TEXT: EN World EN5IDER | Magic in the Blood
  EN World EN5IDER | Magic in the Blood
   
  writing Anthony Jennings
   color art Egil Thompson
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
   Blood
  Lord, what fools 
  these mortals be!
  —Robin Goodfellow
  from A Midsummer Night’s Dream
  by William Shakespeare
  A
  lthough mortAls mAy never 
    understand the capricious 
  nature of the fey, the fey 
  understand mortals and turn 
  their guile, playfulness, and 
  sometimes their spite against the 
  denizens of the Material Plane. 
  The machinations of the Summer 
  and Winter Courts play on the 
  desires of mortals and turn witless 
  creatures into their pawns.
  Archetypes of the Fey
  in
  the
  
  Magic in the Blood | EN World EN5IDER
  Magic in the Blood | EN World EN5IDER
   
  ▶ Fey have been infatuated with the beauty of 
  mortal creatures of all types throughout the 
  centuries, and these illicit affairs sometimes 
  result in the birth of mixed blood children. 
  The diverse tastes and interests of fey—along 
  with their magical nature—have resulted in a 
  wide variety of creatures who can trace their 
  ancestry back to a fey.
   
  ▶ Other fey take on mortal apprentices, 
  teaching them how to protect the wild places 
  of the deep forests.
   
  ▶ Some mortals stumble into fey games of 
  intrigue and become pawns of the Summer 
  and Winter Courts.
   
