If you do so, the spell's duration becomes 1 minute for that casting. Whenever you start casting the spell, you can modify it so that it doesn't require concentration. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. Fey ReinforcementsĪt 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. 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. You have advantage on saving throws against being charmed or frightened. Beguiling Twistīeginning at 7th level, the magic of the Feywild guards your mind. In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). Your skin and hair change color to match the season at each dawn.Īdditionally at 3rd level, your fey qualities give you a supernatural charm. Your shadow dances while no one is looking directly at it. You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. Illusory butterflies flutter around you while you take a short or long rest.įresh, seasonal flowers sprout from your hair each dawn. Choose your blessing from the Feywild Gifts table or determine it randomly. You also possess a preternatural blessing from a fey ally or a place of fey power. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Fey Wanderer MagicĪlso at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The extra damage increases to 1d6 when you reach 11th level in this class. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. Source: Tasha's Cauldron of Everything Dreadful StrikesĪt 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild.
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