Whether you fell through a puddle and out the other side, or stepped over a hedge and never returned, you somehow found yourself in the Feywild. For how long you wandered you do not know, but eventually your soul and your fate were changed by that magical place. You are now a Fey Wanderer, ranger of the fey and mortal realms, the laughter in the woods and the eyes lurking in the shadow.
The Fey Wanderer ranger is a highly skilled diplomat with potent mental defenses, the ability to summon allies at a moment’s notice, and weapon strikes that attack your mind. True to the spirit of the class’s versatility, this subclass has a little bit of everything you’d expect and hope for from its fey theme. Below, we’ll discuss the Fey Wanderer from Tasha's Cauldron of Everything, review how it compares to other ranger archetypes, and look at suggested builds.
- Fey Wanderer ranger features
- Fey Wanderer compared to other ranger subclasses
- Things to keep in mind
- Building a Fey Wanderer ranger
- Sample build
Fey Wanderer Ranger Features
The Fey Wanderer's features reflect your time in the Feywild, your relationship with its inhabitants, and its effects on your mind.
- Dreadful Strikes (3rd level): Amplify your attacks with mind-bending magic from the Feywild and deal extra psychic damage once per turn. This will support your damage output and lessen the pressure to devote your concentration to hunter's mark.
- Fey Wanderer Magic (3rd level): Like a few other ranger subclasses, the Fey Wanderer gains five thematic spells as it levels up. These spells focus on charm effects and movement options, which allow your ranger to feel as tricksy and elusive as a fey!
- Otherworldly Glamour (3rd level): Your connection to the Feywild bestows upon you a magical allure. You gain proficiency in Deception, Performance, or Persuasion. Further, whenever you make a Charisma check, you add your Wisdom modifier on top of your usual Charisma bonus. This is where the subclass really shines, deftly allowing the Fey Wanderer to keep up with even the most charismatic characters without investing much in another ability score.
- Beguiling Twist (7th level): Spending great lengths of time in the Feywild can damage a mind, but yours has only been sharpened by your exposure to fey magic. You now have advantage on saving throws against being charmed or frightened. Furthermore, you can use your otherworldly magic to twist and redirect nearby enchantments. Whenever a creature you can see within 120 feet of you resists being charmed or frightened, you can use your reaction to force a different creature to resist your own spell save DC or be charmed or frightened by you. Teach your enemies that if they want to mess with your party's minds, they better not miss.
- Fey Reinforcements (11th level): Your relationship with the Feywild and its inhabitants allows you to call upon them for assistance. You learn the summon fey spell, can cast it without material components, and can cast it without expending a spell slot once per day. But most usefully, you can alter the spell so that it does not require concentration in exchange for shortening its duration from 1 hour to 1 minute. Remember that most encounters in fifth edition last 30 seconds or less, so if you think you'll just need help for one critical encounter per day, this is a very handy ability.
- Misty Wanderer (15th level): Jump in and out of the Feywild at a moment's notice. You can cast misty step without expending a spell slot a number of times per day equal to your Wisdom modifier. Critically, this version of misty step allows you to bring a willing creature along with you, opening the door to more daring maneuvers.
Fey Wanderer Compared to Other Ranger Subclasses
The Fey Wanderer is both the ranger class’s chief diplomat—clearly an expert in the field of negotiation and charisma—and one of its most well-rounded subclasses.
Some ranger archetypes, such as the Gloomstalker, Hunter, and Monster Slayer, are designed primarily around combat. They make extra attacks, deal additional damage, and boast powerful defenses; every feature sharpens their martial prowess. Though the Fey Wanderer is not designed to topple a colossus solo, their Dreadful Strikes feature helps them keep up with these deadlier archetypes by adding 1d4 (1d6 at 11th level) psychic damage once per turn. Compare this to the Hunter’s 1d8, the Monster Slayer’s 1d6, or the Swarmkeeper’s 1d6 (1d8 at 11th level). (If comparing Dreadful Strikes to the extra damage dealt by a Horizon Walker, Beast Master, or Drake Warden, remember that these latter archetypes must commit their bonus action to the effort.) At 11th level, Fey Reinforcements closes this gap even further.
