U The Seelie Court nder the rule of two mighty queens, the Feywild had, until recently, been a prosperous, if unpredictable, place. The balance maintained by the followers of light and darkness was a difficult one to maintain, and after the recent events that plunged the Unseelie court into chaos, Queen Geneveve of the Seelie Court found herself in dire straights, responsible for overseeing a land that was increasingly being lost to chaos. In spite of the difficult task, Geneveve managed to stabilize her realm at the very least, and pushed back the would-be invaders that threatened the hard-earned peace of her realm. However, even with the Unseelie Queen, Malvessa, restored to her throne after a bitter struggle with the faun, Pan, the fragile peace between these two nations has hung by a thread. Geneveve and her people have suffered greatly from the internal conflict faced by the Unseelie Court, and forgiveness is a rare thing in the Seelie Court. A Convincing Advocate In spite of all this, however, even Geneveve could not turn away Malvessa's own daughter when she approached the gates of Floris, the capital city of the Seelie Court. Grudge or no grudge, the Seelie know that a princess must be treated with the respect befitting her station. So it was that Laureth, daughter of Malvessa, was granted an audience in which to present her apologies, and though she did indeed bring gifts of reconciliation, there was far more to her visit than had previously been imagined. Having associated for months, now, with the Dragon Trappers' Lodge, Laureth came to the Seelie Court as much on their behalf as on her mother's. The material realm was now in the midst of a terrible war - one which threatened to remake the very fabric of the world. And this war would not stop on the material plane. If Incandriox, Ruin Incarnate, should prove successful in his bid for rulership of the material realm, it was only a matter of time until the Feywild, too, fell into his vindictive claws. Uneasy Allies So convincing were Laureth's pleas, and so distinctive her belief, that Geneveve and her court were forced to consider her request - the very idea of which would have, only a few days prior, seemed laughable at best. By the end of their considerations, however, it was all too clear that in spite of their differences, if they Fey wished to survive the coming war, they would have to do it together. Years of preparation on both sides for a war they assumed would be between each other has culminated in the formation of a magnificent army of Fey - Seelie and Unseelie alike. While neither side completely trusts the other, and their alliance is unlikely to last beyond the confines of necessity, they are, nonetheless, united in their opposition to Incandriox and the destruction he represents for mortal and Feyborn alike. The Seelie Fey, led by Geneveve and her loyal retainers, though initially slow to pledge their support to this cause, are staunch and unbreakable in their dedication to the cause now that they have chosen their course. Legions of Forest-Folk, Locust-Badgers, and Floralioths, supported by Wolfthorn packs and Geneveve's own Seelie Guards, riding atop giant bumblebee mounts, make this army a force to be reckoned with. Seelie Guards Devoted servants of Queen Geneveve, and protectors of the Seelie Realm, Seelie guards are granted a portion of the Queen's own strength, wisdom, and magic. These crafty guards excel in illusory magic, and are adept at making their foes second-guess everything they think they see, as their layered illusions continue to fool their foes, leaving them without any confidence in their own senses. Save the Queen Seelie guards are unwaveringly devoted to Queen Geneveve, more than to any other person or cause. If they are forced to make a choice between winning a battle and saving the Queen's life, they will unfailingly choose the latter. To these dedicated guards, no victory is worth her life, and no defeat so severe that it is worth sacrificing her to avoid. Forest-Folk By far the most numerous denizens of the Seelie Fey, forest folk make up the bulk of their armies. Though typically reclusive and keen on staying away from conflict in all its forms, when their might is brought to bear, it is a sight to behold. Independent Dreamers Forest-Folk are, in spite of their loyalty to the Seelie Court, generally quite independent and strong-willed. Their culture is one dedicated to personal expression and the pursuit of one's own dreams as the highest priority. Each Forest-Folk is welcome (and expected) to follow their own path to its furthest reaches, regardless of