• Justin Handlin

Let's Talk Dungeons and Dragons: The Wild Beyond the Witchlight



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Wild Beyond the Witchlight is a wickedly whimsical adventure awaits for the world’s greatest roleplaying game. I have to say, that in my opinion, this may be Wizards of the Coast's best laid out adventure they have ever written for 5e. It's a true master class in adventure writing and delivery.


Once every eight years, the fantastic Witchlight Carnival touches down on your world, bringing joy to one settlement after the next. Its owners, Mister Witch, and Mister Light, know how to put on a good show. But there’s more to this magical extravaganza than meets the eye!


The carnival is a gateway to a fantastic Feywild domain unlike anything found on the

Material Plane. Time has not been kind to this realm, however, and dark days lie ahead unless someone can thwart the dastardly schemes of the Hourglass Coven.


The Wild Beyond the Witchlight takes adventurers from the Witchlight Carnival to Prismeer, a Feywild domain of delight, and is designed for characters of levels 1–8. This book comes with a poster map that shows the carnival on one side and Prismeer on the other.


Explore the Plane of Faerie in the first official D&D adventure set primarily in the Feywild.


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The adventure begins in a campaign world of the DM’s choice. The Witchlight Carnival, which serves as the means by which the characters enter the Feywild, can be dropped easily into any campaign setting.


Adds two new character backgrounds: the Feylost (for characters who grew up in the Feywild) and the Witchlight Hand (for characters who work at the Witchlight Carnival).


Introduces two races—play as a fairy or as a harengon, a race of humanoid rabbits.


All encounters in the adventure include a non-combat option, allowing players to think and roleplay their way through the adventure if they wish.


Classic 1980s Dungeons & Dragons characters return, including Warduke, Strongheart, and Kelek.


Join us live as we share our thoughts on this fantastically written, whimsical adventure, Wild Beyond the Witchlight!


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Character Concept: Gnarl Silvertusk, Male - Half-Orc


Description: He dresses well for an orc. Wearing white silk shifts under a dark brown vest, with loose-fitting quality trousers. He carries an old batter bone of a giant beast as a cudgel. His thick brown hair slicked back over his head and a grin broke by large tusks. One tusk appears to have broken and has since been replaced by a replacement made of silver.


Personality: Despite his rough upbringing in his clan. War and the way of Gruumsh wasn’t for him. He is an art collector at heart. He has a bit of a guttural voice that can seem grumpy, but he is generally likable. Polite and quick to give a compliment, especially if it means he might get to see a beautiful work of art and discuss his thoughts on it.


History: Gnarl grew up in a traditional orc clan. But his mixed blood often made him an outcast. His elven half showed clearly in his superior intellect. He had little or no interest in the more brutal ways of his kin. During his clan raids of towns and villages, he developed an appreciation for handmade objects. Lacking any artistica talent himself. He spent his spare time admiring the creations of others. Now he collects and trades art when he can.


Motivation: His love for art means he will travel the world until he can see and experience every piece of art. Along the way, hoping to discover a hidden talent for art that has remained elusive to him.


Monster Variant: Far-Touched

Origin: Worg

Lost Features: Bite, Keen hearing and Smell


New Features:

Alien Resilience (1/day). If an attack would reduce the far-touched’s hit points to 0, it collapses into a pool of alien ooze and its hit points are reduced to 1 instead. The far-touched can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the far-touched’s next turn, it can reform, still with 1 hit point.


Amphibious. The far-touched can breathe air or water.


Swamp Camouflage. The far-touched has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.


Savage Move. If the far-touched surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack.

Multiattack. The far-touched makes two attacks, one of which must be a claw attack.


Claws. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) slashing damage.


Bog Spew (Recharge 5-6). The far-touched spews a noxious stream of bog filth, mixed with stomach acid, at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds.


Encounter: Far-Touched (Preorder Extraordinary Expeditions)

The small village of Redhold is under siege by monsters. Loralei Swiftthistle (f, halfling, city watch captain, ToB), a leader of the Heaven’s Light guild, has put out an urgent call to any and all adventurer’s in the nearby region to come to the Redhold outpost east of the village. There the characters meet with Loralei Swiftthistle, the local guild leader looking to deal with a sudden infestation of horrifying and deformed creatures.


The characters must hack, slash, and sneak their way through the waves of grotesque far-touched creatures to reach the village. As they wade through the monstrosities and get closer to the village, they slowly feel the touch of the Far Realm and begin experiencing madness and mutations


The characters arrive in the village, likely a little concerned with the mutations and hallucinations they are undoubtedly experiencing. They must search the town for survivors and learn the truth behind the transformation; a breach to the Far Realm. The characters must enter the breach and bargain with the breach's creator, an aboleth named Plokloom.


Magic Item: Wall of the Warder

Armor (shield), rare (requires attunement)

This slick silver round shield hums with abjuration power. At its center is the star constellation of a knight. While holding this shield, you have a +1 bonus to your AC and saving throws against spells and other magical effects. This bonus is in addition to the shield’s normal bonus to AC.


When a creature within 30 feet of you is hit with an attack, you can use your reaction to transfer the warding power of the shield to that creature by throwing it to intercept the attack. The target gains a +3 bonus to their AC. At the end of the turn the shield returns to you.


Dungeon Master Tip: Prepare only what most benefits your game.

A simple statement yet difficult to follow. We all know the maxims “keep it simple” and “less is more”. Regardless, many of us live lives that are far from simple. Figuring out what truly benefits your game takes considerable thought. Every time you pull back the reins on your overactive imagination, your mind will buck and kick and spit as it tries to push forward, to fill in all the blanks, define every variable, and build out every detail before your game has even started.


The success or failure of a game does not depend on the amount of time you spend preparing it. The story exists among a group of people at the table and is as good or bad as what those people bring to it.

-The Lazy Dungeon Master-


Player Tip: Don’t be a Dick Smite me one more time!

Everyone knows that Paladin’s smite is one of the highest damage dealing features there is. While it is limited by spell slots, it's still extremely potent. Allowing a burst of damage in a short amount of time. But, I have noticed that some players still don’t fully utilize one aspect of the feature, specifically, the ONLY limit is spell slots. This means you can use it more than one time in a round, so long as you attack and hit a target. While extra attack makes the most sense, it can also be used during opportunity attacks. Something I see much less of. Now, triggering opportunity attacks can be a bit tricky, that is unless we take a feature like the sentinel feat that allows us to use our reaction to make attacks against creatures that attack allies within 5 feet of us. That means, at level 5, with Extra Attack we might be able to do 3 different smites in a single round. That’s a lot. But tossing polearm master on top if we can now do potentially 4 attacks with 4 smites, in a single round! Now, go forth, and smite the hell out of the BBEG!


The Math. 1d10 +3 + 2d8 + 1d10 +3 + 2d8 + 1d4 +3 +2d8 + 1d10 +3 +2d8 = Min 24 - Max 110


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