TEXT: Old Gus’ Errata:
  FEY and FAERIES
  13 Fey Races, Faerie Class,
  26 Faerie Spells, Optional Rules
  Old Gus’ Errata:
  FEY and FAERIES
  13 Fey Races, Faerie Class,
  26 Faerie Spells, Optional Rules
  
   
  Old Gus’ Errata: Fey and Faeries 
  2 
  Designer’s Notes 
   
  Old Gus’ Errata: Fey and Faeries, v1.23 (March 11, 2019). This 
  document provides rules and mechanics for fey races and a 
  faerie class to supplement Dungeon & Dragons 5th Edition. 
  This material is not officially part of the game and isn’t 
  permitted in Dungeons & Dragons Adventurers League 
  events. 
   
  Design, Writing, Layout: Old Gus (Partario Flynn) 
   
  Cover Illustration: Marcela Medeiros, 
  https://www.artstation.com/marcelamedeiros-arts 
   
  Featured Artists: 
  Adrian Rio, https://www.deviantart.com/adrianriom 
  Alaina E. Milare, https://www.deviantart.com/china-hartz 
  Alessandro Poli, https://www.deviantart.com/alessandro-poli 
  Ben Wanat, https://www.artstation.com/benwanat 
  Carolina Eade, https://www.deviantart.com/carolina-eade 
  Eric Hibbeler, https://www.deviantart.com/sketcheth 
  Giz-Art, https://www.deviantart.com/giz-art 
  Naz Nemati, https://www.instagram.com/naz.nemati  
  Martina Stipen, https://www.deviantart.com/t1na 
  Matt Dixon, https://www.deviantart.com/mattdixon 
  Matt Hubel, https://www.deviantart.com/xwaxwingx 
  MirageMari, https://www.deviantart.com/miragemari  
  Olga Kolesnikova, https://www.deviantart.com/icedwingsart 
  Prosper Tipaldi, https://www.deviantart.com/prospass 
  Raphael Massarani, https://www.artstation.com/rmassarani 
  Rimma, https://www.deviantart.com/qi-art  
  Sam Hogg, https://www.deviantart.com/zephyri  
  Sandara, https://www.deviantart.com/sandara 
  Sandra Duchiewicz, https://www.deviantart.com/telthona 
  Sir Kannario, https://www.deviantart.com/sirkannario 
  Quentin Castel, https://www.artstation.com/quentincastel 
   
  Special Thanks: My faerie players: Doc Deliverance, Elspeth, 
  Ieva, Pachy, Pearl, Pen, Poppy, Swan, their companions in 
  Bamwich and the Weird West, everyone over at Taverns & 
  Dragons, Aboe Snowpea, Beau Brown, and Fiona McAlpine, 
  and the other Dungeon Masters and their players whose 
  feedback has been invaluable. 
   
  Contact the Author: partario.flynn@gmail.com 
  TABLE OF CONTENTS 
  Introduction 
  On Fey .................................................................................... 3 
  Fey Races 
  Boggles ................................................................................... 4 
  Darklings ............................................................................... 5 
  Dryads .................................................................................... 6 
  Korreds .................................................................................. 7 
  Nockers .................................................................................. 8 
  Olassi ...................................................................................... 9 
  Pixies .................................................................................... 11 
  Pooka .................................................................................... 14 
  Redcaps................................................................................ 15 
  Satyrs.................................................................................... 16 
  Sirens ................................................................................... 17 
  Sluagh .................................................................................. 18 
  Trolls..................................................................................... 19 
  Faerie Class 
  Faerie ................................................................................... 20 
  Class Features .................................................................... 21 
  Faerie Affinities .................................................................. 23 
  Appendices 
  Fey Feats ............................................................................. 27 
  Faerie Spell List ................................................................. 28 
  Faerie Spells ....................................................................... 29 
  Old Gus’ Advice .................................................................. 36 
   
  Spells appear in the Player’s Handbook on page 211.  
  XGE denotes a spell appearing in Xanathar’s Guide to 
  Everything on page 150. 
  FAE denotes a faerie spell appearing on 29. 
   
  Looking for updates to this material,  
  or more of Old Gus’ Errata? Find it online: 
  Old Gus’ Errata: 
  Additional Player Options 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  3 
   
  Illustration by Martina Stipen 
   
  ON FEY 
  CHANGE IS ETERNAL 
  Some elves revere fey for their mutability, a trait they 
  associate with the Corellon. They might commune with 
  fey in the Astral Plane or if they are brave, enter the 
  Feywild itself.  
  Halfling farmers credit fey for a bountiful harvest, but 
  some also blame them for a poor one. Superstitious 
  gnomes tell tales of child-stealers, evil fey who lure 
  children and travelers into deep woods to their inevitable 
  doom. 
  In truth, fey most often enter the Material Plane out of 
  curiosity or compulsion. They might be called there by a 
  powerful spellcaster, or by deep magic, their returning 
  like a comet on a calendar longer than living memory. 
  These excursions produce bonds of family, love and 
  enmity, echoing down generations. Some fey live a life of 
  adventure in the Material Plane for years, eventually 
  return to the Feywild as if called home, and many are 
  never seen again by the denizens of the mortal world. 
   
   
  Fey are thought fickle and incapable of loyalty, 
  but I have found nothing further from the truth. 
  The Feywild enforces two laws upon its denizens: 
  Firstly, be true, to yourself and to your word. The 
  second, and perhaps more important is: change, or 
  die. ~Old Gus 
   
  Fey Nature and Fey Hybrids 
  Some fey races have the Fey Nature trait, which assigns 
  them the fey creature type instead of humanoid. Others have 
  the Fey Hybrid trait, which means they become the target of 
  any ability, spell or effect that affects either the Fey or 
  Humanoid create type. 
  Dungeon Masters can read more about the Feywild in the 
  Dungeon Master’s Guide on page 49, and additional 
  considerations for DMs are provided on page 36 of this 
  document. 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  4 
   
  Illustration from Volo’s Guide to Monsters 
  BOGGLES 
  SMALL, STICKY AND MISCHIEVOUS 
  Boggles resemble monstrous, gnarled gnomes with grey, 
  blue or purple skin and a pungent odor. They lurk in the 
  fringes of the Feywild and are also found on the Material 
  Plane, where they hide under beds and in closets, 
  waiting to frighten and bedevil folk with their mischief. 
  Boggles engage in petty pranks to amuse themselves, 
  which are annoying but usually harmless. Most boggles 
  are cowards and avoid confrontation or combat. A boggle 
  that feels bested by someone else might offer its services 
  to the being that defeated or cornered it, although 
  precious few are strong-willed enough to get the best out 
  of a boggle’s mischievous compulsions. 
   
  Racial Feat: Twisting Space 
  Prerequisite: Boggle 
  As a bonus action, you can create an invisible and immobile 
  rift within an opening or frame it can see within 5 feet of you, 
  provided that the space is no bigger than 10 feet on any side. 
  The dimensional rift bridges the distance between that space 
  and any point within 30 feet of you that you can see or 
  specify by distance and direction (such as "30 feet straight 
  up"). While next to the rift, you can see through it and are 
  considered to be next to the destination as well, and 
  anything you put through the rift (including a portion of your 
  body) emerges at the destination. Only you can use your rift, 
  and it lasts until the end of your next turn. 
  Racial Feat: Mischievous Familiar 
  Prerequisite: Boggle 
  You can serve as familiar to a spellcaster with the Find 
  Familiar spell if their level is equal to or higher than yours. 
  You can access the dimension their spell creates using your 
  action. While inside, you share your master’s hearing and 
  vision, but cannot take any actions other than exit.  
  BOGGLE RACIAL TRAITS 
  Ability Scores. Your Dexterity score increases by 2, 
  and your Intelligence score increases by 1. 
  Age. Boggles reach adulthood at around 20 years and 
  live up to 150 years. 
  Alignment. Almost all boggles are chaotic. 
  Size and Speed. Boggles stand between 2 and 4 feet 
  tall, and average about 40 pounds. Your size is Small. 
  You have a movement speed of 30 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of gray. 
  Uncanny Smell. You are proficient in the Perception 
  skill, and have advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Boggle Oil. As a bonus action, you excrete a non-
  flammable oil from your skin for 1 minute. You choose 
  whether the oil is slippery or sticky, and for the duration, 
  you can change the oil from one viscosity to another as a 
  bonus action. 
  While coated in slippery oil, you have advantage on 
  Dexterity (Acrobatics) checks made to escape bonds, 
  squeeze through narrow spaces, and end grapples. 
  While coated in sticky oil, you have advantage on 
  Strength (Athletics) checks made to grapple and any 
  ability check made to maintain a hold on another 
  creature, a surface, or an object. You gain a climbing 
  speed of 20 feet. 
  You can use this ability a number of times equal to 
  your proficiency bonus, and regain expended uses of it 
  when you finish a long rest. 
  Oil Puddle. While coated in oil, you can use your 
  action to create a puddle of it 1 inch deep and covering 
  the ground in your space. The puddle is difficult terrain 
  for all creatures except boggles and lasts for 1 hour. 
  Saving throw DCs against your oil puddle are 8 + your 
  proficiency bonus + your Constitution modifier. 
  If the oil is slippery, any creature that enters the 
  puddle’s area or starts its turn there must succeed on a 
  Dexterity saving throw or fall prone. 
  If the oil is sticky, any creature that enters the puddle’s 
  area or starts its turn there must succeed on a Strength 
  saving throw or be restrained. On its turn. a creature can 
  use an action to make a new saving throw and extricate 
  itself from the sticky puddle, ending the effect and 
  moving into the nearest safe unoccupied space. 
  Fire Resistance. Your oily skin resists fire damage. 
  Fey Nature. Your creature type is fey. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  5 
   
  Illustration from Volo’s Guide to Monsters 
  DARKLINGS 
  LURKING IN THE SHADOWS 
  Ancient legends speak of a seelie fey who betrayed the 
  Summer Queen. His true name has been stricken from 
  history, but the stories call him Dubh Catha (“Dark 
  Crow” in common). So great was the Summer Queen’s 
  wrath that she cursed every member of his house. Other 
  fey refer to the descendants of Dubh Catha’s house as 
  the dubh sith- or, in Common, “darklings”. Darklings 
  most often settle in secluded caverns and chambers 
  beneath the towns of other species. From such enclaves, 
  they quietly ply their trades as thieves, spies and 
  assassins. 
  The Summer Queen’s curse causes a darkling’s body 
  to absorb light, and doing so wizens them, much like the 
  effect of rapid aging. For this reason, darklings cover 
  every part of their body with clothing when exposure to 
  light is a risk. 
  Darklings have a particular fondness for beauty and 
  art, and might risk taking a peek at a sunset or lighting a 
  tiny candle to glimpse the colors in a painting or a jewel. 
  DARKLING RACIAL TRAITS 
  Ability Scores. Your Dexterity score increases by 2, 
  and your Wisdom score increases by 1. 
  Age. Darkling reach adulthood at around 20 years and 
  live up to three centuries. 
  Alignment. Most darklings are evil. 
  Size and Speed. Darklings stand between 3 and 4 feet 
  tall on their cloven feet, and average 50 pounds. Your 
  size is Small. You have a movement speed of 25 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can’t put you to sleep. 
  Superior Darkvision. Accustomed to life in the dark, 
  you have superior vision in dark and dim conditions. You 
  can see in dim light within 120 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You 
  can’t discern color in darkness, only shades of gray. 
  Darkling Movement. You have proficiency in the 
  Stealth skill, and have advantage on checks made with it 
  when in total darkness. 
  Light Sensitivity. You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on 
  sight when you, the target of your attack, or whatever you 
  are trying to perceive is in bright light. 
  Darkling Weapon Training. You are proficient with 
  scimitars, shortswords, and rapiers. 
  Darkling Magic. You know the Prestidigitation 
  cantrip. When you reach 3rd level, you can cast the Bane 
  spell once; you must finish a long rest in order to cast the 
  spell again using this trait.  
  Death Flash. When you die, nonmagical light flashes 
  out from you in a 10-foot radius as and your possessions, 
  other than metal or magic objects, burn to ash. Any 
  creature in the area and able to see must succeed on a 
  DC 10 Constitution saving throw or be blinded until the 
  end of their next turn. 
  Fey Nature. Your creature type is fey. 
   
  Racial Feat: Darkling Transformation 
  Prerequisite: Darkling 
  You undergo a ritual transformation, gaining these benefits: 
  • Your Dexterity or Wisdom score increases by 1. 
  • Your size becomes medium and your movement increases 
  to 30 feet. Your hooves become feet, and your overall 
  appearance becomes more elven.  
  • You learn the Elvish language if you do not know it.  
  • You regain use of your Darkling Magic spells when you 
  finish a short or long rest. 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  6 
   
  Illustration by Eric Hibbeler 
  DRYADS 
  KEEPERS OF THE GROVES 
  Dryads dedicate their long lives to watching over, caring 
  for, and living within trees, woods and forests and caring 
  for the beasts that inhabit it. Visitors to their forests 
  would do well to not act foolishly around any tree 
  inhabited or protected by a Dryad. 
  It is rare that a dryad leaves their wood for long, but 
  they will, especially if it is safer to deal with an threat 
  without putting their beloved trees at risk. 
  As traveling companions, Dryads often seem aloof or 
  lost in thought worrying about how their tree or grove is 
  faring without them, but will often display a gentle, 
  nurturing compassion to an ally who needs it. 
  DRYAD RACIAL TRAITS 
  Ability Scores. Your Wisdom score increases by 2, 
  and your Charisma score increases by 1. 
  Age. Dryads reach adulthood at 100 years and live up 
  to three millennia. 
  Alignment. Most dryads are neutral. 
  Size and Speed. Dryads stand between 4 and 7 feet 
  tall, and average 180 pounds. Your size is Medium. You 
  have a movement speed of 30 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of gray. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can’t put you to sleep. 
  Natural Adept. You are proficient in the Nature skill. 
  Fallow. Dryads don't need to sleep. Instead, they lie 
  fallow, remaining semiconscious, for 4 hours a day. After 
  resting in this way, you gain the same benefit that a 
  human does from 8 hours of sleep. 
  Photosynthetic. You do not eat, but must maintain 
  physical contact with fertile soil for at least 72 hours 
  each week or ingest one handful of fertile soil each day. 
  You must be exposed to direct sunlight for 6 hours each 
  day. Partial sunlight contributes at half the rate, and 
  bright magical light at one quarter of the rate. 
  Natural Speech. You can communicate with beasts 
  and plants. They can understand the meaning of your 
  words, and you have advantage on all Insight checks you 
  make to interpret their behaviors, and Charisma checks 
  you make to influence them. 
  Dryad Magic. You know the Druidcraft cantrip. When 
  you reach 3rd level, you can cast the Goodberry spell 
  once; you must finish a long rest in order to cast these 
  spells again using this trait. When you reach 5th level, 
  you can cast the Speak with Plants spell at will. Wisdom 
  is your spellcasting ability for these spells. 
  Tree Bond. As a 10-minute ritual, you can deposit 
  your essence within a tree large enough for your body to 
  fit inside, and are able to see, hear, rest and sustain 
  yourself for the remainder of its lifetime or yours, 
  whichever comes first. If the host is uprooted, damaged 
  or disturbed, you are expelled and also take the damage 
  done to the tree as psychic damage to yourself. 
  Fey Nature. Your creature type is fey. 
   
  Racial Feat: Tree Stride 
  Prerequisite: Dryad 
  Your Wisdom or Charisma score increase by 1. 
  Once on your turn, you can use 10 feet of your movement 
  to step into a living tree and emerge from a second tree 
  within 60 feet of the first, appearing in an unoccupied space 
  within 5 feet of the second tree. Both trees must be large or 
  bigger. You can use this ability a number of times equal to 
  your proficiency bonus, and regain expended uses of it when 
  you complete a long rest. 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  7 
   
  Illustration from Volo’s Guide to Monsters 
  KORREDS 
  FRIENDS OF THE EARTH 
  Korreds are unpredictable, secretive fey with strong ties 
  to stone. Because of their magical hair and their mystical 
  understanding of minerals, they are sought out by 
  treasure hunters, dwarves and others that desire the 
  wealth of the earth. No one knows the ways of stone and 
  earth better than a korred. Korreds can seemingly feel 
  the rise and fall of bedrock under the earth. 
  Korreds generally prefer to keep their own company, 
  but occasionally consort with creatures of elemental 
  earth, or promising adventurers. Tribes of korreds 
  occasionally gather to perform ceremonial dances, 
  beating out rhythms on stone with their hooves and 
  clubs which can be heard (or felt) for miles underground. 
  They have hair all over their bodies, and the hair that 
  grows from their head is magical, and almost as durable 
  as linked chains of iron. Korreds take great pride in their 
  hair, and equally great offense at anyone who attempts to 
  cut it without permission. 
   
