TEXT: Fifth Edition Adventures
  Fey and Forest Classes
  by Jason Nelson, Julian Neale, Clinton 
  J. Boomer, and N. Jolly
  
  Fey and Forest 
  Classes
  
  Author: Jason Nelson, Julian Neale, Clinton J. Boomer, and N. Jolly
  Artist: Guillermo Cartay, Patrik Hell, William Hendershot, Frank Hessefort, Mike Lowe, Michal 
  Matczak, Morales Peyeyo, Arrahman Rendi, Julio Rocha, Tanyaporn Sangsnit, Colby Stevenson, 
  Justin Tumey, Gina Vila
  Editing And dEvEloping: Jason Nelson
  5E Editing And dEvEloping: RJ Grady
  dEsign And lAyout: Daniel Marshall
  lEgEndAry gAmEs tEAm mEmbErs:  Anthony Adam, Alex Augunas, Kate Baker, Jesse Benner, Clinton 
  J. Boomer, Robert Brookes, Benjamin Bruck, Carl Cramer, Paris Crenshaw, Joel Flank, Matthew 
  Goodall, Jim Groves, Amanda Hamon Kunz, Steve Helt, Thurston Hillman, Tim Hitchcock, 
  Victoria Jaczko, Jenny Jarzabski, N. Jolly, Jonathan H. Keith, Michael Kortes, Jeff Lee, Nicolas 
  Logue, Will McCardell, Julian Neale, Jason Nelson, Jen Page, Richard Pett, Tom Phillips, Alistair 
  Rigg, Alex Riggs, David N. Ross, Wendall Roy, Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, 
  Loren Sieg, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda 
  Zayas-Palmer, and Clark Peterson
  publishEr: Jason Nelson
  ExEcutivE pArtnEr: Neil Spicer
  businEss dirEctor: Rachel Ventura
  spEciAl thAnks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff for their excellent 
  Kingmaker Adventure Path. 
  Forest Kingdom Options 5e © 2017, Legendary 
  Games; Author Jason Nelson, Julian Neale, 
  Clinton J. Boomer, and N. Jolly, adapted by RJ 
  Grady
  ISBN-13: 978-1977750228    
  ISBN-10:1977750222
  First printing October 2017
  Printed in USA.  
  Legendary Games
  3734 SW 99th St.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of 
  the Coast, Inc.
  Forest Kingdom Options (5E) © 2017, Legendary 
  Games; Authors Jason Nelson, Julian Neale, 
  Clinton J. Boomer, and N. Jolly, adapted by RJ 
  Grady.
  System Reference Document. © 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  System Reference Document 5.0 Copyright 
  2016, Wizards of the Coast, Inc.; Authors 
  Mike Mearls, Jeremy Crawford, Chris Perkins, 
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  Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  The Genius Guide to: 110 Spell Variants. 
  Copyright 2011, Super Genius Games. Author: 
  Owen K.C. Stephens.
  
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  What You Will Find Inside Forest Kingdom Options
  When your heroes strike out into the wooded wilderness, they’ll be prepared to face any 
  challenge with the amazing options you’ll find in Forest Kingdom Options, whether they 
  are hacking their own fledgling domain out on the borderlands of civilization or taking 
  their first steps into the verdant realms of creatures that call the forest their home. You’ll 
  find nearly a dozen incredible archetypes like the explorer ranger, deep wilderness druid, 
  jester bard, and woodlands cavalier fighter. You’ll also find new class features like warlock 
  invocations and spells.
  The Legendary Games tradition is to combine rich story and background, innovative layout, 
  beautiful aesthetics, and excellence in design that is second to none, allowing you to enliven 
  and enrich your campaign in amazing and exciting ways. This product is the latest in that 
  tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! 
  
  v
  Introduction  ............................................................................1
  Bard Colleges ..........................................................................1
  Cleric Domains ........................................................................2
  Druid Circles ...........................................................................4
  Fighter Martial Archetypes ......................................................6
  Ranger Archetypes ...................................................................8
  Warlock Patrons and Pact Boons .......................................10
  New Warlock Invocations .....................................................11
  Feats ......................................................................................12
  Spells Of The Forest  ..........................................................12
  Contents
  
  1
  College of Fey Magic (Bard College)
  Bards of this college have studied under moonlight from a 
  fey tutor. Perhaps they have fey ancestry themselves. Bards 
  of this tradition are masters of influence and magic. 
  Mesmerism
  Starting at 3rd level, once per turn when you cast a spell, 
  you can expend one Inspiration Die. Roll the die and 
  subtract it as a penalty on the target’s initial saving throw 
  against being charmed. 
  Fey Influence
  When you are 3rd level, any time you apply your proficiency 
  bonus to a Charisma check, that bonus (if any) is doubled 
  against non-fey.
  Additional Magical Secrets
  At 6th level, you learn two spells of your choice from any 
  class. A spell you choose must be of a level you can cast, as 
  shown on the Bard table, or a cantrip. The chosen spells 
  count as bard spells for you but don’t count against the 
  number of bard spells you know.
  Fey Resistance
  Starting at 14th level, you gain advantage on saving throws 
  against spells and magical effects. 
  Introduction 
  Wilderness campaigns have been a stable of fantasy 
  gaming since the earliest days, though once upon a time 
  the wilderness was mostly just a dangerous road you 
  traveled to get to the dungeon and then carry your loot 
  back to town. The idea of the epic journey, however, is as 
  timeless as adventure stories themselves, and in many 
  campaigns the journey itself is the adventure, not just 
  something that happens along the way. Entire campaigns 
  can be built around overland travel and exploration of the 
  vast and empty wild beyond the guarded borderlands of 
  civilization. Hacking a kingdom of your own out of the 
  wilderness is a glorious destiny for any hero, who inevitably 
  discovered that just because the wild has not been settled 
  does not mean it is uninhabited. Many and dangerous 
  creatures lurk in the hills and vales, in the caves beneath 
  and the cliffs above, and in the misty miles of vast forests 
  that have never known the bite of the lumberjack’s axe or 
  saw, nor the tilling of a plow. Your heroes are blazing a 
  trail into a fair green country, and when they do they had 
  best be prepared! 
  This book is designed for wilderness campaigns, 
  especially those that feature abundant forest terrain. 
  However, it does not stop at the borders of the natural 
  boreal landscape of leaf and tree but goes beyond into the 
  supernatural world where dwell the fair folk, the Faerie 
  Realm that overlays and suffuses the wilderness with 
  its immanent and untrammeled beauty. Whether your 
  heroes are personally touched by the fey or seek to call 
  upon their sparkling and winsome lords and ladies in 
  their courts beyond, or if you’d rather keep most of the 
  options in this book as the exclusive province of NPCs 
  and faerie creatures they encounter to maintain an aura of 
  strangeness and magical mystery, you’ll find an abundance 
  of options, including archetypes and class options.
  The following class options for are ideal characters 
  wishing to focus on wilderness adventures in and around 
  the borderlands of the endless woods and hollow hills, or 
  set among the petty states and fledgling kingdoms that the 
  boldest of adventurers seek to hack out of the unforgiving 
  lands of the wild. In most cases the abilities they gain also 
  retain some utility in other situations, but they will be 
  most effective in campaigns where a significant portion 
  of the PCs’ time is spent in natural settings, especially in 
  the forest. 
  Bard Colleges
  The following options are available to bards at 3rd level 
  for the Bard College class feature.
  
