Feywild – Time Warp Another optional rule of feywild magic is that creatures who spend more than a day within the Feywild may experience a Time Warp when they leave the plane. Time moves quite differently in the Feywild, and a day there could equal anything from minutes to years of time on the Material Plane.
How much time passes in the Feywild?
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. A wish spell can be used to remove the effect on up to ten creatures.
What are the enemies of Fey?
Undead are the Cold Riders’ troops of choice. In the ensuing conflict between what passes for a First World Fey in the Birthright setting (they have a different history entwined with the Sidhe of Birthright) the Fey’s enemy is “The Shadow” (Cold Rider aka Azrai) and all his forces.
What can you not do in the Feywild?
So when running into Fey or going to the Feywild there is a general set of rules you see with some variation:
- Don’t accept a gift from the fey.
- Don’t consume the food or drink of the Feywild.
- Never dance with a fey.
- Never tell a fey your full name.
- Never stray from a path in the Feywild.
How does the time warp work in Feywild?
Feywild Time Warp (simplified, is a table in the DMG): 1-2, days become minutes. 3-6, days become hours. 7-13, no change (day in feywild is day in material plane). 14-17, days become weeks. 18-19, days become months. 20, days become years.
When do you change the time in the Feywild?
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. This means that for each day they spent (t), t [units-of-time] has past, since each of those…
How long does it take to leave the Feywild?
There are planes out there where time passes differently, for example you could leave for an hour in the other plane, but 8 hours actually passes in their home. The Feywild doesn’t have a set amount of time that passes there, D&D rules are that when people leave the Feywild, the DM rolls a d20 and consults a chart.
Why did the DM not roll the time warp die?
The most obvious reason why a DM would not choose to roll the die to determine the time warp is practical. If the character was in the Feywild for 7 days and a 20 is rolled, then 7 years elapsed outside.