TEXT: INTO WONDERLAND
  INTO WONDERLAND
  Pre-Generated Characters  
  by William Rotor
  
  LIST OF CHARACTERS
  LIST OF CHARACTERS
   
   
    Anraste Quelyanus, elf ranger (primal warden)
  3
    Brant Marcelus, human rogue (thief)
  4
    Fenzi DeFibbish, gnome wizard (witch)
  5
    Fulcrum Ironbrow, dwarf paladin (ancients)
  6
    Gadry, faerie dragon druid (growth)
  7
    Kabo, bullywug sorcerer (wild magic)
  8
    Marshal Warren, human �ghter (survivalist)
  9
    Muse, changeling warlock (Cirrus)
  10
    Oolsploon, kuo-toa monk (gardens)
  11
    Peck, faerie ranger (hunter)
  12
    Thilder, centaur warlock (Lord Cals)
  13
    T'biah, satyr barbarian (mercury)
  14
    Yelsandorel, dryad warlock (Dailili)
  15
    Zapp, stormcloud mephit warlock (Tettlebug Moon�lower) 16
  CREDITS
  CREDITS
  Part of Into Wonderland, a Feywild campaign book
  Written by William Rotor
  Formatted using GMBinder, a tool created by /u/iveld.
  Blackthorn Theme by /u/blckthorn.
  Many spells in this book adapted from Wizard's Ancient
  Spell Compendium by /u/New_Dia
  Artwork by Nagwa Mousad
  NEW SPELLS
  NEW SPELLS
  The homebrew spells available to characters in this book are
  as follows, and can be found in Matthew's Guide to
  Wonderland.
  babble (MGW 36)
  coin toss (MGW 36)
  despair (MGW 36)
  euphoria (MGW 36)
  knight's hop (MGW 37)
  mouse (MGW 37)
  our little secret (MGW 37)
  return to earth (MGW 38)
  2
  
  3
  ANRASTE QUELYANUS
  Medium humanoid (elf, eladrin), chaotic good
  Level 8 ranger (primal warden)
  Armor Class 17 (mithril half plate)
  Hit Points 60 (8d10 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  20 (+5)
  12 (+1)
  10 (+0)
  14 (+2)
  14 (+2)
  Saving Throws Str +2, Dex +8
  Skills Animal Handling +5, Perception +5, Medicine +5, Nature
  +3, Stealth +8, Survival +5
  Senses Darkvision 60 ft., passive Perception 15
  Languages Common, Druidic, Elvish, Giant, Kuo-Toa, Sylvan
  Pronouns they/them
  Proficiency Bonus +3
  A Hag's Eye View. I understand innately the meaning of any
  deals a hag (or other similar deal-making fey creature) offers
  my group.
  Athlete. I can stand up from prone using only 5 feet of
  movement, instead of half my movement. Also, I only need to
  move 5 feet to make a running start for a jump.
  Favoured Enemy (Fey, Plants). I have advantage on Wisdom
  (Survival) checks to track fey and plants and Intelligence
  checks to recall information about them. By studying them, I
  have learned the ancient language of Druidic.
  Fey Ancestry. I have advantage on saving throws to resist
  being charmed, and magic can't put me to sleep.
  Guardian Grove. If my group takes a short rest in the Feywild,
  I can extend a 20-foot dome of restfulness and safety. No
  noise penetrates from inside the radius to the outside unless I
  allow it, smoke or other environmental effects from within the
  radius are harmlessly and invisibly dispersed, each creature of
  my choice within the radius gains a +10 to the results of their
  Dexterity (Stealth) checks (unless already under the effects of
  pass without trace), and if a creature within the radius spends
  a hit die to regain health, they can roll the hit die twice and
  take either result.
  Land's Stride. I ignore difficult terrain. Nonmagical plant
  hazards such as thorns and nettles don't slow me down or deal
  me damage. I have advantage on saving throws to resist
  magical plant hazards that would slow me down.
  Mithril Armor. When making stealth checks, I don't roll with
  disadvantage based on the armour I wear.
  Natural Explorer (Forest, Feydark). I roll +8 on Wisdom
  (Survival) checks while in the listed terrain types. While
  travelling for over an hour in these terrains, difficult terrain
  doesn't slow my group's travel, we can't become lost except by
  magic, and we always remain alert to danger. When on my
  own, I move stealthily without slowing down, I forage double
  the food, and I know the exact size, number, and recency of
  travel of creatures I am tracking.
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Wisdom (spell save DC 13, +5 to hit with spell
  attacks). I have the following ranger spells prepared.
  Cantrips (at will): druidcraft, mold earth  
  1st level (4 slots): cure wounds, detect poison and disease,
  ensnaring strike, entangle, jump, speak with animals  
  2nd level (3 slots): enhance ability, euphoria, locate object,
  pass without trace
  ACTIONS
  Extra Attack. I can make two attacks.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 1d6 + 5 slashing damage.
  Longbow. Ranged Weapon Attack: +8 to hit, range 150/600
  ft., one target. Hit: 1d8 + 5 piercing damage.
  Primeval Awareness. I expend a spell slot to magically
  extend my awareness to the land around me. For 1 minute per
  spell slot expended, I detect whether aberrations, celestials,
  dragons, elementals, fey, fiends, or undead are within 1 mile
  of me (or within 6 miles in the forest or feydark).
  BONUS ACTIONS
  Two Weapon Fighting. After making at least one attack with
  a scimitar on my turn, I can make an additional scimitar
  attack.
  Winter Fey Step (Recharges after a Short or Long Rest). I
  magically teleport to an unoccupied space within 30 feet of
  me that I can see. One creature of my choice that I can see
  within 5 feet of me before I teleport must succeed on a DC 13
  Wisdom saving throw or be frightened of me until the end of
  my next turn.
  EQUIPMENT
  explorer's pack, mithril half plate, longbow, quiver of 20
  arrows, 2 scimitars, a petrified crow, a mirror that shows my
  face when I am old, an iron rat's skull, an unopenable tiny
  chest that beats rhythmically, a voodoo doll of a long-dead
  enemy of Dearest Gran, and a bright pink mushroom
  CHARACTERISTICS
  Reason to Leave. My mithril half plate can't be
  removed and drains my ability to feel joy.
  Personality Traits. The world is a cruel, cold place. I
  would rather revel in its joys, but my service to the
  hag Dearest Gran is not yet finished.
  Ideal. Nature: I appreciate the beauty of every defiant
  little pocket of life found in the natural world.
  (Good)
  Bonds. Dearest Gran has perpetually trapped me in
  my winter state, which I must endure for fourteen
  years. I would do anything to truly feel the warmth
  of summer within my blood once again, but I have
  been in winter so long I fear it is permanently a
  part of me.
  Flaws. Everything dies eventually. Why bother
  building anything that is supposedly meant to last?
  
