One thing fairly unique about the Fey Wanderer ranger is that they get three subclass features at 3rd level. One of these is called Otherworldly Glamour, which lets you add your Wisdom modifier to all Charisma checks you make and grants proficiency in one of three Charisma skills (Persuasion, Deception, or Performance). Usually, the role of the "face" of the party is reserved for characters who are already high charisma (warlocks, bards, sorcs, etc.) however it seems to me like this ranger could effectively take on the same roleplay focus.
So, usually you wouldn't put too much into Charisma as a ranger, so I imagine the intention of the ability was to help supplement their low charisma checks using their wisdom modifier. That being said, if you are willing to "bite the bullet" in character design and make Wisdom and Charisma your two highest scores (forsaking the sacred Dexterity and Constitution scores), you could potentially have a +10 bonus to all of your charisma checks before even considering if you are proficient in those skills. Not to mention cross classing or certain feats would let you pick up Expertise.
Looking at the Fey Wanderer's other subclass features, most of them don't seem to be very weapon combat oriented (beyond the base +1d4 psychic damage). Especially with the new Druidic Warrior fighting style, a Wisdom-based caster ranger might still be viable (or at least not totally terrible).
IDK. This was a fun idea that came up while looking at the Fey Wanderer's abilities. What do you think? Since this ability is achieved at level 3, I wonder what other shenanigans could be pulled by cross classing early into bard, rogue, or warlock if we are already committing to a high charisma score.
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I always thought the one class only party concept was most interesting with rangers. Fey wanderer made it a lot more viable by completing the hardest role to fill.
oh damn! i was looking for answers only for a problem i had with roll20 (it wasn't considering my Wis Mod). Your publication caught my interest because i'm a a fey wanderer and my group's face, also my charm and wis mods are the highest on my character... i think that i've been wished in to existence! in my experience, it's really fun to play this way, i'm taking the magic initiate for my lvl 4 and one of my first prestidigitation uses will be to warm my friends beer. In battle, it has been easy to avoid some combats with some good bargains and deception, also, even with low damage rate, i can still move fast and compensate with other things, like Zephyr strike or burning my enemies with oil, i also often try and trick my oponent wit the classic "oh no! look behind you!" and then i have my adventage ^ _ ^
It’s one of my favorite features about the Fey Wanderer, honestly.
I like how this could be the sort of Ranger who not only survives in the wilds, but could also reasonably parley with the intelligent creatures that dwell there…Fey, giants or dragons, for instance.
Could you imagine a similar feature on, say, a wizard? Adding the Intelligence modifier to Charisma checks, or such?
Such a simple, yet effective, subclass feature.
Anyway, there’s another way to play it…by boosting Wisdom, and Charisma, you COULD do a Hexblade Warlock multiclass…it’s nuts, but it could potential even-out the weapon attack rolls with Charisma.
I was originally searching for a Baldur's Gate 3 mod for Fey Wanderer but I found this instead. I had a this crazy idea of my Fey Wanderer. Our DM is letting us start at third level. I am using Tasha's Cauldron of Everything and creating a Tiefling Half Elf (Custom Lineage). More for role playing on that part however I discussed with the DM to let my character get Trance, Darkvision, and Infernal/Elvish Languages. Tasha's also allows 1 feat. So I am taking Fey Touched. I know I know, I already get Misty Step at level 5. But this allows my character to get Misty Step as a free Spell so it doesn't take up the Spell Slot Misty Step can take later. It also gives me another free spell. I have yet to pick that yet. Continuing on, at 1st level I can also pick Favored Foe. I can mark 1 creature for up to a minute while concentrating and do an extra 1d4 on my first attack each round against that creature. I can use that feature 2 times per day. Now, at level 2 I get to choose my fighting style. I am going with two weapon fighting to add extra damage to my bonus action attack. At level 3 Fey wander's can add 1d4 psychic damage to a target once per turn after hitting it. After 1 strike, assuming I use all the two features on him, I add 1d4 for favored foe, 1d4 for dreadful strikes, and 1d6 for the attack. min damage without adding anything is 3. Max damage without adding modifiers is 14 damage, and that is on the first strike. Plus another 6 damage plus mods depending on what i roll for my character. Add in being able to misty step into their face is even better.
