Describe the land of the Fey in your settings. How do your characters react to Fey and their land, and how prominent is Fey influence in your game?
What would you like to see done? And post art.
I personally really liked the fey options for paladins in 5e this time around. And honestly Im keeing my Heroes of the Feywild book from 4e around. I felt most of those ideas could still be used.
Are you meaning you want fey magic as an option, like Draconic or Wild Magic?
>Are you meaning you want fey magic as an option, like Draconic or Wild Magic?
Yeah, they talked about other origins. Fey sees an obvious one. It matters because of an NPC that is going to seem some use (as a sometimes PC for an irregular).
I'm going to grab my PHB, I kind of want to come up with something and I dont remember the sorcerer mechanics too well in 5e.
What things would you think be important for a sorcerer to feel feylike? Im seeing lots of illusions
I haven't used it yet, but once I do I really want to stress the alien and danger of it. Not to, like, grimdark levels, but I want the players to understand that the Feywild operates on an entirely different set of rules, and breaking them has serious consequences.
I might use some standard fairy tale things, like "don't make any bargains" or "don't take anything from the place", but also some stuff that doesn't follow any normal logic, like "cross this river with your left foot and you age ten years".
Again, the Feywild isn't dark and dangerous by itself. The people who live in it, who know how it works, do just fine. The players are from a completely different world, and it's their ignorance of this world's rules that make it hostile.
The first one is from old school MtG, not sure the artist. The second is from faeriesbrush. Not to hate on you, but it was in the filename. But he has a ton of stuff on deviantart. I'll have to see if I have more. I didnt save a lot because he does some risque stuff.
I tend to throw doors at players. Like simple things that people take for granted are a big deal in the fey. So doors are interesting to Fey because with a door you create something completely new. The idea of indoors and outdoors. Doors create different worlds, and fey see the distinction between the two as very real. Previously it was just caves. So when doors do appear in the Feywild they hold power. If you have made a house there, you have a lot of power withing that space because you created it (in essence you are a kind of god) and you have named/claimed it. And the door is the hinge to that power.
On the same token since I keep my campaigns lower level most of the time fey solutions around magic usually become more important. For example, a natural occurring hole in a rock becomes a Lens of True Seeing, or drawing circles with chalk has real power to ward since while inside it counts as another place where the monster may have no power.
Also, dont eat the food.
I was actually going to use the Storm Sorcerer build. I think that would be a decent model anyhow.
Illusions, charms, things like that maybe. Or you could go the 'little bit of Druid' approach. Either really.
>I personally really liked the fey options for paladins in 5e this time around.
I'm not liking it much. I just feel like the main attack oneshot power is really lame. Just an entangle...
Or am I missing something? The other two just seem so much more effective.
The Fae are known to outsiders as the "Everfree Concord." Basically, as civilization rose and with it domestication, the natural forces of the universe took note, and rebelled.
Every animal in the world is, in a small way, linked together magically. While they still prey on each other and business as usual goes on in the wild, when sapient species come the magical hive mind linking them together activates, and they fight off the intruders.
The number and intelligence of the hive mind scales naturally to the threat they face - a few lumberjacks, a few wolves. A few hundred settlers, bison will suddenly enrage and stempede through town, flattening everything and trampling as many people as possible.
This all came to a head when the Elves, founders of the first successful Empire (or at least the first one with writing), waged all-out war on the forests and savannas. Eventually faeries were able to entreat with the elven kingdom, creating an uneasy truce between nature and civilization.
Basically, don't go in the wildlife preserves; unnatural forest fires can and will bring horrible retribution to the settlement that created them; and domesticated animals that are brought to close to the domain of Fae are subject to going mad and trampling their keepers.
Illusions should definitely be part of the magic, but I think the having nature play a role in fey magic would also be important, both to manipulate and as a source of magic. You could also incorporate the idea that the fey influence someone's luck into the system of magic, as many beliefs about the fey have to do with good and bad luck. Really powerful fey magic could be related to time or longevity, as in the original myths fey lands had time pass at a different rate.
I have some pictures along those lines I think
So Im looking at the sorcerer's origins thing and it seems to me that it revolves around the use of sorcery points.
Warlocks that choose an archfey pact get Misty Step(teleport), Fey Presence (AoE Charm), and Dark Delirium (send a character through imaginary hell)
Wizards into Illusion get the ability to alter their illusions and to make illusions real for a sec at high levels.
And we all know druids. Question is how to make them different.
Where is the Storm Sorcerer build? Im not seeing it.
Looking at it now it seems more of a thematic thing, if you want damage output the others would be better. But ensnaring woodcutters who are chopping down trees seems like a cool thing to do.
