The Fey

The Fey

The Fey mediate between the natural world and the mortals that occupy it.

Associated Classes

Druid, Wizard, Bard


Seelie fey are those that have opted to welcome mortal folk into the fold, to help them get the most of the magical world they inhabit.


Domovoi are helpful house-spirits that take the form of a small, hairy man, nearly all obscured by a bushy beard. They are willing to help clean and tidy up the house, provided they are given food and shelter (small offerings of wheat and milk usually do the trick), and that the family isn't inordinately messy. They also protect the home from other fey influences, making them quite useful in a land with possible pernicious fey.


Produce Flame, Pryotechnics, Flaming Sphere.

Recruit Domovoi
You request for a domovoi to move into your house, to help protect it from malign influences.
Level: 1
Category: Summoning
Time: Extended Rest
Duration: Instantaneous
Component Cost: 1 Healing Surge, 5 gp.
Market Price: 10 gp
Key Skill: Diplomacy (DC 10)
Success: A domovoi comes to live in your house. While it lives there, and is appeased, it protects the house from other fey spirits. A domovoi is appeased by feeding it occasionally (it is fond of bread, seeds, and milk), and by keeping the house fairly clean. If appeased, it will help with household chores, helping to keep the corners clean. If the domovoi ever becomes displeased, it may express this by starting small fires, rattling things in the night, or even by accosting the house owner, trying to force them out of their home.
Failure: You spend the cost, and nothing happens. You can try again after an extended rest.


Gorse-fairies inhabit the gorse shrubbery common in the land. The shrubs are large, smell of coconut, and have bright yellow flowers that bloom all winter. They grow rapidly (even in poor soils), are highly flammable, and are covered in sharp thorns. The fairies are childlike beings that are quite protective over their homes, and who try to bring happiness into dismal situations.


Mirror Image, Cantrip, Spike Growth, Goodberry

Bloom in the Winter
The gorse-fairies give you hope in the most dismal of circumstances.
Level: 1
Category: Summoning
Time: Extended Rest
Duration: Until Triggered
Component Cost: 1 Healing Surge, 50 gp.
Market Price: 500 gp
Key Skill: Nature (DC 15)
Success: You and your allies gain the Gorse-Fairy Boon. This boon triggers when all who have the boon meet a violent death (such as in combat). When the boon triggers, the last person to have met their death is suddenly revived, though only to their bloodied value. Still, this is one small bloom of hope.
Failure: You spend the cost, and nothing happens. You can try again after you gain a level.


Unseelie fey regard mortalkind as an annoyance at best, though many are quite a bit more actively hostile. Like all fey, they can be inscrutable and even rewarding, but such a reward is almost never without a high cost. Aggressive and arrogant, the unseelie fey are dangerous customers, even when they aren't actively trying to kill you.


Grimalkin Level 1 Minion Skirmisher
Tiny Fey Beast
HP 1; a missed attack never damages a minion
AC 15; Fort 12, Ref 13, Will 13
Speed 6
Initiative +3
Perception +5
Standard Actions
(M) Kitty Claws * At-Will, Basic
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 damage.
Move Actions
Slink Away * At-Will
Effect: The grimalkin shifts 6 squares.
Skills: Acrobatics +6, Arcana +6, Bluff +6, Insight +5, Intimidate +5, Stealth +6
Str 7 (-2) Dex 13 (+1) Wis 10 (+0)
Con 7 (-2) Int 13 (+1) Cha 13 (+1)
Alignment Chaotic Evil
Loot Fey Blood

These fey cats have great magic, and associate with hags, warlocks, and witches, teaching their secrets to the enemies and betrayers of mortalkind, who have been seduced with promises of fey magic.

Birch Witches

Birch Witch Level 1 Elite Controller
Medium Fey Humanoid
HP 46; Bloodied 23
AC 15; Fort 13, Ref 13, Will 14
Speed 6
Saving Throws +2; Action Points 1
Initiative +0
Perception +1
Standard Actions
(M) Hag's Claw * At-Will, Basic
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d10+4 damage. The target grants combat advantage to the next creature that attacks it before the end of the birch witch's next turn.
(r) Spiteful Glamor (psychic) * At-Will
Attack: Melee 1 (one creature); +4 vs. Will
Hit: 1d8+2 psychic damage. Or 1d12+5 psychic damage if the target is at full hit points.
(r) Witchfire (fire) * Encounter
Attack: Ranged 10 (one creature); +4 vs. Will
Hit: 2d10+5 fire damage, and the target takes a -3 penalty to attack rolls until the end of your next turn.
(r) Unseelie Cloud (poison) * At-Will
Attack: Close Burst 1 (Each creature in the burst); +4 vs. Reflex
Hit: 2d10+5 poison damage.
Effect: The area of the burst is lightly obscured for the witch's enemies until the end of the witch's next turn.
Skills: Arcana +5, Bluff +6, Heal +6, Insight +6, Intimidate +6, Nature +6
Str 10 (+0) Dex 10 (+0) Wis 13 (+1)
Con 7 (-2) Int 10 (+0) Cha 13 (+1)
Alignment Evil
Loot Witch's Hat

The witches of the Birchwood are mortals who have turned on their mortal kindred for the promises of fey magic, dispatched from patrons like the grimalkin.


  • Broomstick Twig: A stray twig from a domovoi's broomstick.
    • Alchemy: Used to make Potion of Resist Fire
    • Woodcraft: Used to make Fiery Arrows
  • Gorse Petals: Bright yellow flowers from the thorny bush.
    • Cooking: Used to make Gorse Wine
  • Grimalkin Whiskers: Delicate strands from a malign feline.
    • //
  • Witch's Brew: Vials of a foul, bubbling substance that witches drink.