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Feywild 5e dmg
Feywild 5e dmg







feywild 5e dmg

Whenever a creature or group of creatures leaves the Feywild after spending at least 1 day on that plane, you can choose a time change that works best for your campaign, if any, or roll on the Feywild Time Warp table. Time Warp: While time seems to pass normally in the Feywild, characters might spend a day there and realize, upon leaving the plane, that less or more time has elapsed everywhere else in the multiverse. Any spell that can end a curse can restore the creature's lost memories.

feywild 5e dmg

On a successful save, the creature's memories remain intact but are a little hazy. A creature that fails the saving throw remembers nothing from its time spent in the feywild. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves, that have the fey ancestry trait. Memory Loss: A creature that leaves the feywild must make a DC10 wisdom saving throw. In all cases, any spell that can remove a curse can fix both lost and fuzzy memories, and between Pike, Keyleth, and the other NPCs/guest stars in Whitestone there's plenty of people that can cast 3rd (remove curse) or 5th (greater restoration) level spells to fix the whole thing.ĭnD 5e DMG pg 50 under optional rules: feywild magic: Grog and Scanlon have a lower chance to succeed but DC10 is still a pretty easy save all things considered. So Keyleth, Vax, and Vex might have fuzzy memories, but they'll remember it, and Percy has a good chance on making the save. And even if time shifts a few weeks or months that just puts them in perfect timing to go deal with Hotis, nothing wrong with that.įor the memory loss, assuming Matt is running the memory loss by the DMG (which, again, he very well might not be, he does have the power to change it), the memory loss effect is a DC10 wisdom save that any creature with fey ancestry automatically succeeds on. That's well beyond more than likely there's barely any time shift in the grand scheme of things. On top of all of that, assuming Matt uses the DMG table for the time warp, there's a 13/20 chance that they were either gone minutes, hours, or the roughly 3 days they were in the feywild, and only a 4/20 chance they were gone a few weeks. If it was a normal game he'd probably go for it but for all of us who are invested in the story at this point, a multiple year jump would basically ruin a whole bunch of things in the narrative. Shifting time a few years is entirely narrative breaking at this point and in terms of good showmanship he shouldn't let it happen. If there's time warp I don't see Matt letting time shift more than a month. To tl dr things: I don't see Matt breaking the narrative that badly by shifting time over a year into the future and the memory loss thing, even if Matt forces them all to make the save and pushes up the DC, can be fixed. Honestly I think people are getting way too worked up over this, assuming Matt isn't changing mechanics by DM fiat.

FEYWILD 5E DMG ARCHIVE

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    Feywild 5e dmg