Base Class: Ranger
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Faeriewarden Origin |
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D6 |
Origin |
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1 |
A feywarden gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone. |
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2 |
The faerie drake is in love with a member of a pixie royal court and is on a journey for some grand deed capable of impressing their beloved. |
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3 |
The drake seeks the platinum crown of a Fey prince—and hope the player, with their fey bond, can help them find it. |
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4 |
You grew up in the Feywild after disappearing from your home plane as a child. You made friends in the Feywild. Among them a faerie drake. |
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5 |
You studied a dragon’s scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token’s lingering fey magic. |
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6 |
You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. |
Feywild Gifts
Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
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Faerie Gifts |
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D6 |
Appearance |
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1 |
Illusory butterflies flutter around you while you take a short or long rest. |
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2 |
Fresh, seasonal flowers sprout from your hair each dawn. |
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3 |
You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
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4 |
Your shadow dances while no one is looking directly at it. |
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5 |
Horns or antlers sprout from your head. |
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6 |
Your skin and hair change color to match the season at each dawn. |
Faerie Drake Companion
As an action, you can magically summon the drake spirit that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The faerie drake is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail. It is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Faerie Drake Companion stat block, which uses your proficiency bonus (PB) in several places.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Fairie Drake Companion
Tiny Dragon, Chaotic Good
Armor Class: 13 + PB
Hit Points: 5 + five times your ranger level
Speed: 10ft., fly 60 ft.
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STR |
DEX |
CON |
INT |
WIS |
CHA |
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6(-3) |
16(+3) |
10(+0) |
12(+1) |
12(+1) |
16(+3) |
Senses: darkvision 60ft., Passive Perception 11
Languages: Draconic, Sylvan
Proficiency Bonus (PB): equals your bonus
Limited Telepathy. Using telepathy, the dragon can magically communicate with the player and any other faerie dragon within 60 feet of it.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Faerie Features. For each day the drake has been summoned it will age as if growing older and with it, its scales change hue. It will go through the hues in the order of red, orange, yellow, green, blue, indigo, violet.
Actions
Bite. Melee attack +3 blus PB to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Beguiling Twist
The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Feywild Bond
Your bond to your drake intensifies and allow for more of the mystical fey powers to manifest. While your drake is summoned, it gains the following benefits:
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon “ages” and changes color, it gains additional spells as shown below.
Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray
Yellow, 1/day: mirror image
Green, 1/day: suggestion
Blue, 1/day: major image
Indigo, 1/day: hallucinatory terrain
Violet, 1/day: polymorph
Euphoria Breath. As an action, the dragon can exhale a puff of euphoria gas in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw, or for 1 minute, the creature can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1–4. The creature takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The creature doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Once the drake uses this feature, it can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Fey Wanderer
You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
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