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## Fey Races ### Sylvan Gnome Kin to the forest gnomes of the material planes, Sylvan gnomes hail from the feywild. Like other fey denizens, they are chaotic and care little for the laws and structures of civilized society. Sylvan Gnomes delight in the petty gossip of life in the Seelie and Unseelie Courts and take this propensity with them when they wander to other lands. - **Age**: Sylvan gnomes are long-lived by Gnomish standards. Considered full-grown adults by 40. Live up to 400 to 600 years. - **Alignment**: Sylvan gnomes tend to be chaotic. - **Ability Score Increase**: Your Constitution increases by 1. - **Sylvan Lore**: You are proficient with the Nature skill and you gain the Druidcraft cantrip. Intelligence is your spellcasting ability for this spell. - **Extra Language**: You can speak, read, and write Sylvan. - **Sylvan Magic**: You have access to the feat Sylvan Magic. #### Sylvan Magic (feat) You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast Speak with Animals at will, without needing a material component. You can also cast each of the following spells once with this ability: Faerie Fire, Goodberry, and Invisibility. You regain the ability to cast these spells when you finish a long rest. Charisma is your spellcasting ability for these spells, and you cast them at their lowest possible levels. ### Boggart Creatures home to the bogs and shadowy places in the feywild, Boggarts are more cunning their distant goblin kin. Boggarts delight in mischief and pranks and use their talent with illusion magic to vex their victims. Boggarts are a subrace of goblin and have abilities that replace some of a goblin's abilities. - **Alignment** Boggarts are almost always chaotic and tend toward neutrality or evil. - **Ability Score Increase** Your Dexterity increases by 2 and your Intelligence increase by 1. This replaces the goblin's ability score bonuses. - **Fey** Your creature type is both humanoid and fey. - **Wiles of the Murky Shadows** You have proficiency in Deception and you add double your proficiency modifier when making Deceptions checks. - **Boggart Magic** You know the Minor Illusion cantrip. At 3rd level you may cast the Silent Image spell once per day. At 5th level you may cast the Phantasmal Force spell once per day. Intelligence is your spellcasting ability for these spells. Boggart Magic and Wiles of the Murky Shadows replace Fury of the Small. **Languages** You speak, read, and write Common, Goblin, and Sylvan ### Satyr Animated by carnal pleasures and animal lusts, Satyrs are the children of Dionysus. They live to entice ordinary folk away from the secure comforts of mundane life and into hedonistic revelry. - **Alignment** Satyrs are almost always chaotic and tend toward good. - **Size** You are medium - **Speed** Your walking speed is 30 feet - **Fey** Your creature type is both humanoid and fey. - **Ability Score Increase** Your Dexterity increases by 2 and your Charisma or Wisdom increase by 1 - **Natural Reveler** You are proficient in the Performance skill and with brewers supplies and pan pipes. - **Magic Resistance** You have advantage on saves to resist spells. - **Languages** You speak, read, and write Common and Sylvan. ### Faeriekin Faeriekin are winged denizens of the deep woods and the feywild. Larger relatives to Pixies and Sprites, they share their cousins' delight in trickery and pranks. - **Alignment** Faeriekin tend toward chaotic neutral - **Size** You are small. Faeriekin average just under two feet tall and weigh between 15 and 30 pounds. - **Speed** Your walking speed is 20 feet and you have a flying speed of 30 feet as long as you are unencumbered. - **Diminutive Frame** You occupy the space of a tiny creature. Your carrying capacity is that of a Tiny creature. You must use armor and weapons made for tiny creatures. Your weapon attacks use a die that is one size smaller than that listed in the Player's Handbook, for instance a rapier you wield would use a d6 instead of a d8 for its damage die. - **Ability Score Increase** Your Dexterity increases by 2, your Charisma increases by 1, your Strength decreases by 2. - **Aerial Grace** You are proficient in Acrobatics - **Small Target** As long as your movement is unrestricted your base armor class is 13. - **Faerie Magic** You know the Cutting Words cantrip. Charisma is your spellcasting ability for this spell. - **Languages** You speak, read, and write Common and Sylvan \pagebreak ## Fey Subclass Options ### Bard College ##### College of Dreams In the deep woods of the feywild, songs