The Fey Wanderer ranger demonstrates the class’ flexibility, providing you with a socially adept, mobile, and well-defended character who can deftly navigate the Feywild’s many dangers. Otherworldly Glamour gives you diplomacy and negotiation skills that other ranger archetypes simply can’t begin to match. Beguiling Twist grants advantage on saving throws against being charmed or frightened, moreso than the Hunter’s Steel Will but not as widely applicable as the Gloomstalker’s Iron Mind. And with Misty Wanderer you can flit around the battlefield as well as a flying Drakewarden or a teleporting Swarmkeeper.
Things to Keep in Mind
Fey Wanderer Magic will help you stay mobile and can give you an upper hand in social encounters, granting you charm person at 3rd level. But keep in mind that charm person does not work on fey creatures. Only your Beguiling Twist feature will allow you to charm them under certain circumstances. (Indirectly, your Fey Reinforcements feature grants you this ability as well, as a summoned fey spirit of mirth can charm enemies on your behalf.) In the meantime, your Otherworldly Glamour will help you charm them in a more classic manner: by striking the perfect balance of Deception, Performance, and Persuasion.
Though the Fey Wanderer is indeed versatile, you may find that this creates pressure to invest in many ability scores. Rangers already tend to focus on Wisdom for magic, Dexterity or Strength for weapons, and perhaps Constitution for health. Add in Charisma for diplomacy and negotiations, and you’re already pulled in four directions. Keep in mind which Fey Wanderer features address this issue: Otherworldly Glamour ameliorates much of the pressure to invest in Charisma, and Dreadful Strikes picks up some slack if you prefer not to focus on physical ability scores.
Building a Fey Wanderer Ranger
Ability Scores
Rangers will want to pick between Strength or Dexterity for their physical weapons, and need Wisdom to fuel their magic. Fey Wanderers are versatile, able to face down a team of diplomats or a horde of redcaps. Look at your adventure’s themes and genre to help determine what ability scores you want to prioritize. If you find yourself playing in a campaign that prominently features diplomacy, negotiation, and intrigue, focus on Wisdom and Charisma, then Dexterity. For more balanced or combat-focused adventures, you may prefer to stick to the ranger’s normal hierarchy of Strength/Dexterity first, then Wisdom.
Ancestry
Fifth edition contains many lineages with Fey traits, as well as non-fey lineages with histories relevant to the Feywild—far too many to list here! Below are a few of my favorites:
- Elf (High Elf, Wood Elf, or Eladrin): Elves make for a classic Fey Wanderer. Their longstanding relationship with the Feywild often affords them a degree of status when dealing with the fey, mainly if you play an eladrin (elves who live in the Feywild). Playing as a high elf will grant you an extra cantrip and language, wood elves move more quickly and can Hide even when only lightly obscured, and eladrin can teleport a few times per day with additional magical effects based on their season.
- Forest Gnome: Communities inhabiting natural spaces over many centuries, such as forest gnomes, live closer to the Feywild than most. As they work to cultivate positive relationships with the local fey, such as by offering gifts to dryads and avoiding hags, they may wish to lean on a Fey Wanderer ranger. The forest gnome is naturally suited to confronting fey creatures; their Gnome Cunning grants them potent magical defenses, Natural Illusionist helps them trick and misdirect, and Speak with Small Beasts allows them to learn much from their surrounding environment.
- Half-Elf: Half-elves are the quintessential Fey Wanderer. They often find themselves astride two communities, navigating opposing worlds so frequently and deftly that neither feels quite like home. Mechanically, the half-elf's Skill Versatility feature and their extra +1 to starting ability score bonuses work well with the Fey Wanderer's focus on diplomacy.
- Hobgoblin: Originating from the ancient fey courts, these tall goblinoids retain some magic of their former home. The power of gifts and reciprocity runs in their blood, boosting their abilities when taking the Help action and granting extra luck when near allies. Perhaps your Fey Wanderer hobgoblin is fulfilling a contract to an eladrin lord in exchange for your family's eventual return to the Feywild you once knew. (For other goblinoids, all of which have roots in the Feywild, look to the bugbear and goblin.)
- Leonin: The leonin, coming to us from Mythic Odysseys of Theros, is admittedly not a fey or fey-aligned creature. However, their quick speed, darkvision, and Hunter's Instincts trait make them good candidates for the ranger class. I like the image of a lion stalking the border between realms, keeping the fey to their side and the mortals to theirs and slaying any darkling who gets in their way. (For other animalistic origins that would fit a fey theme, look to the centaur and satyr.)