  2
  Jester (Bard College)
  A jester is a humorist par excellence, a joking prankster 
  whose ribald tales bring laughter and whose capering 
  antics spread glee, but whose tongue is sharp as a dagger 
  and whose japes and insults put acid to shame. A jester 
  never takes herself or any situation too seriously, but 
  those who mistake her for a prancing fool may find she 
  always gets the last laugh. 
  Antagonize
  At 3rd level, you learn how to use your wit to antagonize 
  others. When a creature that you can see within 60 feet 
  of you makes an attack roll, an ability check, or a damage 
  roll, you can use your reaction to expend one of your uses 
  of Bardic Inspiration, rolling a Bardic Inspiration die 
  and subtracting the number rolled from the creature’s 
  roll. You can choose to use this feature after the creature 
  makes its roll, but before the GM determines whether the 
  attack roll or ability check succeeds or fails, or before the 
  creature deals its damage. The creature is immune if it 
  can’t hear you or if it’s immune to being charmed. If the 
  creature is in a rage or frenzy (such as a barbarian’s rage), 
  your Bardic Inspiration die cannot be used to subtract 
  from the creature’s damage roll. 
  Ridiculous Weaponry
  Also at 3rd level, you can add your proficiency bonus to 
  attack rolls with improvised weapons. You can juggle light 
  and thrown weapons and hand-held objects as though 
  you had an extra free hand, switching freely between the 
  items or weapons. 
  Trickster
  Starting at 6th level, when you make a contest in combat, 
  such as shoving a creature, you may add double your 
  proficiency bonus when it applies.
  The Joke’s on You
  Starting at 14th level, you can confound your enemies as 
  an action. For one round, an enemy that has advantage 
  instead has disadvantage you, and instead of disadvantage, 
  you have advantage against them. On your turn, you can 
  use a bonus action to maintain this trait for another round, 
  to a maximum of 1 minute in total. If you are wounded, 
  you must make a concentration check as though you were 
  maintaining a spell or the effect ends. You must finish a 
  short or long rest before using this trait again. 
  Cleric Domains
  Hunt (Cleric Domain)
  In some ways, clerics of the Hunt domain hearken back 
  to earlier times. They are expert trackers and hunters, not 
  esoteric priests, calling upon the spirits of legend and the 
  land. Despite representing an older tradition, there are 
  plenty of huntsmen in the current day. They have much 
  in common with druids and rangers.
  Hunt Domain Cleric Spells
  Level
  Spells
  1st
  protection from evil and good, hunter’s mark
  3rd
  locate animals or plants, pass without trace
  5th
  conjure animals, spirit guardians
  7th
  freedom of movement, locate creature
  9th
  dispel evil and good, scrying
  Bonus Proficiency
  When you choose this domain at 1st level, you gain 
  proficiency with martial weapons.
  Tracker
  You gain proficiency in the Survival skill. Whenever you 
  make a Wisdom (Survival) check, you add double your 
  proficiency bonus.
  Channel Divinity: Channel Spirit
  Starting at 2nd level, you can use your Channel Divinity 
  to call on a guiding spirit. This requires performing a 
  quick seance that takes 15 minutes. You take on powerful 
  characteristics of the spirit. While under its influence, you 
  have advantage on saving throws against being charmed, 
  frightened, or possessed. Pick one ability, such as Strength, 
  to be enhanced for the duration, you have advantage on all 
  ability checks and saving throws related to that ability. You 
  
  3
  also take a penalty to a different ability of your choice; for 
  the duration, you have disadvantage on all ability checks 
  and saving throws related to that ability. The effect last for 
  8 hours, or until you use a bonus action to end the effect. 
  If you are at least 6th level, while using this feature, you 
  are immune to being charmed, frightened, or possessed.
  Pack Leader
  Starting at 6th level, when you conjure a beast with a spell, 
  add your proficiency bonus to its AC, attack rolls, and 
  damage rolls, as well as any ability checks or saving throws 
  with which it is proficient. 
  Hunter’s Strike
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns 
  when you hit a creature with a weapon attack, you can 
  cause the attack to deal an extra 1d8 weapon damage to 
  the target. When you reach 14th level, the extra damage 
  increases to 2d8.
  Master Hunter
  Starting at 17th level, once on each of your turns, you 
  can add your Wisdom modifier to the attack roll or the 
  damage roll of an attack you make. You can choose to use 
  
  4
  this feature before or after the roll, but before any effects 
  of the roll are applied.
  Druid Circles
  The following options are available for the Druid Circle 
  class feature.
  Circle of the Forest Kingdom (Druid Circle)
  Druids of the forest kingdom have a connection to the 
  deep and dark wilderness and its fey inhabitants.  They 
  are strange in habits and outlook, often living far away 
  from ordinary mortals. Their connection to the green is 
  primal, and while druids of the deep wilderness can be 
  kind, they can also be unfathomably cruel.
  Bonus Cantrip
  When you choose this circle at 2nd level, you gain 
  druidcraft as a bonus cantrip.
  Feybark
  Starting at 2nd level, you can cast barkskin on yourself 
  without using a spell slot. 
  Circle Spells
  Your mystical connection to the forest kingdom infuses 
  you with the ability to cast certain spells. At 3rd, 5th, 7th, 
  and 9th level you gain access to circle spells connected 
  to your aspect. Choose that aspect—deep wilderness, 
  greenweaver, or true child of the forest—and consult the 
  associated list of spells. Once you gain access to a circle 
  spell, you always have it prepared, and it doesn’t count 
  against the number of spells you can prepare each day. If 
  you gain access to a spell that doesn’t appear on the druid 
  spell list, the spell is nonetheless a druid spell for you.
  Deep Wilderness (Aspect)
  You have eyes without number or name; you know where 
  your enemies and allies sleep, and you may find things 
  better left lost. All that your potent sight requires is a little 
  time … and sacrifice.
  Deep Wilderness Druid Spells
  Greenweaver (Aspect)
  Your communion with the green goes far deeper than 
  that of other spellcasters. You truly become one with the 
  green, with your roots extending into the supernal soil of 
  the faerie realms. 
  Greenweaver Druid Spells
  Level
  Spells
  3rd
  locate animals or plants, locate object
  5th
  clairvoyance, speak with plants
  7th
  arcane eye, locate creature
  9th
  legend lore, telepathic bond
  Level
  Spells
  3rd
  locate animals or plants, suggestion
  5th
  plant growth, vampiric touch
  7th
  compulsion, dominate beast
  9th
  dominate person, telepathic bond
  True Child of the Forest (Aspect)
  Some seek command over plants and beasts; you are a 
  much more subtle master, preferring to seduce and guide 
  rather than to assert some rude, fumbling control. At 
  one with the teeming and wild green, you exude potent 
  pheromones from every pore, slowly becoming more 
  spirit than flesh with every sunrise. A beautiful and 
  inhuman creature capable of manipulating the weak-
  willed with ease, you are most comfortable when tending 
  to the minds of the brutish, simple animals around you 
  as if they were a part of your private garden: with care, 
  perhaps, but little sympathy.
  True Child of  the Forest Druid Spells
  Level
  Spells
  3rd
  barkskin, pass without trace
  5th
  plant growth, speak with plants
  7th
  blight, conjure woodland beings
  9th
  commune with nature, tree stride
  Plant Shape
  Starting at 6th level, when you use Wild Shape, you can 
  take the form of a plant creature with a CR no higher than 
  one-third your druid level, abiding by all other restrictions 
  on your Wild Shape. 
  Nature’s Ward
  When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to 
  poison and disease.
  Green Majesty
  Starting at 14th level, you can cast speak with plants at will. 
  