  Racial Feat: Grappling Hair 
  Prerequisite: Korred 
  When you hit a creature with your Hair Whip, you can 
  attempt to grapple the target using your bonus action. You 
  can use your Charisma score instead of your Strength score 
  on checks to make or maintain the grapple. If you succeed, 
  your speed drops to 0. While grappling, your hair has an AC 
  of 10 + your proficiency bonus + your Charisma modifier, 
  and a number of hit points equal to your level + your 
  Constitution modifier. It also resists fire damage, and 
  regains 1 hit point at the start of your turn. If your hair whip 
  drops to 0 hit points, it is destroyed, and you must finish a 
  long rest before using this trait again. 
   
  KORRED RACIAL TRAITS 
  Ability Scores. Your Strength, Constitution and 
  Charisma scores increase by 1. 
  Age. Korreds reach adulthood at around 30 years and 
  live up to three centuries. 
  Alignment. Due to their generally solitary existences 
  and attunement to the earth, most korreds are chaotic, 
  neutral, or both. A few korreds spend their lives aligned 
  with humanoid races take on other alignments. 
  Size and Speed. Korreds stand between 3 and 4 feet 
  tall, and average about 80 pounds. Your size is Small. 
  You have a movement speed of 25 feet. 
  Languages. You can speak, read and write Common, 
  Sylvan, and Terran. 
  Darkvision. Accustomed to life underground, you have 
  superior vision in dark and dim conditions. You can see 
  in dim light within 120 feet of you as if it were bright 
  light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray. 
  Stone Adept. You have advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain, and 
  difficult terrain due to stone and rock does not impede 
  your movement. 
  Stone Mover. You count as two sizes larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift in stone. 
  Stone Speech. You can spend 10 minutes to speak 
  with stones. Most rocks have no ears or eyes and a poor 
  grasp of time, but easily reveal information about their 
  mineral composition, or structural integrity. 
  Stone Magic. You know the Mold Earth XGE cantrip. 
  Once you reach 5th level, you can cast the Meld Into 
  Stone spell once, and regain the ability to do so when 
  you finish a long rest. 
  Hair Whip. As an action, you can extend a long, whip 
  made of your magical hair that lashes out toward one 
  creature you can see within 30 feet of you. Make a melee 
  spell attack against the target. If the attack hits, the 
  creature takes 1d6 bludgeoning damage, and if the 
  creature is Large or smaller, you can pull the creature up 
  to 10 feet closer to you. Charisma is your spellcasting 
  ability for this ability. 
  Your hair whip’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th level 
  (4d6). 
  Fey Nature. Your creature type is fey. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  8 
   
  Illustration by Adrian Rio 
  NOCKERS 
  CURMUDGEONLY CREATORS 
  Nockers are a self-selected race of crossbred fey 
  humanoids. Their pigmentation ranges from brown, pink 
  or grey-blue to muted oranges, yellows and greens. They 
  are lanky and knobby, and enhance their exaggerated 
  features with scars, eccentric makeup, or tattoos. 
  Nockers are master craftspeople. Their skill and 
  inventiveness are legendary, as is their bitter cynicism. 
  They dislike dealing with imperfect things, especially 
  people, and instead prefer to surround themselves with 
  mechanical wonder and ingenuity. Fiercely 
  individualistic, once a nocker selects their tastes in 
  artwork and craft, they condemn all others. Their 
  creations are an expression of identity: if their work is no 
  good, then they’re no good. 
  They have vices and weaknesses, but never admit to 
  them. Eventually, they yearn for an escape from their 
  routine: music, art, romance or adventure might 
  somehow manage to get them out of the workshop.  
  Despite their surly reputation, nockers are sought-after 
  engineers, inventors, artificers and gunsmiths. However, 
  their knowledge often end up dying with them, as few 
  nockers write anything down that is not encoded in a 
  personal cryptic cipher no one else can understand. 
  NOCKER RACIAL TRAITS 
  Ability Scores. Your Intelligence score increase by 2, 
  and your Dexterity score increases by 1. 
  Age. Nockers enter adulthood in their early twenties 
  and live up to 130 years. 
  Alignment. Nockers are contentious and tend toward 
  chaotic behavior, but their understanding of how things 
  work helps them get by in even the most lawful societies. 
  Size and Speed. Nockers stand between four to five 
  and a half feet tall and weigh between 85 to 150 pounds. 
  Your size is Medium. Your base walking speed is 30 feet. 
  Languages. You can speak, read, and write Common, 
  a personal cipher that only you can read and write. You 
  can also choose one additional language, selecting from 
  Gnomish or Goblin. 
  Welder’s Eyes. You are proficient in the Perception 
  skill, and have advantage on saving throws to avoid 
  blindness. Creatures and objects that are lightly 
  obscured by smoke, steam or fog are visible to you. 
  Favored Tools. You have proficiency with one type of 
  artisan’s tools, and can double your proficiency bonus to 
  checks made with it. 
  Operational Ingenuity. When you make an 
  Intelligence (Arcana, History or Nature) check related to 
  magical or technological items, you may add your 
  proficiency bonus twice if you are proficient in the skill. 
  Clever Magics. At 1st level, you can cast the Identify 
  spell as once with this trait and regain the ability to do so 
  when you finish a long rest. At 3rd level, you can cast the 
  Arcane Lock spell once with this trait and regain the 
  ability to do so when you finish a long rest. At 5th level, 
  you can cast the Knock spell once with this trait and 
  regain the ability to do so when you finish a long rest. 
  Intelligence is your spellcasting ability for these spells. 
  Fey Hybrid. Your creature type is fey in addition to 
  humanoid. 
   
  Racial Feat: Unseelie Insight 
  Prerequisite: Nocker 
  Your Intelligence score increases by 1. 
  As a bonus action, you can command an ally with 60 feet 
  of you who can see or hear you to immediately make an 
  attack against a creature you designate, exploiting an 
  enemy’s momentary weakness. Your ally can use their 
  reaction to immediately make one weapon or spell attack 
  against the target, adding your proficiency bonus to the 
  attack roll. If it hits, they also add your Intelligence modifier 
  as additional damage. 
  Once you use this ability, you can’t use it again until you 
  complete a short rest. 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  9 
   
  Illustration by Raphael Massarani 
  OLASSI 
  THE GARDEN THAT KNOWS ITSELF 
  Olassi are awakened fey plants. Some are born from 
  their own kind, but most are elevated to sentience, 
  awakened by a transfer of fey life force from pollinating 
  fey, pixies or dryads, whom most olassi regard as 
  treasured grandmothers. Once awakened, they gradually 
  assume more mobile shapes, but retain many of the 
  affinities, affectations, and even nutritional requirements 
  of their pre-awakened selves. 
  Olassi grow “clothing” naturally from their bodies to 
  suit their needs or desires for self-presentation. This is a 
  slow process, but it is not unusual for one to change their 
  appearance over time, utilizing all the shapes and colors 
  their body is capable of producing. 
  Few olassi enter the material plane, rife with its 
  machetes, axes and sawmills, and most prefer to remain 
  in the Feywild and among their own kind. 
   
  OLASSI RACIAL TRAITS 
  Ability Scores. Your Wisdom score increases by 2. 
  Age. Olassi reach physical maturity at about the same 
  age as humans, and with proper nourishment can live 
  over three centuries. 
  Alignment. Fey love freedom, variety, and self-
  expression, so they lean toward neutrality or chaos, but 
  those who serve in fey courts might be more lawful. 
  Size. Olassi are most often humanoid in shape, but 
  range in height from 4 to 8 feet tall. Your size is Medium. 
  Speed. You have a movement speed of 30 feet. 
  Darkvision. Accustomed to forests and the night sky, 
  you have superior vision in dark and dim conditions. You 
  can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You 
  can't discern color in darkness, only shades of gray. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can't put you to sleep. 
  Fallow. Olassi don't need to sleep. Instead, they lie 
  fallow, remaining semiconscious, for 4 hours a day. After 
  resting in this way, you gain the same benefit that a 
  human does from 8 hours of sleep. 
  Languages. You can speak, read, and write Common 
  and Sylvan. 
  Natural Affinity. You are proficient in the Nature skill. 
  You can discern the purity of water and the fertility of 
  soil by making contact with it, and may be affected by it 
  as any other plants in the area would at the Dungeon 
  Master’s discretion. 
  Speech of Beast and Leaf. You have the ability to 
  communicate in a limited manner with beasts and 
  plants. They can understand the meaning of your words, 
  though you have no special ability to understand them in 
  return. You have advantage on all Charisma checks you 
  make to influence them. 
  Hybrid Nature. You have two creature types: fey and 
  plant. You can be affected by a spell or ability that targets 
  either of your creature types. 
  Subrace. Olassi have inherited traits from the earliest 
  offshoots of their kind, who settled in different biomes. 
  Choose one of these subraces: Almandil, Fanalos, Sundo 
  Talma, or Taan Tiin. 
   
  Olassi do not eat! 
  Like dryads, olassi do not eat, but they do need to meet 
  their nutritional needs by being exposed to proper soil, water 
  and sunlight. Magical light will do in a pinch. Player and 
  dungeon masters should ensure they are equipped to 
  survive their adventure by bringing soil and water with them 
  the same way other adventurers would bring foot.  
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  10 
  Almandil 
  Passionate and competitive, flower fey display a 
  stupefying range of colors and affectations. They give 
  their fruits as gifts to close friends and allies, and make 
  for thorny adversaries when wronged or mistreated. 
   
  Ability Scores. Your Charisma score increases by 1. 
  Photosynthetic. You do not eat, but must maintain 
  physical contact with fertile soil for at least 72 hours 
  each week or ingest one handful of fertile soil each day. 
  You must be exposed to direct sunlight for 6 hours each 
  day. Partial sunlight contributes at half the rate, and 
  bright magical light at one quarter of the rate. 
  Efflorescence. As an action, you create a grand 
  display with your petals for 1 minute. For the duration, 
  you can add your Wisdom modifier, rounded up 
  (minimum: 1) as a bonus to Charisma checks and saving 
  throws. Once you use this trait, you can’t use it again 
  until you finish a long rest. 
  Almandil Magic. You know the Druidcraft cantrip. 
  Once you reach 3rd level, you can cast the Goodberry 
  spell once, and must finish a long rest in order to cast the 
  spell again using this trait. Once you reach 5th level, you 
  can cast the Spike Growth spell once, and must finish a 
  long rest in order to cast the spell again using this trait. 
  Wisdom is your spellcasting ability for these spells. 
  Fanalos 
  Mushroom fey live in deep dark of fey woods and caves, 
  lurking in rotting tree carcasses or caverns. Their close-
  knit mycelial families are fiercely territorial. 
   
  Ability Scores. Your Intelligence score increases by 1. 
  Sunlight Sensitivity. You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on 
  sight when you, the target of your attack, or whatever you 
  are trying to perceive is in direct sunlight. 
  Fey Darkvision. You have superior vision in dark and 
  dim conditions. You can see in darkness within 120 feet 
  of you as if it were bright light, and in color. 
  Sporelinguistics. You can communicate with 
  mushrooms and myconids and other creatures that use 
  spores to communicate if they are within 120 feet of you.  
  Nutritional Requirements. You require a diet of 
  decayed plants or animals, and require twice the water 
  intake of a human, which you can absorb directly from 
  your skin. If you become dehydrated, your size decreases 
  to Small, and your movement speed decreases to 20 feet.  
  Fanalos Magic. You know the Message cantrip, and 
  can target a number of additional creatures with it equal 
  to your Wisdom modifier (minimum: 1). Once you reach 
  3rd level, you can cast the Dissonant Whispers spell 
  once, and must finish a long rest in order to cast the spell 
  again using this trait. Once you reach 5th level, you can 
  cast the Ray of Enfeeblement spell once, and must finish 
  a long rest in order to cast the spell again using this trait. 
  Wisdom is your spellcasting ability for these spells. 
  Sundo Talma 
  The towering sundo talma prefer swamps or wet jungles 
  and resemble mounds of moss, vines or roots, and 
  incorporate loose soil or other plants into themselves.  
   
  Ability Scores. Your Strength score increases by 1. 
  Hydrophyte. You can sustain yourself on a steady diet 
  of leaves or other dead plant matter, or must remain in 
  contact with fertile soil or water for 48 hours each week. 
  You require twice the daily water intake of a humanoid. 
  You can breathe underwater. 
  You must be exposed to direct sunlight for 4 hours 
  each day. Partial sunlight contributes at half the rate, 
  and bright magical light at one quarter of the rate.  
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift. 
  Talma Magic. You know the Thorn Whip cantrip. 
  Once you reach 3rd level, you can cast the Ensnaring 
  Strike spell once, and must finish a long rest in order to 
  cast the spell again using this trait. Once you reach 5th 
  level, you can cast the Barkskin spell once, and must 
  finish a long rest in order to cast the spell again using 
  this trait. Wisdom is your spellcasting ability for these 
  spells. 
   
   
  Illustration by Quentin Castel 
  
   
  Old Gus’ Errata: Fey and Faeries 
  11 
  Taan Tiin 
  The taan tiin resemble succulents and cacti. Their hardy 
  nature is often paired with insatiable wanderlust. 
   
  Ability Scores. Your Constitution score increases by 1. 
  Xerophyte. You require one drink of water each week, 
  and you must remain in contact with fertile soil for 1 
  hour each week. Alternately, you can meet all your 
  nutritional requirements on a diet of fresh fruit.  
  You must be exposed to direct sunlight for 8 hours 
  each day. Partial sunlight contributes at half the rate, 
  and bright magical light at one quarter of the rate.  
  Spines. You have flexible spines on your body. As a 
  bonus action, you can harden your spines for 1 minute. 
  For the duration, you gain the following benefits: 
  • Your spines deal piercing damage equal to your proficiency 
  bonus.  
  • You can use a bonus action to make one melee weapon 
  attack with your spines at a target within 15 feet of you. You 
  use your Wisdom modifier for the attack roll. 
  • If a creature makes a melee attack against you with a 
  weapon that lacks the reach property, it must succeed a 
  Dexterity saving throw DC 8 + your proficiency bonus + your 
  Wisdom modifier or be damaged by your spines. 
  Once you use this trait, you can’t use it again until you 
  finish a long rest. 
  Taan Tiin Magic. You know the Dancing Lights 
  cantrip. Once you reach 3rd level, you can cast the Blur 
  spell once, and must finish a long rest in order to cast the 
  spell again using this trait. Once you reach 5th level, you 
  can cast the Cordon of Arrows spell once without 
  providing material components, and must finish a long 
  rest in order to cast the spell again using this trait. 
  Wisdom is your spellcasting ability for these spells. 
   
  Illustration by Alessandro Poli 
  PIXIES 
  TINY LIGHTS IN THE CANOPIES 
  There exists a most diminutive people native to the 
  kaleidoscopic wildernesses of the Feywild. They enter 
  our world through secret portals, frequenting the 
  Material Plane’s forest glades, mushroom growths, 
  unique stones or unusual trees, graveyards, barrows and 
  ruins they find appealing for reasons known only to 
  themselves, subtly marking them in ways noticeable to 
  the observant or faithful.  
  At auspicious moments, murmurations of pixies gather 
  in these areas in a function known as an eisteddfod 
  where they dance, play games, chase, tell tales, wrestle 
  and copulate with one another in dazzling displays of 
  light and flight.  
  CYCLICAL LIVES 
  Infant pixies are given their true names by their sires, 
  usually according to their sires’ aspirations. A second 
  soon follows, given to them by their peers, usually an 
  affectation based on their appearance or demeanor. This 
  name is used by all but their most trusted friends. 
  For the most part, the wee folk caution their young 
  against interactions with mortals, but adventurous young 
  pixies make regular travels to the Material Plane all the 
  same, if only to attempt a clever prank that will make a 
  worthy tale at the next eisteddfod.  
  Prestige is everything to a pixie: their short seasons 
  and long years are an endless game of acquisitions and 
  losses played among their tribe, or troop. They are 
  taught to defend territory with ferocity, when a tactical 
  retreat will serve them best, and how to exact revenge 
  upon those who wronged them. Throughout this 
  education, a strong sense of fair play is stressed, and 
  cunning and creativity are considered virtues. 
  When a pixie performs a deed worthy of their troop’s 
  remembrance, an elder bestows upon them a use-name 
  reflective of the event, and the pixie wears it as a mantle 
  of adulthood, usurping or supplementing their childhood 
  name as if it were a title or surname.  
  As they mature, they might find themselves dedicated 
  to a particular person or cause of grave concern, even 
  risking their own essence in its defense. If a pixie 
  survives such an experience, they usually return home. 
  They may one day be accorded the title of Elder, 
  ushering new lights through into the limitless canopies 
  of the Feywild. 
  Elder pixies at the end of their lives make public 
  displays of dissipating their bodies and essences, 
  willingly abandoning both in prismatic tendrils of dust 
  and light to be reshaped by the ceaseless churning tides 
  of life, death and rebirth. Their friends and troop are left 
  behind to celebrate, and contemplate what legacy they 
  will leave when their time to turn the wheel arrives.  
  