Feats
Just as with ability scores, feats should be selected with your campaign's themes and genre in mind. For example, some of the feats below will work best with high intrigue or high roleplay campaigns, while others might be better suited for more traditionally dangerous environments.
- Alert: Never be surprised again. With this feat, you gain a +5 bonus to initiative, you cannot be surprised while you are conscious, and other creatures don't get advantage on attack rolls made against you when you can't see them. Together, these abilities are a more effective defense against assassins than any armor or fortress.
- Elven Accuracy: As its name implies, this feat requires elven ancestry (half-elves and all elf subraces invited). Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can roll the d20 three times instead of two. This is the only official instance of what is commonly referred to as "super advantage" in the game, and as such, its value cannot easily be overstated.
- Fey Touched: I mean, it's right there in the name! Your time in the Feywild has left its mark on you, granting you misty step and one 1st-level divination or enchantment spell of your choice. You get one free casting of each spell per day. Though the misty step ability is partially redundant, this feat presents an opportunity to learn a spell that would not otherwise be on your spell list. (I recommend dissonant whispers or silvery barbs.)
- Eldritch Adept (Mask of Many Faces): This feat grants you the ability to cast disguise self at will, effectively turning this handy 1st-level spell into a cantrip for you. Spies, con artists, and tricksters apply here.
- Observant: If you can see a creature's mouth while it is speaking and you understand its language, you can read its lips. In addition, this feat increases your passive Perception and Investigation scores by 5. At a grand party, a socialite courtier or a spy disguised as a server could use this feat to learn innumerable secrets.
- Skill Expert / Skilled / Prodigy: Heavy roleplay campaigns are likely to prominently feature skill checks. If you play in one, I highly recommend grabbing any feat that grants you extra skill proficiencies, expertise, and languages.
Fey Wanderer Ranger Sample Build
I suggest adapting your Fey Wanderer's build to your adventure's setting. It's also important to consider whether your campaign will focus specifically on combat, exploration, and roleplay or if it will contain an even mix. For example, a trek through woods where unseelie fey dwell may demand a different Fey Wanderer than a treaty negotiation.
This sample Fey Wanderer ranger plays in a heavy roleplay adventure, brimming with intrigue, subtlety, and courtly matters. Their campaign is set in one of the more dangerous courts, perhaps the Gloaming Court, so they have invested equally in Dexterity and Wisdom, with Charisma not too far behind. Thanks to the Observant feat, they can read lips and boast a passive Perception of 23. I used the ranger's Canny feature to pick up expertise in Persuasion, then took Skill Expert for expertise in Deception. This character speaks eight languages and uses the Feywild Connection feature granted by the Feylost background to help establish relationships at court.
Making Your Own Fey Wanderer Ranger
The Fey Wanderer flexes the ranger class' versatility, able to entertain and negotiate by day, then sneak and slash their way through a dark forest by night. It's got all the classic fey-flavored abilities you'd think of, as well as a few with unique twists. Among fifth edition's Feywild-themed subclasses, the Fey Wanderer ranger is my personal favorite.
If you've made it this far through the Feywild and still remember your name, then it's time to create your own Fey Wanderer! Jump into D&D Beyond's character builder to get started!
Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerun, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
How does the subclass fare with the optional Ranger features from Tasha's Cauldron? Actually, how does the Ranger fare in general with the optional features?
I am now ready for the Shadowfell Wanderer Ranger!
Much better than it otherwise would, but say goodbye to your bonus action.
Spring Eladrin can get a little nutty with this subclass…
Aside from Eladrin being extremely thematically-appropriate, the “Fey Step” subclass feature allows them to teleport themselves or and ally a number of times equal to their proficiency…
…which then also stacks on top of the “Misty Wanderer” feature (a number of times equal to their Wisdom modifier).
Essentially, a Spring Eladrin can teleport themselves & their allies a LOT.
It’s a positioning beast.
I find fey wanderers a little bit poor as a subclass because they don't focus one one particular skill, whereas beast master you work with your pet etc. and fey wanderer just does a little extra damage and summons fey, sounds cool, but in reality, they nerfed its true potential
Oh damn, I've gotta try this.
