Welcome to the Feywild
The Feywild is a bewildering and vibrant reflection of the Material Plane, a realm where emotion, magic, and imagination shape reality itself. Landscapes shift with whim and wonder–towering crystal-clear rivers wind through endless emerald forests, twilight meadows glow beneath perpetual sunsets, and ancient groves whisper secrets older than mortal memory. Beauty and peril exist side by side, entwined so tightly that one cannot be separated from the other.
Marvelous and unpredictable creatures roam freely through this enchanted domain. Capricious archfey hold court in resplendent palaces grown from living wood and moonlight, while mischievous spirits lurk beneath flowering canopies, delighting in riddles, bargains, and clever tricks. Travelers soon learn that the spoken word carries immense power; promises are binding, names hold weight, and careless speech can alter fate in ways both wondrous and terrible.
Nature in the Feywild grows wild and unrestrained. Vines coil like serpents across ruins of forgotten realms, colossal blossoms open only under starlight, and forests pulse with restless life. Yet for all its splendor, danger permeates every glade and shimmering lake. Paths twist unexpectedly, time flows unevenly, and even the most inviting clearing may conceal lurking predators or deceptive illusions.
To journey through the Feywild is to step into a living dream–one where courage, caution, and cleverness are equally vital, and where those who embrace its strangeness may uncover ancient magic, powerful allies, and stories unlike any found in the mortal world.
The Feywild Reimagined
Chapter?: Subclasses
Feywild related subclasses.
Fighter
The following are fighter subclasses.
Fey Warrior
Where others rely on brute force or rigid discipline, the Fey Warrior takes a different approach. With a flash of light or a flourish of motion, they become elusive targets and masters of deception. Their presence on the battlefield is as unsettling as it is graceful, never where the enemy expects, never still, and never quite within reach.
Fey Energy
Starting when you choose this archetype at 3rd level, you harbor a wellspring of Fey energy within yourself. This energy is represented by your Fey Energy points. You have a number of these points equal to twice your proficiency bonus, and they fuel various powers you have, which are detailed below.
You regain all your expended Fey Energy points when you finish a long rest. In addition, as a bonus action, you can regain one expended Fey Energy point, but you can’t do so again until you finish a short or long rest.
The powers below use your Fey Energy points.
Feywild Slip. You can slip in and out of the Feywild. Immediately before you make an attack, you can expend a Fey Energy point to teleport up a distance equal to your proficiency bonus multiplied by 5 feet to an unoccupied space you can see, and you must teleport within range of the target.
Shapeshift. As an action, you can expend a Fey Energy point to alter your shape for 1 hour. You decide what you look like, including your height (Medium or Small), weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. Your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance.
Delightful Presence. As an action, you can expend a Fey Energy point to cast Charm Person 1st Level (Enchantment)
You attempt to charm a humanoid you can see within range. .
Fey Adept
Starting at 7th level, you have learned new ways to use your Fey Energy, detailed below.
Frighten. As a bonus action, you can expend a Fey Energy point to force a creature that can see and hear you within 30 feet to make a Wisdom saving throw (DC equal to 8 + your Charisma modifier and proficiency bonus). On failure, the target is Frightened of you until the start of your next turn.
Vanish. As a bonus action, you can expend a Fey Energy point to give yourself the invisible condition until the start of your next turn, or until you attack, cast a spell, or lose concentration (as if you were concentrating on a spell).
Mischief and Fright
Starting at 10th level, you’ve found new ways to utilize your Fey Energy, detailed below.
Freezing Fear. While a creature is Frightened of you, its speed is reduced to 0.
Major Image. You always have Major Image 3rd Level (Illusion)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. prepared. With this feature, you can expend a Fey Energy point to cast it without expending a spell slot, and your spellcasting ability for it is Charisma.
Undetectable Charm
Starting at 15th level, when you successfully charm a creature, it doesn’t know it was charmed by you after the effect ends.