what others around them are doing or have done. Nature's Envoys Blessed with an innate ability to feel and understand the land on which they live, many Forest-Folk become druids, dedicated to the preservation of nature, and to defending it against those that would do it harm. Their normally shy and unobtrusive personalities can quickly shift to belligerence when they come across others who disrespect or take advantage of the natural world. Combat Artists Forest-Folk warriors capitalize on their race's naturally sturdy build, wielding mighty weapons with relative ease, and wading into battle with wild abandon. Their fighting styles are as varied as the Forest-Folk themselves, with each warrior specializing in his or her own unique combative arts. Some wield massive weapons and cleave through swaths of enemies, others carry sword and shield, and protect their allies as bulwarks against the foe. Whatever their specialty, Forest-Folk warriors excel in their chosen arts, and are a powerful addition to the forces that oppose Incandriox and his ilk. Seelie Guard medium fey, neutral good Armor Class 16 Hit Points 55 (10d8 + 10) Speed 30 ft. fly 30 ft. STR DEX CON INT WIS CHA 13 (+1) 22 (+6) 12 (+1) 14 (+2) 16 (+3) 15 (+2) Skills Athletics +3, Insight +6, Perception +5 Saving Throws Dex +8, Wis +5 Senses passive Perception 15 Languages Common, Sylvan Challenge 4 (1,100 XP) Magic Resistance. The Seelie Guard has advantage on saving throws made against spells and other magical effects. Innate Spellcasting. The Seelie Guard's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells without components: At Will: druidcraft, minor illusion 3/day each: color spray, disguise self, faerie fire 2/day each: invisibility, mirror image, phantasmal force 1/day each: fear, hypnotic pattern, major image Lost to Reality. Whenever a creature fails a saving throw against an illusion spell cast by the Seelie Guard, it has disadvantage on the next attack roll or saving throw it makes. Actions Multiattack. The Seelie Guard makes two shortsword attacks. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d6 + 6) slashing damage. Forest-Folk Druid medium fey, neutral good Armor Class 11 (16 with barkskin) Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 14 (+2) 12 (+2) 16 (+3) 12 (+1) Skills Medicine +5, Nature +3, Perception +5 Senses Passive Perception 15 Languages Druidic, Sylvan, Common Challenge 3 (700 XP) Fey Ancestry. The Forest Folk Druid has advantage on saving throws against being charmed, and magic can’t put it to sleep. Spellcasting. The Forest-Folk Druid is a 4th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They have the following druid spells prepared: Cantrips (at will): druidcraft, minor illusion, shillelagh 1st level (4 slots): entangle, faerie fire, purify food and drink, speak with animals 2nd level (3 slots): barkskin, moonbeam Actions Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh. Forest-Folk Warrior medium fey, neutral good Armor Class 17 (Half-plate) Hit Points 68 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 13 (+1) Skills Athletics +5, Nature +2, Perception +3 Saving Throws Str +5, Dex +4 Senses passive Perception 13 Languages Common, Sylvan Challenge 3 (700 XP) Fey Ancestry. The Forest Folk Warrior has advantage on saving throws against being charmed, and magic can’t put it to sleep. Powerful Build. The Forest-Folk Warrior has advantage on Strength and Constitution saving throws. Actions Multiattack. The Forest-Folk Warrior makes two greatsword attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 10 (2d6 + 3) slashing damage. Wolfthorns Creatures born in and morphed by their time spent in the Feywild, Wolfthorns are wolf-like creatures whose natural forms have been changed to better express their growing oneness with the Feywild itself. Their bodies are covered in throny vines that are woven together tightly. The vines are so suffused with the creature's bodies, that it is unclear whether these are wolves that have gained plant-like qualities, or plants that have gained wolf-like qualities. Intelligent Teamwork Wolfthorns work exceptionally well in groups, whether with other Wolfthorns, or with any other type of creature. They excel at hit-and-run strikes, coming at their foes from all angles whenever their back is turned, then darting away before they can respond. Servants of the Seelie While many wild Wolfthorns roam the Feywild, the Seelie Fey have domesticated a number of these creatures. These loyal Wolfthorns follow their trainers' orders to the letter, and are exceptional companions due to their intelligence, trainability, and