   
  Old Gus’ Errata: Fey and Faeries 
  12 
  FEY COMPANIONS 
  Pixies who interact with mortals consider them amusing 
  playthings, or even potential allies. A few find kindred 
  spirits in dreamers, idealists, musicians, poets, and 
  hopeless romantics, and if their affections are returned, 
  they can form an intense, long-lasting, even dangerous 
  bond with their favored. Most races of the Material Plane 
  consider pixies benign and childlike at best, and 
  mischievous or unpredictable at worst. 
  Adventurers bonded to a pixie companion often find 
  themselves spurred to new heights of heroism, mischief 
  or both… or they die, as all things must do one day. Then 
  again, as the pixie elders say, a life lived in fear is a life 
  half-lived. 
  Pixie Flight 
  d8 
  Light 
  Sound 
  1 
  Red 
  Musical notes 
  2 
  Orange 
  Gentle breeze 
  3 
  Yellow 
  Rustling leaves 
  4 
  Spring 
  Babbling brook 
  5 
  Green 
  Insect buzzing 
  6 
  Blue 
  Tinkling chimes 
  7 
  Indigo 
  Soft singing or humming 
  8 
  Violet 
  Child’s laughter 
   
   
  Illustration by Naz Nemati 
  PIXIE RACIAL TRAITS 
  Appearance. Pixies vary in appearance, and it can 
  change as they age. Most folk picture a colorful 
  miniature elf with the wings of an insect, but they might 
  share features with plants, animals, dragons, or even 
  mephits and imps.  
  Age. Pixies reach adulthood at around 50 years and 
  live three to five centuries. 
  Ability Scores. Your Charisma score increases by 2. 
  Size. Pixies are 4 to 10 inches tall, have a wingspan of 
  6 to 15 inches, and weigh 2-6 pounds. Your size is Tiny. 
  Speed. You have a movement speed of 15 feet, and a 
  flying speed is 25 feet. If you are wearing medium or 
  heavy armor or exhausted, you cannot fly. 
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and darkness as if it were 
  dim light. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Fey Cunning. You have advantage on Wisdom and 
  Charisma saving throws against magic, and magic can’t 
  put you to sleep. You are vulnerable to thunder damage. 
  Flight Light. While flying, you emit dim light in a 5-foot 
  radius and emit a soft noise. While flying on the material 
  plane, you have disadvantage on Dexterity (Stealth) 
  checks. 
  Alighting. You can alight on a creature of small or 
  larger size by moving into their space and using 5 feet of 
  additional movement. If the creature is an ally, you may 
  use them as half cover. While alighted, if the creature 
  moves, you move with them, releasing your grip as a 
  reaction. A creature aware you have alighted on them 
  can remove you using an object interaction, making an 
  opposed Strength (Athletics) or Dexterity (Acrobatics) 
  check against you. 
  Feywild Access. You know the exact location of any 
  portals to the Feywild within 100 feet of you at all times, 
  and can access them at will. When you reach 5th level, 
  You can cast the Divination spell once to discover the 
  location of the nearest Feywild portal within 7 miles. You 
  must finish a long rest in order to cast the spell again 
  using this trait. 
  Naive. You do not gain the benefits of a background, 
  instead choosing one skill, and one artisan’s tool of your 
  choice. 
  Fey Nature. Your creature type is fey. 
  Subrace. Service to the fey courts (or avoidance 
  thereof) molds pixies into three main tribes: seelie pixies, 
  unseelie pixies and wild pixies. Choose one of these 
  subraces. 
   
  Pixies use weapons and armor with the same 
  restrictions that apply to small races. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  13 
  Seelie Pixie 
  Ability Scores. Your Dexterity score increases by 1. 
  Well Mannered. You are proficient in the Persuasion 
  skill. 
  Courtly Magic. You know the Friends cantrip. Once 
  you reach 3rd level, you can cast Color Spray once as a 
  2nd-level spell. You must finish a long rest in order to 
  cast the spell again using this trait. Charisma is your 
  spellcasting ability for these spells. 
  Consort of Correllon. You can speak, read, and write 
  Elvish. 
  Unseelie Pixie 
  Ability Scores. Your Wisdom score increases by 1. 
  Menacing. You are proficient in the Intimidation skill. 
  Spiteful Magic. You know the Vicious Mockery 
  cantrip. Once you reach 3rd level, you can cast 
  Compelled Duel once. you must finish a long rest in 
  order to cast the spell again using this trait. Charisma is 
  your spellcasting ability for these spells. 
  Inexecrable Vulgate. You can speak, read, and write 
  Infernal. 
  Wild Pixie 
  Ability Scores. Your Constitution score increases by 1. 
  Animal Affinity. You are proficient in the Animal 
  Handling skill. 
  Instinctive Magic. and know the Primal Savagery XGE 
  cantrip. Once you reach 3rd level, you can cast the 
  Animal Friendship spell once as a 2nd-level spell. You 
  must finish a long rest in order to cast the spell again 
  using this trait. Charisma is your spellcasting ability for 
  these spells. 
  Consort of Silvanus. You can speak, read and write 
  Druidic. 
  PIXIE NAMES 
  Pixie True Names: Ainsel, Asteria, Cirno, Cyrena, 
  Erana, Fiona, Franjeen, Iolanthe, Higbee, Kaya, Mab, 
  Memim, Mofurun, Nuala, Peri, Pirikia, Phoebe, Tabit, 
  Vix, Wanda, Zooey 
  Child Pixie Use-Names: Acorn, Aspen, Basil, Beedle, 
  Belbel, Bulb, Cappy, Crysta, Flutter, Ginger, Knot, 
  Lilac, Mipple, Pearl, Pech, Prickle, Poppy, Rere, Rool, 
  Ru, Shar, Sunny, Razzle, Root, Spore, Tattle, Thistle, 
  Tup, Trow, Twig, Winkie 
  Adult Pixie Use-Names: Flytrapper, Froghopper, 
  Longvine, Mossfoot, Mudlump, Pollenpuff, Rosebloom, 
  Sapwick, Shinebright, Starchaser, Tangleroot, 
  Waterdancer 
  Racial Feat: Glamorous Familiar 
  Prerequisite: Pixie 
  You can serve as a familiar to a spellcaster with the Find 
  Familiar spell if their level is equal to or higher than yours. 
  You can access the dimension their spell creates using your 
  action. While inside, you share your master’s hearing and 
  vision, but cannot take any actions other than exit. 
  Racial Feat: Shrouded Glamour 
  Prerequisite: Pixie 
  You can fly without giving off light or sound. Additionally, 
  you can cast each of the following spells once without the 
  need to provide material components: Nondetection, 
  Invisibility, and Pass Without Trace. You regain the ability to 
  cast these spells when you finish a long rest. 
  Racial Feat: Mortal Wish 
  Prerequisite: Pixie, 17th Level 
  You can grant a single wish. As an action, designate a living 
  humanoid you know. That creature can cast the Wish spell 
  once without expending a spell slot. If the wish is fulfilled, it 
  consumes your body and essence. You can retract your boon 
  using your reaction. 
   
   
  Illustration by Sandara 
  
   
  Old Gus’ Errata: Fey and Faeries 
  14 
   
  Illustration by Giz-Art 
  POOKA 
  INVETERATE LIARS 
  Pooka resemble halflings or gnomes with pronounced 
  animal features: eyes, fur, tails, whiskers, feathers, 
  beaks, paw or talon-like hands or feet, unusual ears, or 
  even tails. Pooka have the remarkable ability to become 
  the animal with which they share this affinity of 
  appearance. They have a reputation as liars and 
  mischief-makers, but this lying is, in fact, a kind of 
  language unto itself: the bigger the feeling a pooka has, 
  the bigger the lie they will tell on the subject. Once one 
  knows a pooka well enough to see the truth behind their 
  lies, a lasting friendship can form. 
  POOKA RACIAL TRAITS 
  Ability Scores. Your Dexterity score increases by 2 
  and your Charisma score increases by 1. 
  Age. Pooka vary a great deal in lifespan. Some live 
  only a few decades, others several centuries, and they do 
  not seem to inherit this trait from their parents. They age 
  at a rate proportionate to their natural lifespan, making 
  telling the age of a pooka nearly impossible, as it is not 
  uncommon for one pooka to appear older than both of 
  their grandparents. Pooka find this endlessly amusing, 
  and love to tease folk uninitiated to the ways of their 
  kind. 
  Alignment. A pooka’s tendency to speak in lies makes 
  maintaining a lawful alignment difficult. 
  Size and Speed. Pooka vary from three to four and a 
  half feet tall. Your size is Small. Your base walking speed 
  is 25 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Heightened Sense. Choose one of the following three 
  options: 
  • Darkvision. You can see in dim light within 60 feet of you as 
  if it were bright light, and in darkness as if it were dim light. 
  You can’t discern color in darkness. 
  • Keen Hearing. You have advantage on checks you make 
  with the Wisdom (Perception) or Intelligence (Investigation) 
  skills that rely on hearing. 
  • Keen Smell. You have advantage on checks you make with 
  the Wisdom (Perception) or Intelligence (Investigation) skills 
  that rely on smell. 
  Natural Liar. You have proficiency with the Deception 
  skill. 
  Confidant Magic. You know the Friends cantrip. At 
  1st level, you can cast the Charm Person spell as once 
  with this trait and regain the ability to do so when you 
  finish a long rest. At 3rd level, you can cast the Calm 
  Emotions spell once with this trait and regain the ability 
  to do so when you finish a long rest. Charisma is your 
  spellcasting ability for these spells. 
  Affinity Shape. You can use your action to assume the 
  shape of your affinity animal, choosing from the 
  following: Badger, Bat, Cat, Camel, Deer, Eagle, Frog, 
  Goat, Hawk, Hyena, Jackal, Lizard, Mastiff, Mule, 
  Octopus, Owl, Pony, Rat (or Giant Rat), Raven, Vulture, 
  Weasel (or Giant Weasel). You can select other animals 
  with your Dungeon Master’s approval. 
  You can stay in your animal shape for a number of 
  hours equal to your proficiency bonus, and can revert to 
  your normal form using your bonus action on your turn. 
  You automatically revert if you fall unconscious, take any 
  damage, or die. While you are transformed, the following 
  rules apply: 
  • Your game statistics are replaced by the statistics of the 
  beast, but you retain your alignment, personality, and 
  Intelligence, Wisdom, and Charisma scores. You also retain 
  any saving throw proficiencies you have. 
  • While in your animal shape, you can only cast or maintain 
  concentration on Confidant Magic spells. 
  • Your equipment merges into your new form, and has no 
  effect until you leave the form. 
  • Once you assume your affinity shape, you can’t do so again 
  until you finish a long rest. 
  Affinity Speech. You have the ability to communicate 
  with the animal of your affinity. They understand your 
  words, and you understand their emotional state. You 
  have advantage on all Charisma checks you make to 
  influence them. 
  Fey Hybrid. Your creature type is fey in addition to 
  humanoid. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  15 
   
  Illustration by Ben Wanat 
  REDCAPS 
  THE GNASHING OF TEETH 
  Redcaps have rubbery skin, pointed ears, bony noses, 
  bloodshot eyes, and large, flat, yellow teeth. Their bodies 
  are built for combat, with muscular limbs and stocky 
  builds. Redcap gang leaders tend to be rude, brash, bully-
  types. Redcaps do not like sudden movements.  
  Redcaps that manage to live in cities and keep their 
  noses clean are usually employed in professions that 
  take advantage of their natural tendencies: pit-fighting, 
  working in clubs and bars as bouncers, training in gyms, 
  or even as rough guardsmen. Civilized redcaps are an 
  endangered species, and are actively hunted down by 
  wilderness-dwelling gangs of redcaps called corbies. 
  Thankful few leaders over the centuries have manage 
  to maintain discipline over a redcap army. Redcaps that 
  get fed up with society might retire to a life of solitude or 
  join a feral corbie to live out their final years. 
  REDCAP RACIAL TRAITS 
  Ability Scores. Your Constitution score increases by 2, 
  and your Strength score increases by 1. 
  Age. Redcaps breed and mature by age 8. They are 
  able to live for four decades, but few ever manage to live 
  long enough to see their third. 
  Alignment. Almost all redcaps are evil. 
  Size and Speed. Redcaps vary from 4 to over 6 feet 
  tall. Your size is Medium. Your base walking speed is 30 
  feet. 
  Languages. You can speak Common and Sylvan. Most 
  redcaps never bother to learn to read, and trust their 
  senses more than the written word. 
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of gray. 
  Bad Attitude. You are proficient in the Intimidation 
  skill, and if your class gives you proficiency in this skill, 
  you may add twice your proficiency bonus to it. However, 
  no one likes a redcap: not even other redcaps. Many 
  cultures ostracize or even kill redcaps on sight.  
  Redundant Organs. You have advantage on saving 
  throws against disease and poison, and you resist 
  damage from poison. 
  Omnivore. If you have the time, you can eat almost 
  anything. Your teeth are brutally flat and as hard as steel; 
  and your digestive system (thankfully) remain a mystery. 
  Most redcaps prefer meat, but when hunger strikes, 
  anything can and will do. As long as you can put your 
  mouth around something, for the most part, you can eat 
  and subsist on it. 
  Redcap Savagery. You know the Primal Savagery XGE 
  cantrip. Strength is your spellcasting ability for the spell. 
  When you cast it, you can choose to deal slashing, 
  piercing or bludgeoning damage instead of acid, and the 
  spell is capable of dealing siege damage. 
  Eat the Victim. You can spend 1 minute to consume 
  the entirety of a corpse of creature no larger than one 
  size category larger than yourself, recovering a number 
  of hit dice equal to your proficiency bonus, although you 
  do not expend hit dice when you do. Once you use this 
  ability, you can’t use it again until you complete a long 
  rest. 
  Fey Nature. Your creature type is fey. 
   
  Racial Feat: Eidetic Epicurean 
  Prerequisite: Redcap 
  Your Wisdom score increases by 1. 
  You have the knack for remembering everything you’ve 
  ever eaten, and the ability to sense where the nearest supply 
  of that taste is. Being able to tell where the nearest batch of 
  chocolate mousse doesn’t really do much in the grand 
  scheme of things, but if you have gotten a bite of someone, 
  the ability is an excellent way to track that particular meal. 
   
  Remember: Keep arms and hands away from 
  redcaps at ALL TIMES. ~Old Gus 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  16 
   
  Illustration by Olga Kolesnikova 
  SATYRS 
  LIMITLESS PASSION AND ENDURANCE 
  Satyrs are lean and furry. Men and women alike sport 
  longer hair and shave only to sculpt, and never to hide 
  their hirsute affectations. Their strong, fur-covered legs 
  resemble those of a goat, sheep or deer, and antlers or 
  tight curled horns protrude from their foreheads. They 
  are passionate sensual beings, many of whom do not 
  know the concept of restraint. The few clothes they wear 
  are durable and- more importantly- easily removed. 
  While passion is something satyrs understand innately, 
  most do not grasp the emotional bond that comes with 
  lust. They rarely keep a partner for long, which, while 
  normal to them, can bring terrible heartache to their 
  lovers. 
  Satyrs are born into clans called tragos, which are 
  made up of extended families. Lovers come and go, but 
  tragos stay the course, providing support and shelter in 
  times of need. When a satyr dies, the trago holds an 
  wake complete with mourning and frenzied dancing. 
  Music and storytelling are prized skills among satyrs, 
  and many pursue careers related to music. Clubs, pubs, 
  bars, and breweries are potent attractors to them. With 
  their store of impressive stamina, jobs requiring hearty 
  individuals also suit satyrs nicely. 
  SATYR RACIAL TRAITS 
  Ability Scores. Your Dexterity, Constitution and 
  Charisma scores increase by 1. 
  Age. Satyrs enter adulthood in their early teens and 
  live up to three hundred years, but their proclivity for 
  excess reduces the average lifespan considerably. 
  Alignment. A lack of impulse control makes most 
  satyrs of chaotic. 
  Size and Speed. Satyrs stand four to six feet tall and 
  weigh 110 to 220 pounds. Your size is Medium. Your 
  base walking speed is 30 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Sylvan Living. You are proficient with longbows, 
  blowguns, the survival skill, and one musical instrument. 
  Limitless Endurance. You have advantage on saving 
  throws against paralysis and exhaustion. 
  Shared Passions. When you make direct physical 
  contact with a humanoid or fey, you can use your action 
  to attempt discern their surface thoughts and emotional 
  state. If the target fails a Charisma saving throw DC 8 + 
  your proficiency bonus + your Charisma modifier, it is 
  under the effect of the Detect Thoughts spell by you 
  while you remain in contact with them, and you also 
  learn the creature’s alignment. 
  Ramming Speed. If you move at least 10 feet in a 
  straight line toward a Large or smaller creature and then 
  hit it with a melee attack, you can use your bonus action 
  to ram it with your horns. The target must succeed a 
  Strength saving throw DC 8 + your proficiency bonus + 
  your Strength modifier or be pushed 5 feet away from 
  you or knocked prone (your choice). 
  Sylvan Magic. You know the Friends cantrip. At 3rd 
  level, you can cast the Charm Person spell as a 2nd-level 
  spell once with this trait and regain the ability to do so 
  when you finish a long rest. Charisma is your 
  spellcasting ability for these spells. 
  Fey Hybrid. Your creature type is fey in addition to 
  humanoid. 
   