  4
  BRANT MARCELUS
  Medium humanoid (human), neutral
  Level 8 rogue (thief)
  Armor Class 17 (studded leather)
  Hit Points 51 (8d8 hit dice)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  20 (+5)
  12 (+1)
  14 (+2)
  10 (+0)
  14 (+2)
  Saving Throws Dex +8, Int +5
  Skills Acrobatics +8, Arcana +5, Deception +8, Dragon Chess +5,
  Investigation +5, Perception +3, Sleight of Hand +11, Stealth
  +11, Thieves' Tools +11
  Senses passive Perception 13
  Languages Common, Halfling, Thieves' Cant
  Pronouns he/him
  Proficiency Bonus +3
  Criminal Contact. My contact is Hermione Galanodel, the
  speaker for the Sentinels of Equity. I helped her obtain books
  on the Feywild from Mayor Attercat's library, and now she
  owes me a favour.
  Evasion. When I make a Dexterity saving throw that would
  halve an effect's damage against me, I take half damage on a
  failure and no damage on a success.
  Lucky (3 Uses, Recharges after a Long Rest). I can reroll an
  ability check, attack roll, or saving throw and take either
  result.
  Second Story Work. Climbing doesn't cost me extra
  movement, and when I make a running jump, I can jump an
  additional 5 feet.
  Sneak Attack (1/Turn). When I roll with advantage and hit a
  target, or when I hit a target that is within 5 feet of a creature
  hostile to it and I don't have disadvantage on the attack roll, I
  deal an additional 4d6 damage if I'm using my shortswords or
  shortbow.
  ACTIONS
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 1d6 + 5 piercing damage.
  Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft.,
  one target. Hit: 1d6 + 5 piercing damage.
  Dust of Disappearance (2 Uses). I throw the dust into the air.
  I and each creature and object within 10 feet of me become
  invisible for 2d4 minutes. If an affected creature attacks or
  casts a spell, the invisibility ends for it.
  BONUS ACTIONS
  Off-Hand Shortsword. After making at least one attack with
  a shortsword on my turn, I can make an additional shortsword
  attack for just 1d6 damage on a hit.
  Cunning Action. I can take the Dash, Disengage, Hide, or Use
  an Object action (including using my Dust of Disappearance),
  or I can make a Dexterity (Sleight of Hand or Thieves' Tools)
  check.
  REACTIONS
  Uncanny Dodge. When an attacker I can see hits me with an
  attack, I can halve the attack's damage against me.
  EQUIPMENT
  burglar's pack, studded leather armour, shortbow, quiver of 20
  arrows, 2 shortswords, thieves' tools, a crowbar, a set of dark
  common clothes including a hood, a pouch containing 15 gp,
  and a small bag filled with dust of disappearance
  CHARACTERISTICS
  Reason to Return. The deed to my family's property
  will pass to my evil step-sister if I cannot return
  home in time to stop her.
  Criminal Specialty. Burglar.
  Personality Traits. I am incredibly slow to trust. Those
  who seem the fairest often have the most to hide.
  I always have a plan for what to do when things go
  wrong.
  Ideal. People: I'm loyal to my friends, not to any
  ideals, and everyone else can dunk their heads in
  the Bullywug Swamp for all I care.
  Bonds. My prized possession, a crystal prism
  containing my mother's soul, was stolen from me
  by an archfey. I'm going to steal it back.
  Flaws. I have a "tell" that reveals when I'm lying: my
  hand resting on the hilt of my shortsword or on
  the shaft of an arrow.
  
  5
  FENZI DEFIBBISH
  Medium humanoid (gnome, forest), neutral good
  Level 8 wizard (witch)
  Armor Class 12 (15 with mage armor)
  Hit Points 50 (8d6 hit dice)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  14 (+2)
  20 (+5)
  12 (+1)
  10 (+0)
  Saving Throws Int +8, Wis +4
  Skills Arcana +7, Herbalism Kit +8, History +7, Medicine +4,
  Religion +8
  Senses Darkvision 60 ft., passive Perception 11
  Languages Common, Gnomish, Sylvan; telepathy 60 ft. with
  members of my coven
  Pronouns she/her
  Proficiency Bonus +3
  Arcane Recovery (1/Day). When I finish a short rest, I can
  recover expended spell slots up to a combined total of 4.
  Discovery. I've learned that Lord Cals has a son who lives in
  Endercoast and would do anything to see him again.
  Gnome Cunning. I have advantage on Intelligence, Wisdom,
  and Charisma saving throws against spells and magical
  effects.
  Potions (Maximum 5). As part of a short or long rest, I can
  spend 1 hour brewing a potion, infusing it with the effects of a
  spell of 3rd level or lower that I have prepared. If the spell
  requires a creature to target, a creature becomes targeted by
  the spell either by drinking the potion or having its contents
  splashed on it. If the potion is drunk, the target has
  disadvantage on any saving throws they must make as part of
  the spell. I know when a creature drinks my potion. I can
  choose to cast the spell originating from the drinker (I provide
  all other components). Otherwise, the drinker is targeted by
  the spell as normal. Once the potion has been drunk,
  emptied, shattered, or left unused for 14 days, it is no longer
  infused and its magic fades. If it still has liquid in it, the liquid
  becomes clean water. I have the following potions prepared.
  Potions: bestow curse, bestow curse, lesser restoration, mage
  armor, Melf's acid arrow
  Ritual Casting. I can cast the following spells as rituals,
  adding 10 minutes to their casting time.
  At will: comprehend languages, detect magic, find familiar,
  gentle repose, identify, illusory script, magic mouth, unseen
  servant
  Speak with Small Beasts. I can communicate simple ideas
  with Tiny beasts using sounds and gestures.
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Intelligence (spell save DC 16, +8 to hit with spell
  attacks). I have the following wizard spells prepared.
  Cantrips (at will): coin toss, dancing lights, druidcraft,
  mending, minor illusion, prestidigitation  
  1st level (4 slots): find familiar (no material components
  needed), goodberry, mage armor, protection from evil and
  good, ray of sickness  
  2nd level (3 slots): lesser restoration, euphoria, knight's hop,
  mouse  
  3rd level (3 slots): babble, plant growth, speak with dead  
  4th level (2 slots): despair, death ward
  Witch's Coven. The party I travel with is part of my coven. I
  can cast any of my spells as though they originated from a
  coven member of my choice, except spells with a range of self,
  as long as I otherwise fulfill the spell's requirements and
  components.
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
  or range 20/60 ft., one target. Hit: 1d4 + 2 piercing damage.
  Throw Potion. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 30/90 ft., one target. Hit: The potion is
  splashed on the target, which becomes the target of the
  infused spell. The spell hits, if relevant. The potion shatters.
  Miss: The potion shatters without effect.
  Drink Potion. I drink one of my brewed potions. I can then
  immediately cast the associated spell.
  Wand of Magic Detection (3 Charges). I cast detect magic.
  The wand regains 1d3 expended charges at dawn.
  EQUIPMENT
  explorer's pack, spellbook, dagger, component pouch, wand
  of magic detection, a scroll case stuffed full of notes from my
  studies, a winter blanket, a set of common clothes, a
  herbalism kit, and 5 gp
  CHARACTERISTICS
  Reason to Return. I had to say goodbye to my husband
  and seven children when I was exiled.
  Life of Seclusion. I was exiled from the Material Plane
  for practicing witchcraft. I found my way into the
  Feywild after some time wandering.
  Personality Traits. I feel tremendous empathy for all
  who suffer. I'm oblivious to etiquette and social
  expectations.
  Ideal. Greater Good: My gifts are meant to be shared
  with all, not used for my own benefit.
  Bonds. My isolation gave me great insight into Lord
  Cals, whom I consider to be a great evil blighting
  the land.
  Flaws. I harbor dark, bloodthirsty thoughts that my
  isolation and meditation failed to quell. The foolish
  gnomes of the Material Plane were wrong to cast
  me aside when I possess so much power.
  
