28.01.2019 Views

Dungeon Master's Guide

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

FEY CROSSINGS<br />

Fey crossings are places of mystery and beauty on the<br />

Material Plane that have a near-perfect mirror in the<br />

Feywild, creating a portal where the two planes touch.<br />

A traveler passes through a fey crossing by entering a<br />

clearing, wading into a pool, stepping into a circle of<br />

mushrooms, or crawling under the trunk of a tree. To<br />

the traveler, it seems like he or she has simply walked<br />

into the Feywild with a step. To an observer, the traveler<br />

is there one moment and gone the next.<br />

Like other portals between planes, most fey crossings<br />

open infrequently. A crossing might open only during<br />

a full moon, on the dawn of a particular day, or for<br />

someone carrying a certain type of item. A fey crossing<br />

can be closed permanently if the land on either side is<br />

dramatically altered- for example, if a castle is built<br />

over the clearing on the Material Plane.<br />

OPTIONAL RULES: FEYWILD MAGIC<br />

Tales speak of children kidnapped by fey creatures<br />

and spirited away to the Feywild, only to return to their<br />

parents years later without having aged a day, and<br />

with no memories of their captors or the realm they<br />

came from. Likewise, adventurers who return from an<br />

excursion to the Feywild are often alarmed to discover<br />

upon their return that time flows differently on the<br />

Plane of Faerie, and that the memories of their visit<br />

are hazy. You can use these optional rules to reflect the<br />

strange magic that suffuses the plane.<br />

MEMORY LOSS<br />

A creature that leaves the Feywild must make a DC<br />

10 Wisdom saving throw. Fey creatures automatically<br />

succeed on the saving throw, as do any creatures, like<br />

elves, that have the Fey Ancestry trait. A creature that<br />

fails the saving throw remembers nothing from its<br />

time spent in the Feywild. On a successful save, the<br />

creature's memories remain intact but are a little hazy.<br />

Any spell that can end a curse can restore the creature's<br />

lost memories.<br />

TIME WARP<br />

While time seems to pass normally in the Feywild,<br />

characters might spend a day there and realize, upon<br />

leaving the plane, that less or more time has elapsed<br />

everywhere else in the multiverse.<br />

Whenever a creature or group of creatures leaves<br />

the Feywild after spending at least 1 day on that plane,<br />

you can choose a time change that works best for your<br />

campaign, if any, or roll on the Feywild Time Warp<br />

table. A wish spell can be used to remove the effect on<br />

up to ten creatures. Some powerful fey have the ability<br />

to grant such wishes and might do so if the beneficiaries<br />

agree to subject themselves to a geas spell and complete<br />

a quest after the wish spell is cast.<br />

FEYWILD TIME WARP<br />

d20 Result d20 Result<br />

1-2 Days become 14-17 Days become weeks<br />

m inutes<br />

18-19 Days become<br />

3-6 Days become hours months<br />

7-13 No change 20 Days become years<br />

so<br />

CHAPTER 2 I CREATING A MULTTVERSE

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!