Trickery and Deceit
Starting at 18th level, you always have Mislead 5th Level (Illusion)
You become invisible at the same time that an illusory double of you appears where you are standing. prepared. With this feature, you can expend a Fey Energy point to cast it without expending a spell slot, and your spellcasting ability for it is Charisma.
Monk
The following are monk subclasses.
Way of the Trickster
Monks of the Way of the Trickster are deviously cunning. They embed the magic and confusing nature of the Feywild in their techniques, beguiling their foes and dazzling their allies. They can change shape, turn invisible, and even teleport effortlessly around the battlefield.
Fey Trickery
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action (or bonus action, depending on the spell), you can spend 2 ki points to cast on yourself alter self 2nd Level (Transmutation)
You assume a different form. , invisibility 2nd Level (Illusion)
A creature you touch becomes invisible until the spell ends. , or misty step 2nd Level (Conjuration)
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. , without providing material components. You also learn the Subterfuge Cantrip (Transmutation)
You create a magical distraction within range. cantrip if you don’t already know it.
Beguiling Step
Starting at 6th level, immediately before each attack granted by your Flurry of Blows, you can teleport up to 10 feet to an unoccupied space you can see. If you do and the attack hits, the target has disadvantage on the next attack it makes against you until the start of your next turn. You must teleport within melee range of the target.
Reliable Misdirection
Starting at 11th level, you learn to turn a missed attack into a distraction. Whenever you miss a creature with a melee attack, you have advantage on the next attack you make against that creature until the end of your turn.
Fey Mastery
Starting at 17th level, choose one 2nd spell from your Fey Trickery feature. When you cast it, it costs 1 ki point instead of 2.
Paladin
The following are paladin subclasses.
Oath of Covenant
The Oath of the Covenant is about Fey deals and bargains. It may seem paradoxical to some, as at first glance, the nature of the Feywild is so whimsical and outlandish. However, even in the Feywild there are rules. Contracts and deals are law when it comes to the Fey. They are binding, and those who don’t respect them suffer the worst of fates.
Tenets of Covenant
A paladin who assumes the Oath of Covenant must adhere to the laws of the Feywild.
Words are Contracts. Watch your tongue, for you must keep your word no matter what.
Honor the Deal. If you make a contract with someone, there is no going back. You must see it through.
Demand Retribution. It is up to you to enforce your terms. If someone doesn’t keep their end of a deal, it is up to you to make them pay.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Covenant Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Charm Person , Disguise Self |
| 5th | Enlarge/Reduce , Misty Step |
| 9th | Bestow Curse , Hypnotic Pattern |
| 13th | Confusion , Dimension Door |
| 17th | Dream , Geas |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Illusory Flames. You can use your Channel Divinity to cause illusory flames to envelope creatures around you. As an action, you force each hostile creature in a 15-foot cube centered on you to make a Dexterity saving throw. On failure, a creature is outlined in blue, green, or violet light (your choice) for 1 minute. For the duration, affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible. Every time an affected creature takes damage, it repeats the Dexterity saving throw to end this effect.
Outwit. You can use your Channel Divinity to twist your words with wit and enhance your insight. As a bonus action, you grant yourself a +5 bonus to Charisma (Deception) checks and Wisdom (Insight) checks for the next 10 minutes.
Aura of Covenant
Beginning at 7th level, the magic of the Feywild is so infused in you that it protects you from mind altering effects. You and friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened, and magic can’t put you to sleep.
At 18th level, the range of this aura increases to 30 feet.
Bait and Switch
Starting at 15th level, when another friendly creature you can see within 30 feet of you is targeted with a melee attack, you can use your reaction to teleport and switch places with it before the attack roll. You must be able to occupy the target creature’s space. You can do so a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Fey Form
At 20th level, you gain the ability to embody the magic of the Feywild, engulfing yourself in fey magical effects you choose. For example, floating Sylvan writings might encircle you, your eyes might glow in a violet light, or silvery mist might swirl around you.