  6
  FULCRUM IRONBROW
  Medium humanoid (dwarf, hill), neutral
  Level 8 paladin (ancients)
  Armor Class 20 (plate, shield)
  Hit Points 68 (8d10 hit dice)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  14 (+2)
  8 (-1)
  14 (+2)
  14 (+2)
  Saving Throws Str +9, Dex +2, Con +4, Int +1, Wis +7, Cha +7
  Skills Athletics +6, Brewer's Supplies +5, History +2, History
  (Stonework) +5, Intimidation +4, Lyre +5, Performance +5
  Damage Resistances poison; damage from spells
  Senses Darkvision 60 ft., passive Perception 12
  Languages Common, Dwarvish, Sylvan
  Pronouns he/him
  Proficiency Bonus +3
  Audience with Lord Cals. As a courtier of the Litter and the
  Peat, I can obtain an audience with Lord Cals. I must present a
  compelling argument for why he should pay attention to my
  concerns.
  Aura of Protection. While conscious, I and friendly creatures
  within 10 feet of me add +2 to saving throws (already included
  above).
  Aura of Warding. I and friendly creatures within 10 feet of me
  have resistance to damage from spells.
  Divine Health. I am immune to disease.
  Divine Smite. When I hit with a melee weapon attack, I can
  expend a spell slot to add extra radiant damage. The damage
  is 2d8 for a first level spell slot, plus 1d8 for each level above
  1st, plus 1d8 if the target is undead or fiend.
  Lord Cals Patron Bonus. My party and I share a pool of spells
  granted by Lord Cals. Spells unavailable to one party member
  also become unavailable to the rest. Our shared spell save DC
  is 11. We can cast the following spells innately.
  1/day each: comprehend languages, dispel magic, hold
  person, protection from evil and good, sanctuary, slow,
  tongues, zone of truth
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Charisma (spell save DC 13, +5 to hit with spell
  attacks). I have the following paladin spells prepared.
  1st level (4 slots): command, detect poison and disease,
  ensnaring strike, purify food and drink, protection from evil
  and good, speak with animals, wrathful smite  
  2nd level (3 slots): moonbeam, misty step, zone of truth
  ACTIONS
  Extra Attack. I can make two attacks.
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 1d8 + 6 slashing damage. If I drop my shield to
  wield the battleaxe with two hands, I deal 1d10 + 6 slashing
  damage instead.
  Channel Divinity (Recharges after a Short or Long Rest). I
  choose one of the following options.
  Nature's Wrath: Spectral vines reach for a creature within 10
  feet of me that I can see. The creature must succeed on a
  Strength or Dexterity saving throw (its choice) or be
  restrained. While restrained by the vines, the creature repeats
  the saving throw at the end of each of its turns. On a success, it
  frees itself and the vines vanish.
  Turn the Faithless: I present my symbol of Lord Cals, and each
  fey or fiend within 30 feet of me that can hear me must make
  a Wisdom saving throw. On a failed save, the creature is
  turned for 1 minute or until it takes damage. A turned creature
  must spend its turns trying to move as far away from me as it
  can, and it can't willingly move to a space within 30 feet of me.
  It also can't take reactions. For its action, it can use only the
  Dash action or try to escape from an effect that prevents it
  from moving. If there's nowhere to move, the creature can use
  the Dodge action. If the creature's true form is concealed by
  an illusion, shapeshifting, or other effect, that form is
  revealed while it is turned.
  Divine Sense (3 Uses; Recharges after a Long Rest). I
  extend my awareness until the end of my next turn to detect
  the location of celestials, fiends, and undead, as well as
  consecrated or desecrated grounds, within 60 feet of me that
  aren't behind total cover. I know the type of creatures but not
  their identity.
  Lay on Hands (Pool of 40 HP). I draw from my pool to restore
  hit points to a creature I touch (except undead or constructs).
  Alternatively, I can cure disease or neutralize poison,
  expending 5 hit points from the pool per affliction cured.
  EQUIPMENT
  explorer's pack, battleaxe, shield, plate mail, holy symbol,
  lyre, 4 sets of beautiful courtier's robes (one for each season),
  a ram's horn (a token of Lord Cals), a potion of healing, and a
  belt pouch containing 25 coins of an ancient forgotten
  civilisation
  CHARACTERISTICS
  Tenets of the Ancients. I must obey the tenets given to me by
  the archfey Lord Cals in order to retain my paladin features.
  Through great determination and stewardship, I will beat
  back the darkness that threatens the Feywild. Where life
  flourishes, I will stand against the forces that would render it
  barren. Life is a precious gift; if I waste mine wholly in the
  service of others, I fight for nothing. The world is an absurd,
  unfair place, but by raging against this unfairness, we can
  achieve great things in a single lifetime.
  Reason to Return. I gave up a dream of my name
  etched in the halls of legend next to my dwarven
  ancestors when I swore an oath to Lord Cals.
  Personality Traits. I am utterly devoted to my master,
  who is perfect in every way. I AM VERY LOUD.
  Ideal. Devotion: I have sworn myself to Lord Cals
  because I believe in his cause.
  Bonds. I believe that Lord Cals and I share a special
  relationship, deeper and truer than with other
  courtiers.
  Flaws. There is none more glorious than my archfey,
  and I will smite without hesitation anyone who
  claims otherwise.
  
  7
  GADRY
  Tiny dragon, fey (faerie dragon), chaotic neutral
  Level 8 druid (growth)
  Armor Class 13 (16 with barkskin)
  Hit Points 51 (8d8 hit dice)
  Speed 10 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  13 (+1)
  10 (+0)
  16 (+3)
  16 (+3)
  Saving Throws Int +3, Wis +6
  Skills Acrobatics +6, Herbalism Kit +4, Nature +3, Panpipes +6,
  Perception +6, Survival +6
  Senses passive Perception 16
  Languages Common, Draconic, Druidic, Sylvan
  Pronouns he/him
  Proficiency Bonus +3
  Faerie Magic. My innate spellcasting ability is Charisma
  (spell save DC 14, +6 to hit with spell attacks). I can cast the
  following spells innately.
  At will: dancing lights  
  1 use (recharges after a long rest): color spray
  Floral Aura. While using my Wild Shape to take the form of a
  plant, I release a pleasant-smelling aura in a 30-foot radius. I
  and creatures of my choice within the radius gain one of the
  following benefits of my choice. I can choose a different
  benefit each time I use Wild Shape.
  Armor of Barkness. A target's skin develops a rough, bark-
  like texture. If a target isn't wearing armor, its AC is increased
  by 1.
  Clear Heads. A target has advantage on saving throws to
  resist being charmed or frightened or to end such an effect on
  themselves.
  Photosynthesis. A target gains 1d6 temporary hit points when
  it starts its turn in direct sunlight.
  Rooted Defense. Other creatures provoke an opportunity
  attack from your targets when they enter the target's reach.
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Wisdom (spell save DC 14, +6 to hit with spell
  attacks). I have the following druid spells prepared.
  Cantrips (at will): druidcraft, mending, poison spray  
  1st level (4 slots): charm person, entangle, faerie fire, fog
  cloud, thunderwave  
  2nd level (3 slots): barkskin, heat metal, moonbeam, pass
  without trace, spike growth  
  3rd level (3 slots): call lightning, plant growth, return to
  earth, speak with plants  
  4th level (2 slots): awaken, reincarnate, tree stride
  Wanderer. I have innate knowledge of how to traverse the
  Feywild, and I can always recall the general layout of terrain
  and the emotional truths needed to travel through it. I know
  where to find enough food for myself and five travellers each
  day.  
   
   
   
   
  ACTIONS
  Euphoria Breath (Recharges after a Short or Long Rest). I
  exhale a puff of euphoric gas at one creature within 5 feet of
  you. The target must make a DC 14 Wisdom saving throw. On a
  failed save, for 1 minute, the target can’t take reactions and
  must roll a d6 at the start of each of its turns to determine its
  behavior during the turn, as per the options below. Each
  ongoing effect (other than the inability to take reactions)
  ends at the end of the target's turn, at which point it the
  target can repeat the save, ending all effects on a success.
  1: The target takes no action or bonus action and uses all of its
  movement to move in a random direction.
  2: The target uses all of its movement to move in a random
  direction. It can otherwise act normally.
  3: The target drops prone and immediately ends its turn.
  4: The target takes the Dodge action and immediately ends its
  turn.
  5: The target can act normally, but all its attack rolls are made
  with disadvantage and all saving throws against its spells and
  effects are made with advantage.
  6: The target behaves normally.
  BONUS ACTIONS
  Wild Shape (2 Uses, Recharges after a Short or Long Rest).
  I transform into a beast of CR 1 or lower or a plant of CR 2 or
  lower, or revert back to my true form. My equipment either
  falls to the ground, merges with my new form, or is carried by
  it. I automatically revert back after 4 hours or if I fall
  unconscious, die, or am reduced to 0 hit points; in the latter
  case, any excess damage carries over to my true form. In wild
  shape form, I retain my alignment, characteristics, mental
  ability scores, skill and saving throw proficiencies, and
  features (if the new form is physically capable of performing
  them). I can't use legendary or lair actions, cast spells, or
  speak, but I can maintain concentration and take actions for
  ongoing spells.
  EQUIPMENT
  explorer's pack, sprig of mistletoe, a lucky rabbit's foot, and a
  pouch containing 10 gp
  CHARACTERISTICS
  Reason to Leave. I regret taking an oath to assist those
  lost in the Feywild, but it has been so long since it
  has been sworn that I can no longer break the
  magic keeping me here.
  Origin. I guide newcomers in the Feywild ... to their
  DOOM!! Or sometimes to a nice glade.
  Personality Traits. I watch over my friends as if they
  were a litter of newborn pups. I have a lesson for
  every situation, drawn from observing nature.
  Ideal. Nature: The natural world is more important
  than all the constructs of civilization.
  Bonds. An injury to the unspoiled wilderness of the
  Feywild is an injury to me.
  Flaws. Don't expect me to save those who can't save
  themselves. It is nature's way that the strong thrive
  and the weak perish.
  