  5
  Circle of Shapeless and Primal Terror 
  (Druid Circle)
  You walk, unseen and unmolested, through the tangled, 
  twisted forests and the clanging, stinking cities where 
  timid humans huddle and press against one another in 
  the delusion of warmth and safety. These oily cesspools 
  of sweat and glass, sawdust and rust are not safe from 
  your predations: instead, you are living proof that the 
  darkness at the heart of the woods is forever lurking 
  outside the door, baying in the cold wind and scratching 
  at the windowpane.
  Bonus Cantrips
  At 2nd level, you learn chill touch and ray of frost as 
  druid cantrips.
  Circle Spells
  Your mystical connection to the forest kingdom infuses 
  you with the ability to cast certain spells. At 3rd, 5th, 7th, 
  and 9th level you gain access to circle spells connected 
  to your aspect. Once you gain access to a circle spell, you 
  always have it prepared, and it doesn’t count against the 
  number of spells you can prepare each day. If you gain 
  access to a spell that doesn’t appear on the druid spell list, 
  the spell is nonetheless a druid spell for you.
  Shapeless and Primal Terror Druid Spells
  Level
  Circle Spells
  3rd
  detect thoughts, suggestion
  5th
  major image, vampiric touch
  7th
  blight, greater invisibility
  9th
  mislead, modify memory
  
  6
  action, you can touch a creature and draw power from the 
  pool to restore a number of hit points to that creature, 
  up to the maximum amount remaining in your pool. 
  Alternatively, you can expend 5 hit points from your pool 
  of healing to cure the target of one disease or neutralize 
  one poison affecting it. You can cure multiple diseases 
  and neutralize multiple poisons with a single use of Lay 
  on Hands, expending hit points separately for each one. 
  This feature has no effect on undead and constructs.
  Additional Fighting Style
  At 10th level, you can choose a second option from the 
  Fighting Style class feature.
  Aura of  Courage
  Starting at 15th level, you and friendly creatures within 10 
  feet of you can’t be frightened while you are conscious. 
  Cleansing Touch
  Beginning at 18th level, you can use your action to end 
  one spell on yourself or on one willing creature that you 
  touch. You can use this feature a number of times equal to 
  Mind-killer
  You are truly terrifying to look upon, for you are death 
  unmasked.  Starting at 6th level, as an action, you can 
  spend a use of your Wild Shape to force all creatures 
  within 30 feet of you who can see you to make a Wisdom 
  saving throw against your spellcasting DC. On failed 
  saving through, a creature is frightened until the end of 
  its next turn, and paralyzed while it is frightened in this 
  way. A creature who makes their saving throw is immune 
  for 24 hours. 
  Predator’s Cry
  Starting at 10th level, you can use an action to fill the hearts 
  of creatures around you with abject, mortal horror. All 
  creatures within a 30 foot radius who can hear you must 
  make a Wisdom saving throw against your spellcasting DC. 
  On a failed saving throw, a creature must drop whatever 
  it is holding and becomes frightened for 1 minute. While 
  frightened by this feature, a creature must take the Dash 
  action and move away from you by the safest available 
  route on each of its turns, unless there is nowhere to 
  move. If the creature ends its turn in a location where it 
  doesn’t have line of sight to you, the creature can make 
  a Wisdom saving throw. On a successful save, the effect 
  ends for that creature. You must finish a long rest before 
  using this feature again. 
  Unseen Voice
  Starting at 14th level, as long as you are in darkness or dim 
  light, you possess telepathy with a range of 100 feet.
  Fighter Martial Archetypes
  The following archeypes are available to fighters at 3rd level.
  Knight-Surgeon (Martial Archetype)
  A knight-surgeon is a fighter trained in the arts of healing, 
  whether on the battlefield or away from it. This vital 
  function is especially important when divine spellcasters 
  are not available, or in low-magic settings. Knight-
  surgeons also receive a small amount of mystic training, 
  enabling them to treat various conditions. 
  Healer Expertise
  At 3rd level, your proficiency bonus (if any) is doubled for 
  Wisdom (Medicine) ability checks. 
  Steel Will
  Also starting at 3rd level, you have advantage on saving 
  throws against being frightened.
  Lay on Hands
  Starting at 7th level, your mystic touch can heal wounds. 
  You have a pool of healing power that replenishes when 
  you take a long rest. With that pool, you can restore a total 
  number of hit points equal to your fighter level × 5. As an 
  
  7
  your Wisdom modifier (a minimum of once). You regain 
  expended uses when you finish a long rest.
  Woodlands Cavalier (Martial Archetype)
  A fighter who belongs to the order of the woodlands has 
  pledged himself to protecting the wild country and those 
  that dwell under the forest boughs. They may have pledged 
  themselves to a forest king or a fairy queen, or simply 
  appointed themselves as guardians of the green places of 
  the world. A woodslands cavalier does not attack animals, 
  plants, or fey unless they are being overtly hostile. He does 
  his best to protect natural areas from exploitation and the 
  ravages of invaders and despoilers. 
  Rider
  Starting at 3rd level, whenever you add your proficiency 
  bonus to a Wisdom (Animal Handling) check, your bonus 
  is doubled. You always safely dismount, unless you are 
  unable to take actions. 
  Forest Guardian
  Starting at 3rd level, when you make an Intelligence or 
  Wisdom check related to a forest terrain, your proficiency 
  bonus is doubled if you are using a skill that you’re 
  proficient in. While traveling for an hour or more in forest 
  terrain, you gain the following benefits:
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while 
  traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a 
  normal pace.
  • When you forage, you find twice as much food as you 
  normally would.
  • While tracking other creatures, you also learn their 
  exact number, their sizes, and how long ago they 
  passed through the area.
  Summon Mount
  Starting at 7th level, you can cast find steed, without 
  expending a spell slot or having the spell prepared. You 
  must finish a long rest before using his feature again. 
  Dragoon
  Starting at 10th level, moving through nonmagical 
  difficult terrain costs you no extra movement. You can also 
  pass through nonmagical plants without being slowed 
  by them and without taking damage from them if they 
  