are sung that harness the power of dreaming to conjure powerful magical effects. The College of Dreams is a secret fraternity of bards who jealously guard this ancient knowledge lest it fall into the hands of those who would endanger the ancient wilds. #### Dream Ward At 3rd level you become immune to magical sleep and to being charmed. While sleeping you remain aware of your surroundings and can awaken instantly. #### Song of Dream's Embrace Beginning at 3rd level as a bonus action you may expend a use of your Bardic Inspiration to have waking dreams weaken a creature's mental resolve. A creature you can see within 60 feet of you that can hear you makes its next Charisma, Intelligence, or Wisdom saving throw with disadvantage. The effect ends at the end of your next turn. #### Healing Lullaby At 6th level you may spend a use of your Bardic Inspiration to have a willing creature spend a short rest in a deep sleep. At the end of its rest it may reroll any saves made to resist poison, disease, or curses. It makes those saves with advantage. #### Subliminal Presence At 14th level you learn the spell Dream. It does not count against your number of Bard spells known. You cannot retrain this spell. Once per day you may cast this spell without expending a spell slot. The target of this spell makes its save with disadvantage even if you do not possess a small body part, and if it suffers the terrifying messenger effects of the spell, it is frightened of you for the next 24 hours. ### Cleric Domain ##### Wild Domain The Gods of the Fey came before the laws and structure of the pantheons of civilization. Gaea herself has clerics that attend to the sylvan wilds and the clerics of Dionysus preside over wild ceremonies where revelers abandon the constraints of reason. Gods of the Wild are more than nature spirits, they connect their followers to the primal and animalistic, breaking down the barriers between civilization and the chaos of the wild. | Cleric Level | Spells | |:---:|:-----------:| | 1 | Dissonant Whispers, Speak with Animals | | 3 | Crown of Madness, Enhance Ability | | 5 | Conjure Animals, Haste | | 7 | Confusion, Polymorph | | 9 | Commune with Nature, Modify Memory | \columnbreak #### Bonus Proficiency At 1st level you gain proficiency with martial weapons and with brewer's supplies. #### Wild Reposte Starting at 1st level, when you are hit by a creature within 5 feet of you, you may use your reaction to make a melee weapon attack against it. #### Channel Divinity: Primal Blow At 2nd level, when you hit a creature with a melee attack on your turn, you can use Channel Divinity to deal extra damage to the target. The damage equals 5 + twice your cleric level. The damage type is the same as the weapon dealt. #### Channel Divinity: Beast's Fury At 6th level, as a bonus action, you may spend a use of your Channel Divinity to enter a state of wild fury. While in this state you may make an second attack when you take the attack action. This effect ends when you cast a spell or after 10 minutes. #### Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. #### Frenzied Revel At 17th level, as a bonus action you may empower a friendly creature with the power of the primal wild. It gains temporary hit points equal to twice your cleric level and for the next minute gains the effects of the Haste spell. While in this state its melee attacks deal an additional 2d8 psychic damage. You may not use this ability again until you complete a long rest. ### Druid Circle ##### Circle of the Seelie Court Druids of the Feywild hold that they were the first to practice Druidic magic and that Druidic orders of other planes were initiated by them. Druids of the Circle of the Seelie Court hold exalted positions in sylvan society, acting as advisors and court magicians to the lords of the Fey. #### Awakened Form At 2nd level when you use your Wild Shape ability to turn into a creature, you retain your ability to speak. While transformed as an action you may expend an additional use of your Wild Shape to gain the ability to cast spells for one minute. #### Seelie Magic At 3rd, 5th, 7th and 9th level you gain access to additional spells through your connection to the Feywild. You always have these spells prepared and they do not count against your maximum number of Druid spells prepared. \pagebreak | Druid Level | Circle Spells | |:---:|:-----------:| | 3 | Charm Person, Pass Without Trace | | 5 | Major Image, Hypnotic Pattern | | 7 | Conjure Woodland Beings, Greater Invisibility | | 9 | Awaken, Teleportation Circle | #### Form of the Deep Woods Starting