  Racial Feat: Pandemonium 
  Prerequisite: Satyr, 8th level 
  You can cast the Confusion spell once without expending a 
  spell slot or providing material components for the spell. 
  Charisma is your spellcasting ability for the spell.  
  At 13th level, you cast the spell as a 5th-level spell, and at 
  17th level, you can cast it as a 6th-level spell. 
  You regain expended uses of this ability when you finish a 
  long rest. 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  17 
   
  Illustration by Matt Hubel 
  SIRENS 
  SONGSTRESSES OF THE SHORES 
  These torso of a siren resembles that of an elf, but the 
  lower body resembles a sea creature: iridescent scales 
  and the wide tail of a fish, and sharing other features 
  with sea creatures is not unheard of. 
  Sirens are blamed for floods, storms, shipwrecks, and 
  drownings, but many sirens are simple curious 
  romantics. An infatuated siren will risk life and limb to 
  follow it onto land to learn about the object of their 
  desire, assuming an elven visage. Sirens find walking 
  uncomfortable, however, and when they become wet or 
  immersed in water, their body reflexively returns to its 
  native aquatic form. 
   
  Racial Feat: Stupefying Touch 
  Prerequisite: Siren 
  As an action, you touch a creature you can see within 5 feet 
  of you. The creature must succeed a Wisdom saving throw 
  DC 8 + your proficiency bonus + your Charisma modifier or 
  take a number of d6s equivalent to your proficiency bonus in 
  psychic damage and be stunned until the start if your next 
  turn. This feature has no effect on constructs or undead. 
  You can use this ability twice, and regain expended uses of it 
  when you finish a long rest. 
  SIREN RACIAL TRAITS 
  Ability Scores. Your Charisma score increases by 2 
  and your Dexterity score increases by 1. 
  Age. Sirens enter adulthood in their early teens and 
  can live up to two hundred years. 
  Alignment. Siren alignments vary by individual. 
  Size and Speed. Sirens stand five to six feet tall and 
  weigh an average of 140 pounds. Your size is Medium. 
  Your base walking speed is 25 feet. 
  Darkvision. Accustomed to life under the water, you 
  can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You 
  can’t discern color in darkness, only shades of gray. 
  Child of the Sea. You have a swimming speed of 30 
  feet, and can breathe air and water. When dry, you can 
  use your action to split your tail into legs. If you are wet, 
  you immediately revert to your aquatic form. You can use 
  your action on your turn to re-form your tail. While you 
  have a tail, your movement speed is 5 feet. 
  Additionally, if you have not fully submerged yourself 
  in water for a number of days equal to your proficiency 
  bonus, you take one level of exhaustion, which cannot be 
  alleviated until you complete a long rest while 
  submerged. 
  Languages. You can speak, read and write Common, 
  Sylvan and Aquan. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can’t put you to sleep. 
  Friend of the Sea. Using gestures and sounds, you 
  can communicate simple ideas to any beast that has an 
  innate swimming speed. 
  Siren Training. You have proficiency with spears, 
  tridents and one musical instrument of your choice. 
  Siren Magic. You know the Friends cantrip. At 3rd 
  level, you can cast the Fog Cloud spell as a 2nd-level 
  spell once with this trait and regain the ability to do so 
  when you finish a long rest.  
  Siren Song. As an action, you concentrate (as if 
  concentrating on a spell) and fill the air (or water) 
  around you with music, spreading around corners up to 
  100 feet away for up to 10 minutes. The music moves 
  with you. For the duration, you make Charisma 
  (Performance) checks with advantage, and can use a 
  bonus action to force a living creature you can see that 
  can hear the music to make a Wisdom saving throw DC 
  8 + your proficiency bonus + your Charisma modifier. If 
  the target is in combat, it succeeds its saving throw. If it 
  fails, the creature is charmed by you for as long as it can 
  hear the music and for up to 1 hour. You can charm a 
  number of creatures equal to your Charisma modifier. 
  Once you use this trait, you can’t use it again until you 
  complete a long rest. 
  Fey Nature. Your creature type is fey. 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  18 
   
  Illustration by MirageMari  
  SLUAGH 
  ETHEREAL FEY 
  Sluagh are pallid, waiflike fey that have an infamously 
  ashen complexion, sunken eyes and slight odor of decay 
  makes them seem vaguely… dead. Most folks fear or hate 
  the sluagh, but they this fact in stride, and many sluagh 
  take a special delight in unnerving others. 
  Their prowess with stealth, and ability to keep secrets 
  makes them natural information brokers, assassins, and 
  oracles. They have strong, sentimental attachments to 
  their possessions, which others often think rubbish, and 
  prefer these items as payment to ordinary wealth. 
  Sluagh relate best amongst themselves. They are 
  territorial, and demand rigid adherence to standards of 
  etiquette that others don’t understand. They love formal 
  clothing and occasionally hold a high Tea, gathering 
  their friends to drink watered down tea and eat moldy 
  crumpets, and discuss the latest gossip.  
  SLUAGH RACIAL TRAITS 
  Ability Scores. Your Wisdom score increase by 2, and 
  your Intelligence score increases by 1. 
  Age. Sluagh live for over four centuries. As they age, 
  their odor grows pungent and their skin droops, which 
  they seem to enjoy. 
  Alignment. In proportion to their longevity, most 
  sluagh tend toward neutral alignments. 
  Size and Speed. Sluagh are similarly statured to 
  humans, but weigh considerably less. Your size is 
  medium. Your base walking speed is 25 feet. 
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of gray. 
  Languages. You can speak, read and write Common, 
  Sluagh Telegraph Cipher, and two other languages of 
  your choice. 
  Gelatinous Bones. You are proficient with the Stealth 
  skill. If your class or background also grants you the 
  Stealth skill, you may add twice your proficiency bonus 
  to rolls with it. You can squeeze into one size space 
  smaller than other medium creatures (Tiny), but are 
  unable to do anything other than move at a speed of 5 
  feet while doing so. 
  Messages in the Leaves. Using a ritual tea set, you 
  can serve the favorite tea of someone you know who also 
  owns such a set. You can contact them by tapping your 
  teacup with a teaspoon. The effects of this are as 
  described in the Sending spell, and the connection lasts 
  until the tea has gone cold or is consumed. The tapping 
  is the only information transferred. If the owner of the 
  other tea set hears it, they respond by tapping their cup 
  in kind. You own, are proficient with and attuned to such 
  a tea set. 
  Psychometry. You are proficient with the Insight skill. 
  You focus your thoughts on an object and make an 
  Intelligence (History) check to learn historical detail 
  about an object. The knowledge comes in the form of a 
  vision where the object was the center of, or in close 
  proximity to a strong emotion. Once you use this ability, 
  you can’t use it again until you complete a long rest. 
  Friend to the Dead. You can see into the ethereal 
  plane up to a distance of 30 feet, and you can apply twice 
  your proficiency bonus to Charisma (Persuasion) checks 
  when in conversation undead creatures who are not 
  hostile to you. When you reach 5th level, you can cast the 
  Speak with Dead spell once, and regain the ability to do 
  so when you complete a long rest. 
  Fey Nature. Your creature type is fey. 
   
  Sluagh Racial Feat: Nightmarish Form 
  Prerequisite: Sluagh, 8th level 
  As an action, you can assume the form of a slithering tracker 
  for a number of hours equal to your proficiency bonus. You 
  can revert to your normal form using your bonus action on 
  your turn. You automatically revert if you fall unconscious, 
  are reduced to 0 hit points, or die. While you are 
  transformed, the following rules apply: 
  • Your game statistics are replaced by the statistics of the 
  Slithering Tracker, but you retain your alignment, 
  personality, and Intelligence, Wisdom, and Charisma scores. 
  You also retain any saving throw proficiencies you have. 
  • While in your Slithering Tracker shape, you cannot cast 
  spells. 
  • Your equipment merges into your new form, and has no 
  effect until you leave the form. 
  Once you use this ability, you cannot use it again until you 
  finish a long rest. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  19 
   
  Illustration by Alaina E. Milare 
  TROLLS 
  STRENGTH IN HONOR 
  Trolls are hirsute, horned fey whose skin and hair 
  pigmentations range from white or grey-green, to deep 
  blue (a particularly revered shade). 
  The most ancient of stories make mention of trolls 
  (although sometimes under a different name). Trolls 
  often play two roles in these stories: the first as 
  powerfully strong monster, the second as extremely 
  honor-bound protector. They have a long tradition of 
  joining organizations or groups and protecting them until 
  the end, or they may choose to be the protector of the 
  weak or oppressed, or simple those who fate seems to 
  have abandoned.  
  This duty-bound nature places them at odds with an 
  adversary who is all too happy to paint the troll as a 
  monster to be slain, which complicates their reputation 
  in some cultures. In actual fact, nothing is more 
  important to a troll than their honor. This is both a 
  cultural institution and a supernatural compulsion 
  imposed by their fey nature. A troll who breaks an oath 
  loses some of their strength until they have redeemed 
  themselves. 
  Trolls can be found doing work wherever they can take 
  advantage of their natural-born talents. They prefer work 
  over relaxation, and tend to lead simple lives of duty and 
  service. 
  TROLL RACIAL TRAITS 
  Ability Scores. Your Strength score increases by 2, 
  and your Constitution score increases by 1. 
  Age. Trolls enter adulthood in their early thirties and 
  live up to two centuries. 
  Alignment. Clear roles and tasks makes most trolls 
  Lawful. A sense of fair-play, and emphasis on personal 
  accountability pushes them toward neutrality. 
  Size and Speed. Trolls stand between seven and eight 
  feet tall and weigh between 280 and 340 pounds. Your 
  size is Medium. Your base walking speed is 30 feet. 
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of gray. 
  Natural Athlete. You are proficient in the Athletics 
  skill. 
  Languages. You can speak, read, and write Common 
  and Giant. 
  Crushing Weaponry. You are proficient with mauls, 
  morningstars, and warhammers. 
  Mountain Adept. Rocky or snowy terrain usually 
  considered difficult is treated as normal for you. 
  Strength of Honor. You can shrug off injury. When 
  you take damage from another creature, you can use 
  your reaction to roll a 1d6 and add your Constitution 
  modifier, and reduce the damage by the total. You can 
  add that total to the damage roll first melee attack you 
  hit with on your next turn.  
  Once you use this ability, you can’t use it again until 
  you finish a short or long rest. 
  Thundering Stomp. As an action, you stomp your foot 
  down, thundering sound, audible at 100 feet away. All 
  creatures within 5 feet of you must make a Constitution 
  saving throw DC 8 + your proficiency bonus + your 
  Strength modifier. A creature that fails its saving throw 
  takes 1d8 thunder damage and is deafened until the start 
  of your next turn. This damage increases at 5th level 
  (2d8), 11th level (3d8), and 17th level (4d8). A creature 
  that succeeds its save takes half damage and isn’t 
  deafened. Once you use this ability, you can’t use it again 
  until you finish a long rest. 
  Fey Hybrid. Your creature type is fey in addition to 
  humanoid. 
   
  Troll Racial Feat: Stone Skin 
  Prerequisite: Troll 
  When you take damage, you can use your reaction to harden 
  your skin, resisting all damage except thunder and psychic 
  until the start of your next turn, including the triggering 
  attack. You can use this ability once, and regain expended 
  uses of it when you finish a short rest. 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  20 
   
  Illustration by Sandra Duchiewicz 
   
  FAERIE 
  UNCANNY NATURES 
  Faeries are part and parcel to magic, wielding it with an 
  aptitude that awes druids, inspires jealousy among 
  wizards, and fosters kinship among sorcerers. Faeries 
  often manage the spellcasting abilities most gain after 
  years of discipline by the end of their adolescence, 
  although they often do not yet realize this to be the case.  
  A faerie’s affinity might express itself as a kinship to 
  earth, water, air, or plants. Others become master 
  manipulators, or inexplicably efficient with an otherwise 
  crude weapon. 
  CREATING A FAERIE 
  Perhaps the most important thing when creating a faerie 
  is to consider whether your formative experiences took 
  place on the Material Plane or in the Feywild.  
  The Material Plane. Did you have a fey ancestor or 
  parent? Fae-blooded folk have subtle signs of their 
  ancestry upon them: unusual pigmentation, an unusual 
  birthmark, an auspicious constellation of freckles, or an 
  imaginary friend even their parents would occasionally 
  swear was real. How and when did you realize your 
  powers, and have you come to embrace them? 
  The Feywild. Few races native to the material plane 
  manage to collectively eke out a living among the harsh 
  wildernesses of the Feywild. They become populations 
  living out of time, surviving in a plane where the only rule 
  is change or die. Tribes embrace this edict of mutability 
  might evolve affectations of variation in pigmentation, 
  hirsuteness, exaggerated ears, or unusually long fingers. 
  You might even sprout wings as you mature. The 
  Material Plane might be a world of alien wonders to you: 
  perhaps you’ve drunk sweet nectar from a tulip, but 
  never tasted refined sugar. Consider the events that 
  brought you to the Material Plane. 
  Quick Build 
  You can make a faerie quickly by following these 
  suggestions. First, Charisma should be your highest 
  ability score, followed by Dexterity. 
  Choose the Dancing Lights, Sanguine Strike FAE and 
  Zap FAE cantrips. Then, select the following 1st-level 
  faerie spells: Dust Dash FAE, Faerie Fire and Witch Bolt. 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  21 
   
  The Faerie 
  - Spell Slots Per Level - 
  Level 
  Proficiency 
  Bonus 
  Features 
  Cantrips 
  Known 
  Spells 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1st 
  +2 
  Spellcasting, Glamorous 
  Defense, Faerie Affinity 
  3 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +2 
  Misty Escape, Faerie Dust, 
  Faerie Affinity Feature 
  3 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  — 
  3 
  6 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  Ability Score Improvement 
  4 
  7 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +3 
  — 
  4 
  8 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  Faerie Affinity Feature 
  4 
  9 
  4 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  — 
  4 
  10 
  4 
  3 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +3 
  Ability Score Improvement 
  4 
  11 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  — 
  4 
  12 
  4 
  3 
  3 
  3 
  1 
  — 
  — 
  — 
  — 
  10th 
  +4 
  Faerie Affinity Feature 
  5 
  13 
  4 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +4 
  — 
  5 
  14 
  4 
  3 
  3 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +4 
  Ability Score Improvement 
  5 
  15 
  4 
  3 
  3 
  3 
  2 
  1 
  — 
  — 
  — 
  13th 
  +5 
  — 
  5 
  16 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  — 
  — 
  14th 
  +5 
  Faerie Affinity Feature 
  5 
  17 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  — 
  — 
  15th 
  +5 
  — 
  5 
  18 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  — 
  16th 
  +5 
  Ability Score Improvement 
  5 
  19 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  — 
  17th 
  +6 
  — 
  5 
  20 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  1 
  18th 
  +6 
  Dreamchaser 
  5 
  21 
  4 
  3 
  3 
  3 
  3 
  1 
  1 
  1 
  1 
  19th 
  +6 
  Ability Score Improvement 
  5 
  22 
  4 
  3 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  20th 
  +6 
  Planar Glamour 
  5 
  23 
  4 
  3 
  3 
  3 
  3 
  2 
  2 
  1 
  1 
   