  8
  have thorns, spines, or a similar hazard. In addition, you 
  have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, 
  such those created by the entangle spell. If you are on a 
  mount, your mount gains these benefits as well. 
  Greensight
  Starting at 15th level, you can use an action to gain the 
  ability to see through thick plant matter within 60 feet 
  as though it were transparent. Leaves, vines, greenery, 
  and undergrowth offer no concealment, though solid 
  wood still blocks your line of sight. This feature lasts for 1 
  minute. You may use this feature a number of times equal 
  to your Wisdom modifier (minimum 1). You must finish a 
  long rest to regain uses of this feature. 
  Fey Lorica
  Starting at 18th level, you have resistance to the damage 
  of spells, and you cannot be charmed by fey or elemental 
  creatures. 
  Ranger Archetypes
  The following options are available for the Ranger 
  Archetype class feature at 3rd level. 
  Variant Rangers: If you are playing a variant ranger 
  that gains another archetype feature at 5th level, these 
  archetypes gain Extra Attack at 5th level like a core ranger. 
  Explorer (Ranger Archetype)
  An explorer is a far-ranging traveller but he never wanders. 
  He strikes out purposefully into the great unknown by land 
  or sea, set to expand the boundaries of the known and to 
  bring back the secret routes that lead the way to glory. 
  Explorer Spells
  Explorers gain a special selection of spells. You gain access 
  to these spells at the levels specified. Once you gain access 
  to an explorer spell, you always have it prepared. Explorer 
  spells don’t count against the number of spells you can 
  prepare each day. If you gain an explorer spell that doesn’t 
  appear on the ranger spell list, the spell is nonetheless a 
  ranger spell for you.
  Polyglot
  At 7th level, you gain an additional language proficiency. 
  You gain an additional languate at 11th level. 
  Additional Favored Terrain
  At 7th level, you gain an additional favored terrain for 
  Natural Explorer. You gain an additional favored terrain 
  at 11th level. 
  Unlimited Horizons
  At 15th level, when you roll a 1 on the d20 for a saving 
  throw, you can reroll the die and must use the new 
  roll. You can use this trait after you have already used 
  another reroll, such as a halfling’s Lucky trait, but only 
  once per round. 
  Hidden Guardian (Ranger Archetype)
  Hidden guardians represent an old ranger tradition. They 
  tend to be secretive and only train family members, but 
  maintain contact with others of their kind, forming a 
  loose organization. Hidden guardians seek to fight evil 
  as best they can, but know that discretion is sometimes 
  the better part of valor. More powerful hidden guardians 
  learn how to better protect their minds. 
  Level
  Ranger Spells
  3rd
  comprehend languages
  5th
  pass without trace
  9th
  tongues
  13th
  freedom of movement
  17th
  Telepathic bond
  Navigator
  Starting at 3rd level, any time you add your proficiency 
  bonus when using cartographer’s tools or nagivator’s 
  tools, you add twice your proficiency bonus (if any). 
  
  9
  Lay on Hands
  Starting at 3rd level, tour blessed touch can heal wounds. 
  You have a pool of healing power that replenishes when 
  you take a long rest. With that pool, you can restore a total 
  number of hit points equal to your ranger level × 5. As an 
  action, you can touch a creature and draw power from the 
  pool to restore a number of hit points to that creature, 
  up to the maximum amount remaining in your pool. 
  Alternatively, you can expend 5 hit points from your pool 
  of healing to cure the target of one disease or neutralize 
  one poison affecting it. You can cure multiple diseases 
  and neutralize multiple poisons with a single use of Lay 
  on Hands, expending hit points separately for each one. 
  This feature has no effect on undead and constructs.
  Additional Fighting Style
  At 7th level, you can choose a second option from the 
  Fighting Style class feature.
  Impregnable Mind
  Starting at 11th level, you have advantage on saving throws 
  against divination spells or any magical effect that would 
  sense your emotions or read your thoughts. You have 
  resistance to psychic damage.
  No Mind
  Starting at 15th level, you are immune to psychic damage 
  and any effect that would sense your emotions or read your 
  thoughts, divination spells, and the charmed condition. The 
  spell even foils wish spells and spells or effects of similar power 
  used to affect your mind or to gain information about you.
  Unicorn Charger (Ranger Archetype)
  A unicorn charger is the living embodiment of purity 
  and attunement with nature. Most often female, unicorn 
  chargers form a chaste yet passionate devotion to the 
  horned guardians of the forest and fey realms and 
  their wild spirit of freedom and purity. This immanent 
  communion allows them to confer the semblance and 
  powers of a true unicorn on another mount. The mount 
  of a unicorn charger is elevated in mind, heart, and spirit 
  to a creature of surpassing grace and loveliness, yet also 
  courage and ferocity when threatened by those with evil 
  in their hearts. A unicorn charger and her mount form a 
  potent alliance to drive back the forces of darkness and to 
  bring light and healing wherever they tread. 
  Ex-Unicorn Chargers: Some unicorn chargers may 
  not fulfill their roles as guardians of good. At the GM’s 
  option, a unicorn charger that permanently acquires a 
  non-good alignment or goes against the natural world 
  may lose their powers. If this becomes a permanent loss, 
  the ranger should choose another archetype. On the other 
  hand, the GM may allow the unicorn charger to act as a 
  force of corruption, profaning their duty and allegience 
  and becoming as impure as others are pure. 
  Unicorn Mount
  At 3rd level, you acquire the ability to cast find steed 
  without expending a spell slot or having the spell 
  prepared. Your steed boasts a unicorn-like horn that 
  as an Action deals 1d8 piercing damage and uses its 
  Strength and proficiency bonus. 
  If you are at least 7th level, you can choose to summon 
  a powerful steed. It has the statistics of a unicorn, but 
  has only has the multiattack, hooves, and horn Actions. It 
  cannot perform Legendary Actions.
  If you are at least 17th level, your steed has all the Actions 
  of a unicorn, but still cannot perform Legendary Actions. 
  