Now - adding in Ranger spells. Zephyr Strike. Use that has my bonus (not allowing me to attack again) to gain speed, I get advantage on my attack, and I get to add 1d8 Force damage. This increases that maximum of 1 hit to 22 damage from a melee ranger.
Zephyr strike’s strike is best used at/near the end of the fight. It is concentration based so you use it to avoid opportunity attacks for the majority of the fight then use advantage and the speed boost to get to the bbeg at the end. Everyone sees the one shot damage and speed but the spell’s strength is the avoidance of opportunity attacks especially in a long fight with lots of foes. Personally I try to have both hunter’s mark and Zephyr strike available. Hunters mark is great vs a few high HP foes since you get the damage on every hit. ZS is better against large parties so you can move around and ignore opportunity attacks and still get a single big hit when you need it (near the end).
I love playing Fey Wanderer Rangers. They are my favorite martial. They are the best face in the game, and really only a Bard is in the same ballpark, and only because of jack of all trades and 2 expertise vs 1. A few of my opinions:
1. A 14 Dex, 16 Charisma Fey Wanderer is doable, but I usually like that reversed 16/14 along with 12 Con and 16 wisdom to start. 16 Dex gives me a bit more flexibility with bonus actions. With a 14 Dex it is going to be really hard to use anything other than magic stone or shillaleagh to start a fight. At 16 it is a bit more viable, even at high level. Even with 14 Charisma and 16 Wisdom and using ASIs/half feats for Wisdom you are still going to be better at charisma skills than any other class except a Bard with expertise or a high-level Rogue with high charisma and reliable talent.
Pick a background that gives you a charisma skill (fey lost is particularly thematic).
Shadow Touched with cause fear works really well with this class I would definitely get this. Cast cause fear (or upcast it on more than one enemy) then twist it if the target saves. This is my go-to spell for Fey Wanderer and the feat synergizes so well with beguiling twist.
There are 3 ways to do this: Start with V Human, +1 Dex, +1 Wisdom and get Shadow touched to make W +2. Other options are to use another race and start with 16 Wisdom, take Shadow Touched at level 4 and then either telepathic or skill expert at level 8, 20 wisdom at level 12. Final option is to start with 17 Wisdom and 10 Constitution and then take the ASI for 20 wisdom at level 8. Either way though I would DEFINITELY get Shadow touched.
If you don't like shadowtouched another build is a Dragonborn starting with a 13 Charisma and boost it to 14 with the Dragonfear feat, then wisdom ASIs at 8 and 12. This gives you a breath weapon use to combine with beguiling twist.
So I am taking Fey Touched. I know I know, I already get Misty Step at level 5. But this allows my character to get Misty Step as a free Spell so it doesn't take up the Spell Slot Misty Step can take later. It also gives me another free spell. I have yet to pick that yet.
I like Hex best with Fey Touched. On a Ranger Silvery Barbs is good option too. For Fey Wanderer though I like Shadow Touched feat with Cause Fear a lot better.
Regardless, you want some way to force regular saves against charm or frightened before you hit 7th level. That is where the real combat power in this build is.
Watch out for the spell components on Hex. It is VSM instead of Hunter's Mark which is just V. Depending on your combat style Hex might not work as well.
Watch out for the spell components on Hex. It is VSM instead of Hunter's Mark which is just V. Depending on your combat style Hex might not work as well.
It can be an issue if you cast it in combat and you use a shield or 2-handed weapon and want to make a weapon attack the same turn you cast it. IME compared to HM that is a worthwhile trade because Hex is a much better spell. I find Hex usable at all levels both in and out of combat (especially as a free cast from a Feat) where HM is going to get stale very rapidly. I don't see you using HM much on a high level character.
If I was worried about the M though I would probably get either Silvery Barbs or Bless. Bless is VSM too, but it is an action to cast so it is not going to generally interfere with something else you need to do with your hands.