In my various Planescape campaigns, before I had finally written up my own homebrew interpretation of how faeries should fit into the Great Wheel (would anyone be interested in such a thing?), I had used the Fair Folk whenever I needed magical creatures from the Prime Material Plane.
As an unfortunate side effect, I had overused them so much that it seemed like every single mortal world was populated entirely by the fae. Is this a bad thing?
Did your players or you mind? Then yes.
Reading and thinking. It seems to me that maybe a good idea is to focus more on differentiating the status effects that the fey sorcerer might cause to differentiate it from other illusions and nature based classes. And since it is Fey it seems to me that the emphasis would be status effects rather than brute force power like a warlock or a druid might have.
Warlocks with fey pact get charm, druid get restrained, and wizard illusionists get will saves vs believing things are real. Maybe fey sorcerers get frighten/stun/poison/unconscious effects? Their role crunch wise would be crippling enemies
>Where is the Storm Sorcerer build? Im not seeing it.
UA, I think it was the waterborne one.
>Looking at it now it seems more of a thematic thing, if you want damage output the others would be better. But ensnaring woodcutters who are chopping down trees seems like a cool thing to do.
I get the theme, but it is just ineffective. I'm thinking of doing a 'give one target disadvantage to strike you', making it some form of fey obscuring mist. The other two types get offensive, do damage abilities. This is a bit more straightforward defense.
>You could also incorporate the idea that the fey influence someone's luck into the system of magic, as many beliefs about the fey have to do with good and bad luck.
Something like bardic inspiration could work. The Sorcerer decides the effect immediately rather than the recipient using it later.
Maybe add to that idea that normal ranged attacks are now at a disadvantage and long range attacks cant be made?
The idea being that you're too shrouded to be aimed at.
So in an upcoming adventure my Wood Elf crew is heading in to a part of the woods that has suddenly become covered in webs. I had originally thought of this as a short 'side quest'. A simple go thump the large spider thing, more of an excuse to have monsters (fleeing the web area) invade the Wood Elf village territory.
But I'm thinking now I'd rather have a stronger Fey element.
Any suggestions? How to make this more of a full session rather than a one hour detour?
You might also be able to have a random element to it. Rather than a specific thing occurring, it could be like a status effect where things in general could go worse/better for someone. You would have to make sure it didn't get totally out of hand, as a very powerful version would be super OP.
So everything I wrote got eaten by kobolds hiding out in the internet tubes.
My suggestion was attack them with a magical spell right off the bat that gets them lost, Aaa Mirkwood. Once lost have them fight different kinds of spiders. Like trapdoor spiders which are scary.
Have some kind of thing that spiders cant stand, like salt circles or music. Make this a consistent weakness.
Have them meet up with survivors of other groups throughout the experience. Have one of them be a cute waifu elf or something. Maybe even have her be a character they were sent out to find. At the end when they think they have escaped have the waifu chick give them rewards for saving her. Like rings or some such. Maybe on the way back to the village she cooks them a meal when they camp out. Have it poison, paralyze, or knock them unconscious and have her reveal her true form as a giant tarantula that has taken the form of the person they were meant to save. Boom boss fight.
Its an idea
Also maybe the spiders they face are impossible to kill until something happen, like one of their eyes being pulled out. Maybe she was a weaker spider and she needed those eyes to make her a more powerful monster. By pretending to be injured allows her to seem distracted enough to not be able to answer background questions, and pull doubt away from her.
In my setting Dragons were trapped in the Feywild when humanity cut it off from the material plane. The old wyrms are terrifying monsters of pure carnage, looting whole eladrin and elven kingdoms to grow their hoards. To anger them is to commit suicide.
Their offspring on the other hand have been........changed by the Feywild. Since the land of the Fey is kind of a filter for all the stuff that is too magical, whimsical, and colorful for the material plane the dragon younglings have been warped, to the horror and dismay of their parents. Instead of having respectable hoards of material wealth or maidens they find random objects that they become obsessed with and make hoards out of. Pic and following pics related.
Basically old wyrms are angry retired kgb war criminals with weeboo otaku children with disappointing hobbies.
There wasn't even gonna be fae in my homebrewed setting until one of my characters asked if he could use an archetype from it, so I ended up redoing a fair chunk of my worldbuilding to include fey after it
Both. I'm doing unseelie and seelie court type stuff, with neither being truly good or evil - just perceived as more one way than the other. They've had encounters with both, though more seelie than unseelie. So a little dark is needed.
I was thinking some sort of fey spider creature. Maybe associated with Lolth (whom I'm calling on the Fey side for this campaign).
Have you seen images of forests and trees taken over by spiders?