  10
  Three times per day, it can use its action to magically 
  regain 11 (2d8 + 2) hit points.
  You must finish a long rest before using this feature 
  again.
  Lambent Smite
  Starting at 3rd level, when you hit a creature with a melee 
  weapon attack, you can expend one spell slot to deal radiant 
  damage to the target, in addition to the weapon’s damage. 
  The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 
  for each spell level higher than 1st, to a maximum of 5d8. 
  The damage increases by 1d8 if the target is a fey or fiend.
  Aura of  Courage
  Starting at 11th level, you and friendly creatures within 10 
  feet of you can’t be frightened while you are conscious.
  Warlock Patrons and Pact Boons
  The following options are available for the Otherworldly 
  Patron and Pact Boon class features.
  The Black Woods (Otherworldly Patron)
  Your patron is of the deepest wilderness. You may have 
  connections to monsters like the Jabberwock, legendary 
  hags, or one of the fey in the deepest, darkest places. 
  Your patron may be an unidentified presence, perhaps a 
  manifestation of the woods themselves. 
  People confuse the term “natural” with “sane” or 
  “healthy” all the time; the most natural thing in the 
  world, after all, is to be eaten alive by a bear. You’ve seen 
  the secret prehuman paths below the world and between 
  the trees, where nameless things grow fat and dark on the 
  still-twitching bodies of bursted horrors and gods-most-
  foul. You can stride along those blood-warm, twisted and 
  organic roads, plunging down into places outside all 
  mortal comprehension … and back, again.
  The black woods howl within you.
  Expanded Spell List
  The Forest lets you choose from these additional spells 
  when you learn a warlock spell. They are considered 
  warlock spells for you.
  Level
  Spells
  1st
  entangle, fog cloud
  2nd
  pass without trace, spike growth
  3rd
  plant growth, speak with plants
  4th
  dominate beast, phantasmal killer
  5th
  dominate person, tree stride
  Howls and Screeches
  Starting at 1st level, you can cast speak with animals at 
  will, without expending a spell slot. For the purposes 
  of prerequisites, you are considered to have the Beast 
  Speech invocation.
  Baleful Glance
  Starting at 6th level, as a reaction, you can apply 
  disadvantage to one attack roll made by a creature you can 
  see within 60 feet against you. Creatures that are immune 
  to being frightened are immune. You must finish a short 
  or long rest before using this feature again.
  Umbral Ward
  When you reach 10th level, you can’t be charmed or 
  frightened by fiends or fey, and you are immune to poison 
  and disease.
  Palisade of  Thorns
  Starting at 14th level, you can cast wall of thorns without 
  expending a spell slot or having the spell prepared. When 
  you use this invocation, you can choose to concentrate 
  on the spell; if you do, on your next turn, you can use an 
  action to double the length of the wall or the diameter of a 
  sphere, ending your concentration, and affecting creatures 
  as though you just cast the spell. You must finish a long 
  rest before using this invocation again. 
  
  11
  Pact of Thorns (Pact Boon)
  You can cast barkskin on yourself at will, without expending 
  a spell slot. In addition, on your turn you can grow or retract 
  thorns from your hand. The thorns turn your fist into a 
  weapon that deals 1d4 piercing damage. You are proficient 
  with this attack. You can, if you wish, turn both your hands 
  into spiked weapons that have the light property. 
  New Warlock Invocations
  Blazing Eyes and Mad Howls of the 
  Jabberwock
  The strange trauma which gifted you with occult power 
  is tied -- in some way you cannot yet fully comprehend 
  -- to the legendary magic of that terrible dragon of wind, 
  insanity and flame which haunts the deepest of this 
  world’s dark woods ... and the far-off nightmares of all 
  Fair Folk. When you cast eldritch blast, you may manifest 
  it as a blast of energy from your eyes, ignoring cover and 
  not suffering from disadvantage from having a hostile 
  creature within 5 feet of you.
  If you have and use the Dreadful Word invocation, you 
  may choose to burble. This blast of strange noises and 
  shouted nonsense in all the languages known to you – and 
  several languages you do not know – affects all creatures 
  other than you within a 30-foot-radius spread, rather than 
  the usual range and area. 
  When you use this invocation, your eyes grow huge, bright 
  and strange, like those of the Jabberwock, often looking in 
  different directions. Your teeth and nails lengthen, becoming 
  sharper and more ragged as your voice takes on a raspy and 
  sing-song quality, and your limbs become gangly and thin, 
  with knobby and awkward joints, as your gut distends into a 
  pot-belly. This changes last until the end of your next turn. 
  During this time, if you are struck by a vorpal weapon, you 
  are frightened for 1 round, and you are unable to look directly 
  at anyone wielding a vorpal weapon, causing that creature to 
  gain three-quarters cover against you. 
  Cloak of Coiling Thorns
  Prerequisites: Pact of Thorns, 12th level
  When you Dash or Disengage, you may leave a wall of 
  thornsSRD which fills the spaces through which you move. 
  The thorns last for 1 round. You can’t do so again until you 
  finish a long rest.
  Frumious Quills of the Bandersnatch
  The incandescent fury and wickedly-barbed quills of a 
  raging, fairy-tale monster churn deep inside you ... and, 
  with a roar, you can let them rip-forth in a tremendous 
  cascade. When you use eldritch blast, you can impale your 
  target, changing the damage type to magical piercing. A 
  creature that takes damage must make a Dexterity saving 
  throw; on a failure, the target is stuck with 1d4 quills. As 
  long as the target has quills impaled in them, the creature 
  has disadvantage on attack rolls and ability checks. 
  Removing a quill requires a Wisdom (Treatment) check 
  against your spellcasting DC; success removes one quill, 
  plus an additional quill for every 5 points by which the 
  check succeeds. Once removed, a quill swiftly fades back 
  into ash and nothingness. 
  This invocation cannot be used in conjunction with an 
  invocation that changes the base damage of eldritch blast to 
  a damage type other than piercing. 
  Horrid Shrieks of the Jubjub Bird
  Prerequisite: 12th level
  The sharp and hateful screams of something enormous, 
  vicious and far too stupid to die echo incessantly in your 
  head. With only a little bit of effort you can slice open your 
  soul and let those razor-sharp cries tear out into the aching 
  world. As an action, you can scream, causing all creatures 
  witin 60 feet of you that are capable of hearing you to make 
  a Constitution saving throw. On a failed saving throw, 
  a creature is stunned for 1 minute. At the end of each its 
  turns, a creature can make a new saving throw; on a success, 
  it is no longer stunned. When you use this invocation, until 
  the end of your next turn, you sprout incandescent feathers 
  of many shifting, unsightly and otherworldly colors -- 
  especially a grotesque, livid purple -- upon your elongated 
  neck, back and arms. The rest of your limbs becomes patchy 
  and pale, gruesomely emaciated and scaly.
  After you scream, the next time you take acid, cold, fire, 
  lighting, or thunder damage within 1 minute, you have 
  resistance against that damage until the next of your next 
  turn. If you take damage from more than one of those 
  types from an attack, spell, or effect, you have resistance 
  against all the damage types from that effect.
  You must finish a long rest before using this invocation 
  again. 
  Howling Beasts
  Prerequisite: 7th level 
  You can cast conjure animals once using a warlock spell 
  slot. You can’t do so again until you finish a long rest.
  Thorny Blast
  Prerequisite: eldritch blast cantrip, Pact of Thorns
  You can cast eldritch blast as a flying tendril of phantasmal 
  thorns. The damage type becomes magical piercing. A 
  target that is hit must make a Strength saving throw; on a 
  failed saving throw it is restrained for 1 minute. A creature 
  restrained by the thorns can use its action to make a 
  Strength check against your spell save DC. On a success, 
  it frees itself. 
  
