Fae

by Avanhellica

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Fae

Fae is a blanket term used to describe spirits of nature. All fae have once come from the plane known as The Feywild. Those who have settled in the material plane have become fae, as opposed to "True Fae" which is the term used for the powerful entities which still live within The Feywild.

Still there is one common theme among almost all fae which is their desire to preserve and protect nature. There usually aren't any "gray" areas for fae, and they are prone to seeing the world in a very black and white fashion. It's because of their natural tendencies that an uneasy alliance has been formed between fae and the rest of the world: particularly humans. Anyone that abuses or disrespects nature is usually considered to be an enemy of the fae and unfortunately, humans tend to fall under this concept because of their disregard for the ecosystem and nature as a whole.

The terms "Seelie" and "Unseelie" is one that still carries weight for fae, even outside of The Feywild. Social rights are often build around these two different courts. Seelie fae are more apt to help others. They are more open to providing favors, being generally less chaotic, and branching out to the rest of the world. Unseelie fae lean to be a bit more evil and chaotic. They trick and curse people and are known for being generally more vindictive than those of the seelie court.

Fae Names

The names of fae can vary widly depending on the type of fae as well as the culture in which they were raised. Common names often have some kind of nature-esque tone to them. Sometimes names may have a more unique creation, playing off the elven or sylvan tongue which is found to be the most common of fae.

Fae Names: Ara, Arowyn, Berrian, Frond, Immeral, Keyleth, Oakenfir, Petunia, Silverflower, Thistle

Dwarves

Dwarves are a type of fae with an amazing affinity for craftsmanship and hard work. It is believed that of all the fae, they are closest to - not plants - but rocks, stone, precious metals, and so forth. They have a strong natural urge to perfect the things they see in the world. Using a bit of magic, dwarves are capable of creating absolute wonders whether it be through paintings, carpentery, or metalwork. They have vision which far surpasses the average mortal, capable noticing the most intricate of details in the most subtle of places. Their eyes, however, are quite sensitive. Dwarves traditionally prefer to live in more dimly-lit locations, which is why they can often be found indoors or within caves.

Stoneworkers

Dwarves are known to have a particular tool they become very attached to, which they use in all of their creations. It's not uncommon to find a dwarf carrying around this tool and affectionately calling whatever it is by a name. They are also very possessive of this tool, being driven to get into fights or painstakingly long hunts in order to find and retrieve a tool that has been taken or lost.

Dwarves usually look the most human compared to the other fae. Their ears aren’t as pointed and curved as the majority of the other fae. That being said: dwarves are usually born with a small set of vestigial moth-like wings. These wings are never large enough to actually fly with, so it’s not uncommon to find that a dwarf has chosen to remove their wings. Aside from that, they don’t particularly have any other outstanding features that stick them out from other fae.

Dwarven Traits

Ability Score Increase. Choose any +2; choose any
other +1

Age. Dwarves mature at the same rate as humans,
but they're considered young until they reach the age
of 50. On average, they live about 350 years.

Size. Dwarves are typically short in stature, ranging
as small as 4 feet in height to as tall as 5 feet in height.
Your size is medium.

Speed. Your base walking speed is 25 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen. Used to having to look for discrepancies in their work or others, dwarves gain proficiency in the Investigation skill.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Controller of Earth. You have the cantrip Mold Earth.

Languages. You can speak, read, and write Common, Dwarvish, and one standard language of choice.

Dryads

Dryads are often mistaken for viridi on account of the similar physical appearances that they share. Dryads are much older than viridi are in the world of Endorrain. Many consider dryads to be the living "soul" or "essence" of trees, as a dryad is created whenever a tree first sprouts from the ground, though they typically aren't able to form an actual humanoid body until adulthood is reached (at about 20-30 years or more, depending on the tree). When they reach adulthood. During their younger years they simply watch and listen to their surroundings and whisper amongst other druids near them.

