion effects. In addition you can select fey heritage feats.

Fey Heritage [Fey Heritage]
Prerequisites: Feyblood subtype
Benefit: +3 bonus vs Enchantment spells or effects, +1 per Fey Heritage feat.

Fey Power [Fey Heritage]
Prerequisites: Fey Heritage
Benefit: +1 CL and save DC's for Enchantment spells and spell-like abilities, +1 per Fey Heritage feat.

Fey Charm [Fey Heritage]
Prerequisites: Fey Heritage
Benefit: +3 bonus to Charisma checks and Charisma based skill checks, +1 per Fey Heritage feat.

Fey Resolve [Fey Heritage]
Prerequisites: Fey Heritage, Character level 6
Benefit: Add Charm Monster, Deep Slumber, & Disguise Self to your class spell list or spells known, as appropriate. If you do not have a spellcasting class you may use each spell as a spell-like ability once per day, with your character level as your class level.

Fey Legacy [Fey Heritage]
Prerequisites: Fey Heritage, Character level 9
Benefit: Add Confusion, Dimenion Door, & Summon Nature's Ally V to your class spell list or spells known, as appropriate. If you do not have a spellcasting class you may use each spell as a spell-like ability once per day, with your character level as your class level.

Fey Complusion [Fey Heritage]
Prerequisites: Fey Heritage, Character level 12
Benefit: Add Dominate Person, Hold Monster, & Lesser Geas to your class spell list or spells known, as appropriate. If you do not have a spellcasting class you may use each spell as a spell-like ability once per day, with your character level as your class level.

Fey Mischief [Fey Heritage]
Prerequisites: Fey Heritage, Character level 15
Benefit: Add Mass Suggestion, Mass Charm Monster, & Mass Invisibility to your class spell list or spells known, as appropriate. If you do not have a spellcasting class you may use each spell as a spell-like ability once per day, with your character level as your class level.

Fey Scout [Fey Heritage]
Prerequisites: Fey Heritage, Character level 18
Benefit: Add Plane Shift and Tree Stride to your class spell list or spells known, as appropriate. If you do not have a spellcasting class you may use each spell as a spell-like ability once per day, with your character level as your class level.

Wayfarer [Epic, Fey Heritage]
Prerequisites: Fey Heritage, Character level 21, Dimension Door, Plane Shift, Tree Stride
Benefit: Whenever you use a spell or effect with the Teleportation descriptor add +2 to your caster level.

You can use Plane Shift at will with perfect accuracy if you travel alone. If you bring other creatures you then suffer the inaccuracies normally incurred when using this spell. You can use Tree Stride at will and then range for all types of trees is doubled. You can use Dimension Door at will and the range is doubled.

Wordsmith [Epic, Fey Heritage]
Prerequisites: Fey Heritage, Character level 21, Confusion, Charm Monster, Dominate Person, Lesser Gease
Benefit: You gain a +5 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks.

You can use Dominate Monster and Insanity at will. When using Insanity you can choose which Confusion effect the target is subjec to each turn, changing it if desired as a free action.

Wanderjahr [Epic, Fey Heritage]
Prerequisites: Fey Heritage, Character level 21, Pass Without Trace, Flawless or Woodland Stride
Benefit: You gain the benefit of a constant Freedom of Movement spell and can use Passwall at will. When using Passwall you may create a passage through barriers composed of trees, rock, and earth in addition to wooden, plaster, or stone walls.

Whispers of the Fey [Epic, Fey Heritage]
Prerequisites: Fey Heritage, Character level 21, Dream, Message, Sending, Whispering Wind
Benefit: You can use Sending at will and there is no chance that the sending does not arrive when sent to a different plane.

When you cast a Dream spell you are not defenseless while in a trance; you remain aware of your surroundings. Furthermore you can send a Dream message to creatures that don't normally dream but do enter a nightly trance of some kind (such as elves).

The Tygre
2010-06-14, 10:18 PM
Ooh, this is already off to a great start! :smallbiggrin: Can't speak for the crunch, but the fluff is awesome.

2010-06-15, 01:03 PM
I'll be redoing the following creatures because their extant D&D versions are crap:
Kelpie [Done]
Sprites, just on principal
Nixie, to make it actually part of the folklore

I've also got a whole bunch under the pen as we speak. You asked, i'm onboard.

You might want to grab a bunch of posts and ask Tygre and I to delete ours so that you can have all the stuff at the front [easier to read than the list compilation format I usually use]...

2010-06-15, 02:05 PM
Will this have any ACF's and extra invocations for the Warlock based on Fey pacts? Could be interesting. Or a fey Binder...

