Feybound: Trickery of the Wilds

Step beyond the veil and into a Fey Plane filled with wonder, danger, and absolute chaos. Feybound: Trickery of the Wilds is a massive 496-page D&D 5e sourcebook packed with a complete Fey campaign setting, a level 5–11 campaign, strange new monsters, player options, magic items, and unique Fey mechanics like contracts, true names, boons, and banes.

Whether you want to run an entire campaign in the Fey Plane or just steal wicked monsters, magical treasures, bizarre encounters, and Fey trickery for your existing game, Feybound gives you hundreds of pages of material ready to unleash on your players.

Feybound: Trickery of the Wilds is the biggest fey-themed expansion for D&D 5e ever created. Whether you dabble in the fey or dive in head first, it is the must have book for every game master's collection.

Feybound gives you everything you need to bring the magic, mischief, and mayhem of the fey to life into your games:

  • 6 New Races 
  • 10 New Subclasses 
  • 100+ Terrifying Monsters 
  • Fey Mechanics 
  • Fey Magic Items 
  • A Fey Campaign Setting 
  • 12-Part Adventure Arc

Feybound is designed to be used with the D&D 5e 2014 and 2024 rules.

Explore the Fey Plane as one of six exciting new playable races:

Schrat. The schrat are nomadic, half-wood, half-flesh beings exiled from ancient forests. Living in raiding encampments, they transform into beasts—often cats or insect swarms—and hurl primal energy from bark-covered hands.

Foxkin.  Foxkin are a species of humanoids long ago awakened from mortal foxes to serve a powerful fey lord. Foxkin are inherently magical beings: all of them can escape to the Ethereal Plane when threatened, and many possess other magical abilities, as well.

Chitinborn. Chitinborn are a species of cockroaches that have gained the ability to walk upright, speak, and wield weapons in their four dexterous hands. Much like their non-sapient cousins, chitinborn are stubborn and notoriously difficult to kill.

Feyen. Feyen are mortals—usually humans—whose origins lie in the Material Plane but who have been transformed by fey magic. Wielding their split nature, they create a visage of themselves to aid them in combat.

Glimmer. These strange folk bear the marks of the energy that glimmers within the border of the Fey and Material Planes. The glimmering marks across their body become a dangerous and powerful mist that bends reality to their will.

Emberkin. The first emberkin was born of a chance lightning bolt hitting smoldering coal, which eventually blossomed into the entire emberkin race. Harnessing their souls of fire, they summon ember spirits and wield flaming weapons against their enemies.

College of the Courts Bard. These bards pledge themselves to one of the four fey courts that rule the land, offering their services as entertainers, envoys, informants, and warriors in return for powerful fey magic.

Circle of War Druid. When the fey courts go to battle, they often call upon mortal druids to empower their attacks and muster the forces of nature against their patrons’ enemies.

Pact of the Witch Warlock. Your patron has taught you the strange—and often sinister—alchemy practiced by hags and their ilk to create magical brews and poisons. 

School of the Wild Wizard. These wizards wield fairy magic to bend the rules of reality to their will.

Knight of the Courts Fighter. These warriors pledge their hearts and souls to their patrons, gaining ancient fey magic that enhances their martial prowess.

Warden of the Wilds Ranger. Wardens of the wild study the flow of time—both on the Material Plane and in the realm of the fey—and learn to harness it for their own purposes.

Oath of the Trickster Paladin. Sworn to the ideals of chaos, these paladins range from malicious traitors who would stab you in the back at their first chance, to benevolent agents who seek only to bring life and excitement to the world.

Dustblade Rogue. Dustblades sprinkle fairy dust on their weapons to create a variety of magical effects such as blinding their opponents in battle or turning invisible.

Fey Soul Sorcerer.  Fey magic courses through these spellcasters' veins, allowing them to draw upon its chaos to influence chance.

Way of Fey Magic Monk. Monks of the Way of Fey Magic hone their mental and physical prowess by learning to infuse fey magic into their ki.