When they become adults, they are able to form a body that they can project out of the tree - though they are always linked to their tree. Often dryads are protectors of ancient groves and entrances into the feywild, forever watching and listening.

Dryads tend to take the appearance of the trees they share their link with. Most often they are green, and covered in leaves, bark, or sometimes flowers.

Dryad Traits

Ability Score Increase. Choose any +2; choose any
other +1

Age. Dryads mature at the same rate as trees, reaching adulthood at around 20-30 years of age. They live as long as their trees can and even longer than that, as long as the dryad helps to maintain the tree and the tree is healthy.

Size. Dryads range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Wild Influence. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Barkskin spell with this trait. Starting at 5th level, you can also cast the Plant Growth spell with this trait. Once you cast Barksin or Plant Growth with this trait, you can't cast that spell until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tree Step. On your turn, you can expend all of your movement to step magically into one living tree within your reach and emerge in an unoccupied space within 5 feet of a second living tree within 100 feet of the first tree. Both trees must be at least one size larger than you. This movement

does not provoke opportunity attacks. You may use this ability once and regain the ability to do so upon finishing a short or long rest.

Tree Link. If the tree that you are attached to takes damage, you take the same amount of damage. If the tree you are attached to gets a disease, you are afflicted with the same. If your tree dies, you also die.

Arboreal Senses. As an action, you can shift your senses out of your tree and see and hear up to a 30 foot radius around you as if you had Darkvision and Blindsight. While peering through your tree this way, you become blinded and deafened.

Languages. You can speak, read, and write Common, Sylvan, and one standard language of choice.

Elves

Next to humans, elves are the most commonly found race on Endorrian. They are far older than humans and tend to have more of an affinity for nature and magic than most humans do. They are known throughout the world for their ethereal beauty and nobility. Notoriously known as being haughty, elves hold themselves in high regard and typically consider themselves to be better than most other races, who are still "young" and therefore more "childish" and prone to mistakes.

Some even view themselves as better than their other fae cousins. Not all elves feel this way. Some wish to share their knowledge with other races, hoping to live a brighter future together.

Due to how long elves can live for, they have the uncanny ability to gather, obtain, and track vast amounts of knowledge via handwritten books, scrolls, or other methods of information keeping. They are the scholars, philosophers, and teachers of the world. They also are known to have a taste for the finer things in life. Quality above quantity. Music, dancing, poetry, and the arts are a common theme among typical elves. They usually live lavish and peaceful lifestyles, preferring to stay safe and enjoy their luxuries.

Typically elves are slender with an ethereal beauty to their features. Some are so beautiful it almost feels alien, as they have facial features that are just more angled than an average human. Elves come in a wide variety of skin tones from copper to a pale bluish white, and their hair also varies greatly.

Timeless

Due to how long elves can live for, they have the uncanny ability to gather, obtain, and track vast amounts of knowledge via handwritten books, scrolls, or other methods of

information keeping. They are the scholars, philosophers, and teachers of the world. They also are known to have a taste for the finer things in life. Quality above quantity. Music, dancing, poetry, and the arts are a common theme among typical elves. They usually live lavish and peaceful lifestyles, preferring to stay safe and enjoy their luxuries.

Typically elves are slender with an ethereal beauty to their features. Some are so beautiful it almost feels alien, as they have facial features that are just more angled than an average human. Elves come in a wide variety of skin tones from copper to a pale bluish white, and their hair also varies greatly.

It's common to find elves with natural hair and eye colors that humans typically won’t have, such as natural violets, greens, or pinks. Elves are unable to grow facial hair and tend to favor wearing extravagant gowns or outfits to show off their wealth. A key feature of an elf, however, are their two pointed ears. Often they are the longest of the fae, coming to a curved tip.

Elven Traits

Ability Score Increase. Choose any +2; choose any other +1

Age. Elves can live to be anywhere between three-hundred to upwards of seven-hundred years old. They usually are considered adolescents until around the age of one-hundred, but this can vary from culture to culture. Physically elves mature at the same rate of humans, but stop growing once they reach the age of twenty-five.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Bonded with Nature. You have proficiency on Nature checks.