Gloomstalker?
Love the article!
Multiclassing into Fighter Samurai Level 7 is pretty neat if you want to be the ultimate party face.
Goblinoids are not fey!
Goblinoids are humanoids.
If there were fey goblinoids they would be a subrace of goblinoids.
My first character is a fey wanderer. Extremely fun.
My table's Fey Wanderer Ranger is sick nasty in most situations. 1d8+5+1d4+1d4 on the first attack of every turn is good in itself, but the +4-+5 on every CHA check BEFORE proficiency is wild at level 5. Not to mention Kenku can reroll proficient skills, which I think makes them very good for a subclass which is all about skills :^)
Currently playing "The Wild Beyond the Witchlight", with a satyr inquisitive rogue (5), with a fey wanderer ranger (3) multiclass.
Perfect for punishing the numerous antagonistic casters with a mage slayer feat, and magic initiate is also a good fit, to be fair. Rangers subclasses are so amazing for multiclassing, I just can't get enough of them!
That sounds like a really fun build. I might have to try that one day.
Note: Dreadful Strikes is not once per turn. A target can be damaged by it only once per turn, but if you're attacking multiple enemies with extra attacks you can just keep adding that die. It's a funky difference to the other similar damage boosts the Ranger can get.
A couple things to add in terms of mechanics:
1. Maximizing your beguling twist: The most powerful ability is beguiling twist and building your character to make maximum its use is a good idea. One problem with the class is it does not have a lot abilities to trigger Beguling Twist until Fey Reenforcements comes along and then you are using some high-level (for the class) spell slots to make it work so abilities you can get through race or feats that can frighten or charm help a lot. With that in mind here are some race, multiclass and feat options to consider:
Races:
Leonin or Dragonborn with the Dragonfear half feat. Either of these Frighten and make for powerful Fey Wanderers.
Eladrin should consider Autum or Winter. This is probably the most powerful race options giving you multiple uses of frighten or charm effects.
Goblins being able to attack frightened foes and disengage and they can't follow you!
Feats:
Shadow Touched Feat with Cause Fear: This boosts Wisdom and gives you a free cast of cause fear and gets a good spell for using with beguling twist on your spell selection. I would take this over any of the other feats on the list.
Multiclass:
A lot has been written about Undead Warlock form of dread combining with Beguiling Twist, but two other options work as well - Archfey, which is very thematic and Hexblade which gives you access to Wrathful Smite.
2. Charisma Skills: With the combination of Wisdom, Charisma and expertise Fey Wanderer is the best diplomat in the game. You can get your charisma skills higher than a Bard without much difficulty. You get proficiency in one from the subclass but none of the Charisma skills are on the Ranger list. With that in mind I would look at background that gets two of them or alternatively a background that gets one charisma skill and has another skill from the Ranger list so you can replace it with a charisma skill (Fey Lost being an obvious choice).
With expertise from Deft explorer you can push one of your skills into +12 around 8th level or so and the others should be around +9 at that time, which is really high.
3. Gish: If you pick up Shadow Touched and then you take primal awareness you have a lot of spells to cast so make use of this and orient your character as a Gish that can either cast or go into combat.
Would've been cool if you had mentioned that you can stack the wis and cha on cha checks to get really good bonuses at 1st level
technically 3rd level, since that's when you become a Fey Wanderer, but yeah they stack. Multiclass into Eloquence Bard to get Expertise and Reliable Talent on Persuasion and Deception checks, plus your CHA and WIS modifiers. If you get Shillelagh through Druidic Warrior you can ignore DEX/STR and build around WIS and CHA (and CON, because dying is bad)
Tip for play a fey wanderer. You don’t need to focus on charisma. Just don’t have a negative score. My fry wanderer has 11 charisma. He still has a good deception bonus.
I'm playing a Satyr Fey Wanderer Ranger with a dip into Bard for two levels with the Magic Initiate Feat and he's awesome! I like to call it my Robin Hood Errol Flynn build. His name is Galavant he's a woodland guide in the forests and farmlands. He also has a persona he adopts while performing in cities called Armand D'Feyheart and is very much known as a hedonistic scoundrel. He's very fun to play.