  CLASS FEATURES 
  Hit Points 
  Hit Dice: 1d6 per level  
  Hit Points at 1st Level: 6 + your Constitution modifier 
  Hit Points at Higher Levels: 1d6 (or 4) + your 
  Constitution modifier per faerie level after 1st 
  Proficiencies 
  Armor: None 
  Weapons: Simple weapons  
  Tools: You are proficient with one musical instrument of 
  your choice, and one type of artisan’s tools. 
  Saving Throws: Dexterity, Charisma 
  Skills: Choose two from Athletics, Acrobatics, Animal 
  Handling, Deception, Intimidation, Persuasion, 
  Performance and Stealth. 
  EQUIPMENT  
  You start with the following equipment, in addition to the 
  equipment granted by your background: 
  • any simple weapon 
  • a spellcasting focus 
  • an entertainer’s pack 
  • a trinket 
  Multiclassing 
  Ability Score Minimum: Charisma 13 
  Proficiencies Gained: one musical instrument 
  SPELLCASTING  
  Faerie spells come naturally to you. See chapter 10 of 
  the Player’s Handbook for the general rules of 
  spellcasting, and page 29 of this document for the faerie 
  spell list. 
  Cantrips 
  At 1st level, you know three cantrips of your choice from 
  the Faerie Spells list. You learn additional faerie cantrips 
  of your choice at higher levels, as shown in the cantrips 
  known column of the Faerie table.  
  Spells Slots 
  The Faerie table shows how many spell slots you have to 
  cast your spells of 1st level and higher. To cast one of 
  these spells, you must expend a slot of the spell’s level or 
  higher. You regain all expended spell slots when you 
  finish a long rest. 
  For example, if you know the 1st-level spell Cure 
  Wounds and have a 1st-level and a 2nd-level spell slot 
  available, you can cast Cure Wounds using either slot. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  22 
  Spells Known of 1st Level and Higher 
  You know four 1st-level spells of your choice from the 
  faerie spell list. The spells known column of the Faerie 
  table shows when you learn more Faerie spells of your 
  choice. Each of these spells must be of a level for which 
  you have spell slots, as shown on the table. For instance, 
  when you reach 3rd level in this class, you can learn one 
  new spell of 1st or 2nd level. 
  Additionally, when you gain a level in this class, you 
  can choose one of the faerie spells you know and replace 
  it with another spell from the faerie spell list, which also 
  must be of a level for which you have spell slots. 
  Ritual Casting 
  You can cast any faerie spell you know as a ritual if that 
  spell has the ritual tag.  
  Once you cast a spell as a ritual, you can’t do so again 
  until you complete a long rest. 
  Spellcasting Focus 
  You can use an arcane focus or a musical instrument you 
  are proficient with as a spellcasting focus for your faerie 
  spells. 
  Spellcasting Ability 
  Charisma is your spellcasting ability for your faerie 
  spells. You use your Charisma whenever a spell refers to 
  your spellcasting ability. In addition, you use your 
  Charisma modifier when setting the saving throw DC for 
  a faerie spell you cast and when making an attack roll 
  with one. 
  Spell save DC = 8 + your proficiency bonus + 
  your Charisma modifier 
  Spell attack modifier = your proficiency bonus + 
  your Charisma modifier 
  GLAMOROUS DEFENSE 
  While you are not wearing armor or holding a shield, 
  your AC equals 10 + your Dexterity modifier + your 
  Charisma modifier. 
  FAERIE AFFINITY 
  Also at 1st level, you are a fey creature in addition to the 
  creature type determined by your race. You choose a 
  faerie affinity, detailed at the end of the class description, 
  choosing from Your choice grants you features at 1st 
  level and again at 6th, 10th, and 14th Level. 
  FAERIE DUST 
  At 2nd level, your body produces a faintly glowing dust, 
  clearly visible to the Detect Magic spell, which provides 
  you with spellcasting components, as if it were 
  component pouch for spellcasting purposes, and it can 
  also be used to invigorate yourself or your allies.  
  Using your bonus action, you can splash dust onto 
  yourself or an creature you can see within 5 feet of you.  
  The target elects to heal for 1d6 hit points + your faerie 
  level, or immediately makes a saving throw against an 
  unwanted poison, disease, or enchantment, adding your 
  Charisma modifier as a bonus to the roll. 
  You can use this feature a number of times equal to 
  your Charisma modifier, and regain expended uses when 
  you finish a long rest. 
  MISTY ESCAPE 
  Also at 2nd level, you can vanish in a puff of mist in 
  response to harm. When you take damage, you can use 
  your reaction to become invisible and teleport up to 30 
  feet to an unoccupied space you can see. You remain 
  invisible until the end of your next turn or until you 
  attack or cast a spell.  
  Once you use this feature, you cannot use it again until 
  you finish a short rest. 
  ABILITY SCORE IMPROVEMENT 
  When you reach 4th level, and again at 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of 
  your choice by 1. You can't increase an ability score 
  above 20 using this feature. 
  DREAMCHASER 
  At 18th level, you can enter the dreams of others known 
  to you. You can spend 1 minute to compact your faerie 
  dust into a dreamstone, and gift it to another creature. If 
  you create a second, the first crumbles into dust. 
  If you can see the open sky, you can cast the Dream 
  spell once without expending a spell slot. If the bearer of 
  your token is the target your Dream spell, the spell can 
  transcend planes. If they are not asleep, your dream 
  stone will record your message and transmit it to the 
  bearer when they fall asleep. Once you cast the spell in 
  this manner, you cannot do so again until you complete a 
  long rest. 
  Additionally, if you complete a long rest in the Feywild, 
  you can exchange one spell you know for a different spell 
  from the Faerie Spells list. Once you use this feature, 
  you can’t use it again for one month.  
   
  Armor Class Calculations 
  When the game gives you more than one way to calculate 
  your Armor Class, you can only use one of them. For 
  example, if you have the Glamorous Defense feature and the 
  Lizardfolk’s Natural Armor trait, you can’t benefit from both 
  simultaneously. Instead, you choose which formula 
  determines your AC. 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  23 
  EXTRAPLANAR GLAMOUR 
  At 20th level, your Charisma score increases by 4, to a 
  maximum of 24. You also become attuned to another of 
  the inner planes, gaining one of following three boons: 
  Feywild Access: If you are under the light of a full 
  moon, you can cast the Gate spell to access the Feywild 
  or Material Plane without expending a spell slot, and 
  without providing material components for the spell. You 
  regain use of this ability when you finish a long rest. 
  Astral Access: You can cast the Astral Projection spell 
  once without expending a spell slot, using a single quartz 
  crystal as the material component for the spell. When 
  you cast the spell, you can only bring a number of 
  additional creatures equal to your Charisma modifier. 
  You regain use of this ability when you finish a long rest. 
  Ethereal Access: You can cast the Etherealness spell 
  once without expending a spell slot, and regain the 
  ability to do so when you finish a long rest. When you 
  cast the spell, you can bring an additional number of 
  willing creatures that you can see within 30 feet of you 
  equal to your Charisma modifier. 
   
   
   
   
   
   
  Illustration by Sir Kannario 
  FAERIE AFFINITIES 
  Every faerie is unique: their very natures are shaped by 
  the magic that flows through, but also the experiences 
  that shape and transform them along their journeys. 
  For a faerie, the development of their powers deforms 
  as they experience a change in scenery, lifestyle and the 
  company they keep. They are famously mutable and can 
  be near unrecognizable at the end of a journey as when it 
  began. 
  THE SIDHE 
  You have always loved rivers, lakes, and waterfalls, 
  coastal cliff sides and open, windy plains, marking their 
  territories for other fey to enjoy or avoid.  
  Fluid Magics 
  When you choose this affinity at 1st level, you are 
  proficient in the Insight skill, and you know the Gust XGE 
  and Shape Water XGE cantrips. You learn additional 
  spells when you reach certain levels, shown in the Sidhe 
  Spells table. These spells are faerie spells for you, and 
  they don't count against the number of faerie spells you 
  know. 
  Faerie Affinity Spells 
  Faerie 
  Level 
  Sidhe Spells 
  1st 
  Create or Destroy Water, Fog Cloud 
  3rd 
  Gust of Wind, Warding Wind XGE 
  5th 
  Slow, Wind Wall 
  7th 
  Storm Sphere XGE 
  9th 
  Wall of Water 
  11th 
  Wind Walk 
  13th 
  Whirlwind XGE 
  15th 
  Control Weather 
  17th 
  Storm of Vengeance 
  Heroic Glamour 
  At 2nd level, you can entwine your essence with an ally, 
  emboldening them. As a bonus action, target an ally 
  within 30 feet of you that you can see. Until the end of 
  your next turn, their Armor Class and any saving throws 
  or damage rolls they make receive a bonus equal to your 
  Charisma modifier. They resist all damage, and if they 
  take damage, you take half the amount they take as 
  psychic damage. The effect ends if the target moves 
  more than 30 feet away from you. 
  You gain additional uses of this feature, and can 
  project it over greater distances as your level increases. 
  You can use it 3 times at 2nd level, 4 at 6th (35 feet), 5 at 
  12th (40 feet), and 6 at 17th (45 feet). You regain all 
  expended uses of it when you complete a short rest. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  24 
  Flowing Favors 
  At 6th level, you learn the Mage Hand cantrip. The spell 
  is invisible, and you can use it reflexively. When a 
  creature you can see makes an attack roll, ability check, 
  or saving throw, and the results of the roll have not been 
  announced, you can use your reaction to apply your 
  Charisma modifier as a bonus or a penalty to the roll. 
  You can use this feature once, and regain use of it 
  when you finish a short or long rest. 
  Glamourous Incorporation 
  At 10th level, you can absorb a hostile spell, and store 
  the magical energy for your own use. 
  If you or the target of your Heroic Glamour become the 
  sole targeted of a 5th-level or lower spell requiring a 
  saving throw, you can use your reaction to make a 
  Charisma saving throw instead of the one required by 
  the spell. If you succeed, you regain an expended spell 
  slot, up to the level of the spell you absorbed.  
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
  Thundering Heroism 
  At 14th level, you further empower the recipients of your 
  Heroic Glamour. They add half your faerie level to any 
  damage rolls they make as additional thunder damage. 
   
  Roleplaying a Sidhe 
  • A clever alliance can overcome any obstacle. 
  • You are the wind blowing at your friends’ backs. 
  • Moods, desires and fancies are like the weather: they come 
  in wide varieties and are bound to change. 
   
   
  Illustration by Matt Dixon 
  THE NIXIE 
  You love tricks and pranks, and might live in a large 
  mushroom, or an eccentric-looking tree. 
  Cunning Magics 
  When you choose this affinity at 1st level, you are 
  proficient in the Arcana skill, and know the Vicious 
  Mockery and Infestation XGE cantrips. You learn 
  additional spells when you reach certain levels, shown in 
  the Nixie Spells table. These spells are faerie spells for 
  you, and they don't count against the number of faerie 
  spells you know. 
  Faerie Affinity Spells 
  Faerie 
  Level 
  Nixie Spells 
  1st 
  Command, Dissonant Whispers 
  3rd 
  Crown of Madness, Phantasmal Force 
  5th 
  Fear, Hypnotic Pattern 
  7th 
  Phantasmal Killer 
  9th 
  Dominate Person 
  11th 
  Eyebite 
  13th 
  Reverse Gravity 
  15th 
  Dominate Monster 
  17th 
  Psychic Scream XGE 
  Nightmarish Delirium 
  At 2nd level, you can plunge a creature you have put to 
  sleep, charmed, frightened or confused into a delirious 
  nightmare. 
  As a bonus action, you concentrate (as if concentrating 
  on a spell) and double the remaining duration of the 
  effect upon the creature, which becomes lost in a 
  nightmare of your design, seeing and hearing only itself 
  and the nightmare. To the target, time seems to slow 
  down, and they experience an hour’s passing each six 
  seconds they endure the nightmare. You can change the 
  effect upon the creature, (choosing from charmed, 
  confused, frightened or unconscious) on your turn using 
  your bonus action.  
  The nightmare ends if the creature takes damage, or it 
  makes a saving throw against an effect other than your 
  spell. The creature then becomes immune this ability for 
  24 hours. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest.  
  
   
  Old Gus’ Errata: Fey and Faeries 
  25 
  Supple Ward 
  At 6th level, when a ranged spell attack (or Magic 
  Missile) targets a creature you can see within 30 feet of 
  you, and the results have not been announced, you can 
  use your reaction and expend an equivalent spell slot to 
  make an opposed spellcasting ability contest against the 
  caster. If you succeed, the spell targets the caster using 
  the original attack roll. You cannot reflect spells cast 
  above 5th-level.  
  You can use this feature once, and regain expended 
  uses of it when you complete a long rest. 
  Tricksy Cantrip 
  At 10th level, you can empower one faerie cantrip you 
  know that targets a single creature. When you cast the 
  cantrip, you can target one additional creature within 
  range and also within a number of feet equal to 5 × your 
  Charisma modifier of the initial target. If the cantrip 
  requires an attack roll, you make a second attack roll. 
  Magical Mimicry 
  At 14th level, if an ally within 30 feet of you that you can 
  see or hear casts a spell of 5th-level or lower with a 
  casting time of 1 action or 1 bonus action that doesn’t 
  require concentration, you can use your reaction and an 
  equivalent spell slot to cast the same spell, even if you 
  don’t know it. You can cast the spell at a lower level your 
  ally did, but must meet the minimum casting level for the 
  spell. On your next turn, you may cast a cantrip, but not a 
  spell. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
  Roleplaying a Nixie 
  • There is no such thing as something for nothing. Favors for 
  favors, tricks for tricks.  
  • Trade insult for insult. Always get the last word, but 
  recognize a good joke, even if you’re the butt of it. 
   
  THE SPRIG 
  You have an intense kinship with living plants, and 
  preferring to live among or even inside them. 
  Floral Fortitude 
  When you choose this affinity at 1st level, you gain the 
  following benefits: 
  • You are proficient in the Nature skill. 
  • You learn the Thorn Whip and Druidcraft cantrips.  
  • You can cast Speak with Plants once without expending a 
  spell slot, and regain the ability to do so when you complete a 
  short rest.  
  • You resist and have advantage on saving throws against 
  poison.  
  Additionally, You learn additional spells when you 
  reach certain levels, shown in the Sprig Spells table. 
  These spells are faerie spells for you, and they don't 
  count against the number of faerie spells you know. 
  Faerie Affinity Spells 
  Faerie 
  Level 
  Sprig Spells 
  1st 
  Entangle, Ray of Sickness 
  3rd 
  Spike Growth, Melf’s Acid Arrow 
  5th 
  Daylight, Plant Growth 
  7th 
  Grasping Vine 
  9th 
  Wrath of Nature 
  11th 
  Wall of Thorns 
  13th 
  Regenerate 
  15th 
  Sunburst 
  17th 
  Mass Heal 
  Corrosive Ichor 
  At 2nd level, you can spray corrosive ichor from your 
  Thorn Whip. When you hit a creature with your Thorn 
  Whip, you can expend a spell slot to spray the target with 
  ichor as a bonus action, dealing an additional acid 
  damage to the target.  
  The extra damage is 2d8 for a 1st-level spell slot, plus 
  1d8 for each spell level higher than 1st, to a maximum of 
  10d8. 
   
   
  Illustration by Sandra Duchiewicz 
  
   
  Old Gus’ Errata: Fey and Faeries 
  26 
  Grasping Vines 
  At 6th level, you gain the following benefits: 
  • You can cast the Speak with Plants spell at-will. 
  • Your Thorn Whip’s range increases to 45 feet, and the 
  distance you can pull a target with it increases to 15 feet. 
  • As a bonus action, you can command your Entangle, Spike 
  Growth or Grasping Vine spells to move a number of feet 
  equal to 5 × your Charisma modifier. 
  Natural Raiment 
  At 10th level, you can cause plant matter to form a 
  protective shell around you. As an action, you assume 
  the form of a Shambling Mound (see page 270 of the 
  Monster Manual) with hit points equal to 50 + your faerie 
  level. While in this form, you can cast only Thorn Whip 
  and other Sprig spells. If your form is reduced to 0 hit 
  points, you take the remainder of the damage. You can 
  release the form as a free action. 
  Once you use this feature, you can’t use it again until 
  you complete a long rest. 
  We are the Vine 
  At 14th level, your will extends to plants under your 
  control. You gain the following benefits: 
  • Plants created by your spells or charmed by you that you can 
  see can serve as the origin of your Thorn Whip. 
  • Your Thorn Whip deals additional acid damage equal to your 
  Charisma modifier. 
  • Your Thorn Whip can pull a willing creature up to 15 feet 
  without harming them without needing to make an attack 
  roll. 
   
  Roleplaying a Sprig 
  • You feel sorry for others: the colors and shapes of plants and 
  buzzing of insects a symphony only you appreciate. 
  • You prefer places that allow you to grow and put down deep 
  roots, and feel the same about friendships. 
   
  Illustration by Rimma 
  THE BROWNIE 
  You might live underground or in stone ruins. Many 
  brownies seek solitary lives, greedily hoarding treasures.  
  Grugach Magic 
  When you choose this affinity at 1st level, you are 
  proficient with light armor and the Survival skill, and you 
  know the Mold Earth XGE cantrip. You learn additional 
  spells when you reach certain levels. These spells are 
  faerie spells for you, and they don't count against the 
  number of faerie spells you know. 
  Faerie Affinity Spells 
  Faerie 
  Level 
  Brownie Spells 
  1st 
  Longstrider, Zephyr Strike XGE 
  3rd 
  Earth Tremor XGE,  
  Maximilian's Earthen Grasp XGE 
  5th 
  Erupting Earth XGE, Meld Into Stone 
  7th 
  Staggering Smite 
  9th 
  Transmute Rock XGE 
  11th 
  Move Earth 
  13th 
  Mordenkainen's Sword 
  15th 
  Earthquake 
  17th 
  Invulnerability 
  Faerie Weapon 
  At 1st level, your fists, teeth, nails, or favorite simple 
  melee weapon become a magical d4 faerie weapon. 
  When you take the Attack action with your faerie 
  weapon, you can attack twice. Your movement speed 
  increases by 5 feet, and you gain a climbing speed of 20 
  feet. You gain 2 additional hit points, and 1 additional hit 
  point each time you gain a faerie level. If you have a 
  flying speed, you lose it. 
  Whimsy 
  At 2nd level, you can enter a whimsy at the start of your 
  turn, which lasts until the end of your next turn. For the 
  duration, you resist piercing, slashing and bludgeoning 
  damage. You can concentrate on spells, but can cast only 
  cantrips, and you have disadvantage on concentration 
  checks. Additionally, attack and damage rolls made with 
  your faerie weapon use your Charisma modifier instead 
  of your Strength or Dexterity modifier if it is higher. The 
  whimsy ends if you fall unconscious. 
  You can whimsy a number of times equivalent to your 
  Constitution modifier, and you regain all expended uses 
  of it when you complete a short rest. 
  Quickling Attack 
  At 6th level, your faerie weapon becomes a d6. While in 
  a Whimsy, if you take the Attack action using your faerie 
  weapon, you can make an additional attack with it using 
  your bonus action. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  27 
  Wanton Assault 
  At 10th level, while in a Whimsy, you can use your action 
  and bonus action to add 15 feet to your movement, 
  become immune to attacks of opportunity, and make a 
  number of attacks with your faerie weapon equal to your 
  Charisma modifier, and add it as additional necrotic or 
  radiant damage if you hit. You choose the type of damage 
  when you gain this feature. When your turn ends, so 
  does your rage. 
  Once you use this ability, you can’t use it again until 
  you finish a long rest. 
  Smiting Glamour 
  At 14th level, while in a Whimsy, the first creature you 
  hit on each of your turns with your faerie weapon takes 
  additional damage equal to half your faerie level. The 
  extra damage is necrotic or radiant; it matches your 
  choice from your Wanton Assault feature. 
   