2010-06-15, 03:15 PM

Awesome! Glad you're here. Regarding the formatting, this thread is meant to be a submission/chat thread. Once we have enough material (both fluff and crunch) I plan on making a separate thread for the presentation of it.


I haven't forgotten the Warlock. :smallsmile: What I posted above is just what I have that can be shown in some kind of beta format. I'm really digging on the idea of a Fey based Warlock, and would love to see some options (ACF, feats, PrC's) for the non-core classes.

The Tygre



I have a few ideas for prestige classes and the classes that they would be designed for. None of these are worked out yet, right now they are just one line concepts. Erm...feel free to come up with better names for these as well. They are mostly place holders so I know what the general idea is.

Warlock/Sorcerer - source of magic changes to Fey magic source. Perhaps through a blood heritage awakening, soul exchange, training from the Fey, etc.

Wizard - makes a pact with a Fey creature and gains magical powers, similar in concept to the Pact-Bound Adept (from Dragon Magic)

Cleric - Priest of Balance. Worships Nature and dedicated to preserving the balance between Law/Chaos, Good/Evil. Abilities relevant to casting opposed alignment spells, ignoring alignment effects, etc.

Beguiler/Rogue - Respec of the Arcane Trickster. More about deception, illusion and trickery than ranged legerdemain & combat. Keeping in line with the move to specialize casting classes & prestige classes than just provide general magery.

Barbarian - Beast of the Unseelie. Evil-flavored barbarian that glories in death, destruction, & mayhem, but not mindless like a Frenzied Berserker.

Ranger - Feywild Guide. Expert at slipping over into Faerie, knows how to survive there, gains special abilities to protect/hide self+others.

Scout - Feywild Commando. Trained to fight in the manner of creatures native to the Feywild. Ambush tactics, magical abilities, able to cross over.

Hexblade - Unseelie Curse. (Hopefully using a revised version of the Hexblade that doesn't suck.) Expansion of type of curses, abilities and functions.

So those are a few of the ideas I've got now. Anyone please feel free to take one and brew something up.

2010-06-15, 05:00 PM
I have an untested base class that's already presented in my le cirque funeste thread that'd fit right in. It's based on the Orkney Bard's Tales and is basically what the bard actually did in Druidism [recorded histories and sang to the gods].

Can we please avoid the "Seelie = supremacist" thing that's been floating around in some publications for RPGs? It might sound odd, but having the Seelie simply not caring works better for games dynamics and actuallys allows you to have "evil" fae without letting them stray too much between the whole rapist/nazi split that others have ended up with.

The version of things that my critters float in is a little akin to Ravenloft, so something like a more static Nevernever; the realms of the local courts are in small "estates" that are basically pocket planes accessible via the Hedge, which is similar, in a way, to a heavily wooded ethereal plane.

Things that are upcoming from me in the next week or so:
Patupaiarehe - a Maori Elf type creature i owe Naked Celt
The beginnings of the Goblin materials
A patchy idea for the Fairy Godmother class
A working start on Sprites [the cutesie, nature's worker, type fairy, in this case a subtype of fey]
The MV version, at least, of the "Diminished God" class; something that allows you to create fey that are actually the broken up remnants of forgotten deities

2010-06-15, 06:05 PM
I guess I haven't been reading those RPG's because I don't know which ones your referring to. I understand what you're saying though about not having the Seelie be inherently better.

From my reading of Dresden, both types of Fey (Summer and Winter, read as Seelie and Unseelie) are really beyond the morality of humanity. As a part of Nature, they are the essence of Neutral - encompassing both good and evil, law and chaos. Seelie might be a little nicer, just like there are some animals that are nicer, and Unseelie might be a little mean, just like there are some animals that are nasty. The more powerful the Fey creature is, the less personable it is and the more a force of Nature it is.

That make sense? It seems that the Fey follow their own strange code of ethics (no telling lies), but it is natural to hide the truth through deceptive words.

2010-06-15, 07:25 PM
Fair enough. The Supremacist thing is found in most of the recommended reading suggested by folks in my Fae-o-matic thread. Only things i recommend are Van Richten's Guide to the Shadow Fey and Katherine Briggs Dictionary of Fairies.

I understand the angle. I'm more inclined to an "uninterested broker with cool parties" vs "shady drug dealer" mentality to mine. They both want and need humans, it's just the terms they choose to deal with folks. With a lot of the Unseelie, that can just mean "cattle," unfortunately.

2010-06-16, 04:00 AM
Well, here's a fairy godmother prestige class that I made up a while back...