  12
  This invocation cannot be used in conjunction with an 
  invocation that changes the base damage of eldritch blast to 
  a damage type other than piercing. 
  Feats
  The following feats, inspired by fairy tales and fanciful stories, 
  are designed to represent creatures that have been radically 
  changed by an encounter with the Faerie Realms. The 
  strange and weirdling touch of such a surreal yet supernally 
  beautiful and wonderfully wild place can change a person 
  forever, in ways greatly unexpected by ordinary mortals. The 
  particular nature of how a character should qualify for such 
  feats is up to each individual GM to establish.
  Fairy Blessing
  Through your service to one of the fey, whether in 
  passionate love or chaste friendship and alliance, you 
  have been granted a token of faerie favor.  You gain the 
  following benefits:
  • Increase your Wisdom or Charisma by 1, to a maximum 
  of 20.
  • Creatures with the fey type regard you as equivalent 
  in social status to a fey yourself. Thus, you may enter 
  places only fey may go, request audiences of fey nobility, 
  and so forth. This may not extend to creatures that are 
  enemies of your fey ally, depending on the foe’s sense 
  of honor.
  • Your proficiency bonus, if any, is doubled when 
  making Charisma checks agaisnt fey creatures.
  • You have advantage on saving throws against being 
  charmed or frightened by a spell or magical ability. 
  True Love’s Kiss
  Prerequisite: non-evil alignment 
  True Love’s Kiss can break the darkest curse; as the 
  most powerful of magic lives in the hopeful heart of every 
  dreamer. You gain the following benefits:
  • Increase your Wisdom or Charisma by 1, to a maximum 
  of 20.
  • Choose any one character – PC or NPC, subject to 
  GM approval – as your true love; alternatively, the 
  GM might select a specific character, without your 
  knowledge, as your true love. The selected character 
  does not necessarily have to choose you as his or her 
  true love in the event he or she also selects this feat: 
  a mother might have true love for her young son, but 
  the son might gain the benefits of this feat for another 
  at a later time. As an action, you can kiss your true love, 
  removing all curses and ending any one spell affecting 
  them. Additionally, as long as you live, your true love 
  automatically stabilizes from dying. 
  You may replace this feat and its benefits when you gain a 
  level, in the event that your true love dies, or you become evil.
  Spells Of The Forest 
  The following spells are available to the members of 
  the listed classes. At the GM’s option, appropriate spells 
  can be substituted for spells of the same level for cleric 
  Domains, druid Circle Spells, and so forth. 
  Spell Lists
  Bard Spells
  3rd level
  Silverlight
  4th level
  Dream Dalliance
  Out of Sight
  Shadow of Doubt
  6th level
  Dirge of the Victorious Knights
  Mantle of Doubt
  Cleric Spells
  1st level
  Unwelcome Halo
  2nd level
  Burst of Radiance
  3rd level
  Silverlight
  4th level
  Burst with Light
  Shield of Dawn
  Druid Spells
  2nd level
  Burst of Radiance
  3rd level
  Silverlight
  5th level
  Wall of Light
  Paladin Spells
  1st level
  Unwelcome Halo
  3rd level
  Silverlight
  4th level
  Shield of Dawn
  Sorcerer Spells
  1st level
  Umbral Blade
  Unwelcome Halo
  2nd level
  Burst of Radiance
  Corpse Lanterns
  Light Prison
  Psychic Leech
  3rd level
  Dark-Light
  Silverlight
  4th level
  Shadow Barbs
  5th level
  Wall of Light
  Warlock Spells
  1st level
  Umbral Blade
  2nd level
  Psychic Leech
  3rd level
  Dark-Light
  Silverlight
  4th level
  Shadow Barbs
  Shadow of Doubt
  6th level
  Mantle of Doubt
  Wizard Spells
  1st level
  Umbral Blade
  Unwelcome Halo
  2nd level
  Burst of Radiance
  Corpse Lanterns
  
  13
  Light Prison
  Psychic Leech
  3rd level
  Dark-Light
  Silverlight
  Twine Double
  4th level
  Shadow Barbs
  5th level
  Wall of Light
  7th level
  Subjective Reality
  You create up to four torch-sized lights within range, each 
  of which glows a sickly pale green.  These corpse lanterns 
  shed dim light in a 20-foot radius. the radiance of corpse 
  lanterns provides a strange contrast, giving all creatures 
  in the area disadvantage on Dexterity(Stealth) checks. In 
  addition, the hue interferes with illusion spells, giving 
  all creatures in the illuminated area advantage on any 
  saving throws against such spells, but not Intelligence 
  (Investigation) checks. 
  As a bonus action on your turn, you can move the lights 
  up to 60 feet to a new spot within range. A light must be 
  within 20 feet of another light created by this spell, and a 
  light winks out if it exceeds the spell’s range.
  Dark-Light
  3rd level evocation
  Casting Time 1 action
  Range 60 feet
  Components V, S, M (a pinch of earth)
  Duration 1 minute
  You evoke a powerful light that affects all creatures in a 
  20-foot-radius sphere that do not possess light or sunlight 
  sensitivity. The targets must make a Constitution saving 
  throw. On a failed saving throw, a creature is blinded; on 
  a success, a creature treats the area as lightly obscured. 
  Creatures who are immune to being blinded are immune. 
  Burst of  Radiance
  2nd level evocation
  Casting Time 1 action
  Range 150 feet
  Components V, S, M (a piece of flint and a pinch of silver 
  dust)
  Duration instantaneous
  This spell fills a 10-foot-radius sphere with a brilliant 
  flash of shimmering light. Creatures in the area must 
  make a Dexterity saving throw. On a failed saving throw, 
  a creature is blinded until the end of its next turn; on a 
  success, a creature has disadvantage on attack rolls and 
  ability checks until the end of its next turn, unless it is 
  immune to being blinded. Fiends and undead in the area 
  take 3d6 radiant damage, with no saving throw.
  Burst with Light
  4th level evocation
  Casting Time 1 action
  Range 30 feet
  Components V, S
  Duration Concentration, up to 1 minute
  The target becomes filled with intense magical light 
  and must make a Wisdom saving throw. On a failed 
  saving throw, the creature takes 2d8 radiant damage 
  as the light bursts from its wounds and orifices (if the 
  target is an undead creature, it instead takes 4d8 points 
  of damage). In addition, the creature radiates bright 
  light in a 30-foot radius and dim light an additional 30 
  feet beyond that area.
  Creatures adjacent to the target must make a Dexterity 
  saving throw. On failed saving throw, a creature takes half 
  as much damage as the target and is blinded until the 
  end of its next turn; on a success, a creature takes half as 
  much damage (one-fourth as much as the target) and is 
  not blinded.
  The caster may use an action to repeat the effect. If the 
  caster does not use an action, the spell ends.
  On a successful Wisdom saving throw, the target takes 
  half damage and the effect ends. 
  Corpse Lanterns
  2nd level necromancy
  Casting Time 1 action
  Range 120 feet
  Components V, S
  Duration Concentration, up to 10 minutes
  
