In your wild wanderings you have acquired the magic of the Feywild, and use it to augment your Ranger abilities. Whether you are the chosen warden of a Fey crossroads, the favored servant of an Archfey, or you pilfered your power in a fey wager, you now wield the whimsical and terrifying powers common to the Feywild.

Beguiling Strikes

3rd-level Fey Wanderer Conclave feature

You can weave the wild and disorienting magic of the Feywild into your strikes, distracting and taunting your foes. You can choose for the bonus damage of your Ranger’s Quarry feature to be psychic instead of your weapon’s normal damage type.

If you deal psychic damage to your Quarry with a melee weapon attack, it has disadvantage on all attack rolls against creatures other than you until the start of your next turn.

Fey Wanderer Spells

3rd-level Fey Wanderer Conclave feature

You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don’t count against the spells you prepare each day.

Ranger LevelSpells
3rdcause fear (XGE), charm person
5thenthrall, misty step
9thdispel magic, summon fey (TCE)
13thcharm monster (XGE), dimension door
17thgeas, mislead

Otherworldly Mystique

3rd-level Fey Wanderer Conclave feature

The magic of the Feywild has imbued you with a whimsical charm that makes others more likely to trust you, for good or ill. You gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Also, whenever you make a Charisma check, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).

Whimsical Ward

7th-level Fey Wanderer Conclave feature

Your familiarity with the abilities of the fey grants you increased defenses against their power. You have advantage on saving throws to resist being charmed and frightened.

Also, when a creature you can see within 30 feet makes a saving throw to resist the charmed or frightened condition, you can use a reaction to force another creature you can see within 60 feet to make a Wisdom saving throw against your Spell save DC. On a failure, it is either charmed or frightened of you (your choice) for 1 minute. The creature can repeat this saving at the end of each of its turns, ending this effect on a successful save.

Faerie Guardian

11th-level Fey Wanderer Conclave feature

You can call support from the otherworldly courts of the fey. You can cast summon fey without its material components.

Also, once per long rest, when you cast summon fey, you can cast it so that it does not require concentration. When you do, its duration is reduced from 1 hour to 1 minute.

Mirthful Step

15th-level Fey Wanderer Conclave feature

You can teleport through the Fey realm. 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.

When you cast misty step, you can touch a willing creature within 5 feet and teleport it along with you. It reappears in an unoccupied space within 5 feet of where you reappear.