Circle of the Fey (5e Subclass)
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Circle of the Fey[edit]
Druid Circle
Druids within the Circle of the Fey believe that the Feywild is the essence of the material plane. Instead of taking their power from their belief in nature, druids who follow this path gain abilities and spells bestowed on them by the energy of the Feywild itself. This circle allows druids to release the energy of the Feywild in the form of trickery, natural prowess, and the unique power of the Feywild. As the Feywild itself is divided, the Circle of the Fey are divided into two sections: Seelie and Unseelie. The most powerful Seelie can change the reality of the material plane to better suit their Fey power, while Unseelie elders can wither their enemies with a wave of their hand. When you take this druid circle, you must choose one or the other court to be your focus.
- Bonus Cantrip
When you choose this circle at 2nd level, you gain one additional cantrip depending on which fey court you choose: one bard cantrip if you chose Seelie or one warlock cantrip if you chose Unseelie.
- Feyish Changes
Starting at 2nd level, your body starts changing in ways beneficial to you. You have advantage on Charisma (Persuasion) checks if you chose Seelie, as you start to take on an unearthly beauty. You have advantage on Charisma (Intimidation) checks if you chose Unseelie, because your skin becomes wrinkled like a hag's or your body structure takes on a powerful tone, like a fey guardian. You can also speak, read and write Sylvan
- Circle Spells
Your mystical connection to the Feywild infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to circle Spells connected to your Fey power.
Consult the spell list associated the Fey court you chose.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
- Seelie
- 3rd: detect thoughts, misty step
- 5th: major image, plant growth
- 7th: freedom of movement, polymorph
- 9th: dream, tree stride
- Unseelie
- 3rd: misty step, ray of enfeeblement
- 5th: bestow curse, fear
- 7th: blight, hallucinatory terrain
- 9th: cloudkill, dominate person
- Familiar
Once you reach 6th level, you can summon a familiar from the Feywild. Summoning a familiar takes 2 hours and 10 gp worth of materials. Use the familiar rules for the familiar, but it is automatically a fey (see find familiar). you can also use the following extra familiars.
- Seelie: blink dog, dryad, faerie dragon, pixie, satyr, sprite
- Unseelie: displacer beast, dryad, faerie dragon, green hag, sea hag
- Fey Sight
Starting at 10th level, you can use your action to see into the Feywild. While doing this, you can see into the Feywild for a radius of 60 ft. Beyond this radius, you are blind. The starting point must be in a location you know. You can use your action to move your viewpoint up to 30 ft. The sight ends when you dismiss it as a bonus action, or after 10 minutes. Once you have used this ability, you cannot use it again until you have finished a long rest.
- Chosen of the Feywild
At 14th level, the Feywild gifts you with power mortals could only dream of. You gain the following abilities associated with your chosen court.
- Seelie
- You gain resistance to psychic damage and have advantage on Charisma saving throws.
- You can cast faerie fire at will.
- You can use your action to force every creature in a 20-foot radius to succeed on a Wisdom saving throw with a DC equal to your spell save DC or be charmed by you for 24 hours. If a creature succeeds the saving throw, they are immune to this ability for 24 hours. You can use this ability twice before a long rest.
- Unseelie
- You gain resistance to poison damage and have advantage on saving throws against poison.
- You can cast sleep at will.
- You can use your action to force a creature within 30 feet of you to succeed on a Constitution saving throw or take 4d10 necrotic damage, fall prone, and have disadvantage on all attack rolls and saving throws for 10 minutes. You can use this ability twice before a long rest.
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