Explore the Fey Plane like never before. Capture the wild, untamed nature hidden behind the veil that separates the material from the fey with all new mechanics, monsters, and a complete setting!

The Feybound campaign setting includes everything you need to run your game across the four courts of the Fey Plane!


The iconic fey contract, a deal wrapped in layers of innuendo, simultaneously takes advantage of both ambiguity and precision. You'll get rules for:

  • Unwitting Contracts. "May I have your name" ring any bells?
  • Street Deals. How to negotiate and barter with the fey; after all, what use is your gold to them?
  • True Contracts. You can get anything, but everything comes with a price. What are you willing to give up to make your wishes reality?

Embroiled into the magics of the Fey Plane are true names; will you risk yours to sign a contract to gain unlimited power?


Magic is infused into the Fey Plane, magic which changes people in chaotic and unpredictable ways. The innocuous and mundane can turn into the fascinating and terrifying in the blink of an eye as that magic infuses into the very essence of your being.


The Fey Plane is a dangerous place. Ruled over by the four courts, it functions little like our material world.

  • Each Court presides over one of the four seasons, creating quadrants of the plane in a perpetual state of winter, spring, summer, and fall. 
  • The four moons of the plane change, seemingly at random, between their phases, warping the nature of the plane.
  • Even travel between the Courts is a dangerous experience not to be taken lightly; the borders between the Courts are deadly places where the laws of nature break down even further.


The magic items of the Fey Plane are unlike anything you’ve seen before. From chalices that capture the voices of your enemies, to mirrors that mask you as your foes, these fey-infused treasures are crafted to put the powers of the fey at your fingertips. Some are gifts from capricious archfey; others are relics woven from dreams and regrets. Every item drips with flavor and strange utility—perfect for game masters and players who want magic that feels alive, unpredictable, and deeply tied to the Fey.

Lurking within every gnarled grove and glittering crystal spire are the denizens of the Fey Plane: over 100 brand-new creatures designed to surprise, provoke, and mystify. Every creature is full of distinctive mechanics and thematic flair to make each encounter unforgettable. These are more than stat blocks—they're awe-inspiring moments waiting to burst onto your table.

Escape from the Fey is a D&D 5e adventure module for characters level 5 to 11, designed to be fully compatible with both 2014 and 2024 rulesets. It features 12 full-length adventures.

After the fall of Chittering Lucy Slopgrowth—one of the Fey Plane's most sinister hags—a band of heroes finds themselves trapped with no way home. The Queen Below, ruler of the Vex’Mortem Fey, has barred all travel between the Fey Plane and the Material Plane in a fit of vengeance. Her message is clear: no one opposes her will and walks away unscathed.

To escape, the heroes must journey through a realm twisted by magic, mischief, and malevolence. They’ll face corrupted satyr villages, illusion-warped cities, cunning fey leaders, and enchanted trials where strength alone won’t win the day. Only by recovering the eight powerful Charms of the Queen Below can they hope to confront her at Crystal Point and shatter the power that prevents them from returning home.

Into the Fey is a 5e module (levels 1–5, designed to be compatible with the 2014 rules) where strange disturbances on the material plane lead heroes into the treacherous Fey Plane. Playful mischief quickly escalates into deadly plots as powerful archfey, hags, and sinister forces manipulate events across the Aeredale region. The party must uncover the source of the spreading corruption, navigating whimsical yet perilous encounters and moral dilemmas. With 11 adventures, new monsters, magic, and lore, the campaign blends charm and danger, offering a full arc from low-level adventurers to heroes who’ve faced the mysteries of the fey.

Special instructions for seller
Add A Coupon
Liquid error (snippets/cart-drawer line 228): product form must be given a product

What are you looking for?


Popular Searches: Lair MagazineInto the FeyLairs & LegendsLoot & LoreThe Secret Art of Game MasteryMap PacksAdventures