As an action, you magically become a Fey for 1 minute, and you gain the following benefits:
- Your creature type is Fey and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can cast Misty Step without expending a spell slot, a number of times equal to your Charisma modifier.
- Your melee attacks deal additional psychic damage equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
Sorcerer
The following are sorcerer subclasses.
Fey Soul
Your innate magic comes from the distant realms of the Feywild. You might trace your lineage to an entity from that place, or perhaps you were exposed to its energy and transformed by it.
The power of the Feywild has a noticeable effect over your physical presence. The playful aura of magic and trickery is all too present, frustrating and infuriating both friend and foe.
Fey Magic
You learn additional spells when you reach certain levels in this class, as shown on the Feywild Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Feywild Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Charm Person , Disguise Self |
| 3rd | Invisibility , Misty Step |
| 5th | Blink , Major Image |
| 7th | Confusion , Greater Invisibility |
| 9th | Dream , Modify Memory |
Consult the Fey Magic Oddities table and choose or randomly determine a way your connection to the Feywild manifests itself whenever you cast any of your sorcerer spells.
Fey Magic Oddities
| d6 | Oddity |
|---|---|
| 1 | Various shadows appear around you and silently cheer. |
| 2 | Seasonal flowers sprout on the ground at your feet. |
| 3 | Illusory butterflies circle around you in a spiral. |
| 4 | Silvery tears slowly come down from your eyes. |
| 5 | Glowing writings in sylvan float around you in circles. |
| 6 | Ominous whispers can be heard by you and those affected by your magic. |
Fey Mind
Being a creature of the Feywild, you are sly and conniving. You can speak, read, and write Sylvan. Whenever you make a Charisma check when interacting with fey creatures, your proficiency bonus is doubled if it applies to the check.
Additionally, you have advantage on saving throws you make to avoid or end the Charmed condition, and magic can’t put you to sleep.
Illusory Duplicate
Starting at 1st level, you can use your bonus action on your turn to create an illusory duplicate of yourself which appears in your space or at an unoccupied space you can see within 30 feet and lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell).
If you are within range of the illusion, you can use your bonus action to cause it to move to another spot within range. As the image changes location, you can alter its appearance so that its movements appear natural. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes an action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against a DC equal to 8 + your proficiency modifier + your Charisma modifier. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Agent of Chaos
Beginning at 6th level, You can create and concentrate on a number of illusory duplicates equal to your Charisma modifier. Additionally, when you create an illusory duplicate in your space, you can turn invisible at the same time for the duration. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend 2 Sorcery Points to restore your use of it (no action required).
Distant Projection
Starting at 14th level, while maintaining an illusion of yourself, you can cast spells as though you were in the illusion’s space, but you must still rely on your senses. Additionally, you always have Project Image 7th Level (Illusion)
You create an illusory copy of yourself that lasts for the duration. prepared. With this feature, you can cast it without a expending a spell slot, and your spellcasting ability for it is Charisma. Once you cast it with this feature, you can’t do it again until you finish a Long Rest unless you expend 7 Sorcery Points to restore your use of it (no action required).
Binding Contract
Starting at 18th level, as an action, you can expend one 9th level spell slot to offer another creature a binding fey contract. The creature must be able to hear you, and the contract must be phrased clearly in a language the creature understands, although you’re not required to clarify that it is actually a contract. If it’s not obvious that it’s a contract, a successful Intelligence saving throw will reveal that it is. If the creature willingly (but not necessarily knowingly) agrees, it is bound by the contract. While bound in this way, the creature takes 5d10 psychic damage whenever it deliberately defies the terms of your contract (defying the terms of the contract requires conscious effort), but no more than once each day.