  14
  At the end of each of its turns, the target can make another 
  Constitution saving throw. On a success, the spell ends on 
  the target.
  Dirge of  the Victorious Knights
  6th level illusion
  Casting Time 1 action
  Range Self (120-foot line)
  Components V, S, M (a medal from a dead noble martialist 
  or a copy of an opera script, either worth at least 100 gp)
  Duration instantaneous
  By performing part of an opera, you call forth spectral 
  illusions of mounted knights to trample your foes under 
  the hooves of their glorious steeds. The shadowy knights 
  appear in your square and ride forward in the direction 
  you indicate, forming a line 120 feet long and 10 feet wide. 
  Each creature in the line must make a Dexterity saving 
  throw. A creature takes 5d6 cold damage and 5d6 force 
  damage on a failed save, or half as much damage on a 
  successful one. The knights cannot pass through barriers 
  that block incorporeal creatures or undead.
  At Higher Levels: When you cast this spell using a spell 
  slot of 7th level or higher, the cold damage increases to 
  6d6. When you cast this spell using a spell slot of 8th level 
  or higher, the force damage increases to 6d6.
  Dream Dalliance
  4th level illusion
  Casting Time 1 action
  Range 60 feet
  Components V, S
  Duration Permanent
  You create a comforting phantasm, which leeches onto 
  the psyche of a nearby target. The creature can attempt 
  a Wisdom saving throw to prevent the phantasm from 
  entering its psyche; on a failed saving throw it takes up 
  permanent residence in the target’s mind. The phantasm 
  fills its target’s dreams with happy visions, comforting 
  manifestations of loved ones, and incredible vistas, 
  feeding the target a perfect fantasy life it never wishes to 
  leave. After the target’s next night’s sleep, the target must 
  succeed at a Wisdom saving throw to wake up; otherwise, 
  it remains asleep for the rest of the day and following 
  night. Each night it must succeed at a new saving throw or 
  remain asleep for days or weeks on end as it slowly starves 
  to death (presuming it normally needs to eat to survive). 
  Loud noises, jostling, and even pain won’t rouse the 
  slumbering target. Dealing damage awakens the target, 
  but the target awakens with a level of exhaustion and 
  has disadvantage on all saving throws against spells and 
  effects that may put it back to sleep until the phantasm 
  has been banished.
  The phantasm remains in its host’s mind indefinitely, 
  requiring a new Wisdom saving throw to wake up every 
  time the target rests. Greater restoration will end the spell.
  Light Prison
  2nd level evocation
  Casting Time 1 action
  Range 30 feet
  Components V, S
  Duration Concentration, up to 1 minute
  Rays of light burst forth from your outstretched hand, 
  encircling a target’s space with a cage of light. The target 
  must make a Dexterity saving throw. On a failed saving 
  throw, it becomes enclosed in the light prison. A creature 
  enclosed in a light prison can attack, cast spells, and 
  otherwise act normally as long as it stays within the light 
  prison. However, if a creature passes through the walls of 
  a light prison enclosing it, it takes 1d8 radiant damage and 
  is blinded until the end of its next turn. Once a creature 
  passes through the walls of a light prison surrounding it, 
  the effect ends for that creature.
  At Higher Levels: When you cast this spell using a spell 
  slot of 3rd level or higher, you can target one additional 
  creature for each slot level above 2nd. The creatures must 
  be within 30 feet of each other when you target them.
  
  15
  Mantle of  Doubt
  6th level illusion
  Casting Time 1 action 
  Range personal
  Components V, S 
  Duration Concentration, up to 1 minute
  You wrap your mind in phantasms of crippling doubt 
  that assail any who dare harm you. When a creature 
  within 30 feet attacks you or attempts to affect you with 
  a harmful effect, it must make a Wisdom saving throw 
  as these spectres of uncertainty force themselves into 
  its mind. Ongoing effects trigger the mantle only if the 
  creature consciously directs them against you. A given 
  creature need only roll a saving throw against your 
  mantle of doubt at most once per round. If the creature’s 
  attack or effect against you causes psychic damage or the 
  charmed or frightened condition, that creature’s saving 
  throw is made with disadvantage. A creature that fails its 
  saving throw against your mantle of doubt is frightened 
  for 1 minute and takes 2d10 psychic damage. A creature 
  that is frightened may make a new saving throw at the 
  end of each of its turns; on a success, that condition ends 
  for that creature. 
  Out of  Sight 
  4th level enchantment
  Casting Time 1 action 
  Range personal 
  Components V, S, M (a strip of black cloth) 
  Duration Concentration, up to 10 minutes
  The spell inhibits the memories of creatures that perceive 
  you. While creatures can perceive you normally, when a 
  creature stops observing you, it must attempt a Wisdom 
  saving throw. If it fails, it loses all memory of its awareness 
  of you and your actions while you were under the effects 
  of this spell. The spell’s duration measures how long the 
  out of sight effect lasts on you, but the memory alteration 
  is instantaneous and can be reversed only by magic such 
  as modify memory. 
  The creature is still aware of any other changes to itself 
  or its environment. For instance, a guard will remember 
  running, and may notice a newly unlocked door, but will 
  not emember that he was chasing after you. Creatures that 
  cannot be charmed are immune to this spell. 
  Psychic Leech 
  2nd level enchantment
  Casting Time 1 action 
  Range 30 feet
  Components S 
  Duration Concentration, up to 10 minutes
  One creature you can see must make a Wisdom saving 
  throw. On a failed saving throw, the target experiences 
  feelings of ennui and lethargy, gaining one level of 
  exhaustion for the spell’s duration. While the target is 
  within the spell’s range, you gain advantage on Strength 
  and Dexterity checks and saving throws and attack rolls. 
  On a successful saving, the target only suffers one level 
  of exhaustion until the end of their next turn and you 
  receive no advantage. This spell has no effect if it targets a 
  creature that already has exhaustion.
  Shadow Barbs
  4th level illusion
  Casting Time 1 action 
  Range Self
  Components V, S, M (a link from a spiked chain) 
  Duration Concentration, up to 10 minutes
  When you cast this spell, you create a shadowy spiked 
  chain that shimmers and pulses with darkness. The chain 
  exists as long as you carry it; if you ever drop the chain, 
  give it to another, or are disarmed, it immediately vanishes 
  and the spell’s duration ends. 
  You can use your action to make a melee spell attack 
  with the shadowy chain. On a hit, the target takes 1d8 
  piercing damage and 5d6 necrotic damage.
  The chain magically casts dim light in a 10-foot radius.
  At Higher Levels: When you cast this spell using a spell 
  slot of 6th level or higher, the necrotic damage increases 
  by 1d6 for every two slot levels above 4th.
  Shadow of  Doubt
  4th level illusion
  Casting Time 1 action
  Range 30 feet
  Components V, S
  Duration Concentration, up to 1 minute
  You create a shadowy aura of doubt fueled by a foe’s own 
  inner flaws. The target must make a Wisdom saving throw. 
  On a failed saving throw, the target perceives bright light 
  as dim light and dim light as darkness. Fleeting mental 
  shadows of regrets and anxieties distract the spell’s target; 
  the target can’t use reactions and nn its turn, it can use 
  either an action or a bonus action, not both. Regardless of 
  the creature’s abilities or magic items, it can’t make more 
  than one melee or ranged attack during its turn.
  A creature affected by this spell makes another Wisdom 
  saving throw at the end of its turn. On a successful save, 
  the effect ends for it.
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, you can target one additional 
  creature for each slot level above 4th. The creatures must 
  be within 30 feet of each other when you target them.
  