  8
  KABO
  Medium humanoid (bullywug), chaotic good
  Level 8 sorcerer (wild magic)
  Armor Class 12
  Hit Points 50 (8d6 hit dice)
  Speed 25 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  14 (+2)
  8 (-1)
  12 (+1)
  18 (+4)
  Saving Throws Con +5, Cha +7
  Skills Acrobatics +5, Insight +4, Persuasion +7, Survival +4,
  Stealth +5, Stealth (Swampy Terrain) +8
  Senses passive Perception 10
  Languages Bullywug, Elvish, Sylvan
  Pronouns he/him
  Proficiency Bonus +3
  Amphibious. I can breathe air and water.
  Font of Magic. I have a pool of 8 sorcery points, which
  recharge after a long rest.
  Bullywug Magic. My innate spellcasting ability is Wisdom
  (spell save DC 12, +4 to hit with spell attacks). I can cast the
  following spells innately.
  1 use each (recharges after a long rest): jump, expeditious
  retreat, ray of sickness
  Metamagic. I can choose one of the following metamagic
  options for my spells.
  Heightened Spell (Costs 2 Sorcery Points): When I cast a
  spell that forces a target to make a saving throw to resist its
  effects, one target of the spell has disadvantage on the first
  saving throw it must make as part of the spell.
  Twinned Spell (Costs Sorcery Points Equal to the Spell's
  Level, or 1 Point for Cantrips): When I cast a spell that can
  only target one creature and doesn't have a range of self, I can
  target a second creature within range.
  Speak with Frogs and Toads. Using Bullywug, I can
  communicate simple ideas with frogs and toads.
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Charisma (spell save DC 14, +6 to hit with spell
  attacks). I know the following sorcerer spells.
  Cantrips (at will): acid splash, dancing lights, friends, minor
  illusion, prestidigitation  
  1st level (4 slots): chromatic orb, color spray, jump  
  2nd level (3 slots): knight's hop, web  
  3rd level (3 slots): blink, haste, stinking cloud  
  4th level (2 slots): polymorph
  Standing Leap. My long jump is 20 feet and my high jump is
  10 feet, with or without a running start.
  Tides of Chaos (Recharges after a Long Rest or a Wild
  Magic Surge). I gain advantage on an attack roll, ability
  check, or saving throw. Any time before I regain a use of this
  feature, the DM can trigger a Wild Magic Surge without me
  having to roll.
  Wanderer. I have innate knowledge of how to traverse the
  Feywild, and I can always recall the general layout of terrain
  and the emotional truths needed to travel through it. I know
  where to find enough food for myself and five travellers each
  day.
  Wild Magic Surge. Immediately after I cast a spell of 1st level
  or higher, I roll 1d20. On a roll of 1 or 20, I roll on the Wild
  Magic Surge table (PHB 104) to create a random magical
  effect.
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 1d8 + 1 bludgeoning damage. If I only use one
  hand to wield it, it deals 1d6 + 1 damage instead.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range
  80/320 ft., one target. Hit: 1d8 + 2 piercing damage.
  Helm of Comprehending Languages (3 Charges). I can use
  my helm to cast comprehend languages. The helm regains
  1d3 charges at dawn.
  BONUS ACTIONS
  Create Spell Slot. I expend 2 sorcery points to regain an
  expended 1st level spell slot, 3 for 2nd level, 5 for 3rd level, or 6
  for 4th level.
  Create Sorcery Points. I expend a spell slot and gain sorcery
  points equal to the level of the slot expended.
  REACTIONS
  Bend Luck (Costs 2 Sorcery Points). When another creature
  I can see makes an attack roll, ability check, or saving throw, I
  can roll 1d4 and add it as a bonus or penalty to the roll (my
  choice).
  EQUIPMENT
  dungeoneer's pack, light crossbow, case of 20 bolts,
  quarterstaff, replica helm of the ancient toad (which is my
  spell focus and also a helm of comprehending languages), a
  chromatic diamond worth 50 gp, a hunting trap, the skeleton
  of the biggest fish I ever caught, a set of traveler's clothes, and
  a pouch containing 10 gp
  CHARACTERISTICS
  Reason to Leave. A life in the Bullywug Swamp under
  the rule of King Slithercloak is a life of uncertainty
  and pain.
  Origin. I was a trapper! I had the luckiest catches in
  the swamp.
  Personality Traits. I'm always picking things up,
  absently fiddling with them, and sometimes
  accidentally breaking them. I'm so random!
  Ideal. Change: Life is like the seasons, in constant
  change, and we must change with it.
  Bonds. I suffer awful visions of a coming disaster --
  Endercoast will instill order on the Feywild if it
  isn't stopped -- and I will do anything to prevent it.
  Flaws. There's no room for caution in a life lived to
  the fullest.
  
  9
  MARSHALL WARREN
  Medium humanoid (human), neutral
  Level 8 fighter (survivalist)
  Armor Class 19 (padded armor)
  Hit Points 76 (8d10 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  8 (-1)
  Saving Throws Str +8, Con +6
  Skills Animal Handling +4, Athletics +8, Perception +4, Stealth
  +5, Survival +4, Sitar +5
  Senses passive Perception 14
  Languages Common, Elvish, Sylvan
  Pronouns he/him
  Proficiency Bonus +3
  Action Surge (Recharges after a Short or Long Rest). I can
  take one additional action on my turn.
  Boots of Elvenkind. My steps make no sound. I have
  advantage on Dexterity (Stealth) checks that rely on moving
  silently.
  Great Weapon Fighting. When I attack with my glaive and
  roll 1 or 2 on the damage dice, I can reroll the die and must use
  the new roll.
  Keep Moving. I ignore detrimental effects of difficult terrain,
  I have advantage on Constitution saving throws, and I only
  need half the normal time I would otherwise need for long
  rests.
  Let Me Catch My Breath. When I spend hit dice to heal
  myself, I regain the maximum amount possible from each die.
  Padded Armor Master. While wearing padded armor, my AC
  is 16 plus my Constitution modifier.
  Periapt of Wound Closure. I stabilise whenever I'm dying at
  the start of my turn. Additionally, whenever I roll a hit die to
  regain hit points, I double the amount of hit points it restores.
  Wanderer. I have innate knowledge of how to traverse the
  Feywild, and I can always recall the general layout of terrain
  and the emotional truths needed to travel through it. I know
  where to find enough food for myself and five travellers each
  day.  
   
   
   
  ACTIONS
  Extra Attack. I can make two attacks. If both attacks use my
  glaive, I can also take the Glaive Pole Strike bonus action.
  Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one
  target. Hit: 1d10 + 5 slashing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
  ft., one target. Hit: 1d8 + 2 piercing damage.
  Let Me Catch My Breath. I can spend 2 hit dice to
  immediately gain the effects of a short rest. I don't gain hit
  points from the hit dice I spend to trigger this feature, but I
  can immediately spend additional hit dice to heal myself.
  BONUS ACTIONS
  Glaive Pole Strike. Melee Weapon Attack: +8 to hit, reach 10
  ft., one target. Hit: 1d4 + 5 bludgeoning damage.
  Second Wind (Recharges after a Short or Long Rest). I
  regain 1d10 + 8 hit points.
  REACTIONS
  Polearm Master. I can take an opportunity attack against
  hostile creatures I can see that enter the reach of my weapons.
  EQUIPMENT
  explorer's pack, padded armor, glaive, longbow, quiver of 20
  arrows, a staff, a hunting trap, the beak of an owlbear, a set of
  traveler's clothes, and a pouch containing 10 gp
  CHARACTERISTICS
  Reason to Return. I dreamed of seeing the world
  beyond my forests. Now, the forests are the world.
  Origin. I was a park ranger in the Material Plane. Got
  lost in my own park. Now I'm here.
  Personality Traits. I'm driven by a wanderlust that led
  me away from home. I trust animals more than
  people. Animals wear their hearts on their sleeve.
  People keep it hidden.
  Ideal. Honor: There is honor in living simply, making
  little impact.
  Bonds. I was entrusted with the stewardship of a
  beautiful park in my homeland. The longer I stay in
  the Feywild, the more I have failed in that duty.
  Flaws. I remember every insult I've received and nurse
  a silent resentment toward anyone who's ever
  wronged me.
  