Fey Blood. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Magically Inclined. You may choose one of the following cantrips to learn of which you can cast: Druidcraft, Minor Illusion, or Prestidigitation (pick when your character is created).

Languages. You can speak, read, and write Common, Elvish, and one standard language of choice.

Fallen Elves

Fallen elves - also known as Dökkálfar in the Sylvan tongue - are elves who had once shunned and or defiled nature in some shape or form. They were cursed by Eldath, the goddess of Peace, for their entire lifetime. It is a cusre which spreads through both spouses and their children, carrying on down for as far as the bloodline will go. There is no way to remove the curse, which is why there is now a difference between "elves" versus "fallen elves".

Cursed by Eldath the Goddess of Peace, fallen elves are cursed for their entire lifetime - spreading through to both spouses and their children. There is no way to remove the curse once it's placed upon you and all of your future children will also carry the burden of the curse - which is how the fallen elves numbers grew.

Now an established subrace of fae, the fallen elves are viewed as a violent and cruel race. They believe themselves to be superior compared to most other races - especially the elves - and tend to only look out for themselves. Nature is no longer their concern and some, in fact, believe it to be in the way, blocking their growth. Fallen elves are known to take slaves and make sacrifices to their patron, Loviatar, in order to further defile Eldath for cursing them.

Forever Cursed

Fallen elves are known to take slaves and make sacrifices to their patron, Loviatar, in order to further retaliate against Eldath. While a majority of the cursed fallen elves who live today were not there when the curse was originally placed, traditions of sacrifice are often passed down from generation to generation.

The curse placed upon them is believed to give them back luck, which is why it's believed that most fallen elves are largely superstitious. The same curse is also what has given them their painful, cracked and sometimes rotted skin. Their horrific scars make them ugly compared to their elven cousins, which is all believed to be part of the curse.

Fallen elves have a range of skin tones but the more common tones are white, greys, blacks, and olive greens. Much like elves they are tall and lithe, but have more stern and defined facial features compared to the elegant elves. Hair color is usually pale in color ranging from silvers, white, greys, and blacks to lighter colors like pinks and oranges and they do still have the pointed ear tips.

A common feature among elves is being covered in scars, many of which are born with them. They often have painful growths that sprout from their bodies such as splintered skin that looks like wood or hardened nodules like you'd find on a gnarled tree. They may have a pair of splintering horns made from wood, rotten growths, spores & mushrooms, or other unusual appendages that serve to get in their way or highlight their "ugliness" - though it's almost impossible to take away the beauty of an elf - fallen or not.

Fallen Elf Traits

Ability Score Increase. Choose any +2; choose any other +1

Age. Fallen elves can live to be anywhere between three-hundred to upwards of seven-hundred years old. They usually are considered adolescents until around the age of one-hundred, but this can vary from culture to culture. Physically fallen elves mature at the same rate of humans, but stop growing once they reach the age of twenty-five.

Size. Fallen elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Survivalist. You have proficiency on Survival checks.

Fallen Elf Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Fallen Elf Weapon Training. You have proficiency with rapiers, shortswords, and whips.

Poisonous. You know the Poison Spray cantrip.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Languages. You can speak, read, and write Common, Elvish, and one standard language of choice.

Naiads

Fae that inhabit the waters of Endorrain. Naiads inhabit bodies of freshwater like streams, ponds, lakes, and rivers. Unlike merfolk, naiads do not have a "fish" form but instead come from the fey realm - much like dryads.

How they come to be isn't as well known as dryads, since forming large enough bodies of water are difficult than trees, but it's generally assumed they come out water in a similar fashion. Typically it takes them a little less time, about 15 to 20 years, before they can form a humanoid form that can hold a shape. Unlike dryads, however, multiple naiads are able to call the same body of water their home and they all can share the same link to it.