  Roleplaying a Brownie 
  • Mark your journey upon your person, and never forget to 
  take a keepsake to remember your adventures by. 
  • Never, ever back down from a challenge. 
   
   
  Illustration by Carolina Eade 
  FEY FEATS 
  Some DMs also allow the use of feats to customize a 
  character. Feats are an optional rule in chapter 6, 
  “Customization Options,” of the Player’s Handbook. The 
  DM decides whether they’re used and may also decide 
  that some feat are available in a campaign and others 
  aren’t. 
   
  Cunning Glamour 
  Prerequisite: The ability to cast at least one faerie spell 
  When you cast a faerie spell with a casting time of 1 action 
  on your turn, you can use your bonus action to take the 
  disengage, dodge or hide action. 
  Glamoured Artistry 
  Prerequisites: Faerie 
  Your magic drives you to create, and you can expend a use 
  of your Faerie Dust to double your proficiency bonus on 
  checks made with musical instruments or artisan’s tools 
  with which you are proficient. 
  Glamour Reserves 
  Prerequisites: Faerie 
  If you are reduced to 0 hit points but not killed, you can use 
  your reaction to spend a use of Faerie Dust on yourself. 
  Once you use this ability, you can’t use it again until you 
  finish a long rest. 
  Quickling Ancestry 
  Prerequisite: Faerie, 8th Level 
  Your base speed increases by 5 feet, and you learn the 
  Expeditious Retreat and Haste spells, and they are faerie 
  spells for you. Charisma is your spellcasting ability for the 
  spells. 
  Uncanny Strength 
  Prerequisites: Fey creature or Fey Ancestry trait 
  Increase your Strength or Dexterity score by 1, to a maximum 
  of 20. You count as one size larger when determining your 
  carrying capacity and the weight you can push, drag, or lift. 
  Winged Ancestry 
  Prerequisites: Fey, 12th Level 
  You grow a pair of delicate wings, gaining a flying speed of 
  25 feet. You cannot fly if you are wearing armor or exhausted. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  28 
  FAERIE 
  SPELL LIST  
   
  Spell descriptions 
  appear in the Player’s 
  Handbook on page 211. 
  XGE denotes a spell 
  that appears in 
  Xanathar’s Guide to 
  Everything on page 150. 
  FAE denotes a Faerie 
  spell, which are detailed 
  beginning on the 
  following page. 
   
  Cantrips (0 Level) 
  Dancing Lights 
  Magic Stone XGE 
  Message 
  Minor Illusion 
  Peal of Nine Bells FAE 
  Prestidigitation 
  Produce Flame 
  Sanguine Strike FAE 
  Thaumaturgy 
  Thunderclap XGE 
  Word of Radiance XGE 
  Zap FAE 
  1st Level 
  Catapult XGE 
  Charm Person 
  Chaos Bolt XGE 
  Dust Dash FAE 
  Faerie Fire 
  Goodberry 
  Healing Word 
  Jump 
  Silent Image 
  Shield 
  Sleep 
  Snare XGE 
  Speak with Animals 
  Stumble FAE 
  Witch Bolt 
  2nd Level 
  Alter Self 
  Animal Messenger 
  Discordant Thrum FAE 
  Enhance Ability 
  Enlarge Reduce 
  Enthrall 
  Fallow FAE 
  Glamoured Majesty FAE 
  Healing Spirit XGE 
  Hold Person 
  Invisibility 
  Jinx FAE 
  Magic Mouth 
  Magic Weapon 
  Misty Step 
  Mirror Image 
  Moonbeam 
  Nystul's Magic Aura 
  Pass Without Trace 
  Silence 
  Spiritual Weapon 
  Suggestion 
  Sylvan Vision FAE 
  Web 
  3rd Level 
  Bestow Curse 
  Blink 
  Catnap XGE 
  Counterspell 
  Dazzling Strobe FAE 
  Fly 
  Invisible Trickery FAE 
  Magic Circle 
  Minor Glamour FAE 
  Mushroom Ring FAE 
  Nondetection 
  Perplex FAE 
  Protection from Energy 
  Radiant Glamour FAE 
  Remove Curse 
  Sending 
  Slow 
  Speak with Plants 
  Wild Flight FAE 
  4th level 
  Blinding Brilliance FAE 
  Charm Monster 
  Confusion 
  Compulsion 
  Fabricate 
  Freedom of Movement 
  Giant Insect 
  Greater Invisibility 
  Insect Plague 
  Lifebloom FAE 
  Major Glamour FAE 
  Polymorph 
  Sneezing Dust FAE 
  Switcheroo FAE 
  5th Level 
  Animate Objects 
  Awaken 
  Control Winds XGE 
  Contagion 
  Dream 
  Far Step XGE 
  Geas 
  Glamorous Craft FAE 
  Greater Restoration 
  Hold Monster 
  Mislead 
  Modify Memory 
  Passwall 
  Seeming 
  Skill Empowerment XGE 
  Synaptic Static XGE 
  Tree Stride 
  6th Level 
  Budding Romance FAE 
  Conjure Fey 
  Contingency 
  Mental Prison 
  Mass Suggestion 
  Mirage Arcane 
  Otto’s Irresistible Dance 
  Programmed Illusion 
  True Seeing 
  7th Level 
  Body Swap FAE 
  Crown of Stars XGE 
  Etherealness 
  Humanoid Possession FAE 
  Power Word Pain XGE 
  Prismatic Spray 
  Project Image 
  Sequester 
  Simulacrum 
  8th Level 
  Antipathy (Sympathy) 
  Animal Shapes 
  Feeblemind 
  Glibness 
  Maddening Darkness 
  Maze 
  Mind Blank 
  Power Word Stun 
  9th Level 
  Mass Polymorph 
  Power Word Heal 
  Prismatic Wall 
  Shapechange 
  True Polymorph 
  Weird 
  Wish 
   
  Always consult 
  your Dungeon 
  Master before 
  adding new spells to 
  your spellbook! 
   
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  29 
  FAERIE SPELLS  
   
  Faerie Magic for Core Classes 
  Some Faerie spells are available to classes from the Player’s 
  Handbook. They are best suited to particular archetypes, 
  notably the following:  
  • Bards of the College of Glamour, 
  • Clerics of the Trickery Domain, 
  • Druids of all types, especially of the Circle of Dreams, 
  • Paladins of the Oath of the Ancients, 
  • Rangers (if they aren’t too grumpy), 
  • Wild Magic Sorcerers, 
  • Warlocks of whose otherworldly patron is an Archfey, 
  • Wizards whose expertise lies in that particular spell school 
  Blinding Glitter 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 20 feet 
  Components: S M (faerie dust) 
  Duration: Instantaneous 
  Classes: Bard, Faerie, Sorcerer 
  A blinding flash of glittering faerie dust explodes in 20-
  foot radius sphere centered on you, coating everything in 
  range (except you), and glows dimly for 1 minute. 
  Creatures coated in glittering dust have disadvantage on 
  Dexterity (Stealth) checks they make, and cannot benefit 
  from being invisible. Creatures in range that can see you 
  make a Constitution saving throw. If they fail, they are 
  blinded, making a new saving throw at the end of each of 
  their turns to end their blindness. A creature coated in 
  glitter can use its action to remove the glitter from its 
  body. 
  Body Swap 
  7th-level enchantment 
  Casting Time: 10 minutes 
  Range: 60 feet 
  Components: V S M (a lock of hair or drop of blood from 
  each target, which the spell consumes) 
  Duration: Concentration, 8 hours 
  Classes: Faerie, Warlock 
  You target two living creatures in range that you can see 
  who are not in combat. Both targets of the same creature 
  type. 
  An unwilling target makes a Charisma saving throw. If 
  a creature succeeds their saving throw, the spell is lost, 
  the target(s) immediately awaken (if asleep), and are 
  aware of your attempt and your location. If they fail, their 
  essences are swapped.  
  Each body retains its racial modifiers and abilities, its 
  Strength, Constitution and Dexterity scores. Memories, 
  and enchantments upon or within them are transferred 
  to their new body, which takes on the Intelligence, 
  Wisdom and Charisma scores as well as the languages, 
  skills, proficiencies, spells, and abilities of its new 
  inhabitant until the spell ends or is dispelled. 
  At Higher Levels. If you cast this spell using a spell 
  slot of 8th-level, the duration is 24 hours. At 9th-level, the 
  targets do not need to share a creature type, and the 
  spell lasts until dispelled. Using a spell slot of 8th-level or 
  higher grants a duration that doesn't require 
  concentration.  
  Budding Romance 
  6th-level enchantment 
  Casting Time: 1 minute (Ritual) 
  Range: 20 feet 
  Components: S M (a lock of hair or drop of blood from 
  the target(s), which the spell consumes) 
  Duration: Concentration, up to 1 hour 
  Classes: Bard, Faerie, Warlock 
  You forge a bond of love between up to two creatures. 
  Designate up to two living creatures of the same that you 
  can see within range who are not in combat. If the target 
  is aware of your presence, it must not be hostile toward 
  you or the spell fails. 
  Each target makes a Wisdom saving throw. If a target 
  succeeds, they are unaffected, and become aware of your 
  attempt and location, but not your identity. If they fail 
  their saving throw, they are consumed by feelings of love 
  for one another. If you targeted only one creature, 
  designate another living creature of the same type that 
  both you and the target can see as the object of their 
  affection. 
  For the duration, affected creatures are helpful in their 
  actions and will do what they can to spend time with the 
  object of their affections. 
  At Higher Levels. If you cast this spell using a spell 
  slot of 7th-level, the duration is 8 hours. At 8th level the 
  duration is 24 hours, and at 9th-level, the spell lasts until 
  it is dispelled. Using a spell slot of 7th level or higher 
  grants a duration that doesn't require concentration. 
  Dazzling Strobe 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 20 feet 
  Components: S M (faerie dust) 
  Duration: Instantaneous 
  Classes: Bard, Faerie, Sorcerer, Warlock 
  You emit a flickering light with wild intensity. Each 
  creature in a 20-foot radius sphere centered on you that 
  can see you makes a Constitution saving throw. If they 
  fail, any concentration effects they are maintaining are 
  interrupted, and they have disadvantage on the first 
  attack roll they make on their next turn. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  30 
  Discordant Thrum 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: 15 feet 
  Components: V S M (faerie dust) 
  Duration: Instantaneous 
  Classes: Bard, Faerie 
  You emit an uncomfortable cacophony. Each living 
  creature in a 15-foot cone that can see or hear you 
  makes an Intelligence saving throw. If they fail, they 
  cannot communicate and have disadvantage on attack 
  rolls until the end of their next turn. Creatures with an 
  Intelligence score of 6 or lower are immune. 
  Dust Dash 
  1st-level evocation 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: S M (faerie dust) 
  Duration: Instantaneous 
  Classes: Faerie, Bard, Sorcerer, Wizard 
  You dash faerie dust wantonly upon a living creature 
  within 5 feet of you, causing unpredictable effects.  
  Make a melee spell attack against the target if it is 
  unwilling. If you hit, roll a d20 to determine the dust’s 
  unpredictable effects from the Dust Dash table. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2rd-level or higher, you may add or subtract 
  the number of additional spell levels above from your 
  d20 roll. For example, if you cast the spell at 2nd-level 
  and rolled a 10, you can then choose from anywhere 
  between 9 and 11 on the table for the applied dust effect. 
  Dust Dash Effects 
  d20 
  Effects of Dust Dash 
  1 
  Up to 10 cubic feet of the target’s body gain the effects 
  of the Light spell for a number of hours equal to your 
  Charisma modifier. 
  2 
  The dust is loud. Creatures within 10 feet of you 
  (including you) make a Constitution saving throw. A 
  creature that fails takes 1d6 thunder damage. 
  3 
  The target gains the effects of the Enlarge Reduce 
  spell, rolling a 1d2 to determine: reduced (1) or 
  enlarged (2). 
  4 
  The target loses their reaction and makes a 
  Constitution saving throw at disadvantage. If they 
  succeed, they sneeze. If they fail, the sneeze casts the 
  Color Spray spell (as if you had cast it). 
  5 
  The target becomes cursed. Their hair, skin, scales 
  and other pigmentations change to random new 
  colors. 
  6 
  The target makes a Charisma saving throw. If they fail, 
  their shadow escapes and attempts to flee. 
  7 
  The target’s ears grow twice their natural size, giving 
  them advantage on Perception (hearing) checks, but 
  making them vulnerable to thunder damage. A dispel 
  magic or remove curse spell restores them to normal. 
  8 
  The target loses their reaction and expels a live frog 
  from their mouth. If the target is of huge or larger 
  size, the frog is a Giant Frog. If concentrating on a 
  spell, the target loses their spell. 
  9 
  The target makes a Wisdom saving throw at 
  disadvantage. If they fail, they gain the become 
  Confused and enraged for 1 minute. For the duration, 
  they resist piercing, slashing and bludgeoning 
  damage, and deal additional force damage equal to 
  your Charisma modifier with melee attacks. 
  10 
  The target makes a Constitution saving throw. It they 
  fail, they fall asleep for 1 minute. If hostile, the target 
  makes the saving throw with advantage. 
  11 
  The target becomes cursed. Colorful, glowing bubbles 
  appear from the target when they exhale. 
  12 
  The target becomes cursed. The target’s body hair 
  (scales horns, or other prominent features) grow, 
  leaving them with an unruly mane. 
  13 
  The target makes a Charisma saving throw. If they fail, 
  they come under the effect of a Zone of Truth spell, 
  and their inhibitions are lowered as if intoxicated for a 
  number of hours equal to your Charisma modifier. 
  During this time, they speak only in their first 
  language. 
  14 
  The target is infused with static. The next creature that 
  touches or hits the target with a melee attack deals 
  1d20 + your Charisma modifier lightning damage, 
  divided between the target and themselves. 
  15 
  The target makes a Strength saving throw. If it fails, it 
  is knocked prone, taking 1d20 in force damage.  
  16 
  The target becomes cursed. If they speak, read or hear 
  your name, they must succeed a Wisdom saving 
  throw or remove an article of clothing. 
  17 
  The target becomes invisible for 1 minute, or until it 
  attacks or casts a spell. 
  18 
  The target gains the effects of the Fly spell for 1 
  minute. 
  19 
  The target gains the effects of the Haste spell for 1 
  minute. 
  20 
  The target’s body becomes translucent, revealing their 
  organs for 1 minute. Attack rolls against the creature 
  made by those who can see it increase their critical 
  threat range by 1. 
  Fallow 
  2nd-level transmutation (ritual) 
  Casting Time: 1 minute 
  Range: Touch 
  Components: V, S 
  Duration: Up to 100 years 
  Classes: Druid, Faerie, Paladin 
  You deposit your essence within a plant that is large 
  enough for your body to fit inside. You may also deposit 
  yourself into a stone if it isn’t heavier than you can carry. 
  For the duration, you are blinded. As you lie fallow, other 
  effects set in over time.  
  