  10
  MUSE
  Medium humanoid (changeling, shapechanger), chaotic
  good
  Level 8 warlock (Cirrus)
  Armor Class 15 (studded leather)
  Hit Points 51 (8d8 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  12 (+1)
  13 (+1)
  10 (+0)
  20 (+5)
  Saving Throws Wis +3, Cha +8
  Skills Deception +8, Disguise Kit +8, Forgery Kit +6,
  Intimidation +8, Investigation +4, Performance +9, Religion
  +4, Sleight of Hand +6, Stealth +6
  Senses passive Perception 10
  Languages Common, Elvish, Sylvan; telepathy with Herschel
  as long as we are on the same plane of existence
  Pronouns she/her
  Proficiency Bonus +3
  Changeling Spellcasting. My innate spellcasting ability is
  Charisma (spell save DC 16, +8 to hit with spell attacks). I can
  cast the following spells innately.
  At will: thaumaturgy  
  1 use (recharges after a long rest): alter self, disguise self
  Cirrus Patron Bonus. I and my party members gain
  proficiency in Performance and can add +1 to our Performance
  checks.
  False Identity. I have a false identity as darling Endercoast
  socialite Rosemary Regarde, including forged documentation,
  established acquaintances, and disguises. I can use my forgery
  kit to forge official papers and letters as long as I've seen the
  kind of document or handwriting I'm copying.
  Pact of the Chain. I can cast find familiar as a ritual. My
  familiar is Herschel, a quasit. I can speak through Herschel
  with my own voice if I choose.
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Charisma (spell save DC 16, +8 to hit with spell
  attacks). I regain my spell slots after a short or long rest. I
  know the following warlock spells.
  At will: detect magic, eldritch blast, friends, minor illusion,
  silent image, speak with animals  
  1st-4th level (2 4th-level slots): babble, calm emotions, charm
  person, confusion, faerie fire, phantasmal force, sleep,
  Tasha's hideous laughter, tongues
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
  or range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range
  80/320 ft., one target. Hit: 1d8 + 3 piercing damage.
  Fey Presence (Recharges after a Short or Long Rest). Each
  creature in a 10-foot cube originating from me must succeed
  on a DC 16 Wisdom saving throw or become charmed or
  frightened by me (my choice) until the end of my next turn.
  Change Shape. I magically assume the appearance of a
  Medium humanoid or fey creature I have seen, or shift back to
  my true form. My statistics are the same in each form. Any
  saving throws or ability checks related to this feature that
  another creature makes to identify me as an impostor have a
  DC of 16. Additionally, if I willingly allow myself to be targeted
  by a spell that otherwise can't affect shapechangers, I can
  choose to be affected by it.
  Herschel's Eyes. I blind and deafen myself to my own senses
  in order to see and hear through Herschel as long as we are on
  the same plane of existence. This lasts until the start of my
  next turn.
  Herschel's Strike. I command Herschel, my familiar, to make
  an attack. Herschel must use his reaction to do so.
  BONUS ACTIONS
  Off-Hand Dagger. After making at least one attack with a
  dagger on my turn, I can make an additional dagger attack for
  just 1d4 damage on a hit.
  REACTIONS
  Penny Circus (5 Uses, Recharges after a Long Rest). When
  a creature hits me with an attack and it can see and hear me, I
  can force it to make a DC 16 Wisdom saving throw. On a failed
  save, the creature is frightened of me until my next turn.
  EQUIPMENT
  scholar's pack, component pouch, light crossbow, case of 20
  bolts, studded leather, 2 daggers, a set of fine clothes, a
  disguise kit, a forgery kit, a signet ring of an imaginary duke,
  and a pouch containing 15 gp
  CHARACTERISTICS
  Reason to Return. I don't remember the details ... but I
  know that someone from my past life is deserving
  of rightful vengeance.
  Hag's Curse. I was originally a member of another
  race. If I discover my past identity, I can choose to
  permanently revert to my old race. I keep the skill
  proficiencies I gained as a changeling.
  Scam. I put on new identities like clothes.
  Personality Traits. Flattery is my preferred trick for
  getting what I want. I keep multiple holy symbols
  on me and invoke whatever deity might come in
  useful at any given moment. Maybe one of them is
  the god I used to worship.
  Ideal. Creativity: I try not to disguise myself as the
  same person twice, with the exception of
  Rosemary Regarde.
  Bonds. I am sure that my false identity, Rosemary
  Regarde, must have once been my original
  identity, or was at the very least someone close to
  me. One day I'll regain my lands and title from
  those who erased my memory.
  Flaws. I'm convinced that no one could ever fool me
  the way I fool others.
  
  11
  OOLSPLOON
  Medium humanoid (kuo-toa), neutral
  Level 8 monk (gardens)
  Armor Class 18
  Hit Points 51 (8d8 hit dice)
  Speed 45 ft., swim 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  13 (+1)
  10 (+0)
  18 (+4)
  8 (-1)
  Saving Throws Str +4, Dex +7
  Skills Investigation +3, Medicine +7, Perception +7, Religion +3,
  Weaver's Tools +6
  Senses Darkvision 60 ft., passive Perception 17
  Languages Common, Elvish, Kuo-Toa, Sylvan
  Pronouns she/her
  Proficiency Bonus +3
  Amphibious. I can breathe air and water.
  Evasion. When I make a Dexterity saving throw that would
  halve an effect's damage against me, I take half damage on a
  failure and no damage on a success.
  Ki-Empowered Strikes. My unarmed strikes are magical for
  the purposes of overcoming resistances and immunities.
  Ki. I have a pool of 8 ki points I can use for my monk features.
  Otherworldly Perception. I can sense the presence and
  pinpoint the location of creatures that are invisible or on the
  ethereal plane within 30 feet of me.
  Slippery. I have advantage on ability checks and saving
  throws made to escape a grapple.
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Wisdom (spell save DC 15, +7 to hit with spell
  attacks). I know the following monk spells.
  1st level (4 slots): animal friendship, charm person, healing
  word, longstrider  
  2nd level (2 slots): enhance ability, hold person
  Stunning Strike (Costs 1 Ki). When I hit another creature
  with a melee weapon attack, I can force the creature to make a
  DC 15 Constitution saving throw. The target is stunned until
  the end of my next turn on a failure.
  Unarmored Defense. While not wearing armour, my armour
  class is 10 plus my Dexterity and Wisdom modifiers.
  Unforeseen Consequences. After hitting a target with an
  unarmed strike, each subsequent hit with an unarmed strike
  on the target for the next minute deals an additional 1 poison
  damage. The minute resets after each hit.
  ACTIONS
  Extra Attack. I can make two attacks.
  Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 1d8 + 5 bludgeoning damage. If I wield it in one
  hand, it deals 1d6 + 5 bludgeoning damage instead. This is a +1
  magic weapon.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 1d6 + 4 bludgeoning damage.
  Stillness of Mind. I end one effect on myself that is causing
  me to be charmed or frightened.
  BONUS ACTIONS
  Martial Arts. I make one unarmed strike.
  Flurry of Blows (Costs 1 Ki). I make two unarmed strikes.
  Patient Defense (Costs 1 Ki). I take the Dodge action.
  Step of the Wind (Costs 1 Ki). I take the Dash or Disengage
  action, and my jump distance is doubled until the end of my
  turn.
  REACTIONS
  Deflect Missiles. I deflect a missile from a ranged attack that
  hits me. The damage is reduced by 1d10 + 11. If this reduces
  the damage to 0 and I have a free hand, I catch the missile if
  it's small enough, and I can immediately spend 1 ki point to
  make a ranged attack with it (shown below).
  Caught Missile: Ranged Weapon Attack: +7 to hit, range
  20/60 ft., one target. Hit: 1d6 + 4 damage of appropriate type.
  Slow Fall. I reduce my falling damage by 40.
  Tree Hugger (Costs 2 Ki). When a creature other than myself
  that I can see within 30 feet of me takes bludgeoning or
  piercing damage, I shield the target with a thick layer of bark,
  granting it resistance to the damage of the attack or effect.
  EQUIPMENT
  dungeoneer's pack, quarterstaff, a bottle of ink, a quill, a
  small knife, a confusing letter written in Elvish warning of "the
  slings and arrows of order", a set of common clothes, and a
  pouch containing 10 gp
  CHARACTERISTICS
  Reason to Leave. The quarterstaff I wield is cursed. It
  absorbs the shadows of those I slay with it. I fear
  its power is strengthening some horrible monster,
  but I know that if I were to get rid of it, it would
  kill me and take my shadow itself.
  Specialty. My studies into "the real gods" have
  discredited me in kuo-toa society.
  Personality Traits. I'm willing to listen to every side of
  an argument before I make my own judgment. I'm
  horribly, horribly awkward in social situations.
  Ideal. Knowledge: The path to power and self-
  improvement is through knowledge.
  Bonds. My life's work is blasphemous to other kuo-
  toas. By cataloguing the gods, I am turning my
  back on the creative aspect of devotion.
  Flaws. I speak without really thinking through my
  words, invariably insulting others.
  