dedication to their masters. They are staunch defenders of any allies, and all the more so when that ally is the one who has raised and trained them. Wolfthorn medium fey, chaotic good Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 14 (+2) 5 (-3) 16 (+3) 6 (-2) Senses passive Perception 13 Languages Understands Sylvan, but cannot speak Challenge 2 (450 XP) Magic-Sense. The Wolfthorn has advantage on perception checks made to detect creatures who have the ability to cast spells, and knows the exact location of any creature under the effects of a spell within 30 feet. Pack Tactics. The Wolfthorn has advantage on attack rolls made against a creature if one of its allies is within 5 feet of that creature. Hit and Run. Whenever the Wolfthorn makes an attack with advantage, it does not provoke attacks of opportunity for the rest of its turn. Thorny Body. Whenever a creature within 5 feet of the Wolfthorn hits it with a melee attack, that creature takes 3 (1d6) piercing damage. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8 + 3) piercing damage. Vine Burst (recharge 5-6). Vines lash out from the Wolfthorn's body, ensnaring nearby creatures. Each creature of the Wolfthorn's choice within 10 feet of it must make a DC 13 Strength or Dexterity saving throw (their choice), or become restrained as they are enveloped in thorny vines. A creature restrained in this way takes 3 (1d6) piercing damage at the beginning of each of its turns. An ensnared creature may attempt a DC 13 Strength saving throw as an action on its turn, breaking free of the vines on a success. An unaffected creature wielding a weapon that deals slashing damage may use its action to cut away the vines ensnaring another creature, ending the effect. Floralioths Massive plant-like creatures that roam the Seelie Forests, Floralioths are powerful and unpredictable. They serve Geneveve and the Seelie court when called upon in times of need, but are not truly considered citizens of that court. They are intelligent enough to take orders and work with the Seelie, but not to the point of having any distinctive society of their own. Solitary Wanderers Floralioths spend most of their time alone, wandering the vast realms of the feywild. Though technically creatures of the Summer fey, their journeys often take them into the lands held by Spring, Autumn, or even Winter on occasion. These massive creatures seem to move wherever the ever-shifting power dynamic of the Seelie is greatest at the time - naturally drawn to the flowing cycle of nature that is evident in these lands. Stalwart Guardians Floralioths are exceptionally adept at protecting other creatures if they so desire. When in combat, Floralioths defend their allies as staunch guardians, allowing smaller creatures to take shelter beneath their mighty limbs. Floralioth large plant, chaotic neutral Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 18 (+4) 6 (-2) 12 (+1) 4 (-3) Senses passive Perception 13 Languages Sylvan Challenge 4 (1,100 XP) Defender. The Floralioth can shelter its allies with its massive body. Allied creatures that are medium or smaller that are within 5 feet of the Floralioth have half cover. Seasonal Resistance. The Floralioth has resistance to one type of damage (chosen by the DM) based on the season that it is currently associated with. Summer: Fire Resistance Fall: Necrotic Resistance Winter: Cold Resistance Spring: Radiant Resistance Actions Multiattack. The Floralioth makes two smash attacks. Smash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 11 (2d6 + 4) bludgeoning damage. A creature hit by this attack must succeed on a DC 14 Strength saving throw or be knocked prone. Bloom-Badger Creatures with tremendous connection to the feywilds that they inhabit, Bloom-Badgers are powerful fey creatures whose abilities vary with the season and the topography in which they find themselves. Boons of the Bloom The flower-like growths on the backs of Bloom-Badgers allow them to unleash powerful fey energy. There tend to be three primary types of blooms that these creatures can have on their backs: pollenblooms, common in the spring, full-blooms, typically found in the summer court and its surrounding areas, and rotblooms, most common in badgers living in autumnal areas of the feywild. Bloom-Badgers tend to stay away from the Winter court, and as such, have no bloom associated with this season. Photosynthesizers Bloom-Badgers, in spite of their ability to consume physical sustenance, subsist primarily on sunlight, using their blooms' ability to absorb sunlight to produce energy. In dire situations, the Bloom-Badgers can