My Documents
Become a Patron!
# Fairies - A remixed race (v1.1) Fairies have the following racial traits. **Ability Score Increase.** Your Dexterity score increases by 2 and an ability of your choice increases by 1. If you are playing with the Legacy Ability Score rules, then your Dexterity increases by 2 and your Strength and Constitution are reduced by 1 each. **Age.** A fairy matures about 40 and then age becomes an abstract concept. They are as old as they want to be, and they show no signs of aging unless they wish to. **Creature Type.** Fairies are of the *fey* type. If you are playing in a world where *cold iron* exists, you take an extra 1d4 damage when stuck by a cold iron weapon, and lose access to your natural and class based magical spells and abilities when in contact with cold iron. *[See Cold Iron sidebar on page 4.]* **Size.** Fairies are *Tiny* and can average between 6 to 12 inches in height, and only way a few pounds (rarely reaching double digits.) **Speed.** Fairies walking speed is 20 feet, their flying speed is 40 feet, and they are able to hover in place when flying. This flying ability is not magical in nature and they require rest for their wings just like any other creature with legs or they suffer exhaustion. If a fairy ever loses their wings, they lose the ability to fly and hover. **Fey Ancestry.** Fairies have advantage on saving throws against being charmed, and magic cannot put them to sleep. **Languages.** Fairies can speak, read, and write Common and Sylvan. Additionally, you are able to communicate with animals and insects, but only in basic concepts and ideas. **Fairy Glow.** Fairies can cause their bodies to emit natural light as the *light* spell. They may activate or deactivate it at will as a bonus action, and there is no limit to the number of times they may activate it in a given day. Anti-magic areas or dispel magic will cause the light to fade, but the fairy can activate the light again once out of the area. **Fairy Magic.** Fairies know a number of innate spells that they can cast 3 + Proficiency Bonus times per long rest. You begin knowing the *druidcraft* cantrip and the *faerie fire* spell. You may choose two cantrips to learn at 1st level. Whenever your proficiency bonus increases permanently at 5th, 9th, 13th, and 17th level you may choose another cantrip to learn. If an effect would increase your proficiency bonus permanently, they may learn a cantrip at that time as well. Any effect that may permanently reduce your proficiency bonus will cause you to lose access to one of these spells of your choice, though they will never lose access to the *druidcraft* cantrip or the *faerie fire* spell. These cantrips are chosen from the Druid and Wizard spell lists (per DM approval), and fairies tend to favor spells that distract or confuse potential enemies, resorting to damagespells as a last resort. The spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma. \columnbreak **Hard to Hit.** Fairies are tiny creatures and are hard to hit--even harder when they're moving. During combat, if a fairy flies at least 10 feet, they gain a temporary +2 to their AC until the beginning of their next turn. This is not a magical or supernatural effect and cannot be negated with anti-magic or *dispel magic*. > ##### Tiny Creatures > Tiny creatures have special rules that govern their unique place in the world. > >**Carrying Capacity.** Your carrying capacity is your Strength score multiplied by 15, then divided by 2. This is the weight (in pounds) that you can carry. > >**Push, Drag, or Lift.** You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 15 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet (walking or flying). > > **Map Movement.** Four tiny creatures may fit in a 5 ft. square, and you may move through a hostile creature's space if the creature is at least medium or larger size as if it were difficult terrain. > > **Mounts and Riding.** Tiny creatures may mount a willing creature that is at least size Small or larger and has the appropriate anatomy to serve as a mount. > > **Shoving and Grappling.** Tiny creatures may only shove or grapple a target no larger than Small size. > > **Shrinking.** If an effect, such as the *enlarge/reduce* spell would shrink a Tiny creature, then become 1 inch in height, but are still considered Tiny. > >**Tiny Appetite.** You only require 1/10th as much food and water as a small or medium creature. A single ration usually can last you 10 days. > >**Tiny Armor.** You can only wear armor for tiny creatures. Though potentially rare, it only costs 1/4th as much, and weighs 18th as much. > >**Tiny Weapons.** Tiny weapons are scaled for tiny creatures. Their damage dice are reduced by one size, and their weight is 1/4th the normal weapon weight. Their is no tiny equivalent weapons with the *heavy* property. See the table below for examples: > > | Tiny Weapons | Damage Dice | > | :-: | :-: | > | Tiny Dagger | 1d2 | > | Tiny Shortsword | 1d4 | > | Tiny Longsword | 1d6 | > | Tiny Shortbow | 1d4 | > | Tiny Lance | 1d10 |
\pagebreakNum **Small Stature.