  12
  PECK
  Tiny fey (faerie, pixie), chaotic neutral
  Level 8 ranger (hunter)
  Armor Class 15 (16 with barkskin)
  Hit Points 52 (8d10 hit dice)
  Speed 10 ft. (Tiny), 25 ft. (Small), fly 30 ft. (Tiny)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  20 (+5)
  10 (+0)
  12 (+1)
  14 (+2)
  15 (+2)
  Saving Throws Str +1, Dex +8
  Skills Animal Handling +5, Nature +4, Perception +5, Stealth
  +8, Survival +5, Woodcarver's Tools +5
  Senses passive Perception 15
  Condition Immunities charmed
  Languages Bullywug, Common, Elvish, Giant, Goblin, Kuo-Toa,
  Sylvan
  Pronouns she/her
  Proficiency Bonus +3
  Colossus Slayer (1/Turn). When I hit a creature that is below
  its hit point maximum with a weapon attack, it takes an
  additional 1d8 damage.
  Faerie Magic. My innate spellcasting ability is Charisma
  (spell save DC 13, +5 to hit with spell attacks). I can cast the
  following spells innately, using dust from my wings as the
  material and verbal components.
  At will: dancing lights, druidcraft, minor illusion  
  1 use (recharges after a long rest): sleep  
  2 uses (recharges after a long rest): invisibility (self only)
  Favoured Enemy (Bullywugs, Goblins, Humans, Kuo-Toas).
  I have advantage on Wisdom (Survival) checks to track the
  four humanoid subtypes listed and Intelligence checks to
  recall information about them. By studying them, I have
  learned their languages.
  Fey Nimbleness. I can move through the space of any
  creature that is of a size larger than mine.
  Land's Stride. I ignore difficult terrain. Nonmagical plant
  hazards such as thorns and nettles don't slow me down or deal
  me damage. I have advantage on saving throws to resist
  magical plant hazards that would slow me down.
  Natural Explorer (Forest, Feydark). I roll +8 on Wisdom
  (Survival) checks while in the listed terrain types. While
  travelling for over an hour in these terrains, difficult terrain
  doesn't slow my group's travel, we can't become lost except by
  magic, and we always remain alert to danger. When on my
  own, I move stealthily without slowing down, I forage double
  the food, and I know the exact size, number, and recency of
  travel of creatures I am tracking.
  Rustic Hospitality. I can find a place to hide, rest, or
  recuperate among other small folk, unless I've shown myself
  to be a danger to them. They will shield me from the forces of
  order or anyone else searching for me, though they will not
  risk their lives for me.
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Wisdom (spell save DC 13, +5 to hit with spell
  attacks). I know the following ranger spells.
  1st level (4 slots): alarm, detect magic, detect poison and
  disease, fog cloud, hunter's mark, speak with animals  
  2nd level (3 slots): barkskin, euphoria, pass without trace,
  silence
  Steel Will. I have advantage on saving throws against being
  frightened.
  ACTIONS
  Extra Attack. I can make two attacks.
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 6 piercing damage. If I wield it while Small sized, it
  deals 1d6 + 5 piercing damage instead.
  Faerie Longbow. Ranged Weapon Attack: +11 to hit, range
  150/600 ft., one target. Hit: 7 piercing damage. If I wield it
  while Small sized, it deals 1d8 + 6 piercing damage instead.
  This is a +1 magic weapon. Once per day, when I kill a creature
  with this weapon, I regain one use of an expended spell from
  my Faerie Magic trait.
  Primeval Awareness. I expend a spell slot to magically
  extend my awareness to the land around me. For 1 minute per
  spell slot expended, I detect whether aberrations, celestials,
  dragons, elementals, fey, fiends, or undead are within 1 mile
  of me (or within 6 miles in the forest or feydark).
  BONUS ACTIONS
  Enlarge. I magically enlarge myself into a Small creature or
  return to my original Tiny size. My equipment is also enlarged
  or reduced to suit my size, except for magic items. If there isn't
  enough space to grow, this bonus action has no effect.
  Off-Hand Shortsword. After making at least one attack with
  a shortsword on my turn, I can make an additional shortsword
  attack for just 1 damage on a hit, or 1d6 damage on a hit if
  wielded while Small sized.
  EQUIPMENT
  explorer's pack, 2 shortswords, longbow, quiver of 20 arrows, a
  set of woodcarver’s tools, a shovel, an iron pot, a set of
  common clothes, and a pouch containing 10 gp
  CHARACTERISTICS
  Reason to Leave. A fomorian cursed me with his evil
  eye: if I remain in the Feywild for 1 year after the
  day that I killed him, I will become a fomorian
  myself.
  Defining Event. Not one month ago, I led a militia that
  drove out the big folk from my homeland. I
  personally slew the fomorian that mustered the
  forces of evil against my people.
  Personality Traits. When I set my mind to something, I
  follow through no matter what gets in my way.
  Thinking is for other people. I prefer action.
  Ideal. Freedom: Tyrants must not be allowed to
  oppress the people.
  Bonds. I protect those who cannot protect
  themselves.
  Flaws. I have a weakness for the vices of the big folk,
  especially hard drink.
  