   
  Old Gus’ Errata: Fey and Faeries 
  31 
  If you remain undisturbed for 1 hour, you gain the 
  benefits of a short rest, and if undisturbed for 4 hours, 
  you gain the benefits of a long rest. If you continue to 
  remain undisturbed, you can remain in a fallow state for 
  as long as your body is able to live. You can exit your 
  hiding place using your action. 
  If your host plant or stone is uprooted, damaged or 
  disturbed, you are immediately are expelled from your 
  hiding place and fallow state, and take double the 
  damage done to your host plant or stone. You then must 
  then succeed a Wisdom saving throw against your own 
  spell save DC or be confused. You can make a new 
  saving throw on each of your turns to end the effect.  
  At Higher Levels. You can immediately immerse 
  yourself into a deeper fallow state by casting the spell by 
  casting it with a higher level spell slot as noted on the 
  following table:  
  Fallow State Duration 
  Spell 
  Slot 
  Duration 
  Effects 
  3 
  1 minute 
  Your body doesn’t need food or air. 
  4 
  1 hour 
  You can still hear muffled noises, and 
  make any Wisdom (Perception) checks 
  to hear words with disadvantage. 
  5 
  24 hours 
  You are deafened, but remain aware of 
  the passage of time. 
  6 
  1 month 
  Your essence is invisible to the Detect 
  Magic spell, and you age at half your 
  normal rate. 
  7 
  1 year 
  You can cast the Dream spell once a 
  month, even if you don’t know it. You 
  age at one quarter of the normal rate.  
  8 
  10 years 
  Your essence is invisible to the Scrying 
  spell, and you age at one tenth of the 
  normal rate. 
  Waking up from your fallow state is now 
  difficult, and you must make a Wisdom 
  saving throw against your own spell 
  save DC to do so. If you fail, you must 
  wait six months to try again. 
  9 
  100 years 
  You can cast the Astral Projection spell 
  on yourself once a year. Your Wisdom 
  saving throws to wake up are made at 
  disadvantage. 
  Glamourous Craft 
  5th-level enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V S M (faerie dust) 
  Duration: Concentration, 8 hours (Ritual) 
  Classes: Faerie, Sorcerer, Wizard 
  Left uninterrupted to work, you can perform incredible 
  feats of craftsmanship. Choose from the following two 
  options: 
  Hasty Craft. Designate one artisan’s tool with which 
  you are proficient. You can use the tools as if under the 
  effects of the Haste spell. Checks you make with the tool 
  are made with advantage, and you add your spellcasting 
  ability modifier as a bonus to the rolls. You might 
  completing an intricate painting, or work a stack of 
  leather into several pairs of high-quality shoes. 
  Masterwork. Alternately, the spell can enchant a 
  mundane item you created. When you do, your spell slot 
  is consumed, and is lost. The item becomes magical, and 
  gains an enchantment of your choice made from the 
  following spells: Blur, Enhance Ability, Elemental 
  Weapon (if a weapon), Enlarge/Reduce, Fly, Gaseous 
  Form, Haste, Invisibility, Magic Weapon (if a weapon), 
  Major Image, Pass without Trace, or Tongues. 
  You cannot use your own masterwork item, and it’s 
  command word is your name. A creature who becomes 
  attuned to the item learns the command word (even if 
  they do not recognize its significance), and can activate 
  it, gaining the spell’s effect, which are cast with your 
  spell save DC. The item recharges after one day as long 
  as you are still alive and on the same plane. 
  You can retract the item’s boon if you can see or touch 
  it using your reaction, recovering the spell slot when you 
  complete your next long rest, and any creature under the 
  effects of its magic loses it.  
  Glamoured Majesty 
  2nd-level illusion 
  Casting Time: 1 action 
  Range: 15 feet 
  Components: V S M (faerie dust) 
  Duration: Instantaneous 
  Classes: Cleric, Faerie, Paladin, Warlock 
  You channel your glamour into your body, creating a 
  terrifying, majestic appearance. 
  Each creature in a 15-foot radius sphere centered on 
  you make a Charisma saving throw. Creatures that fail 
  their saving throw have disadvantage on attacks they 
  make against you until the end of their next turn. 
  Humanoid Possession 
  7th-level enchantment (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a fragment of an oyster’s shell, 
  and a piece of the target’s body, such as hair, blood or a 
  fingernail, which the spell consumes) 
  Duration: Concentration, up to 10 minutes 
  Classes: Faerie, Warlock 
  Touch one humanoid you can see within range. The 
  target makes a Charisma saving throw. If the target is 
  hostile to you, it makes saving throw with advantage and 
  a bonus equal to its Charisma modifier. If it succeeds, 
  the spell is lost, and you have disadvantage on any 
  attacks or saving throws the target targets with you for 1 
  minute. If it fails, your body and essence enter the 
  creature. 
  For the duration, you control the target’s body, but 
  target’s consciousness remains aware. You can't be 
  
   
  Old Gus’ Errata: Fey and Faeries 
  32 
  targeted by any attack, spell, or other effect, except ones 
  that turn fey. You retain your alignment and Intelligence, 
  Wisdom, and Charisma scores, while the possessed body 
  retains its Strength, Dexterity and Constitution scores. 
  You do not gain access to the target's knowledge, 
  proficiencies, spellcasting or other abilities. 
  Maintaining constant control of a creature is extremely 
  difficult, and the target’s consciousness attempts wrestle 
  control of itself back from you once every minute, 
  making a new saving throw. If its body is in combat, it’s 
  consciousness makes a new saving throw at the start of 
  your turn. 
  The possession lasts for the duration, until the body 
  drops to 0 Hit Points, or you otherwise forced out by an 
  effect like the Dispel Evil and Good spell, or you end the 
  effect using the body’s bonus action. If the possessed 
  body takes damage, you take twice the amount as 
  psychic damage and make an appropriate concentration 
  saving throw to maintain your possession. 
  When your possession ends, you reappear in an 
  unoccupied space within 5 feet of the target which 
  becomes immune to your possession for 24 hours after 
  succeeding on the saving throw or once the possession 
  ends. 
  At Higher Levels. If you cast this spell using a spell 
  slot of 9th level, the duration is 1 hour, and an affected 
  target makes their saving throw to break the effect or 
  resurface their personality once every ten minutes. 
  Invisible Trickery 
  3rd-level illusion 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V S 
  Duration: Concentration, up to 1 minute 
  Classes: Bard, Faerie, Sorcerer, Warlock, Wizard 
  You become invisible until the start of your next turn. 
  Anything you are wearing or carrying is invisible as long 
  as it is on your person. Your invisibility ends early if you 
  use your reaction, but you do not lose your concentration 
  or the spell. 
  For the duration, roll a d20 at the end of each of your 
  turns. On a roll of 11 or higher, you become invisible 
  again at the end of your turn. Once the spell causes you 
  to become invisible a number of times equal to your 
  spellcasting ability modifier, the spell ends. 
   Jinx 
  2nd-level enchantment 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V S M (faerie dust) 
  Duration: Concentration, up to 1 hour 
  Classes: Bard, Faerie, Sorcerer, Warlock 
  You curse one creature you can see, jinxing them. Until 
  the spell ends, each time the target takes the attack 
  action or casts a spell, they must succeed a Dexterity 
  saving throw or take 2d8 thunder damage. A creature 
  can only suffer this damage once on their turn, but can 
  be jinxed again if they cast a spell or make an attack of 
  opportunity using their reaction. 
  Also, choose one ability when you cast the spell. The 
  target has disadvantage on ability checks made with the 
  chosen ability. A Remove Curse spell cast on the target 
  ends the jinx. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd or 4th level, you can maintain your 
  concentration on the spell for up to 8 hours. When you 
  use a spell slot of 5th level or higher, you can maintain 
  your concentration on the spell for up to 24 hours.  
  Lifebloom 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V S M (a fresh sprig of local flora, which 
  the spell consumes) 
  Duration: Instantaneous 
  Classes: Faerie, Druid, Paladin, Ranger 
  You draw pure life force from the feywild, sharing it with 
  your allies. Each living creature of your choice in a 20-
  foot radius sphere heals 3d6 hit points and makes a DC 
  10 Charisma ability check. If they succeed, they add your 
  spellcasting modifier to the amount healed. Beasts, fey 
  and plants automatically succeed this check. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the radius of the sphere 
  increases by 5 feet and the healing increases by 1d6 for 
  each slot level above 4th. 
  Major Glamour 
  4th-level transmutation (ritual) 
  Casting Time: 1 minute 
  Range: Self 
  Components: V S M (an uncut ruby, emerald or 
  sapphire worth at least 500 gp, which the spell 
  consumes) 
  Duration: Concentration, up to 1 hour 
  Classes: Bard, Faerie, Sorcerer, Wizard 
  You transform yourself into a living creature. Choose one 
  of following two creature types: 
  Glamourous Humanoid. You become a human, half-
  elf, halfling, gnome or elf (not a drow). You decide what 
  you look like, including your height, weight, facial 
  features, sound of your voice, hair length, coloration, and 
  distinguishing characteristics, if any. None of your 
  statistics change. can designate one skill, tool, armor or 
  weapon proficiency you desire for the duration. 
  Glamourous Beast. Choose a creature known to you 
  as the target of this spell. The target must be on the 
  same plane of existence as you. You become a tiny, small 
  or medium beast of great beauty, perfectly suited to the 
  target’s aesthetics, such as a colorful bird, a white stag, 
  or a silvery fish. You are able to cast the Message cantrip 
  at will at the target, and make Charisma (Persuasion) 
  and Charisma (Performance) checks against them with 
  
   
  Old Gus’ Errata: Fey and Faeries 
  33 
  advantage. You gain the traits of your chosen form, and 
  can fly, swim or breathe water as applicable, but cannot 
  speak, cast spells, make attacks or use any class abilities. 
  If you take damage, you must succeed a concentration 
  check to maintain the transformation. 
  For the duration, you are fey and are also the creature 
  type you transformed into. A hostile creature can use its 
  action to make an Intelligence (Investigation) check 
  against your spell save DC. If they succeed, you must 
  make a concentration check to maintain your form. 
  At Higher Levels. If you cast this spell using a spell 
  slot of 5th-level, the duration is 8 hours. The duration is 
  24 hours at 6th-level, 72 hours at 7th-level, and one week 
  at 8th-level. At 9th level, you can maintain your 
  transformation indefinitely. Using a spell of 5th-level 
  spell slot or higher grants a duration that doesn't require 
  concentration, and use of a 7th-level spell slot or higher 
  makes your transformation invisible to the effects of the 
  Detect Magic spell. 
  No matter the spell slot expended, if you are damaged 
  during your transformation, you must roll a 
  concentration check to maintain it. 
  Minor Glamour 
  3rd-level transmutation (ritual) 
  Casting Time: 1 action 
  Range: Self 
  Components: S M (a hunk of jade or malachite worth at 
  least 250 gp, which the spell consumes) 
  Duration: Concentration, up to 8 hours 
  Classes: Bard, Faerie, Sorcerer, Wizard 
  You temporarily transform yourself into a small object. 
  Choose one the following two object types: 
  Mundane Object. You become a mundane object of 
  your approximate size and weight, such as a bundle of 
  rags, a small vase or a dagger if you are a pixie, a 
  wooden chair if you are small, or a suit of armor if you 
  are medium.  
  Glamourous Object. Choose a creature known to you 
  as the target of this spell. The target must be on the 
  same plane of existence as you. You become an object of 
  great beauty, perfectly suited to the target’s aesthetic 
  tastes, such as a jeweled goblet or a carved figurine. If 
  the target sees you in your object form, they make a 
  Wisdom saving throw against your spell save DC. If they 
  fail, they are compelled to add you to their personal 
  possessions. 
  While in your object form, you cannot move, or cast 
  spells but you remain aware, and are see basic shapes 
  and color and hear muffled noises, making any Wisdom 
  (Perception) checks to see or hear with disadvantage. If 
  your object form is damaged, you immediately revert to 
  your natural form and take the equivalent amount of 
  damage.  
  To discern that you are transfigured, a creature can 
  use its action to make an Intelligence (Investigation) 
  check against your spell save DC at disadvantage. If they 
  succeed, you succeed a concentration check to maintain 
  your form. 
  At Higher Levels. If you cast this spell using a spell 
  slot of 4th-level, the duration is 8 hours. The duration is 
  24 hours at 5th-level, 72 hours at 6th-level spell, one 
  week at 7th-level, one month at 8th level, and one year at 
  9th level.  
  Using a spell of 5th-level or higher grants a duration 
  that doesn't require concentration, and you can complete 
  a long rest while in your object form. Using a spell slot of 
  7th-level or higher makes you invisible to the effects of 
  the Detect Magic spell. 
  Mushroom Ring 
  3rd-level conjuration (ritual) 
  Casting Time: 1 minute 
  Range: 10 feet 
  Components: V S M (faerie dust and mushroom spores, 
  which the spell consumes) 
  Duration: 1 hour 
  Classes: Druid, Faerie, Ranger 
  You enhance the fecundity of a 10-foot radius circle of 
  bare rock, earth or soil that you can see in range, 
  centered directly underneath you. At the start of your 
  next turn, dimly glowing mushrooms appear at the edges 
  of the circle. 
  When you cast the spell, choose one of the following: 
  beasts, humanoids, or monstrosities. The ring affects a 
  creature of the chosen type in the following ways: 
  • The creature attempting to enter the dome must first 
  succeed on a Charisma saving throw. 
  • The creature has disadvantage on attacks against you while 
  in the dome. 
  • Creatures within the cylinder can't be charmed or frightened 
  by the creature. 
  The ring’s effects extend in a 15 feet cylinder above 
  and below the ring. While the ring exists, you can use 
  your bonus action to invite a creature of the excluded 
  type into the ring without penalty.  
  Before the spell ends, you can use your action to 
  consume the ring in an explosion of spores, ending the 
  spell. When you do, creatures other than you and those 
  you have invited within 5 feet of the ring’s circumference 
  make a Constitution saving throw, taking 4d8 poison 
  damage on a failed save, or half as much damage on a 
  success. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d8 for each slot level above 3rd. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  34 
  Peal of Nine Bells 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 20 feet 
  Components: V S 
  Duration: Instantaneous 
  Classes: Bard, Cleric, Faerie, Wizard 
  You create a beam of ringing sound that strikes at one 
  creature of your choice that you can see within range. 
  The target must succeed on a Strength saving throw or 
  be pushed up to 10 feet in a straight line away from you, 
  taking 1d6 thunder damage. 
  The spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6). 
  Perplex 
  3rd-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V S M (faerie dust) 
  Duration: Concentration, 1 minute 
  Classes: Bard, Faerie, Wizard 
  Designate one creature you can see within range, which 
  makes a Wisdom saving throw. On a failure, the target 
  rolls a d6 at the start of its turn, taking the amount rolled 
  as psychic damage, and subtracting that number from 
  attack rolls, ability checks, and concentration checks it 
  makes until the start of its next turn. The target repeats 
  its saving throw at the end of its turn, ending the spell on 
  a success. Creatures with an Intelligence score of 2 or 
  lower are immune to this spell. 
  Radiant Glamour 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 20 feet 
  Components: V S M (faerie dust) 
  Duration: Instantaneous 
  Classes: Cleric, Faerie, Paladin 
  You emit an intense light, searing nearby enemies. Each 
  creature of your choice in a 20-foot radius sphere 
  centered on you that can see you makes a Dexterity 
  saving throw. Targets takes 3d12 radiant damage on a 
  failure, or half as much on a success. Aberrations, fiends 
  and undead that fail their saving throw have 
  disadvantage on their saving throws, and if they fail, are 
  blinded until the end of their next turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d12 for each slot level above 3rd. 
  Stumble 
  1st-level divination 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V S 
  Duration: Concentration, up to one minute. 
  Classes: Bard, Faerie, Sorcerer, Warlock, Wizard 
  You curse a creature. For the duration, if the target 
  moves, more than 5 feet on their turn, you can use your 
  reaction to force them succeed a Dexterity saving throw 
  or fall prone and lose the rest of their movement.  
  Creatures using a flying or swimming speed for their 
  movement are immune to this spell’s effects. 
  Sneezing Dust 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 20 feet 
  Components: V S M (faerie dust) 
  Duration: Instantaneous 
  Classes: Bard, Druid, Faerie, Ranger, Wizard 
  Each creature that needs to breathe within 20-foot 
  radius of you must succeed a Constitution saving throw 
  or become unable to breathe while sneezing 
  uncontrollably. A creature affected in this way is 
  incapacitated and suffocating. As long as it is conscious, 
  a creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on it on a success. The 
  Lesser Restoration spell can also end the effect on a 
  creature. 
  Switcheroo 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 25 feet 
  Components: V S M (faerie dust) 
  Duration: Instantaneous 
  Classes: Bard, Faerie, Sorcerer, Warlock, Wizard 
  Two living creatures you can see who are within range 
  and of the same size swap their positions. If either target 
  is unwilling, they make a Wisdom saving. If a creature 
  succeed succeeds their saving throw in such a manner, 
  the spell is lost.  
  Until the end of your next turn, you can use your 
  reaction to teleport to the position you were at when you 
  cast this spell.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th-level or higher, you can target one 
  additional creature for each slot level above 4th. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  35 
   