  ▶ Common wisdom has it that the fickle fey, 
  like the cuckoo, sometimes replace mortal 
  children with their own offspring for a 
  mortal family to rear.
  Introduced below are three new, fey themed 
  archetypes. The first, the Circle of the Untamed 
  Wilderness, tightens the bonds between druids 
  and fey. The second, the Unseelie Knight, is a 
  protector and enforcer for the Winter Court. The 
  third is a fey-blooded sorcerer whose ancestry 
  provides her with a strong connection to nature. 
  Druid Circle: Circle of the 
  Untamed Wilderness
  Druids and fey share an alliance that stretches 
  back to the dawn of the world. Druids share 
  the company of dryads, sprites, and other fey 
  that in the minds of common folk they are 
  inseparable. While some druids merely traffic 
  with the fey, those who belong to the Circle of 
  the Untamed Wilderness have an unbroken bond 
  with the fey of the forests and wild places. The 
  relationship is mutually beneficial; the fey gain 
  allies and protectors, and the druids gain a greater 
  understanding of nature. Spending so much time 
  amongst the fey does have its cost, however. As 
  druids of the Circle of the Untamed Wilderness 
  gain power, the magic of the Feywild draws out 
  their inner essence and transforms them into a 
  being with skin of bark and blood of sap.
  The Forest’s Voice
  Starting at 2nd level you gain the ability to read, 
  write, and speak Sylvan.
  A Leaf in the Forest
  Additionally at 2nd level, you can’t be tracked by 
  nonmagical means, unless you choose to leave a 
  trail. When you reach 8th level, you can extend 
  this ability to up to 6 creatures of your choice. 
  At 14th level, you and up to 6 creatures of your 
  choice cannot be tracked by any means magical or 
  nonmagical.
  Tougher than an Old Oak
  Beginning at 6th level, your skin hardens and 
  takes on a bark-like texture, and your AC can 
  never be less than 16. As you gain levels, this 
  resistance improves and the bark covering your 
  skin becomes thicker and tougher. At 10th level, 
  your AC cannot be less than 17, and at 14th level 
  your AC cannot be less than 18.
  Walk through the Woods
  Beginning at 10th level, you may cast the tree 
  stride spell, requiring no components or spell slots. 
  Once you have used this feature, you cannot use it 
  again until you complete a long rest.
   At 15th level, you can use the tree stride spell to 
  step into any inanimate, living plant of any size—
  such as a plot of grass or potted plant—and step 
  out of any other plant within 500 feet. 
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
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  EN World EN5IDER | Magic in the Blood
  EN World EN5IDER | Magic in the Blood
  to enhance their battle prowess, confound their 
  enemies, and strike with unparalleled ferocity. 
  You may never have more guile than shown on 
  the chart for your level. You regain all spent guile 
  when you finish a long rest. 
  Fighter Level Guile 
  3
  2 + your Charisma modifier 
  7
  3 + your Charisma modifier
  11
  4 + your Charisma modifier 
  15
  5 + your Charisma modifier
  17
  6 + your Charisma modifier
  Fey Grace
  Beginning when you take this archetype, your 
  Unseelie tutelage has granted you a variety of 
  special techniques and magic. 
   Armor of Eternal Winter. The icy grasp of the 
  Winter Court envelops your body, hardening your 
  defenses. As a reaction, you may spend 1 guile 
  to add your Charisma modifier to your AC. This 
  effect lasts until the beginning of your next turn. 
  Attacks that deal fire damage ignore this bonus to 
  your AC.
   Icy Roots. You may spend 2 guile to cast 
  entangle with a spell save DC equal to 8 + your 
  proficiency bonus + your Charisma modifier. 
  Face of the Hag’s Child
  Starting at 7th level, you may spend 2 guile as an 
  action to reveal your true appearance to your foes. 
  Any creature that can see you must succeed on a 
  Wisdom saving throw with a DC equal to 8 + your 
  proficiency bonus + your Charisma modifier or 
  become frightened for 1 minute. The creature may 
  repeat this saving throw at the end of each of its 
  turns to end this condition. 
  Mark of the Unseelie Queen
  At 10th level you grow a pair of elk’s antlers from 
  your forehead. You gain proficiency with these 
  antlers and the ability to make a goring melee 
  attack. This attack does piercing damage equal to 
  1d6 + your Strength modifier.
   By spending 1 guile, you may also make a 
  The Forest Is My Ally
  Starting at 14th level, your time in the company of 
  the woodland fey has granted you the ability to 
  animate any tree to serve and protect you. As an 
  action, you can magically animate any tree that 
  you can see within 60 feet of you. This animated 
  tree has the same statistics as a treant, except 
  they have Intelligence and Charisma scores of 1, 
  it cannot speak, and it has only the Slam attack 
  option. The tree acts as your ally, and remains 
  animated for 1 day or until it dies; until you die or 
  move further than 120 feet from the tree; or until 
  you choose to disanimate it as a bonus action. An 
  inanimate treant takes root if possible. Once you 
  use this ability you cannot use it again until you 
  complete a long rest. 
  Martial Archetype: 
  Unseelie Knight
  The Unseelie Knights’ origins are shrouded by 
  the haze of rumor and half-truths. Some believe 
  they are the offspring of hags and humans. Others 
  believe that the influence of the Unseelie Queen 
  and her Winter Court have transformed otherwise 
  elegant fey into monstrous enforcers.
   The little-known truth is that Unseelie Knights 
  are mortals who have sworn their lives to the 
  service of the Winter Court. They enforce the will 
  of the Queen of Air and Darkness on the Material 
  Plane and beyond. Allegiance to the Unseelie 
  Queen transforms these mortals into deformed 
  monsters who hide their horrid countenance 
  behind a pleasant mask. The Unseelie Queen—
  whose titles are too numerous and overblown 
  to list—is jealous patron who keeps a close eye 
  on her servants. Her soft whispers play on their 
  vices and break their will … or their minds. For 
  the Queen of Endless Winter, the broken are far 
  greater servants than the willful.
  Guile
  Starting at 3rd level, you gain guile equal to your 
  2 + your Charisma modifier, and you gain more as 
  you increase in level. Unseelie Knights use guile 
  
