Fey Exile Image

You were stolen away to the Feywild - whether lured by promises of beauty, captured as a plaything, or simply ensnared by fate - and spent what felt like lifetimes there. Now you are back in the mortal realm, unwanted by the Fey and unable to fully belong among mortals. The experience left you haunted, longing, and forever between two worlds.

 
Ability Scores: Your Charisma score increases by 1, to a maximum of 20
Skill Proficiencies: Choose two
Tool Proficiencies: One musical instrument or one artisan’s tool of your choice
Languages: Sylvan or one additional language of your choice
Equipment: A token from the Feywild (such as a pressed flower that never wilts, a silver bell with no clapper, or a shard of moonlit crystal), traveler’s clothes, and a small pouch with 10 gp.
 
Fey Echoes

Fey Exiles are haunted by paradox: they long for what they lost yet resent it, feel too strange for mortal life but too mundane for the Feywild. Their personalities often reflect this tension.

Personality Traits

  1. I often speak in riddles or metaphors without realizing it.

  2. I distrust silence—it reminds me of the Feywild’s watchful stillness.

  3. I am endlessly curious about mortal customs, as if I am seeing them for the first time.

  4. I feel a pull toward the moon, twilight, or natural liminal places.

  5. I treat beauty as sacred and defend it fiercely.

  6. I am suspicious of gifts, bargains, or deals—there is always a price.

Ideals

  • Freedom. No being should be bound by enchantment or compulsion as I once was. (Chaotic)

  • Memory. My time in the Feywild will not be forgotten—someone must tell its tales. (Neutral)

  • Vengeance. Those who toyed with me will one day pay. (Evil)

  • Wonder. I have seen the impossible and seek to find it again. (Chaotic Good)

  • Balance. The Feywild and mortal world must remain apart, lest one consume the other. (Lawful)

Bonds

  1. I carry a token of the Feywild—if I lose it, I lose a piece of myself.

  2. Someone else was taken with me and did not return; I will find them.

  3. I owe my escape to a mysterious benefactor and seek to repay the debt.

  4. I am searching for a way back, though I dread what will happen if I succeed.

  5. The fey who cast me out humiliated me, and I will prove I am their equal.

Flaws

  1. I find it nearly impossible to stay in one place for long.

  2. I struggle to tell dreams from reality.

  3. I am quick to anger when someone calls me “mortal.”

  4. I would sacrifice much to return to the Feywild, even friends.

  5. I sometimes lose hours or days to reverie and forget what I was doing.

 
Feature: Between Two Worlds

You carry the touch of the Feywild within you, even in exile. Mortals find you strange but compelling, and fey creatures recognize you as one who has been “claimed.”

  • Fey Recognition. When dealing with fey creatures, you have advantage on Charisma checks made to persuade, intimidate, or deceive them—but they can always tell you are no longer one of them.

  • Dreamlike Presence. Mortals often sense your otherworldly aura. Once per long rest, you can cause a subtle effect reminiscent of the Feywild (such as the air filling with faint music, lights like fireflies dancing around you, or a brief change in the scent of the wind) to gain advantage on a single Charisma (Persuasion) or Charisma (Performance) check.

 
Spell List

Fey Magic

Your time in the Feywild left a spark of its enchantment within you. You learn two cantrips and one 1st-level spell of your choice from the bard spell list. You can cast the 1st-level spell once per long rest without a spell slot, and you may also cast it using any slots you have. Charisma is your spellcasting ability for these spells.

Spell Level Spells
Cantrip blade ward, dancing lights, friends, light, mage hand, mending, message, minor illusion, prestidigitation, true strike, vicious mockery
1st animal friendship, bane, charm person, comprehend languages, cure wounds, detect magic, disguise self, dissonant whispers, faerie fire, feather fall, healing word, heroism, identify, illusory script, longstrider, silent image, sleep, speak with animals, tasha's hideous laughter, thunderwave, unseen servant
 
Suggested Characteristics
d8 Flaw
1 Cold Iron Aversion: Contact with cold iron or steel deals 1d4 psychic dmg/turn / Disadvantage on Perception & saves vs. fear/charm while in contact.
2 Invitation Bound: Cannot cross private thresholds or sacred ground without invitation. DC 13 Cha save to force entry; fail = can’t try again until after short rest.
3 Truth-Tied Tongue: DC 13 Cha save to lie. Fail = stammer or blurt truth; success = take 1 psychic dmg per level.
4 Counting Curse: Seeing many small objects = DC 13 Wis save or spend turns counting (Charmed). Save again each turn to stop.
5 Bargain-Bound: DC 13 Wis save to refuse a “fair” bargain, trade, or bet. Fail = you agree.
6 Salt Aversion: Contact or consumption = disadvantage on attacks/checks 1 min. Extended exposure = DC 13 Con save/hr or gain 1 exhaustion.
7 Name-Bound: If your true name is spoken, DC 13 Wis save or approach & listen for 1 round.
8 Mirror Aversion: Forced to see reflection = DC 13 Wis save or become Frightened until end of next turn.
 
Fey Exile Image

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