A contract can contain up to one term, which can be phrased innocuously. In the following Term Table is a non-exhaustive list of terms and their respective phrasings. You can come up with different terms and phrasings at your DM’s discretion.
| d4 | Phrasing | Terms |
|---|---|---|
| 1 | “May I have your name?” | The target cannot use or write down its own name for any purpose, and must use another. You can then use the target’s name for any purpose, with all the weight that it carries. |
| 2 | “Will you listen to me for a moment?” | You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the effect ends. |
| 3 | “May I have a minute of your time?” | The target forgets a chosen minute from their past and you remember it instead. You must specify to the DM a minute you’d like to steal, which can be a memory you know of or one you describe in general terms. If the memory you specify doesn’t exist, the DM chooses another memory instead. |
| 4 | “May I have your attention, please?” | While you’re within 100 feet of the target, you can use your action to see and hear through its eyes and ears. During this time, you are deaf and blind with regard to your own senses, and the target is distracted, seemingly lost in thought. |
This effect ends on a creature if you use this feature again or if you dismiss it as an action. A remove curse, greater restoration, or wish spell will also end this effect.
Chapter ?: Spells
Feywild spells.
1st level
The following are 1st Level spells.
Momentary Madness
| Level | School | Range / Area | Components |
|---|---|---|---|
| 1st Level | Enchantment | 60 ft | V, S, M * |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Round | 1 Action | WIS Save | Charmed |
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While charmed in this way, the target’s eyes glow a sickly shade of purple. The charmed target must use its action before or after moving to make a melee attack against a creature other than itself that you mentally choose. If you choose no creature or if none are within its reach, the charmed target acts normally.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
* - (a gold coin.)
Notion
| Level | School | Range / Area | Components |
|---|---|---|---|
| 1st Level | Enchantment | 120 ft | V, M * |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Round | 1 Action | WIS Save | None |
You whisper a message of twenty five words or less intended for a creature within range. The target (and only the target) hears the message but doesn’t recognize you as the source. The target must make a Wisdom saving throw. On failure, it believes the message is a spontaneous thought that occurred to it in its mind. If the target is not another player, the DM decides the consequences of the message. If the message is unreasonable, the target will dismiss it.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
* - (a small seed of mustard.)
2nd level
The following are 2nd Level spells.
Intrude Thoughts
| Level | School | Range / Area | Components |
|---|---|---|---|
| 2nd Level | Enchantment | 30 ft | V, S, M * |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Minute | 1 Action | WIS Save | None |
You intrude the thoughts of a creature you can see within range. If the target has an Intelligence of 3 or lower, it is unaffected. When you cast this spell and on each of your turns for the duration, you can use your action speak in the target’s thoughts if you know a language it understands. You can also use your action to force it to imagine what you are imagining.
The target is not initially aware of your presence in its mind, but it becomes aware of it if the content of your thoughts or imagination conflicts with its own, contradicts strongly held beliefs, or is inconsistent with its knowledge. If the target is or becomes unwilling, it makes a Wisdom saving throw. If it succeeds, the spell ends.
* - (a small needle, which must pierce into the flesh of the caster just deep enough to draw blood.)
Searing Pain
| Level | School | Range / Area | Components |
|---|---|---|---|
| 2nd Level | Enchantment | 90 ft | V, S |
| Duration | Casting Time | Attack / Save | Damage |
| Instantaneous | 1 Action | WIS Save | Psychic |
One creature you choose must succeed a Wisdom saving throw or feel immense pain. The target takes 4d6 psychic damage on a failed save, or half as much on a successful one. On a failed save, the target also has disadvantage the next saving throw it makes before the end of its next turn.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by this spell increases by 1d6 for every slot level above 2nd.
3rd level
The following are 3rd Level spells.
Mistrust
| Level | School | Range / Area | Components |
|---|---|---|---|
| 3rd Level | Enchantment | 120 ft | V, S, M * |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Hour | 1 Action | WIS Save | None |
One creature you choose must succeed a Wisdom saving throw or become hostile towards all creatures it can see or hear for the duration. A creature prone to violence might attack. Another creature might behave in other ways (at the DM’s discretion), depending on the nature of other creatures’ interactions with it.