even use this energy to heal themselves. Bloom Badger huge fey, chaotic neutral Armor Class 15 (natural armor) Hit Points 84 (8d12 + 32) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 18 (+4) 5 (-3) 15 (+2) 4 (-3) Senses passive Perception 13 Languages Sylvan Challenge 4 (1,100 XP) Sunlit Endurance. The Bloom badger regains 5 hit points at the beginning of its turn while it is in sunlight. Actions Multiattack. The Floralioth makes two claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Burgeoning Bloom (recharge 5-6). The Bloom Badger unleases the power of its bloom, using one of the options below (each bloom badger may only use the option associated with its flower, which is chosen by the DM prior to the encounter.) Burgeoning Pollenbloom: The Bloom-Badger emits a haze of pollen that scatters in a 15-foot radius sphere centered on itself. Each other creature in the area must attempt a DC 16 Constitution saving throw. On a failed save, a creature becomes subject to a sneezing fit, and uses its action each turn to sneeze uncontrollably. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on the saving throw or has the effect end for it is immune to this ability for the next 24 hours. Burgeoning Full-Bloom: The Bloom-Badger releases a torrent of stored sunlight from its flower in a 60- foot long line that is 5-feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much on a successful one. Burgeoning Rotbloom: The Bloom Badger releases a hazy cloud of decayed matter in a 15-foot radius sphere centered on itself. Whenever a creature enters the rot-cloud for the first time on a turn or starts its turn there, it takes 4 (1d8) necrotic damage. Rumblebees Named for the rumbling sound they create as their swarms travel across the feywild, rumblebees are massive insects of the feywild, capable of surviving there because of the equally large floral blooms found across the summer court. Warrior's Mounts Developed over centuries of careful cultivation, the floral expertise of the Summer Fey is unmatched, and their masterful gardeners are no strangers to the rumblebees that come to pollenate their flowers. Eventually, this relationship became so symbiotic that the gardeners began to domesticate the bees, gathering the best pollenators together into fey-made hives to further enhance their already prolific blooms. In dire circumstances, when their lands are threatened, these gardeners-turned-warriors will ride their rumblebee mounts into battle, striking at their foes with incredible insectoid agility and speed. Enemies of the Summer Court know that it is best to hide when they hear the distant rumble of these creatures approaching, for these creatures, when guided by their riders, are a force to be reckoned with. Rumblebee large beast, unaligned Armor Class 15 Hit Points 37 (5d10 + 10) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 13 (+1) 20 (+5) 15 (+2) 3 (-4) 14 (+2) 4 (-3) Skills Acrobatics +7 Senses passive Perception 12 Challenge 2 (450 XP) Rumbling Wing-Beats. The rumblebee's wingbeats contain powerful percussive power. Whenever the rumblebee comes within 5 feet of another creature for the first time on a turn, it may force that creature to make a DC 12 Constitution saving throw, taking 4 (1d8) thunder damage on a failed save. Compound Eyes. The rumblebee has advantage on perception checks that rely on sight. Actions Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage. A creature hit by this attack must succeed on a DC 12 Constitution saving throw or become poisoned until the end of its next turn. Dragon-Flies Powerful insectoid reptiles, Dragon-flies are lesser dragons that call the Feywild home. They are known to be exceptionally quick, using their speed and agility to outmanuever every other flier in the Feywild. They will often engage in contests of speed and manuevering as part of their mating rituals, and Seelie from miles around gather to watch the spectacular performances that occur each year during this time. Docile Dragons Dragon-flies are, in spite of their rather fearsome appearance, typically rather docile, at least in regards to humanoids, for whom they have no appetite. They will occasionally prey on large mammals, but tend to prefer the large and numerous fruits found in the Feywild when such sustenance is available. Dragon-flies can be rather frightening in appearance to those unfamiliar with the Feywild, but so long as they are not threatened, they pose no risk to those traveling amongst the Seelie Forests that they call home. Vengeant Colonies In spite of their typically docile nature, Dragon-flies are intelligent enough to