  16
  Subjective Reality
  7th level illusion
  Casting Time 1 action 
  Range Self
  Components V 
  Duration Concentration, up to 1 minute
  Choose one object or creature you can see within 120 feet. 
  You alter your perceptions to become convinced the target 
  is an illusion. For you, the target becomes transparent and 
  does not create sound or smell. Until the spell ends, you 
  can move through the target’s space unimpeded and the 
  target can move through you. The target’s nonmagical 
  attacks cannot harm you, and you have resistance to the 
  target’s magical attacks and effects. You are immune to 
  any of the target’s abilities that require you to be able to 
  hear them. You have advantage on saving throws against 
  the target’s spells and abilities.
  However, your attacks deal no damage to the target, 
  and your magical abilities do not affect the target at all. 
  You or the target can affect each other normally through 
  intermediaries. For instance, while the target would be 
  immune to the direct effects of your earthquake spell, if the 
  spell caused a room’s ceiling to collapse, the target would 
  not be immune to the effects of the collapse.
  Twine Double
  3rd level illusion
  Casting Time 10 minutes 
  Range Touch
  Components V, S, M (cloth and twine)
  Duration 10 minutes
  You shape an illusory duplicate of yourself. The duplicate 
  is a creature, partially real and formed from cloth and 
  twine, and it can take actions and otherwise be affected 
  as a normal creature. The double looks exactly like you 
  except its eyes are balls of twine (DC 10 Intelligence 
  [Investigation] check to recognize double’s strange eyes). 
  It wears clothing and gear that appear exactly like what 
  you are wearing at the time of casting. Its copies of your 
  magic items are nonfunctional but radiate magic and 
  have the same auras as your items. Its aura is identical to 
  yours. It is an animated object, a creature of the construct 
  type, that has half your hit point maximum, cannot attack, 
  has no special abilities, and has a +0 bonus on all saves 
  and checks. 
  The twine double is friendly to you and creatures you 
  designate. It obeys your spoken commands, moving 
  and acting in accordance with your wishes and acting 
  on your turn in combat. You know what the double is 
  experiencing, and when controlling it telepathically you 
  can see and hear everything it sees and hears, though 
  events at your location may drown out the sensory inputs 
  from the double. 
  If you cast this spell again, any currently active duplicates 
  you created with this spell are instantly destroyed.
  Shield of  Dawn
  4th level evocation
  Casting Time 1 action
  Range Self
  Components V, S, M (a piece of pale amber or a shimmering 
  insect wing)
  Duration 10 minutes
  You create a disk of sunlight on one arm, shedding bright 
  light in a 10-foot radius and dim light for an additional 
  10 feet. You can end the spell early by using an action to 
  dismiss it.
  The sunlight provides you with a shimmering shield or 
  a blazing shield, as you choose. The shimmering shield 
  grants you resistance to radiant damage, and the blazing 
  shield grants you resistance to necrotic damage.
  In addition, whenever a creature within 5 feet of you hits 
  you with a melee attack, the shield erupts with light. The 
  attacker takes 2d8 radiant damage.
  You can only have one instance of this spell in effect at a 
  time. It does not stack with similar damaging aura spells 
  such as fire shield. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 6th level or higher, the damage increases by 1d8 
  and the radius of bright and dim light each increase by 10 
  feet for every two slot levels above 4th.
  Silverlight
  School evocation [light]; Level bard 3, cleric 3, druid 3, 
  paladin 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Range 60 feet
  Components V, S, M (1 silver piece)
  Duration 10 minutes
  A 20-foot-radius sphere of light spreads out from a point 
  you choose within range. The sphere is bright light and 
  sheds dim light for an additional 40 feet.
  If you chose a point on an object you are holding or 
  one that isn’t being worn or carried, the light shines from 
  the object and moves with it. Completely covering the 
  affected object with an opaque object, such as a bowl or a 
  helm, blocks the light.
  If any of this spell’s area overlaps with an area of 
  darkness created by a spell of 3rd level or lower, the spell 
  that created the darkness is dispelled.
  A creature that has damage immunities or resistances 
  that can be overcome by silvered weapons, such as a 
  werewolf, that begins its turn within the bright light of its 
  spell treats the area as lightly obscured and must make a 
  Constitution saving throw; on a failed save, it is sickened 
  until the end of its next turn. 
  
  17
  Umbral Blade
  1st level illusion
  Casting Time 1 action
  Components V, S, M (a pair of miniature swords)
  Range Touch
  Duration Concentration, up to 1 minute
  You touch one weapon, imbuing it with subtle and deadly 
  magic. A shadowy afterimage trails behind the targeted 
  weapon, potentially damaging foes even when the weapon 
  misses. For the duration, when the wielder of the weapon 
  uses the Attack action, they gain an additional single 
  attack with it. On a hit, instead of its usual damage, the 
  shadowy afterimage deals 2d6 necrotic damage. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 3rd level or higher, the damage increases by 1d6 for 
  every two slot levels above 1st.
  Unwelcome Halo
  1st level evocation
  Casting Time 1 action 
  Range 60 feet
  Components V, S
  Duration 10 minutes
  This spell causes one creature you can see to glow as if 
  surrounded by a halo of light. The target must make 
  a Wisdom saving throw. On a failed saving throw, 
  the halo sheds bright light in a 20-foot radius 
  from the creature, and dim light for additional 
  20 feet. This light effectively gives away 
  the creature’s location, and imposes 
  disadvantage on Dexterity (Stealth) 
  checks when the creature is able to 
  hide at all. 
  At 
  the 
  end 
  of 
  each 
  of 
  t h e 
  creature’s turn, it may make a 
  n e w 
  saving throw; on a success, the 
  s p e l l 
  ends.
  Wall of  Light
  5th level evocation
  Casting Time 1 standard action 
  Range 120 feet
  Components V, S, M (a chip of 
  mica) 
  Duration Concentration, up to 10 
  minutes
  An immobile, blinding curtain 
  of 
  white 
  light that blocks line of sight 
  springs into 
  existence. You can make the wall 
  up to 60 feet 
  long, and 20 feet high, or a ringed 
  wall up to 20 
  feet in diameter and 20 feet high. 
  The 
  wall 
  blocks line of sight. The wall sheds 
  bright light to 
  a range of 60 feet in all directions 
  and dim light 
  for an additional 60 feet. 
  A creature that is adjacent to the wall must close their 
  eyes or make a Constitution saving throw; on a failed save, 
  the creature is blinded until the end of their next turns. 
  A creature that passes through the wall is automatically 
  blinded, even if its eyes are closed. An undead that fails 
  a saving throw has their maximum hit points reduced by 
  5; this reduction lasts until the target finishes a long rest. 
  The target dies if this effect reduces its hit point maximum 
  to 0. An undead that passes through the wall must make a 
  saving throw to avoid this effect even if its eyes are closed. 
  
  18
  
  19
  
  Walk on the Wild Side
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Forest Kingdom/Fey and Forest Classes.pdf