  13
  THILDER
  Medium fey (centaur, unicorn), lawful good
  Level 8 warlock (Lord Cals)
  Armor Class 13 (studded leather)
  Hit Points 67 (8d8 hit dice)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  8 (-1)
  11 (+0)
  16 (+3)
  Saving Throws Wis +3, Cha +6
  Skills Athletics +6, Bone Dice +3, Deception +6, History +2,
  Intimidation +6
  Senses passive Perception 10
  Languages Elvish, Goblin, Sylvan
  Pronouns he/him
  Proficiency Bonus +3
  Ever Waiting. I don't need to use my concentration to ready a
  spell.
  Eyes of the Rune Keeper. I can read all writing.
  Lord Cals Patron Bonus. My party and I share a pool of spells
  granted by Lord Cals. Spells unavailable to one party member
  also become unavailable to the rest. Our shared spell save DC
  is 11. We can cast the following spells innately.
  1/day each: comprehend languages, dispel magic, hold
  person, protection from evil and good, sanctuary, slow,
  tongues, zone of truth
  Invocation Spellcasting. My invocation spellcasting ability is
  Charisma (spell save DC 14, +6 to hit with spell attacks). I can
  cast the following spells through invocations.
  At will: false life
  Military Accomplishments. Courtiers of Lord Cals and other
  centaurs recognise me for my part in destroying an archfey a
  quarter century ago. I can invoke my military
  accomplishments to exert influence over others and request
  simple equipment for temporary use.
  Monstrous Build. My carrying capacity is 480 pounds, and I
  can push or drag up to 940 pounds of weight. Also, when
  climbing, each foot of movement costs me 4 extra feet.
  Pact of the Blade. My pike is a +1 magic weapon. It
  disappears if it is more than 5 feet away from me for 1 minute
  or more, if I dismiss the weapon freely, or if I die. Creatures hit
  with my pike take an additional 3 necrotic damage (included
  in the attack).
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Charisma (spell save DC 14, +6 to hit with spell
  attacks). I regain my spell slots after a short or long rest. I
  know the following warlock spells.
  At will: prestidigitation, mage hand, minor illusion  
  1st-4th level (2 4th-level slots): armor of agathys, death ward,
  despair, faerie fire, hellish rebuke, hex, mirror image,
  protection from evil and good, warding bond
  Unicorn Spellcasting. My innate spellcasting ability is
  Constitution (spell save DC 14, +6 to hit with spell attacks). I
  can cast the following spells innately, using my horn for all
  components.
  At will: spare the dying  
  1 use (recharges after a long rest): cure wounds
  ACTIONS
  Thirsting Blade. I can make two attacks with my pike.
  Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
  Hit: 1d10 + 4 piercing damage plus 3 necrotic damage. This is a
  +1 magic weapon.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
  or range 30/120 ft., one target. Hit: 1d6 + 3 piercing damage.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 1d4 + 3 bludgeoning damage.
  Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 1d4 + 3 piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
  ft., one target. Hit: 1d8 + 1 piercing damage.
  Fey Presence (Recharges after a Short or Long Rest). Each
  creature in a 10-foot cube originating from me must succeed
  on a DC 14 Wisdom saving throw or become charmed or
  frightened by me (my choice) until the end of my next turn.
  BONUS ACTIONS
  Charge. After moving at least 30 feet straight toward a target
  and then hitting it with a melee weapon attack on the same
  turn, I can immediately make one attack against the target
  with my hooves or horn.
  EQUIPMENT
  dungeoneer's pack, pike, 5 javelins, longbow, quiver of 20
  arrows, a pickled spiked rose, studded leather armor, an
  insignia of Lord Cals, a curious banner from a forgotten
  enemy, a set of bone dice, a set of common clothes, and a
  pouch containing 10 gp
  CHARACTERISTICS
  Reason to Leave. My mother and father have arranged
  me to be married to a beautiful mare from another
  centaur herd, unifying our people and ending a
  centuries-long conflict. However, I have no
  interest in marriage, certainly not to a mare.
  Specialty. I was part of the cavalry Lord Cals used to
  scour another archfey's court and erase them from
  existence. I have very few memories of that
  conflict.
  Personality Traits. I’m full of inspiring and cautionary
  tales from my military experience relevant to
  almost every combat situation. Also, centaur
  culture dictates that any who cannot carry their
  weight must sacrifice themselves for the herd.
  Ideal. Responsibility: I do what I must and obey just
  authority.
  Bonds. I am wracked with guilt -- not for destroying
  an archfey. No, that was a just action. I feel guilty
  for being unable to even remember who it was
  that I slew.
  Flaws. I have little respect for anyone who is not a
  proven warrior.
  
  14
  T'BIAH
  Medium fey (satyr), chaotic good
  Level 8 barbarian (mercury)
  Armor Class 18 (half plate, shield)
  Hit Points 69 (8d12 hit dice)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  12 (+1)
  8 (-1)
  14 (+2)
  14 (+2)
  Saving Throws Str +7, Con +5
  Skills Athletics +7, Deception +5, Fiddle +5, History +2, Panpipes
  +5, Perception +5, Performance +6
  Damage Resistances bludgeoning, piercing, and slashing
  while raging
  Senses passive Perception 15
  Languages Elvish, Sylvan
  Pronouns she/her
  Proficiency Bonus +3
  Cirrus Patron Bonus. I and my party members gain
  proficiency in Performance and can add +1 to our Performance
  checks.
  Danger Sense. I have advantage on Dexterity saving throws
  against effects I can see unless I'm blinded, deafened, or
  incapacitated.
  Feral Instinct. I have advantage on initiative rolls, and if I am
  surprised at the beginning of combat and I'm not
  incapacitated, I can act normally on my first turn as long as I
  first use my bonus action to enter a rage.
  Magic Resistance. I have advantage on saving throws against
  spells and other magical effects.
  Reckless Attack. When I make my first attack on my turn, I
  can choose to attack recklessly, granting myself advantage on
  all melee weapon attack rolls using Strength until the end of
  my turn, and granting advantage on any attack rolls made
  against me until the start of my next turn.
  Unarmored Defense. While I'm not wearing armour, my AC
  includes my Constitution modifier.
  ACTIONS
  Extra Attack. I make two attacks.
  Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
  Hit: 1d8 + 5 bludgeoning damage, plus 2 damage while raging.
  This is a +1 magic weapon.
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 1d4 + 4 bludgeoning damage, plus 2 damage while
  raging.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.
  or range 30/120 ft., one target. Hit: 1d6 + 4 piercing damage,
  plus 2 damage if used to make a melee attack while raging.
  MERCURY ACTIONS
  While raging, I can choose to take a Mercury Action instead of
  a regular action. I roll 2d8 and choose either of the
  corresponding Mercury Actions. When I roll an 8, I can choose
  to reroll that die and then take the corresponding Mercury
  Action of both dice, instead of just one. If I would take the
  same action twice, I instead waste the second action.
  If at any point the result of both dice is 8, I don't reroll them
  and instead take one Mercury Action of my choice.
  Charge. I target a creature I can see at minimum 20 feet away
  and move up to my speed towards it (without expending
  movement), then make a melee weapon attack against it if
  I'm in range. On a hit, the target takes an additional 3d8
  damage and, if it is Large or smaller, it must succeed on a DC
  13 Strength saving throw or fall prone.
  Escape. I take the Dash, Disengage, and Dodge actions.
  Flurry. I make four melee weapon attacks.
  Frighten. Each creature within 30 feet of me that can see or
  hear me must succeed on a DC 13 Wisdom saving throw or
  become frightened of me until the end of my next turn.
  Grow. I cast enlarge/reduce on myself, using the enlarge
  option. I can then make one melee weapon attack. The spell
  ends at the end of my next turn or when my rage ends.
  Rejuvenate. I regain 1d12 + 1 hit points and I gain 1d12
  temporary hit points.
  Wild Magic Surge. I roll on the Wild Magic Surge table (PHB
  104). Any ongoing effects end when my rage ends.
  A result of 21-22 refers to any effect originating from me that
  requires the target to make a saving throw.
  A result of 27-28 allows me to make one melee weapon attack
  as a bonus action each round for 1 minute.
  A result of 33-34 maximises the damage of the next attack I
  make within the next minute.
  A result of 59-60 replenishes one use of my rage.
  BONUS ACTIONS
  Rage (4 Uses, Recharges after a Long Rest). I start or stop
  raging. While raging, I have advantage on Strength ability
  checks and saving throws, I have resistance to bludgeoning,
  piercing, and slashing damage, and I add 2 to the damage of
  my melee weapon attacks. I can't cast or concentrate on spells
  while raging. My rage lasts for 1 minute. It ends early if I'm
  knocked unconscious or if my turn ends and I haven't attacked
  a hostile creature or taken damage.
  EQUIPMENT
  explorer's pack, 4 javelins, flail, the wooden mask of Cirrus,
  four sets of beautiful courtier's robes (one for each season), a
  spell scroll of Tasha's hideous laughter (spell save DC 13), and
  a belt pouch containing 25 coins imprinted with the image of
  Cirrus' mask
  CHARACTERISTICS
  Reason to Leave. I cannot remove this wooden mask
  from my face until I am free. Although Cirrus has
  always been kind to me, I regret having to follow
  the limitations of performing for their court.
  Personality Traits. The music I play captures the hearts
  of all who listen. All the world's a stage, and I am
  but an actor on that stage. I say my lines, and I am
  done.
  Ideal. Music: I hope to one day play a song so
  beautiful that the Weave itself sings along.
  Bonds. I have seven lovers in seven realms. May they
  never meet.
  Flaws. I'd rather play a song than have an honest
  heart-to-heart conversation.
  