recognize the faces of those who have harmed them or other members of their colony. They can be deadly enemies when angered, and do not forget personal injuries easily. A wounded Dragon-fly that escapes its attackers spells doom for those who harmed it, as they will communicate their troubles to their colonies, who rise in full force to confront the threat. Masterful Manueverability In rare circumstances, Seelie Fey manage to train and/or befriend Dragon-flies that allow them to ride the beasts as mounts. Warriors atop Dragon-flies are unparalleled in their mastery of the sky, and these powerful warriors add power to the Dragon-fly's manueverability, making these pairings invaluable in the fight against Incandriox's forces, particularly his dragons, which, for all their strength, cannot match the Dragon-flies in the air. After all, power means very little when your foe is never within your grasp. Dragon-fly Gargantuan Dragon, unaligned Armor Class 18 Hit Points 189 (14d20 + 42) Speed 30 ft. fly 120 ft. STR DEX CON INT WIS CHA 17 (+3) 26 (+8) 17 (+3) 6 (-2) 16 (+3) 5 (-3) Saving Throws Dex +12, Con +7, Wis +7 Skills Acrobatics +12, Perception +11 Senses passive Perception 21 Languages Understands common and Sylvan, but cannot speak. Challenge 11 (7,200 XP) Aerial Manuevers. If the Dragon-fly makes an attack while flying, it may use a bonus action to disengage immediately after the attack. Whenever the Dragon-fly disengages, it gains an additional 15 feet of flying speed until the end of the turn. Deafening Wingbeats. The loud humming of the Dragon-fly's wings in flight creates powerful bursts of sound. Whenever the Dragon-fly comes within 10 feet of another creature while flying, that creature must succeed on a DC 15 Constitution saving throw or take 4 (1d8) thunder damage and become deafened until the end of its next turn. Hypnotic Eyes. Whenever a creature starts its turn within 10 feet of the Dragon-fly, or enters that range for the first time on a turn, the Dragon-fly may force that creature to make a DC 19 Wisdom saving throw, becoming disoriented by the creature's multi-faceted eyes on a failed save. While disoriented, a creature has disadvantage on attack rolls and ability checks. A creature affected by the Dragon-fly's gaze may repeat the save at the end of each of its turns, ending the effect on a success. A creature that succeeds on this save or has the effect end for it is immuned to the Dragon-fly's Hypnotic Eyes for the next 24 hours. Actions Multiattack. The Dragon-fly makes three attacks, two with its claws and one with its bite. Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Stinger. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) piercing damage and the target must attempt a DC 15 Constitution saving throw, taking 7 (2d6) poison damage and becoming poisoned until the end of its next turn on a failed save. Legendary Actions The Dragon-fly can take 3 legendary actions using the Fly ability below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Dragon-fly regains all expended legendary actions at the start of its turn. Fly. The Dragon-fly flies a distance up to half its flying speed. Sting (costs 2 actions). The Dragon-Fly makes one Stinger attack. Geneveve, Seelie Queen The monarch of the Seelie Court, Queen Geneveve, is wise and kind, yet strict and uncompromising. She considers her responsibilities as queen to be her highest priority, and is unfailingly dedicated to her role as provider, protector, and nurturer of all the Seelie Fey. To that end, she has created the Seelie court, a governing body composed of representatives from as many of the sentient Seelie as have agreed to send delegates. The Seelie Court oversees the day-to-day issues of the Seelie, allowing Queen Geneveve to focus on more pressing matters relating to the perpetual prosperity of her kingdom. Born to Rule Like her opposite in the Unseelie Court, Queen Geneveve's rulership is no accident, nor is it merely a matter of birthright. The Feywild itself created Geneveve to fill a void in rulership, and the Seelie bow to her rule out of instinct as much as of choice. She is a ruler selected by nature itself, and all Seelie instinctively respect this decision, regardless of their intelligence, status, or situation. On the Battlefront While she despises war, Geneveve is also firm in her convictions to stand with her people. She will not sit behind the safety of battle lines while her people are slaughtered. She fully intends to join the battle and fight at their side, regardless of the personal danger that this may entail. A Cautious Commander While Queen Geneveve