** Due to a fairy's small size, they are not able to handle the same amount of punishment a larger creature can. When rolling HP at each level beyond 1st, a fairy may not take more than the average possible HP available (minimum 1). Example: If the fairy rolls 1d8+2 for HP each level, they may not increase their HP by more than 6 HP. ## Sub-Races Fairies are not born in the traditional sense, instead they are created from nature, most often appearing within a newly budding flower or blossom. A new fairy could be of several sub-types as detailed here. ### Forest Fairie This is the standard fairy race most often encountered. Most commonly found in forests. Prefers the enclosed natural environments of the trees. ### Heather Pixie Born amongst the heather and moors, this fairy prefers open fields and room to play. ### Sea Water Fairies A water guardian fairy of small statue and sacred to sea gods. Usually surrounded by greenish blue light and guard the seas. Sometimes can be seen during storms surfing on seashells. Their wings are thin and leathery like fins. They are usually born within sea anemones. Not uncommon to find a herd following ships across the sea. * **Speed.** Walk speed 20, Swim speed 30. Can hover up to 1 to 2 feet over water. ### Pixies Slightly smaller than other fairies, their heads and wings are larger than usual. Tend towards more mischievous behavior and enjoy playing tricks on other creatures. * **Mischievous Creatures.** Advantage on stealth checks. ### Sprite Larger than the average fairy, these fairies resemble elves with delicate and beautiful wings. Usually born within larger flowers, such as Sunflowers, or within blossoms on the largest of trees. * **Ability Score Increase.** You increase an ability by 2 and another by 1. * **Size.** Small. * **Speed.** Walk speed is 25, Fly speed is 30. ## Fairy appearances Fairies comes in all shapes and sizes. Their appearance generally takes on after the creatures of the forest. ### Wing Style Most fairy wings appear to be similar to bugs. | d10 | Wings | | :-: | :- | | 1 | Alder Fly | | 2 | Butterfly | | 3 | Cicada | | 4 | Cockroach | | 5 | Dragonfly | | 6 | Hornet | | 7 | Locust | | 8 | Sawfly | | 9 | Stonefly | | 10 | Swallowtail | ### Hair Color Fairy hair color doesn't restrict itself to the standard colors of other humanoids. Sometimes it's a mixture of multiple colors, often flowing from one color to another like a stream. | d12 | Hair | | :-: | :- | | 1 | Blue | | 2 | Gold | | 3 | Green | | 4 | Orange | | 5 | Purple | | 6 | Red | | 7 | Silver | | 8 | Yellow | | 9 | White | | 10-12 | Roll Twice/Thrice |
\pagebreakNum ### Skin Tone Fairies tend to describe their skin tones in terms of forest colors. Feel free to come up with your own nature color scheme. | d20 | Color | | :-: | :- | | 1 | Moonbeam Silver | | 2 | Autumn Orange | | 3 | Forest Green | | 4 | Stone Gray | | 5 | Sunbeam Yellow | | 6 | Shadow Black | | 7 | Midnight Blue | | 8 | Blossom Pink | | 9 | Rose Red | | 10 | Bark Brown | | 11 | Seafoam Green | | 12 | Sky Blue | | 13 | Honey Gold | | 14 | Cloud White | | 15-20 | Roll twice | ### Height and Weight | Race | Base
Height | Height
Mod. | Weight
Mod. | Weight
Mod.| | :- | :-: | :-: | :-: | :-: | | Forest Fairy | 6" | +1d8" | 6lbs. | Height x 1 lb | | Heather Pixie | 5" | +1d8" | 5lbs. | Height x 1 lb | | Sea Water Fairies | 4" | 1d4" | 2lbs. | Height x 0.5 lbs | | Pixie | 4" | 1d8" | 5lbs. | Height x 1.5 lbs | | Sprite | 2' | 2d12" | 10lbs. | Height Mod x 5 lbs. | ## Feats Optional feats for use with Fairies. ### Additional Fairy Magic **Prerequisite:** Fairy race You know more innate fairy magic. You may choose this feat multiple times. Each time you do, you add another cantrip to your innate spellcasting list per the Fairy Magic trait. ### Extra Fairy Dust **Prerequesite:** *Fairy Dust* feat. You may produce an additional 5 doses of fairy dust per long rest. ### Fairy Dust **Prerequesite:** Fairy Race, Fly Speed, 4th level You are able to produce fairy dust from your wings by giving them a good shimmy and shake. You may produce 1 dose of fairy dust as a bonus action, up to 5 doses per long rest. Fairy dust may be stored for future use, but it will lose its potency after a number of days equal to the half the proficiency bonus of the fairy that created it (default 2 days). Fairy dust may be used to cast an Enchantment, Illusion, or Transmutation spell if thrown, sprinkled, or blown (Ranged Attack + Dex + Prof Bonus) onto an unwilling or hostile creature. No ranged attack is needed if creature is willing or incapacitated. The exact effect is chosen by the attacker at the time of use, and the target may resist the effects as per the spell choosen. The spellcasting DC will be that of the fairy that created the dust (default DC 14). The number of doses required to cast a spell is double that of the spell level cast. Example: 2 doses for *charm person*, 4 doses for *hold person*, 6 doses for *hypnotic pattern*, etc. Note: Fairy Dust is a magical item and will not work in anti-magic areas or if *dispel magic* is cast upon it (turning it into harmless glitter.)