  15
  YELSANDOREL
  Medium fey (dryad), chaotic neutral
  Level 8 warlock (Dailili)
  Armor Class 13 (studded leather, 16 with barkskin)
  Hit Points 59 (8d8 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  14 (+2)
  10 (+0)
  14 (+2)
  18 (+4)
  Saving Throws Wis +5, Cha +7
  Skills Deception +7, History +3, Intimidation +7, Lute +7, Nature
  +3, Performance +7, Persuasion +7
  Condition Immunities charmed
  Senses Darkvision 60 ft., passive Perception 12
  Languages Druidic, Elvish, Sylvan
  Pronouns she/her
  Proficiency Bonus +3
  Agonising Blast. When I hit with eldritch blast, the target
  takes an additional 4 damage.
  Audience with Dailili. As a courtier of the Tree of Infinity, I
  can obtain an audience with Dailili. I must present a
  compelling argument for why she should pay attention to my
  concerns.
  Dryad Magic. My innate spellcasting ability is Wisdom (spell
  save DC 13, +5 to hit with spell attacks). I can cast the following
  spells innately.
  At will: druidcraft, shillelagh (using my own arm)  
  1 use each (recharges after a long rest): barkskin, entangle
  Feywild Navigator. I innately understand the emotional
  frame of mind needed to travel to any area of the Feywild, and
  I have advantage on Wisdom (Survival) checks and Charisma
  saving throws made as part of navigating the Feywild.
  Dailili Patron Bonus. My party and I share a pool of spells
  granted by Dailili. Spells unavailable to one party member
  also become unavailable to the rest. Our shared spell save DC
  is 11. We can cast the following spells innately.
  1/day each: barkskin, entangle, grasping vine, hail of thorns,
  plant growth, speak with plants, spike growth
  Pact of the Tome. My grimoire is a thick strip of bark taken
  from the Tree of Infinity. I can use my grimoire to cast the
  following spells as rituals, adding 10 minutes to the casting
  time. These are warlock spells for me (spell save DC 15, +7 to
  hit with spell attacks).
  At will: animal messenger, detect magic, locate animals or
  plants, purify food and drink, speak with animals
  Speak with Plants. Using Sylvan, I can communicate simple
  ideas with plants.
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Charisma (spell save DC 15, +7 to hit with spell
  attacks). I regain my spell slots after a short or long rest. I
  know the following warlock spells.
  At will: eldritch blast, entangle, false life, friends, guidance,
  mending, prestidigitation, thaumaturgy  
  1st-4th level (2 4th-level slots): blight, charm person, despair,
  dominate beast, hail of thorns, hallucinatory terrain, hex,
  protection from evil and good, spike growth
  ACTIONS
  Shillelagh. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 1d8 + 4 bludgeoning damage. This is a magic
  weapon.
  BONUS ACTIONS
  Shillelagh. I cast the cantrip shillelagh, allowing me to use my
  Shillelagh action for the next minute.
  Splitting Earth. I activate or deactivate this feature. While
  active, natural ground in a 15-foot radius around me becomes
  difficult terrain for creatures other than me and up to six
  creatures of my choice.
  EQUIPMENT
  scholar's pack, a boiled root from the Tree of Infinity (my
  arcane focus), studded leather, lute, four sets of beautiful
  courtier's robes (one for each season), a spell scroll of animal
  friendship (spell save DC 15), and a belt pouch containing 25
  acorns
  CHARACTERISTICS
  Reason to Leave. Dailili destroyed my forest and
  replaced it with her own. I only escaped
  destruction by swearing myself to her service. I
  fear that as soon as my usefulness has run out, she
  will make me a part of her like she has done to
  everyone else.
  Personality Traits. The music I play captures the hearts
  of all who listen. My mood changes dramatically
  depending on the season.
  Ideal. Love: You can't argue with how you feel.
  Bonds. I was once a human on the Material Plane.
  Look how times have changed.
  Flaws. I have little patience for things that do not
  bring me immediate joy.
  
  16
  ZAPP
  Small elemental (stormcloud mephit), chaotic good
  Level 8 warlock (Tettlebug Moonflower)
  Armor Class 13
  Hit Points 67 (8d8 hit dice)
  Speed 10 ft., 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  16 (+3)
  8 (-1)
  12 (+1)
  18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Arcana +2, Deception +7, Harp +7, Nature +2, Perception
  +4 Performance +7, Persuasion +7
  Damage Resistances lightning, poison, thunder
  Senses passive Perception 14
  Languages Elvish, Sylvan
  Pronouns he/him
  Proficiency Bonus +3
  Audience with Tettlebug Moonflower. As a courtier of
  Dewdrops, I can obtain an audience with Tettlebug
  Moonflower. I must present a compelling argument for why
  she should pay attention to my concerns.
  Elemental Resistance. I have advantage on saving throws
  against being poisoned.
  Tettlebug Moonflower Patron Bonus. I and everyone in my
  party automatically succeed on all nonmagical weather-
  related saving throws, and we are immune to nonmagical
  weather-related damage as long as we are within 30 feet of
  another party member.
  Pact of the Tome. My grimoire is a crackling globe of plasma.
  I can use my grimoire to cast the following spells as rituals,
  adding 10 minutes to the casting time. These are warlock
  spells for me (spell save DC 15, +7 to hit with spell attacks).
  At will: alarm, magic mouth, silence, Tenser's floating disc,
  unseen servant
  Spellcasting. I'm an 8th-level spellcaster. My spellcasting
  ability is Charisma (spell save DC 15, +7 to hit with spell
  attacks). I regain my spell slots after a short or long rest. I
  know the following warlock spells.
  At will: dancing lights, disguise self, friends, minor illusion,
  prestidigitation, resistance, silent image, thaumaturgy,
  thunderclap  
  1st-4th level (2 4th-level slots): babble, blink, call lightning,
  counterspell, faerie fire, hallucinatory terrain, greater
  invisibility, shatter, storm sphere
  ACTIONS
  Cloud Breath. I exhale a cloud of smoke at one creature
  within 5 feet of me. The target must make a DC 14
  Constitution saving throw. On a failed save, it takes one level
  of exhaustion.
  Wingclap. I cast an improved version of thunderclap: I create
  a thunderous burst of sound that can be heard up to 100 feet
  away. Each creature within 15 feet of me, other than me, must
  succeed on a DC 15 Constitution saving throw or take 2d6
  thunder damage. I can choose to make the spell silent to all
  but those who fail their save against it.
  REACTIONS
  Static. When I take damage from a melee attack, I can deal 1
  lightning damage to the attacker.
  Misty Escape (Recharges after a Short or Long Rest). When
  I take damage, I can turn invisible and teleport up to 60 feet to
  an unoccupied space I can see. I remain invisible until the start
  of my next turn or until I attack or cast a spell.
  EQUIPMENT
  scholar's pack, a lock of stunningly-coloured hair gifted to me
  by Tettlebug Moonflower, a harp, four sets of beautiful
  courtier's robes (one for each season), a spell scroll of
  heroism, and a belt pouch containing 25 chocolate coins
  CHARACTERISTICS
  Reason to Leave. I was created by Tettlebug
  Moonflower, but this family is not one I would
  have chosen for myself. I am not recognised for
  my talents. I'm just a minion to her.
  Personality Traits. I am as carefree as the wind. Only I
  know the true nature of Tettlebug Moonflower.
  And she has secrets I shall never tell.
  Ideal. Trickery: The world needs pranksters as much
  as it needs lawyers and bankers and accountants.
  Bonds. My harp was carved by Sundellaie, an ancient
  eladrin woodcarver. It still bears a portion of her
  soul. She whispers sweet melodies in my dreams
  that have broken me free of Tettlebug
  Moonflower's influence.
  Flaws. Responsibility is a four letter word.
  
   
   
   
   
   
   
   
   
   
   
   
   
  INTO WONDERLAND
  INTO WONDERLAND
  PREGENERATED CHARACTERS
  PREGENERATED CHARACTERS
  This document is a free collection of 5th edition Dungeons and Dragons characters suited to the Feywild setting of Into Wonderland,
  a campaign book written by William Rotor. Included here are 14 ready-to-use characters.
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Into Wonderland/Extras/Pregens.pdf