  Illustration by Prosper Tipaldi 
  Sylvan Vision 
  1st-level divination 
  Casting Time: 1 action 
  Range: 200 feet 
  Components: V M (a fresh sprig of local flora, which the 
  spell consumes) 
  Duration: Concentration, up to 10 minutes 
  Classes: Druid, Faerie, Ranger 
  For the duration, nonmagical foliage does not obscure 
  your vision. 
  Sanguine Strike 
  Divination cantrip 
  Casting Time: 1 action 
  Range: Touch 
  Components: V S 
  Duration: Concentration, up to 1 round 
  Classes: Bard, Cleric, Faerie, Paladin, Sorcerer 
  You touch a willing target. Your magic grants them 
  exceptional skill with their weapon. The target then 
  designates a creature they can see within 30 feet of 
  them. On their next turn, they gain advantage on the first 
  attack roll they make against the designated creature, 
  provided that this spell hasn’t ended. 
  Wild Flight 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V S M (faerie dust) 
  Duration: Instantaneous 
  Classes: Cleric, Faerie, Warlock 
  You double your remaining movement speed and your 
  body becomes a swirling orb of magical energy. You can 
  use your movement speed to move freely through 
  creatures. Your velocity so high that you can only change 
  direction every 10 feet. 
  Each creature you move through must make a 
  Dexterity saving throw, taking 4d6 radiant damage on a 
  failure, or half as much on a success. If a Large creature 
  or bigger creatures fails their saving throw, add an 
  additional 1d6 radiant damage for each 5 feet they 
  occupy that you moved through. A creature can only be 
  damaged by your Wild Flight once. 
  If you end your turn in an occupied space, you must 
  succeed a Dexterity saving throw against your own spell 
  save DC. If you fail, you take 2d6 force damage and 
  reappear prone in the nearest available space. 
  At Higher Levels. The damage increases by 1d6 for 
  each slot level above 3rd, and so does the amount of 
  force damage you might sustain. 
  Zap 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V S 
  Duration: Instantaneous 
  Classes: Faerie, Sorcerer, Warlock, Wizard 
  A thrum of chaotic magic streaks out of you toward one 
  creature of your choice that you can see within range. 
  Make a ranged spell attack. If it hits, roll a d8 to 
  determine the type of damage, then deal 1d8 of that type 
  to the creature. 
  The spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
  Each time the damage die increases, you can modify the 
  results of your damage type’s roll by ±1. 
  Zap Damage Type 
  d8 
  Damage Type 
  1 
  Fire 
  2 
  Cold 
  3 
  Acid 
  4 
  Lightning 
  5 
  Thunder 
  6 
  Radiant 
  7 
  Force  
  8 
  Psychic 
  
   
  Old Gus’ Errata: Fey and Faeries 
  36 
  OLD GUS’ ADVICE 
  FOR DUNGEON MASTERS 
  Fey and Faeries in your Game 
  Tiny, flying player characters or custom races and 
  classes – especially those of a creature type other than 
  humanoid – can be challenging, especially for 
  inexperienced Dungeon Masters.  
  What follows should not be considered a part of the 
  official rules, and players using this material should not 
  expect any of them to be utilized by their Dungeon 
  Master. They are provided here to assist DMs who are 
  incorporating fey and faeries into their game’s world. 
  Before you read further, consider the nature of your 
  setting, how you want magic- especially interplanar 
  magic- to function, and how much bleed there is between 
  the Feywild and the Material plane. 
  Mythic Settings 
  A mythic campaign takes place in the material plane and 
  the Feywild (and perhaps even other planes) in equal 
  measure. You desire to impress upon players the 
  dichotomy between mundane and extraplanar 
  existences, and are unafraid to tell high-weird stories 
  that require unconventional mechanics like time dilation. 
  Faeries in this setting exist as more a matter of course, 
  and some might have regular contact with some groups 
  of mortals on the material plane. 
  Low-Magic Settings 
  A faerie that leaves their native Feywild is taking a big 
  risk. When using this rule, you (and the players) will 
  want to continuously keep an eye on both the calendar, 
  the location of the nearest Feywild portal and avoid any 
  unnecessary attention! The clash of worlds between 
  mortals and fey could become a concern in either 
  location.  
  Fey and True Fey 
  The following rules might apply to pixies, to fairies or 
  both. The inclusive term fey is used, and ruling their 
  applications is at the Dungeon Master’s discretion. For 
  example, a pixie or dryad are true fey, and subject to a 
  particular effect, whereas a fey-blooded halfling born on 
  the Material Plane might not. As you read through these 
  rules, consider how they might play out in either of these 
  two settings. Creatures with the Fey Hybrid trait are 
  excellent candidates for not being considered true fey. 
   
  Don’t be afraid to say “no”! Some spells and 
  abilities might serve as important plot points you 
  want to reserve for yourself, or even the basis of an 
  entire quest or campaign, or they might just get in 
  your way.  
  COMMON CONCERNS 
  Armor and Weaponry 
  Allow pixies the use of weapons and armor identical to 
  that of other Small races, although you might want to 
  consider how creating such items might require fewer 
  materials but a higher skill to produce.  
  The faerie class uses magical items similar to those of 
  a wizard or sorcerer, but have access to faerie dust as a 
  spellcasting component as a matter of course. Review 
  their spells, and be prepared to restrict their spellcasting 
  them through other means! 
  Creature Type 
  All of the races in the Player’s Handbook are of the 
  humanoid creature type. Some races contained in this 
  document have a creature type in addition to, or other 
  than humanoid. Creatures with multiple creature types 
  can be targeted by any spell or ability that affects either 
  of their creature types. 
  Pixie Flight and Armor 
  Like most flying races, pixies cannot fly in medium or 
  heavy armor, and wearing any armor of any kind pre-
  empts a faerie’s Glamorous Defense feature. If a pixie 
  takes a class that is proficient in armor that requires 
  them to give up their flight, consider allowing them a 
  movement speed of 25 feet as part of that training. 
  Spells and Abilities 
  Some faerie spells or abilities include mind-bending 
  magic that might make you reluctant to include in your 
  game. This is perfectly normal, and DMs should not 
  hesitate to disallow abilities or faerie spells if they 
  believe it would be disruptive or unsafe to include in 
  their game. In these instances, appropriately leveled 
  spell or ability from the Wizard class’s Arcane Traditions 
  (especially the Illusion, Enchantment and Transmutation 
  schools) make suitable substitutes for undesired faerie 
  affinity abilities. 
  TINY, FLYING AND FEY - OH MY! 
  Tiny Size 
  A pixie who is not flying can hide easily, or reach areas 
  most folk cannot. Keep a close eye on a pixie’s Strength 
  score limitations when carrying items around, especially 
  while flying. 
  Flight Light 
  Unless additional magic is used or they acquire the 
  Shrouded Glamour feat, pixies give off light and noise 
  while flying, giving them disadvantage on any Dexterity 
  (Stealth) checks. A light in the dark attracts attention 
  fast. Ensure your monsters and NPCs are constantly 
  informed by their senses. 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  37 
  Flying Conditions 
  Strong winds, extreme cold, debris or particulate matter 
  in the air might interfere with faerie flight. Remember to 
  impose appropriate Strength (Athletics) or Dexterity 
  (Acrobatics) checks for complicated maneuvers or 
  difficult conditions, leveraging advantage and 
  disadvantage on them accordingly. 
  Faerie Class 
  Faerie class abilities are designed to keep them close to 
  allies and enemies. However, they are fragile and lack 
  important saving throw proficiencies. 
  PREPARING ENCOUNTERS 
  Altitude and Spatial Awareness 
  Consider each creature’s movement, height and reach at 
  all times. Even a simple goblin with a 10-foot running 
  start and a melee weapon can make a jumping attack 
  and reach a pixie at 15 feet altitude. A taller creature like 
  an ogre or giant might be within reach of a pixie hovering 
  above a battalion of goblins. Polearms, javelins and 
  thrown spears are solid, mundane options. 
  Flight and Combat 
  • Skilled archers are a threat to a flying creature, and are 
  deadly when hidden, utilizing sneak attack, or spells like the 
  Hex and Hunter’s Mark spells. 
  • Flying creatures can harry a pixie, and are deadly if utilizing 
  pack tactics.  
  • Don’t forget that pixie flight gives off light and sound! 
  Magical Detection 
  Pixies and faeries are magic incarnate, so they are 
  clearly visible to anyone under the effects of the Detect 
  Magic spell when not otherwise hidden from it. You 
  might also want to consider whether fey are detectable 
  through use of the Detect Magic spell. Faerie spells like 
  Lie Fallow, Minor Glamour, Major Glamour and 
  Nondetection can help them counter this vulnerability. 
  Rest Frequency 
  Consider experimenting how much combat occurs 
  before the party can take a long rest. Like all spellcasters 
  who require a long rest to regain spell slots, faeries will 
  eventually tire when pushed to their limits, allowing 
  other party members to take center stage. 
  Spell Selection 
  Spells and abilities that specifically target fey creatures, 
  like Banishment, Dispel Evil and Good, Earthbind XGE, 
  Magic Circle, Wind Wall and the Oath of the Ancients 
  paladin’s Turn the Faithless feature are also effective 
  against fey. Spells that deal thunder damage exploit a 
  pixie’s racial vulnerability to thunder damage. 
  ALCHEMICAL INGREDIENTS 
  Faerie Dust 
  Faerie dust is a rare and valuable commodity. An 
  alchemist can attempt to contain the substance, making 
  a DC 15 check with their alchemist’s supplies (cast the 
  spell at a higher level and add 1 to the DC when 
  extracting more potent or specific types of dust). If the 
  check fails, roll a 1d2 to determine if the faerie (1) or the 
  attempting alchemist (2) become the target of the 
  random effects of the Dust Dash FAE spell. 
  Fey Blood 
  Fey blood, when imbibed by humanoid races, can delay 
  and even reverse the aging process. A fey bled of one hit 
  die with a silver or iron blade produces enough blood 
  from which a Potion of Rejuvenation can be produced by 
  a successful DC 14 check with alchemist’s supplies. 
  When consumed by a living humanoid or beast, the 
  imbiber becomes younger by 1d4 years per hit die of 
  blood in the potion. 
  Evil spellcasters, unscrupulous alchemists or wealthy 
  individuals who keep them in their employ might hunt 
  down an attempt to imprison a fey for its alchemical 
  potential, once they become aware of its existence and 
  proximity. 
  Vampires 
  Vampires are pleasantly intoxicated by imbibing fey 
  blood, and consider it a rare delicacy. A vampire that 
  drinks one hit die of fey blood can comfortably withstand 
  direct sunlight for 4d12 hours. 
   
  BELIEF AND GLAMOUR 
  Fey are affected by intense emotions, dreams, and the 
  beliefs of nearby mortal humanoids can have a profound 
  effect upon them. 
  Belief 
  Any humanoid who sufficiently believes in the existence 
  of fey can perform the Magic Circle spell as a ritual using 
  salt, chalk as the material components for casting the 
  spell. 
  Disbelief 
  If a mortal creature that can see or hear the fey and says 
  aloud, “I do not believe in fairies,” the fey must make a 
  DC 15 Charisma saving throw. If they fail, they take 1d4 
  psychic damage. If they succeed, they take half the 
  amount. This ritual may take place over any distance. If 
  used intentionally against a pixie in combat, treat the 
  Disbelief ritual as a bonus action. 
  
   
  Old Gus’ Errata: Fey and Faeries 
  38 
  Spell Targeting and Awareness 
  Consider the effects belief and disbelief might have on 
  fey magic, especially requested saving throws. A 
  commoner who believes a simple circle of salt will 
  protect them from a fey might gain all the benefits of the 
  Magic Circle spell. 
  Free Glamour 
  In certain situations, a faerie can benefit from the hopes, 
  dreams, aspirations, fears or admirations of mortals, and 
  the presence of sufficiently intense emotion directed 
  toward the fey might imbue them with additional 
  glamour. For example, a pixie hiding behind (or inside) a 
  painting at a gallery opening might be able recover an 
  expended trait, feature or a spell slot while benefiting 
  from the painting’s many admirers. You can quickly also 
  quickly quantify this by granting the player an 
  appropriately sized inspiration die. 
  VULNERABILITIES 
  A fey creature’s origin often does not prepare them for 
  life upon the material plane, and they may be unaware of 
  their own vulnerabilities. Consider including any of the 
  following additional vulnerabilities to fey: 
  Bells 
  The ringing of iron or silver bells harms any fey who 
  hear them. If a hand-held bell rung 5 feet away from a 
  faerie, the sound forces them to make a DC 10 Charisma 
  saving throw. If they fail, they take 1d4 thunder damage. 
  If they succeed, they take half the amount. Volume, 
  proximity, size or other enchantments can increase the 
  damage or DC at the Dungeon Master’s discretion. 
  Citrus Toxicity 
  Lemons, limes and other citrus fruits are toxic to certain 
  fey. If ingested, the faerie makes a DC 14 Constitution 
  saving throw. If they fail, they become poisoned for 24 
  hours. 
  Dairy Intoxication 
  Butter, cream and cheese have intoxicating effects on 
  fey. They enjoy the taste and sensation, and must 
  succeed a DC 14 Constitution saving throw or become 
  intoxicated, with effects similar to alcohol upon humans. 
  Imprisonment 
  If bound by an iron or silver collar or fetters, or trapped 
  in a container of fine glass or crystal (with a silver or iron 
  flooring or stopper), fey are unable to speak or use 
  material components for spells, use class abilities or 
  break the bonds of their imprisonment. However, their 
  Scrying effect on and shared telepathy with their Mortal 
  Anchor is maintained. Once during their captivity, a fey 
  can cast the Sending spell, even if they do not know the 
  spell, without expending a spell slot, using their Mortal 
  Anchor as the target. 
  Metallurgy 
  Certain alloys can be toxic to fey, most notably cold iron 
  and silver. Such weapons could have advantage on 
  attack rolls against, or deal additional psychic damage or 
  poisoning an unlucky fey. 
  FEY MORTALITY 
  Mortal Anchors 
  Fey must return to the Feywild after one week or 
  eventually feel the sting of mortality, making a DC 12 
  Charisma saving throw at dawn on the eighth day. If they 
  fail, they subtract a hit die from their maximum hit 
  points, and gain one level of exhaustion. Neither resting 
  nor the Greater Restoration spell can ameliorate this 
  exhaustion. The faerie rolls a new saving throw each 
  following day at dawn, and each failure adds additional 
  levels of exhaustion, continuing until death. 
  Fey can extend their stay on the material plane 
  indefinitely if they have a Mortal Anchor. If their Mortal 
  Anchor dies, leaves the plane without their pixie or 
  faerie, or somehow loses their own mortality, fey 
  mortality sets in beginning at dawn. 
  When they return to the Feywild, any exhaustion 
  incurred by fey mortality is immediately dispelled. If they 
  are unconscious, they immediately return to 1 hit point. 
  Clapping 
  While exposed to the harsh banality of the Material 
  Plane, fey (especially pixies) might have disadvantage on 
  their death saving throws. This penalty is negated if they 
  are within 10 feet of a humanoid who is performing a 
  ritual, by clapping their hands and chanting “I do believe 
  in fairies!” A creature can begin participating in this 
  ritual using their reaction. The radius increases by 10 
  feet and the pixie receives a +1 bonus to its next death 
  saving throw for each mortal participating in the ritual. 
  Death, Resurrection and Reincarnation 
  The Raise Dead and Resurrection spells have no effect 
  upon a dead fey. If the body is intact, perhaps they can be 
  targeted by the Reincarnation spell. In this instance, 
  their fey essence is lost, they lose all levels in the faerie 
  class, and remember their previous life only as a 
  confusing dream. 
  In the Feywild, death is part of a kind of reincarnation 
  for fey: their essence might be devoured, transferred or 
  temporarily dispersed, but it is recycled in the endless 
  churning magic of the Feywild, and never truly lost 
  forever. 
   
  Fey Mortality and Mortal Anchor rules are best 
  suited for ensembles, or campaigns where a mortal 
  and pixie (or a faerie) are the primary focus of the 
  story. Consider the needs of all your players! 
   
  
   
  Old Gus’ Errata: Fey and Faeries 
  39 
  Mortal Anchor 
  Prerequisite: Fey creature type 
  You can use your action to bind your essence to one willing 
  living creature you can see or hear. You may have only one 
  Mortal Anchor at a time, and a creature may only serve as 
  Mortal Anchor for one faerie. The bond has the following 
  properties: 
  • You can communicate telepathically with your mortal anchor 
  if you are on the same plane of existence and within a 
  number of feet equal to 5 × your level. Your Mortal anchor 
  has can disable or re-enable or telepathic link using their 
  bonus action. 
  • You can cast the Scrying and Sending spell targeting your 
  Mortal Anchor without expending a spell slot, even if you 
  don’t know the spells, and regain the ability to do so when 
  you finish a long rest. Your mortal anchor has the 
  prerogative to succeed a saving throw against these spells 
  automatically. 
  • The bond is an enchantment of the highest level spell a 
  spellcaster of your level can expend. You are aware of any 
  attempts to break it, and may make a DC 14 Insight check to 
  discover the perpetrator. Your mortal anchor can revoke the 
  bond at any time using their action. When the bond is 
  broken, you must succeed a DC 20 Charisma saving throw 
  (without advantage) or take one level of exhaustion. 
   
   
  Illustration by Sam Hogg 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Old Gus Errata, Fey and Faeries v1.23.pdf