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One thing fairly unique about the Fey Wanderer ranger is that they get three subclass features at 3rd level. One of these is called Otherworldly Glamour, which lets you add your Wisdom modifier to all Charisma checks you make and grants proficiency in one of three Charisma skills (Persuasion, Deception, or Performance). Usually, the role of the "face" of the party is reserved for characters who are already high charisma (warlocks, bards, sorcs, etc.) however it seems to me like this ranger could effectively take on the same roleplay focus.
So, usually you wouldn't put too much into Charisma as a ranger, so I imagine the intention of the ability was to help supplement their low charisma checks using their wisdom modifier. That being said, if you are willing to "bite the bullet" in character design and make Wisdom and Charisma your two highest scores (forsaking the sacred Dexterity and Constitution scores), you could potentially have a +10 bonus to all of your charisma checks before even considering if you are proficient in those skills. Not to mention cross classing or certain feats would let you pick up Expertise.
Looking at the Fey Wanderer's other subclass features, most of them don't seem to be very weapon combat oriented (beyond the base +1d4 psychic damage). Especially with the new Druidic Warrior fighting style, a Wisdom-based caster ranger might still be viable (or at least not totally terrible).
IDK. This was a fun idea that came up while looking at the Fey Wanderer's abilities. What do you think? Since this ability is achieved at level 3, I wonder what other shenanigans could be pulled by cross classing early into bard, rogue, or warlock if we are already committing to a high charisma score.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I like the concept. Usually you get stuck with the loner Ranger, so a more socially well adjusted one could be interesting.
I always thought the one class only party concept was most interesting with rangers. Fey wanderer made it a lot more viable by completing the hardest role to fill.
oh damn! i was looking for answers only for a problem i had with roll20 (it wasn't considering my Wis Mod). Your publication caught my interest because i'm a a fey wanderer and my group's face, also my charm and wis mods are the highest on my character... i think that i've been wished in to existence! in my experience, it's really fun to play this way, i'm taking the magic initiate for my lvl 4 and one of my first prestidigitation uses will be to warm my friends beer. In battle, it has been easy to avoid some combats with some good bargains and deception, also, even with low damage rate, i can still move fast and compensate with other things, like Zephyr strike or burning my enemies with oil, i also often try and trick my oponent wit the classic "oh no! look behind you!" and then i have my adventage ^ _ ^
A Fey wanderer/ sorcerer MC is also a good build in that direction - take the message cantrip so you can negotiate from a distance or hiding.
Wisea$$ DM and Player since 1979.
It’s one of my favorite features about the Fey Wanderer, honestly.
I like how this could be the sort of Ranger who not only survives in the wilds, but could also reasonably parley with the intelligent creatures that dwell there…Fey, giants or dragons, for instance.
Could you imagine a similar feature on, say, a wizard? Adding the Intelligence modifier to Charisma checks, or such?
Such a simple, yet effective, subclass feature.
Anyway, there’s another way to play it…by boosting Wisdom, and Charisma, you COULD do a Hexblade Warlock multiclass…it’s nuts, but it could potential even-out the weapon attack rolls with Charisma.
I was originally searching for a Baldur's Gate 3 mod for Fey Wanderer but I found this instead. I had a this crazy idea of my Fey Wanderer. Our DM is letting us start at third level. I am using Tasha's Cauldron of Everything and creating a Tiefling Half Elf (Custom Lineage). More for role playing on that part however I discussed with the DM to let my character get Trance, Darkvision, and Infernal/Elvish Languages. Tasha's also allows 1 feat. So I am taking Fey Touched. I know I know, I already get Misty Step at level 5. But this allows my character to get Misty Step as a free Spell so it doesn't take up the Spell Slot Misty Step can take later. It also gives me another free spell. I have yet to pick that yet. Continuing on, at 1st level I can also pick Favored Foe. I can mark 1 creature for up to a minute while concentrating and do an extra 1d4 on my first attack each round against that creature. I can use that feature 2 times per day. Now, at level 2 I get to choose my fighting style. I am going with two weapon fighting to add extra damage to my bonus action attack. At level 3 Fey wander's can add 1d4 psychic damage to a target once per turn after hitting it. After 1 strike, assuming I use all the two features on him, I add 1d4 for favored foe, 1d4 for dreadful strikes, and 1d6 for the attack. min damage without adding anything is 3. Max damage without adding modifiers is 14 damage, and that is on the first strike. Plus another 6 damage plus mods depending on what i roll for my character. Add in being able to misty step into their face is even better.