A formerly allied creature to the target can take an action to try and appeal to their emotional connection if they are within 30 feet of each other. If this happens, the target repeats its saving throw. On success, the spell ends.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, it lasts until dispelled if you concentrate on it for the full duration. A remove curse or greater restoration spell cast on the target ends the lasting effects of this spell.
* - (a dry raisin cookie.)
Voices
| Level | School | Range / Area | Components |
|---|---|---|---|
| 3rd Level | Enchantment | 120 ft | V, S |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Hour | 1 Action | WIS Save | None |
A creature you choose starts hallucinating voices for the duration. The target must make an Wisdom saving throw. On failure, it hears strange voices telling it what you decide for the duration. The voices seem to originate somewhere from the target’s surroundings, but it can never quite find the origin point. If the target is not a player, the DM decides how the voices affect the target and if it listens to them.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, it lasts until dispelled if you concentrate on it for the full duration. A remove curse or greater restoration spell cast on the target ends the lasting effects of this spell.
4th level
The following are 4th Level spells.
Delusion
| Level | School | Range / Area | Components |
|---|---|---|---|
| 4th Level | Enchantment | 30 ft | V |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Minute | 1 Action | WIS Save | None |
You attempt to delude another creature. One creature you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target will entertain the possibility of one notion you suggest. If it takes damage or is targeted by another spell before you finish, this spell ends and the target dismisses what you say.
For the duration, you can mentally describe a simple notion that is personally related to the target. It has to be realistically plausible. The target must be able to understand your language for the notion to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing this notion, the target is not deluded. Otherwise, the delusion takes hold when the spell ends.
The delusion must be personally related to the target–it is an all-important individual, someone is attempting to poison it, a friend is secretly planning to sabotage it, its partner is being unfaithful, etc. The delusion doesn’t necessarily affect how the target behaves, but it’s fiercely convinced that it’s true.
When presented with contrary evidence, the target repeats the saving throw. On success, the delusion ends. A remove curse or greater restoration spell cast on the target also ends the delusion. Although, the target may not necessarily remember the source of it.
Paranoia
| Level | School | Range / Area | Components |
|---|---|---|---|
| 4th Level | Enchantment | 30 ft | V |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Minute | 1 Action | WIS Save | None |
You attempt to make another creature paranoid. One creature you can see must make a Wisdom saving throw. On a failed save, the target will become paranoid of something you mentally describe. If it takes damage or is targeted by another spell before you finish, this spell ends and the target dismisses what you say.
For the duration, you can mentally describe an eminent danger that is personally hunting down the target (such as a secret organization or a monster). The target must be able to understand your language for the paranoia to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing this danger, the target is not paranoid. Otherwise, the paranoia takes root when the spell ends.
A remove curse or greater restoration spell cast on the target ends the paranoia.
5th level
The following are 5th Level spells.
Control Thoughts
| Level | School | Range / Area | Components |
|---|---|---|---|
| 5th Level | Enchantment | 30 ft | V, S, M * |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Minute | 1 Action | WIS Save | None |
You control the thoughts of a creature you choose. If the target has an Intelligence of 3 or lower, it is unaffected. When you cast this spell and on each of your turns for the duration, you can use your action speak in the target’s thoughts if you know a language it understands. You can also use your action force it to imagine what you are imagining.
The target is not initially aware of your presence in its mind. The target makes a Wisdom saving throw if the content of your thoughts or imagination conflicts with its own, contradicts strongly held beliefs, or is inconsistent with its knowledge. If it succeeds, the spell ends. On failure, it believes that your planted thoughts or imagery originate from its own mind. If the target is not a player, the DM decides the consequences of this.
* - (a pendulum that swings from side to side.)
6th level
The following are 6th Level spells.
