A fey mystique surrounds you, thanks to the boon of an Archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both mortal and the fey. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
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### 3rd Level
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##### Fey Companion
When you summon a creature with your [[Ranger#Bestial Companion|Bestial Companion]] feature, it inherits the following traits.
- Your companions creature type changes from [[Creature Type#Beast|Beast]] to [[Creature Type#Fey|Fey]].
- Your companion has [[Abilities & Skills#Advantage & Disadvantage|advantage]] against saves from spells, magical effects, being [[Conditions#Charmed|charmed]] or put to [[Survival Needs#Sleep|sleep]].
When you cast a spell that targets [[Creature Type#Beast|Beasts]] such as the [[Primal Spells#Speak with Animals|speak with animals]] and [[Primal Spells#Beast Sense|beast sense]] spells, they may be cast on your Fey Companion as normal.
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##### Fey Wanderer Magic
You gain additional spells at the Ranger levels listed. They do not count against the number of spells you know.
| Ranger Level | Fey Wanderer Spells |
| :----------: | ------------------------------------------------------ |
| 3 | [[Occult Spells#Charm Person\|charm person]] |
| 5 | [[Occult Spells#Misty Step\|misty step]] |
| 9 | [[Other Spells#Dispel Magic\|dispel magic]] |
| 13 | [[Arcane Spells#Dimension Door\|dimension door]] |
| 17 | [[Occult Spells#Mislead\|mislead]] |
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##### Otherworldly Glamour
At 3rd level, your [[Creature Type#Fey|Fey]] qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following [[Abilities & Skills#Skills|skills]] of your choice: [[Abilities & Skills#Deception|Deception]], [[Abilities & Skills#Etiquette 🛠|Etiquette]], [[Abilities & Skills#Performance|Performance]], or [[Abilities & Skills#Persuasion|Persuasion]].
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### 7th Level
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##### Beguiling Twist
Starting at 7th level, [[Creature Type#Fey|Fey]] magic guards your mind. You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on saving throws against being [[Conditions#Charmed|charmed]] or [[Conditions#Frightened|frightened]].
In addition, whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against being [[Conditions#Charmed|charmed]] or [[Conditions#Frightened|frightened]], you can use your reaction to force a different creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is [[Conditions#Charmed|charmed]] or [[Conditions#Frightened|frightened]] (your choice) by you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
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### 11th Level
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##### Bewitching Strike
Starting at 11th level, [[Creature Type#Fey|Fey]] magic becomes infused in your strikes. When you make a successful attack, you may force the creature hit to make a Wisdom saving throw against your spell save DC. On a failed save, the creature's mind is distorted with visions of Fey trickery. The target has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on all attacks and their [[Physical Capabilities#Movement Speed|movement speed]] is halved until the end of their next turn. On a success, the attack is made normally, with no additional effects. You may use this feature a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], regaining all uses when you finish a [[Survival Needs#Rest|rest]].
This feature automatically fails on any creatures with an Intelligence score of 3 or below and those immune to charm effects.
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### 15th Level
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##### Misty Wanderer
At 15th level you can cast [[Occult Spells#Misty Step|misty step]] without expending a spell slot. You can do so a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], regaining all uses when you finish a [[Survival Needs#Long Rest|long rest]].
In addition, whenever you cast [[Occult Spells#Misty Step|misty step]], you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.