  Magic in the Blood | EN World EN5IDER
  Magic in the Blood | EN World EN5IDER
  charge attack as an action. If you move at least 20 
  feet straight toward a target and then hit it with a 
  gore attack on the same turn, the target takes an 
  additional 2d6 piercing damage. If the target is a 
  creature that is the same size or smaller than you, 
  it must succeed on a Strength saving throw with 
  a DC equal to 8 + your Strength modifier + your 
  proficiency bonus or be knocked prone. 
  Allies of Frozen Groves
  Starting at 15th level, you may spend 3 guile to 
  cast conjure fey, requiring no spell slots or material 
  components. 
   At 18th level, you may spend 3 additional guile 
  to cast conjure fey as a 7th-level spell.
  Fury of the Corpsefens
  At 15th level, you may spend 1 guile as a bonus 
  action to invest any weapon that you are using 
  with the wrath of the Unseelie. Your melee attacks 
  with this weapon cause it to do an additional 1d6 
  necrotic damage. You may expend additional 
  guile; for each additional guile that you spend, 
  you may increase the damage done by an 
  additional 1d6 up to 3d6. 
  Grasp of Eternal Winter
  Beginning at 18th level, you may spend 5 guile 
  as an action to target one frightened creature that 
  you can see within 30 feet of you. The creature 
  must succeed on a Constitution saving throw 
  equal to 8 + your proficiency bonus + your 
  Charisma modifier. On a failure, the target takes 
  18d10 necrotic damage, or half on a successful 
  save. Once you use this ability you must complete 
  a long rest before you can use it again. 
  Sorcerer Bloodline: 
  Fey-Blooded 
  Despite what your parents may claim, you are 
  not the same as them. Wicked rumors surrounded 
  your birth, and the midwives of your village 
  claim that fey stole the child that your mother had 
  given birth to and replaced it with one of their 
  own—you. And yet, because you were reared on 
  the Material Plane away from the magical of the 
  Feywild, you are not entirely fey either.
   Your supernatural bloodline gives you access 
  to potent spellcasting abilities with a strong 
  emphasis on the schools of enchantment and 
  illusion. You could be fortunate enough to have a 
  fey mentor you as you explore the inherent magic 
  of your fey blood, or you could be alone, picking 
  up bits and pieces of knowledge about the nature 
  of your true parents. 
  Feytalent
  When you choose this origin at 1st level, you 
  gain the ability to read, write, and speak Sylvan. 
  You also choose two skill proficiencies. Your 
  proficiency bonus is doubled for any ability 
  checks you make that uses either of the chosen 
  proficiencies. 
  
  EN World EN5IDER | Magic in the Blood
  EN World EN5IDER | Magic in the Blood
  Fey Spells
  The fey blood running through your veins grants 
  you access to additional spells at 3rd, 5th, 7th, and 
  9th level. You learn these spells in addition to the 
  spells normally gained when leveling up. These 
  spells are considered sorcerer spells for you. 
   When you gain levels as a sorcerer you may not 
  choose to replace one of these spells with another 
  spell as you would with other spells from the 
  sorcerer list. 
  Sorcerer Level
  Spells
  3rd
  entangle
  5th
  speak with plants
  7th
  conjure woodland beings
  9th
  awaken
  11th
  conjure fey
  Puck’s Words
  Starting at 6th level, any spells that you cast from 
  the schools of enchantment or illusion are harder 
  to resist than those cast by other sorcerers. The 
  spell save DC for all illusion and enchantment 
  spells that you cast increases by 1. This bonus 
  increases to 2 at 18th level.
  Dryad’s Grace
  Beginning at 14th level, you may target one 
  humanoid, beast, or plant within 30 feet that you 
  can see and can see you. It must make a Wisdom 
  saving throw. If the target fails, it is charmed by 
  you until you complete a long rest. The charmed 
  creature regards you as a trusted friend to be 
  heeded and protected. Although the target is 
  not under your direct control, it interprets your 
  commands and actions in the most favorable way 
  possible. This effect is an enchantment and gains 
  the benefit of the bonuses to your spell save DC 
  granted by Puck’s Words. 
  Subtlety of the Courts
  Starting at 18th level, your otherworldly blood 
  affords you an unusually close bond with the 
  mystical energies of the Feywild, allowing you 
  to cast spells without gestures or incantations. 
  Your spells no longer require verbal or somatic 
  components. E
  
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