9 Things You Need to Play a Will O’ Wisp in 5th Edition

leads travelers
unsplash

A will o wisp is a curious creature that often leads travelers astray. The only way to play one in 5th edition is by following these 9 simple steps!

1) Create your character as an elf, half-elf, or gnome with the Fey Ancestry feat.

2) Cast Dancing Lights at least once before you begin adventuring.

3) Add proficiency in Survival to your class list if you do not have it already and add it as a tool for one of your ability scores (no more than 4 points can be spent on tools).

4) Take the Harrow deck from the DMG and shuffle it together with 1d6 cards from another set of playing cards – this is your will o wisp’s deck.

I) Take one card from the top of the Harrow deck – this is the first point in your will o wisp abilities and it must be a positive integer.

II) Draw two cards from the bottom of your Harrow deck to see what you can do with that ability score: these are additional points for that score, which can also go into negative integers if needed (e.g., if your character has 12 STR but an 18 INT they could have 0 or -18 as their second point). These values cannot exceed 20 nor fall below 0.

III) Shuffle all three cards together before removing them from the pack; repeat steps I and II until you’ve had enough.

IV) Flip over the top card of your will o wisp’s deck to see what they have access to.

V) Write down their traits and abilities on a sheet of paper, making sure that you include all three points for each number in parentheses: (0/18). This character is an 18-STR 0-INT will o wisp!

VI) Repeat steps I through IV until you’ve decided how many cards are in your Harrow deck – this will be whatever number you need it to be before continuing on with the game. Remember that if someone else played another will o wisp during setup, then both players must follow step VI together; otherwise only one player needs to do so. The maximum amount of cards in a will o wisp’s Harrow deck is 40.

VII) Draw the next card out of your deck to reveal what you are as an NPC! Will O’ Wisp (0/18 STR 0 INT).

VIII) Write down this information, make sure that it includes all three points for each number in parentheses: (0/18), and choose one ability from column A or B based on its personality type – either being helpful or unhelpful. This character has 18 strength but no intelligence; they can be helpful by randomly providing another player with a bonus die during their turn OR they can be unhelpful by making them lose one dice when rolling initiative checks at the start of combat.

IX) Repeat steps VII and VIII until you have a will o wisp with 18 STR, 0 INT.

X) Once your will o wisp has reached 18 in both stats (18/0), give them an ability from column C or D based on their personality type – either being helpful to the party or unhelpful to the party. This character has no intelligence but 18 strength; they can be helpful by randomly providing another player with a bonus die during their turn OR they can be unhelpful by making them lose one dice when rolling initiative checks at the start of combat.

I) Draw two cards out of your deck for this part! You’ll need these Harrow Deck Cards as well: The Blue Jack is worth 12 points and The Red Jack is worth 13 points.

II) Draw two cards out of your deck for this part and keep them face-down in front of you! You’ll need these Harrow Deck Cards as well: The Green Lady is worth 14 points, the Black Dog is worth 11 points, and the Golden Dragon is worth 18 points.

III) Write down one character from Column A on their own line below – either Card X or Card Y depending on if they’re will o wisp 01 or will o wisp 02 respectively. Do not write numbers or bullet point content at this time; finish writing all long-form text first before adding any additional details to each card’s description OR mechanics here.

Will O’ Wisp 01 now has a new name: The Blue Lady (Green Man).

Will O’ Wisp 02 now has a new name: The Black Dog.

Continue writing the next sentences of this blog post below. Do not write numbers or bullet points for this content; finish writing all long-form text before adding any additional details to each card’s description OR mechanics here.

The Green Lady is worth 14 points, the Black Dog is worth 11 points, and the Golden Dragon is worth 18 points. III) Write down one character from Column A on their own line below – either Card X or Card Y depending on if they’re will o wisp 01 or 02 respectively.

Will O’ Wisp 01 now has a new name: The Blue Lady (Green Man).

Will O’ Wisp 02 now has a new name: The Black Dog. IV) Write the word “Column A” on their own line below – either Card X or Card Y depending on if they’re will o wisp 01 or 02 respectively.

Published
Categorized as Travel

By Ethan Devid

Pop culture fan. Zombie enthusiast. Avid twitteraholic. Certified coffee trailblazer. Bacon expert.

Leave a comment

Your email address will not be published. Required fields are marked *