at 6th level when you use your Wild Shape ability, you may transform into a plant creature instead of a beast. Additionally you may spend a use of wild shape to gain spellcasting for a minute as a bonus action rather than an action. #### Wild Step At 10th level while you are in your wild shape, as a bonus action you may teleport up to 60 feet. You may use this ability a number of times per day equal to your Wisdom modifier (minimum 1) #### Fey Form At 14th level you may assume the form of a Fey creature when you use your wild shape. The maximum CR of this form is 1/4 your class level. You do not gain any spellcasting abilities from this form. Additionally when you expend a use of wild shape to gain spellcasting, it lasts the entire duration of your transformation. ### Sorcerer Bloodline ##### Faerie Bloodline Stories of the Fey folk weaving their capricious magic on mortal babies are as old as stories themselves. An ancestor of yours had an encounter with such creatures that left them transformed and you can tap into the sylvan powers that enchant your lineage. #### Faerie Magic At 1st level you learn the Faerie Fire spell. It does not count against your number of Sorcerer spells known. #### Flitting Defense At 1st level you may take the disengage action as a bonus action. When you do, your base armor class may become 10 + your Charisma modifier until the start of your next turn. #### Mask of the Fey At 6th level as a bonus action after casting a spell, you may spend 2 sorcery points to become invisible. The invisibility lasts until the end of your next turn or for as long as you maintain concentration on the spell. If you make an attack roll or cast a spell while invisible, you must make a DC 15 concentration check to maintain the invisibility. #### Faerie Form At 14th level as an action you may freely transform into a Pixie or from the Pixie form back into your normal form. This change is indefinite. \columnbreak While in this form you retain your Hit Dice and your Charisma, Intelligence, and Wisdom scores. Your hit point maximum is still calculated based on your base form's Constitution modifier and your hit points do not change when you transform. You do not gain the Pixie's actions or innate spellcasting but you do retain all of your class features including your own spellcasting. #### Sylvan Sight At 18th level you gain Truesight to a range of 60 feet. ### Wizard School ##### School of Fey Magic You have elected to study your wizarding ways in one of the great Sylvan Libraries of the Feywild, or under the tutelage of one who has studied there. Fey Magic combines illusion and enchantment. #### Fey Knowledge At 2nd level you learn the Sylvan language and you become proficient in the Nature skill. You learn the Friends or Minor Illusion cantrip. If you already know both you may learn an additional wizard cantrip of your choice. #### Calm of the Sylvan Glade At 2nd level, as an action, you can pacify a creature with the magic of the fey folk. A creature you can see within 30 feet of you makes a Wisdom saving throw. On a failed save it is charmed by you until the beginning of your next turn. While charmed it is unable to take the attack action or make opportunity attacks. A creature that makes its save is immune until the next moonrise. #### Illusory Adept At 6th level when an illusion spell allows you to alter the illusion (such as by moving it) as an action, you may do so as a bonus action instead. Also at 6th level you, when a creature makes a saving throw to resist one of your illusion spells, you may use your reaction to impose disadvantage on that save. Use this ability before the save is rolled. You must complete a short or long rest before you use this ability again. #### Weave of Illusion At 10th level you may cast any spell you have prepared as an illusion instead of its normal school. It deals psychic damage instead of its normal damage type. If a creature would make a saving throw to resist the spell, it makes an Intelligence save. If the spell would deal half damage on a successful save, it instead deals no damage. As an action a creature may make an Investigation check against your spell save DC to end any ongoing effects it is experiencing from the spell. #### Silver Moon's Madness At 14th level, you gain the ability to impose the wild madness of the deep woods on your enemies. A number of creatures up to your Intelligence modifier make Wisdom saving throws. Those that fail are confused as if affected by the
Confusion
spell for the next minute. You must finish a short or long rest before you use this ability again.