Delirious Whispers
| Level | School | Range / Area | Components |
|---|---|---|---|
| 6th Level | Enchantment | 120 ft | V, S, M * |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Minute | 1 Action | WIS Save | None |
One humanoid you choose must succeed on a Wisdom saving throw or hear whispers for the duration. The whispers can be either murderous or paranoid. If the target is not a player, DM decides how the whispers affect it.
Murderous. The target hears whispers that encourage it to kill everyone it can see, friend or foe. For the duration, the target must use its action on each of its turns to take the attack action against the nearest creature it can see.
Paranoid. The target hears whispers that irrationally warn it from danger, whether it be the possibility of a monster lurking around the corner, being betrayed and killed by its friends, etc. For the duration, the target is frightened of every creature it can see.
A remove curse or greater restoration spell cast on the target ends the effects of this spell.
At higher levels. When you cast this spell using a spell slot of 8th level or higher, it lasts until dispelled if you concentrate on it for the full duration.
* - (a black pearl worth at least 500gp)
7th level
The following are 7th Level spells.
Switch Minds
| Level | School | Range / Area | Components |
|---|---|---|---|
| 7th Level | Transmutation | Touch | V, M * |
| Duration | Casting Time | Attack / Save | Damage |
| Until Dispelled | 1 Minute | CHA Save | None |
Two creatures you touch switch minds. An unwilling creature can make a Charisma saving throw, and if it succeeds, it isn’t affected by this spell. If both creatures are unwilling, they both need to fail their saving throws for the spell to take effect. A construct or undead is unaffected by this spell. The switched creatures’ Intelligence, Wisdom, and Charisma scores are transferred with their mind to their new bodies, and they retain their class features as well (if they have any). Strength, Dexterity, and Constitution scores remain with the body, as well as racial or innate traits and abilities.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible while both creatures are within 1 mile of each other. Examples include “a true love’s kiss” or “when the quest is completed.”
If one creature would die while under the effects of this spell, this spell cannot be dispelled for the other unless it is resurrected.
* - (a pink gemstone worth at least 500gp)
8th level
The following are 8th Level spells.
Dominate Thoughts
| Level | School | Range / Area | Components |
|---|---|---|---|
| 8th Level | Enchantment | 30 ft | V, S, M * |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Hour | 1 Action | WIS Save | None |
You dominate the thoughts of a creature you choose. If the target has an Intelligence of 3 or lower, it is unaffected. When you cast this spell and on each of your turns for the duration, you can use your action speak in the target’s thoughts if you know a language it understands. You can also use your action force it to imagine what you are imagining, and decide what it wants and how it feels.
The target is not initially aware of your presence in its mind. The target makes a Wisdom saving throw if the content of your thoughts or imagination conflicts with its own, contradicts strongly held beliefs, or is inconsistent with its knowledge. The target also makes the saving throw if what you decide it wants or feels contradicts what it actually wants and feels. If it succeeds, the spell ends. On failure, it believes that your planted thoughts, imagery, desires, and feelings originate from its own mind. If the target is not a player, the DM decides the consequences of this.
When the spell ends, the target’s opinions, desires, and feelings revert to what they originally were unless you concentrated on this spell for the full duration. A greater restoration or heal spell cast on the target will also revert these back to normal.
* - (a knife that is pressed against the target's throat.)
9th level
The following are 9th Level spells.
Delirium
| Level | School | Range / Area | Components |
|---|---|---|---|
| 9th Level | Enchantment | 120 ft | V, S, M * |
| Duration | Casting Time | Attack / Save | Damage |
| 1 Hour | 1 Action | INT Save | None |
One humanoid you choose must succeed on an Intelligence saving throw or become delirious for the duration. On failure, the target suffers from poor memory, not knowing where or who they are, trouble with speech or recalling words, rambling nonsense, struggle understanding speech, and inability to read or write. The target rambles nonsens and cannot take its actions to attack.
If you concentrate on this spell for the full duration, it lasts until dispelled. A greater restoration or heal spell cast on the target ends the effects of this spell.