Naiads are humanoid in shape and look more like elves, slender and pointed ears. They often have pale, light blue, or green skin that mimics the same colors of the water they call home. Their hair often always glistens from the water droplets or sometimes hovers as if they are still in the water. Some naiads also look translucent, as if they are made only of water.

Naiad Traits

Ability Score Increase. Choose any +2; choose any other +1

Age. Naiads mature at the same rate as humans, reaching adulthood at around 15 to 20 years of age. They live as long as their bodies of water exist and sometimes even longer than that, as long as the naiad helps to maintain the water.

Size. Naiads range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet and you have a swimming speed of 30 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Amphibious. You breathe both water and air.

Aqueous Form. As a reaction when you would take damage, you can cause yourself to melt into your watery form - taking only half damage from the attack. This can be used once per long rest.

Running Current. You know the Shape Water cantrip. Starting at 3rd level, you can cast the Create of Destroy Water spell with this trait. Starting at 5th level, you can also cast the Tidal Wave spell with this trait. Once you cast Create of Destroy Water or Tidal Wave with this trait, you can't cast that spell until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Water Link. If the body of water that you are attached to takes damage, you take the same amount of damage. If the body of water you are attached to gets polluted, you are afflicted with the same. If your body of water dries up, you die.

Freshwater Senses. As an action, you can shift your senses out of your body of water and see and hear up to a 20 foot radius around you as if you had Darkvision and Blindsight, as well as being able to tell what is inside your body of water. While peering through your water this way, you become blinded and deafened.

Languages. You can speak, read, and write Common, Sylvan, and one standard language of choice.

Sylphs

Sylphs - also known as pixies - are viewed as one of the more open-minded fae. They are often the first to reach out to the other races during times of strife in the world, often ignoring most fears that other fae may have. They still have a natural desire to maintain peace within the forests, but they are often more explorative and interested in learning about other cultures.

Sylphs do have a habit of being a bit more chaotic, as it's often believed they are more aligned to The Feywild than most their cousins. Sylphs often are more manipulative, often using magic to trick or scare others into getting what they desire during high tension moments. It's believed that if you walk into a forest and forget what you're doing or get lost, that most likely a sylph is to blame for the confusion.

Small But Mighty

Sylphs are naturally petite and quite tiny, the smallest of the races in Endorrain. They have pointed ears with a very defined, sharp tip at the top though it won't be as large as an elf's. Hair and eye colors come in a wide variety of shades: including colors like purples, blues, and greens.

Sylphs also have wings that usually take the physical appearance of some kind of insect. Dragonfly wings, for example, are the most common while butterfly wings or beetle-like wings are a little less common. Sylphs lose the ability to fly when they are young on account of how fragile and delicate their wings are, but they are able to glide for quite a long time with them.

It's also wildly believed that sylphs have an easier time traveling than most other fae, on account of their small statures and wings. While they cannot fly with their wings, often they can "ride the winds" to allow themselves to be carried over the land, in hopes of finding something new and exciting. Sylphs have gained a reputation for being travelers because of this as well, exploring all corners of Endorrain for different kinds of nature - not just the nature they are most comfortable with.

Sylph Traits

Ability Score Increase. Choose any +2; choose any other +1

Age. Sylphs can live to be anywhere between three-hundred to upwards of seven-hundred years old. They usually are considered adolescents until around the age of one-hundred, but this can vary from culture to culture. Physically sylphs mature at the same rate of humans, but stop growing once they reach the age of twenty-five.

Size. Sylphs are small and are almost never found over five feet, five inches in height. The smallest recorded sylph was two inches in height. Your size is Medium unless you are four feet tall or less, in which case your size is small.

Speed. Your base walking speed is 25 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Glider. Your wings allow you to glide, keeping you safe from falling. As long as nothing is prohibiting your wings from movement, you can use them to safely fall as if under the effects of the Feather Fall spell.

Fairy Magic. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enthrall spell with this trait. Once you cast faerie fire or enthrall with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Languages. You can speak, read, and write Common, Sylvan, and one standard language of choice.

 

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