Feywalker

Rogues and the Feywild are a match so natural, it’s honestly surprising it took us this long to release a faerie rogue. Underhanded tactics and whimsical illusions are like chocolate and peanut butter, after all, and so our challenge was more to narrow down the overlap rather than find a particular connection. Now that we’ve finally distilled all the possibilities down, we hope you enjoy a rogue with even more ways to beguile your foes!


Roguish Archetype: Feywalker

The mysterious and fickle fey carry themselves with a strange essence, both excessively vibrant and deliberately hidden. Thieves, spies, and charlatans of all kinds can benefit from emulating this twilight paradox, exuding a brilliant aura to influence those around them while simultaneously being notoriously difficult to find when they want to remain hidden. For this reason, the feywalkers are both known and unknown, something between a secret society of rogues and a well known fact of folklore.

Bonus Proficiency

3rd-level Feywalker feature

You learn to speak, read, and write Sylvan. In addition, you gain proficiency with one musical instrument of your choice.

Concealing Tune

3rd-level Feywalker feature

You can channel the forces of the Feywild through song, subtly charming your foes. As a bonus action on your turn, you can conjure a subtle song by playing any musical instrument, and its sound does not reveal your position. When you play the song, any creatures that you choose within 30 feet of you have disadvantage on Wisdom (Perception) checks until the end of your next turn. Creatures that are deafened or that cannot be charmed are immune to this effect.

Twilight Dancer

3rd-level Feywalker feature

You have learned to channel the twilight planes, allowing you to conjure deceptive illusions as you dance across the battlefield. As a bonus action, you create a perfect illusion of yourself in a space within 30 feet of you. The illusion counts as hostile to anyone within 5 feet of it for the purpose of your Sneak Attack feature. A creature can recognize the illusion as fake with a successful Intelligence (Investigation) check against 8 + your Charisma modifier + your proficiency bonus. The illusion disperses if it is attacked, or at the start of your next turn.

You can also use your illusions to weave throughout a melee. When you create an illusion, you can choose to swap positions with it as you create it, teleporting up to 30 feet and leaving an illusion in the space you left. You can teleport in this way a number of times equal to your proficiency bonus, regaining any expended uses when you finish a long rest.

Veil of Visage

9th-level Feywalker feature

You can magically appropriate the appearance of others to hide in plain sight. As an action, you can touch the face of a willing or incapacitated creature that is the same size as you and has the same arrangement of limbs as you. Your face, body, voice, and clothing magically transform to be identical to that of the creature. Your game statistics do not change.

This effect lasts for up to 8 hours, or until you choose to end the effect (no action required). Once you use this feature, you cannot do so again until you finish a long rest.

Fey Curse

13th-level Feywalker feature

You have learned to replicate the effects of powerful fey curses. As a bonus action, you can designate a creature that you can see within 60 feet and play a jinxed tune using any musical instrument. That creature makes a Charisma saving throw against 8 + your Charisma modifier + your proficiency bonus. On a failed save, the target becomes cursed with one of the following effects of your choice:

Summer’s Enchantment. The target becomes charmed or frightened by you.

Winter’s Bite. You have advantage on attack rolls against the target.

The curse lasts for 1 minute. A creature that succeeds its saving throw becomes immune to this effect for 24 hours. Once you successfully curse a creature in this way, you cannot use this feature again until you finish a long rest.

Wild Potency

17th-level Feywalker feature

You gain the ability to channel latent twilight energy into your attacks. When you use your Sneak Attack feature after you have teleported on the same turn, your attack deals an additional 4d8 fire, force, or radiant damage (your choice).


If you want to beguile us out of our finest homebrew, the oldest, most reliable trick is to subscribe to our Patreon, where you’ll find our entire vault of regular releases, plus all the full PDFs of this and other premium creations. And of course, if you find there are even more secrets you wish to gain from us, then cross over to the plane of Discord, and I’m sure we’ll be able to seal an entirely straight-forward deal over the matter in no time.

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