* - (a mushroom.)
Cantrip
The following are Cantrip spells.
Subterfuge
| Level | School | Range / Area | Components |
|---|---|---|---|
| Cantrip | Transmutation | 30 ft | S |
| Duration | Casting Time | Attack / Save | Damage |
| Instantaneous | 1 Action | None | None |
You create one of the following instantaneous magical effects within range:
- You create an auditory effect, such as an unintelligible whisper, faint musical notes, or creaky floorboards.
- You interact with a nearby opening mechanism, causing an unlocked door, window, or container to softly open or close.
- You create an instantaneous, harmless, physical sensory effect on another creature, such as a tap on the shoulder, warm breathing against the neck, or a light tug on a pocket. This effect is cannot meaningfully hinder a creature’s actions or cause advantage/disadvantage on a roll.
- You teleport an item that you’re visibly carrying to your hand, or from your hand to a visible place on your person such as your belt. The item can weigh no more than 5 lbs.
- You instantaneously light or snuff out a small flame such as that of a candle or a torch.
Chapter?: Items
Feywild items.
Tome of Fey Secrets
This book contains forbidden knowledge of spells and incantations that mess with the subjects’ minds. The contents of this book are written in Sylvan. If you are a spellcaster and spend 24 hours over a period of 6 days of fewer studying the book’s contents and practicing its guidelines, you can attune to it.
While attuned to this book, you can use it as a spellcasting focus, and you gain a +3 bonus to spell attack rolls and to the saving throw DC of your spells. You also know the following spells and can cast them using any spell slots you have:
| Level | Spells |
|---|---|
| 1st | Hideous Laughter , Momentary Madness , Notion |
| 2nd | Intrude Thoughts , Searing Pain , Suggestion |
| 3rd | Fear , Mistrust , Voices |
| 4th | Delusion , Paranoia , Phantasmal Killer |
| 5th | Control Thoughts , Geas , Modify Memory |
| 6th | Delirious Whispers , Irresistible Dance , Mass Suggestion |
| 7th | Switch Minds |
| 8th | Dominate Thoughts , Feeblemind |
| 9th | Delirium |
Curse. This tome is cursed. Attuning to it curses you until you are targeted by a Remove Curse 3rd Level (Abjuration)
At your touch, all curses affecting one creature or object end. spell or similar magic. While cursed, you have vulnerability to psychic damage.
Whenever a creature successfully succeeds an Intelligence, Wisdom, or Charisma saving throw against a spell you cast, make a Wisdom saving throw against your own spell save DC. On failure, you take 1d4 psychic damage and roll a d12 to determine the side effects from the Side Effects Table:
| d12 | Side Effect |
|---|---|
| 1 | You feel a terrible sharp pain in your head. |
| 2 | You hear unintelligible whispers behind you until you turn around. When you do, you see a monster that disappears the next time you blink. |
| 3 | A sudden scream echoes in your head for a few seconds. |
| 4 | You feel something brushing against your arm, but nothing is there. |
| 5 | You hear a voice whisper your name behind you. |
| 6 | Your skin prickles as if insects are crawling over it. |
| 7 | You feel a cold breath against your neck. |
| 8 | You hear whispers in a language you don’t know. |
| 9 | You feel your hair being tugged lightly. |
| 10 | You can’t breathe for a few seconds. |
| 11 | You feel a hand resting on your shoulder, but if you turn to look nothing is there. |
| 12 | You hear the ticking of a clock in the back of your head. |
In addition, once you attune to this tome:
- You start hearing voices originating from the tome, whispers telling you strange things, warning you of dangers that aren’t there, turning you against your allies, telling you that you’re meant for great things.
- You start seeing hallucinations, monsters at your peripheral vision, people that disappear at a blink of an eye, insects that turn out to be smudges on the wall.
- Other people seem to look at you strangely, eying you carefully and suspiciously, with glances of disdain.