\pagebreakNum ### Fairy Proficiency **Prerequisite:** Fairy Race You add your proficiency bonus to your innate spellcasting. When casting a innate spell granted by your fairy race, and not a class spell, you may add your proficiency bonus to a numerical value of the spell. For example: * You may add your proficiency bonus to a spells Duration if it is in Rounds, Minutes, or Hours. (If a spell lasts 10 minutes, and your proficiency bonus is +4, then the spell lasts 14 minutes. 10 Rounds becomes 14 rounds. And 1 hour becomes 5 hours.) * You may add your proficiency bonus to a spells range. When used this way, a spells range increases by 5ft per point of proficiency bonus. (A +4 proficiency bonus increases a spells range by 20ft.) * You may add your proficiency bonus to a spells damage. If a spell's damage is 2d6 and your proficiency bonus is +4, it becomes 2d6+4. The bonus damage is of the same type as the spell's base damage type. * You may add your proficiency bonus to a spell's DC a second time. You must choose at the time of casting which number you are adding your proficiency bonus to. You do not need to add your proficiency bonus to a spell if you do not wish to. ### Fairy Speed **Prerequisite:** Fairy Race, Fairy Wings You gain the following benefits: * Your dexterity increases by 1 to a maximum of 20. * Your flying or swimming speed increases by 10 feet. * Moving through a space occupied by a creature larger than yourself no longer is considered difficult terrain. You may select this feat multiple times. ### Fairy Sage **Prerequisite:** Fairy Race You are wiser than your brothers and sisters--they look to you for leadership and direction. You gain the following benefits: * You increase your Wisdom by 1 to a maximum of 20. * You gain advantage on Wisdom checks for Insight, Perception, and Survival. * All fairies within 30 feet of you gain advantage on Wisdom saving throws as long as they can see or hear you. ### Fairy Soldier **Prerequisite:** Fairy Race You have dedicated your life to protection of the fey and the forest. You gain the following benefits: * Your strength increases by 1 to a maximum of 20. * If you have advantage on any attacks vs a target if another fairy is also engaged with it, even if the target is not flanked. * Any tiny weapon that you're proficient in increases its weapon die by one category, per the table below. | Weapon Die | New Weapon Die | | :-: | :-: | | 1d2 | 1d4 | | 1d4 | 1d6 | | 1d6 | 1d8 | | 1d8 | 1d10 | | 1d10 | 1d12 | ## Items > ##### Cold Iron > > Cold Iron is a rare material found in Faerun, deep underground. It was known to be able to suppress magical abilities of those who touched it, and was particularily effective against fey creatures when forged into weapons. The mining town of Phandalin was known to be a major source of cold iron along the Sword Coast. > > Though [cold iron](https://forgottenrealms.fandom.com/wiki/Cold_iron) has not officially been introduced in 5e, it has a history in D&D through the novels, video games, and 3e. It is up to your DM if he wants to include cold iron in his world. If so, these are the stats recommended for using cold iron: > > **Iron, Cold.** This iron mined deep underground, known for its effectiveness against fey creatures, is forged (hammered and folded) at a lower temperature (but not without some heat) to preserve its delicate properties. Heating the ore too much destroys its magical nature and renders it common iron ore. Items made of cold iron cost twice as much to make as their normal counterparts, and take three times as long to produce. > > Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon that has only half of it made of cold iron increases its cost by 50%. > > A smith working with cold iron has the DC increased by 4 to produce an item without losing it's attributes. Any item made with cold iron increases it's rarity by one category. ### Manacles, Cold Iron ##### Adventuring Gear, Uncommon These cold iron metal restraints can bind a Small or Medium creature. While a spellcaster or a creature with innate magical abilities is bound by these manacles, they are unable to use their magical abilities. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. **Cost:** 4 gp **Weight:** 6 lbs \pagebreakNum ## Credits ## Inspiration * [Kibble's Revised Fairy Race](https://www.reddit.com/r/UnearthedArcana/comments/m3fmls/kibbles_revised_fairy_race_flutter_on_tiny_sized/) * [Tiny Races Underfoot](https://www.reddit.com/r/UnearthedArcana/comments/kxvqq9/tiny_races_underfoot_guide_for_making_and_playing/) * [Folk of the Feywild](https://dnd.wizards.com/articles/unearthedarcana/folk_feywild) ## Images * Page 1 - [Fairy Isolated](https://pixabay.com/illustrations/fairy-isolated-3004852/) by Ebeth2 for Commercial Free Use * Page 2 - [Girl with Purple WIngs, Fairy, 3D Render](https://pixy.org/6398893/) by unknown for CC0 Public Domain use. * Page 3 - [Male Elf Fairy Tales Mysthisch](https://pixabay.com/illustrations/male-elf-fairy-tales-mysthisch-4733106/) by Schwoaze for Commercial Free Use. * Page 4 - [Tome Raider](http://www.artofmtg.com/art/tome-raider/) by Randy Vargas - Art of MTG