recognizes the inherent violence that exists in nature, and respects the relationship between predator and prey, she despises violence for violence's sake. War is a necessary evil only when it cannot be avoided. She prepares her people endlessly to defend themselves, but strongly opposes armed conflict whenever she can. As such, it is no small feat that Laureth was able to convince Geneveve and her court of the necessity of their joining the fight against Incandriox. The threat that he poses is one that the Seelie Queen considers to be worth going to war against, which in and of itself is an indication of the severity of the threat. Geneveve, Seelie Queen Huge fey, neutral good Armor Class 18 (natural armor) Hit Points 153 (18d10 + 54) Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 17 (+3) 18 (+4) 24 (+7) 20 (+5) Saving Throws Dex +6, Cha +8 Skills Insight +9, Perception +9, Persuasion +8 Condition Immunities charmed, frightened Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from non-magical weapons Senses passive Perception 19 Languages Common, Sylvan Challenge 11 (7,200 XP) Magic Resistance. Geneveve has advantage on saving throws made against spells and other magical effects. Queen of Summer. Geneveve gains a +1 bonus to attack and damage rolls for each allied fey within 30 feet of her. (max +5) Mistress of Illusions. Geneveve's spell save DC is increased by 3 for her illusion spells (DC 21). Innate Spellcasting. Geneveve's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Her effective level for casting cantrips is 11th level. Geneveve can innately cast the following spells, requiring no material components: Cantrips: produce flame, shillelagh, thorn whip At Will Spells: charm person, color spray, faerie fire, healing word 2/day each: mirror image, invisibility, phantasmal force 1/day each: conjure animals, fear, hypnotic pattern Heat of Summer. Whenever Geneveve hits a creature with the produce flame cantrip, she deals maximum damage, rather than rolling damage for the attack. Additionally, she ignores resistance to fire damage. Actions Multiattack. Geneveve makes two attacks with her Staff of Summer. Staff of Summer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d8 + 4) bludgeoning damage (1d8 + 6 with shillelagh). Summon Minor Fey (Recharge 6). Geneveve summons fey allies to assist her in battle. The total CR of the summoned creatures cannot exceed 5. She may choose from among the following creatures to summon: Blink Dog, Bloom-Badger Dryad, Floralioth, Pixie, Seelie Guard, Sprite, Wolfthorn Legendary Actions Geneveve can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geneveve regains all expended legendary actions at the start of her turn. Reactive Casting. Geneveve casts one cantrip. Summon Fey (costs 2 actions). Geneveve summons one allied fey creature of CR 1/4 or lower. Quick Casting (costs 3 actions.) Geneveve casts one of her at will spells. Magic Items The Staff of Summer staff, rare (requires attunement by a spellcaster) While wielding this mystical staff, you may cast the charm person spell at will (DC 16), and may cast the conjure animals and hypnotic pattern spells each once per long rest (DC 16) without expending any spell slots. Additionally, while wielding this staff, you have advantage on saving throws made to avoid becoming charmed or frightened, and when you succeed on such a saving throw by 5 or more, you may immediately force the creature that used the spell or ability against you to make a saving throw against their spell or affect, suffering its effects on a failed save. (That creature makes the save against your spell save DC.) Shield of the Summer Court armor (shield), very rare (requires attunement) This magical shield grants a +1 bonus to AC (in addition to its normal bonus to AC) while the wielder is in bright light or sunlight. Additionally, while in bright light or sunlight, the shield's wood warps and shifts to pull attackers off-balance. When a creature attacking the wielder of the shield with a melee weapon misses by 3 or less, the shield's wielder may use their reaction to have the shield attempt to pull the weapon from the wielder's grasp. The attacker must make a DC 17 Strength saving throw. On a failed save, the shield pulls the weapon away and the attacker is disarmed. Bloom of Summer wondrous item, uncommon This mystical flower contains the wonder and exuberance of the feywild within its petals, bringing laughter and merriment to all. Creatures within 5 feet of this item have advantage on saving throws made to avoid becoming frightened, and on saving throws made to end the frightened effect.