Now - adding in Ranger spells. Zephyr Strike. Use that has my bonus (not allowing me to attack again) to gain speed, I get advantage on my attack, and I get to add 1d8 Force damage. This increases that maximum of 1 hit to 22 damage from a melee ranger.
Let me know what you think.
Zephyr strike’s strike is best used at/near the end of the fight. It is concentration based so you use it to avoid opportunity attacks for the majority of the fight then use advantage and the speed boost to get to the bbeg at the end. Everyone sees the one shot damage and speed but the spell’s strength is the avoidance of opportunity attacks especially in a long fight with lots of foes. Personally I try to have both hunter’s mark and Zephyr strike available. Hunters mark is great vs a few high HP foes since you get the damage on every hit. ZS is better against large parties so you can move around and ignore opportunity attacks and still get a single big hit when you need it (near the end).
Wisea$$ DM and Player since 1979.
I love playing Fey Wanderer Rangers. They are my favorite martial. They are the best face in the game, and really only a Bard is in the same ballpark, and only because of jack of all trades and 2 expertise vs 1. A few of my opinions:
1. A 14 Dex, 16 Charisma Fey Wanderer is doable, but I usually like that reversed 16/14 along with 12 Con and 16 wisdom to start. 16 Dex gives me a bit more flexibility with bonus actions. With a 14 Dex it is going to be really hard to use anything other than magic stone or shillaleagh to start a fight. At 16 it is a bit more viable, even at high level. Even with 14 Charisma and 16 Wisdom and using ASIs/half feats for Wisdom you are still going to be better at charisma skills than any other class except a Bard with expertise or a high-level Rogue with high charisma and reliable talent.
Pick a background that gives you a charisma skill (fey lost is particularly thematic).
Shadow Touched with cause fear works really well with this class I would definitely get this. Cast cause fear (or upcast it on more than one enemy) then twist it if the target saves. This is my go-to spell for Fey Wanderer and the feat synergizes so well with beguiling twist.
There are 3 ways to do this: Start with V Human, +1 Dex, +1 Wisdom and get Shadow touched to make W +2. Other options are to use another race and start with 16 Wisdom, take Shadow Touched at level 4 and then either telepathic or skill expert at level 8, 20 wisdom at level 12. Final option is to start with 17 Wisdom and 10 Constitution and then take the ASI for 20 wisdom at level 8. Either way though I would DEFINITELY get Shadow touched.
If you don't like shadowtouched another build is a Dragonborn starting with a 13 Charisma and boost it to 14 with the Dragonfear feat, then wisdom ASIs at 8 and 12. This gives you a breath weapon use to combine with beguiling twist.
I like Hex best with Fey Touched. On a Ranger Silvery Barbs is good option too. For Fey Wanderer though I like Shadow Touched feat with Cause Fear a lot better.
Regardless, you want some way to force regular saves against charm or frightened before you hit 7th level. That is where the real combat power in this build is.
Watch out for the spell components on Hex. It is VSM instead of Hunter's Mark which is just V. Depending on your combat style Hex might not work as well.
It can be an issue if you cast it in combat and you use a shield or 2-handed weapon and want to make a weapon attack the same turn you cast it. IME compared to HM that is a worthwhile trade because Hex is a much better spell. I find Hex usable at all levels both in and out of combat (especially as a free cast from a Feat) where HM is going to get stale very rapidly. I don't see you using HM much on a high level character.
If I was worried about the M though I would probably get either Silvery Barbs or Bless. Bless is VSM too, but it is an action to cast so it is not going to generally interfere with something else you need to do with your hands.