Lord, what fools these mortals be!”
— William Shakespeare, A Midsummer Night's Dream
Variant Fae
The Fae are beings as beautiful as they are unnatural. They are life incarnate, the chaos of the natural world personified. They live within the Feywild, an echo of the Prime, said to be the soul of nature itself. It is a place of wild magic and strength, where time and space are just as unpredictable as those who inhabit the Feywild. The Fae, when humanoid, are exceptionally lean, toned and wiry, weighing in at 90 to 110 pounds, and typically reaching absurdly tall or short heights, although many simply take the form of extravagant animals, mythical creatures or even odd hybrids of the three.
Variant Fae Traits
-
Ability Score Increase: Your Charisma score increases by 2.
-
Age: The Fae are immortal beings, spirits of nature, closer to elementals than humans. Their actual aging process widely depends on what type of Fae they are, yet time is mostly meaningless to them, instead being considered adults once they’ve chosen a court.
-
Alignment: Representing life itself, the Fae are some of the most chaotic beings known to man, with madness and revelry following them like flies to a carcass. Size: Fae are typically either much taller or shorter then average. Your size is either Medium or Small.
-
Speed: Your base walking speed is 30 feet.
-
Darkvision: 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.
-
Feyborn: Your creature type is fey. You have advantage on saving throws against being charmed, and magic cannot put you to sleep. Additionally, when you take a long rest you do not need to sleep and can spend the full 8 hours performing light activity. You may still sleep if you please.
-
Languages: You can speak, read and write Common and Sylvan.
-
Ironburn: To a Fae, iron is a terrifying, poisonous thing. Fae are considered vulnerable to any damage dealt by an iron weapon or object, and cannot equip or use items made of iron. Attempting to use items made of the substance deals 1d6 Acid damage to the Fae, once when they initially make contact with the item, and again at the beginning of each of their turns they remain holding it. This acid damage cannot be reduced in any way.
-
Courts of the Fey: Every Fae belongs to one of the four Courts, which govern the Fae, similar to the human conception of kingdoms. Your Court additionally grants you a level of protection from a damage type depending on which Court they belong to, which you may choose when you first create your character. Whenever you take damage of the type your Court has an affinity with, you may reduce the amount of damage equal to your proficiency bonus.
| Fae Court | Damage Type |
|---|---|
| Summer / Day | Fire |
| Winter / Night | Cold |
| Spring / Seelie | Radiant |
| Autumn / Unseelie | Necrotic |
Valkyrie
The Valkyries are embodiments of the natural order itself, the deadly fight in which all wild creatures must go through to survive. They are the predatory instincts which lead the hunt. As well, they are the Fae responsible for traveling the world and in search of noble warriors to lead the Wild Hunt, an event important to Fae culture primarily led by the Valkyries. Their ears are long, furry, and pointed, like that of an animal, a feature that no doubt provides support during a hunt. Their canines sit in their mouths, elongated and razor sharp, and their claws just as deadly. Alongside their teeth and claws, they additionally possess elegant wings, taking similar forms to the birds above, and long, bushy tails similar in form to a cat’s.
-
Ability Score Increase: Your Dexterity score increases by 1.
-
Rise of the Valkyrie: You have a flight speed equal to your walking speed. To use this speed, you can’t be wearing heavy armor.
-
Primal Mark: You know the Primal Savagery cantrip. Starting at 3rd level, you can cast the Hunter’s Mark spell with this trait. Once you cast Hunter’s Mark 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. Charisma is your spellcasting ability for these spells.
-
Call of the Wild Hunt: You may cast the Find Familiar spell as an action without components or expanding a spell slot. Once you cast this spell in this way, you cannot cast this spell in this way until the end of your next Long Rest. Additionally, when you cast this spell, you may summon a Blink Dog instead of a normal Familiar, maintaining all other rules of the Find Familiar spell.
Dioscuri
The Dioscuri is a unique type of Fae, distinct for their Siamese body, splitting into two at either the torso or neck. The situation of each Dioscuri is unique, whether they be conjoined twins or a single individual. They’re well known for having an odd connection to the night sky, their skin becoming a map of the heavens under the dead of night. It’s said they’re born from bonds, whether between two or multiple, and of any type, whether romantic or platonic. As such, they’re quite friendly.
-
Ability Score Increase: Your Constitution score increases by 1.
-
Map of the Stars: You have an innate connection to the stars above, and as you travel, you may use them to guide your way. So long as you have a clear view of the night sky, you can chart a path towards any place you know the location of, and know your general location relative to areas you know.
-
Boon of the Twins: Your body is two. Each body shares the same movement pool, action, bonus action, and reaction. Each body has half of your maximum hit points, and upon reaching 0 will faid into starlight. If both fall this way, you must begin rolling death saving throws per normal. As well, when one body comes under an effect such as frightened, stunned, etc, both bodies suffer the effects. The bodies are two separate beings. If you begin your turn with your bodies more than 30 ft away from each other, you must immediately make every attempt to move back within 30ft before continuing your turn. You count as a single creature for the purposes of spells that target multiple creatures but do not require you to roll a saving throw, such as Bless or Warding Bond. Spells that do require you to roll a saving throw using Strength, Dexterity, or Constitution are rolled separately, yet saving throws using Intelligence, Wisdom, or Charisma are rolled as if you were one creature. Additionally, you may not benefit from such things as flanking, Pack Tactics, the Rogue’s ability to use it’s Sneak Attack if another creature is within 5 ft., or any other ability requiring two creatures if said creature is your other body.
Nymph
The Nymphatic Fae, are a type of Fae that embody the elements themselves. Similar to Water Elementals in nature, most nymphs are born from streams, rivers, and lakes, however there are those born from the Sea, known as the Nereids. They’re commonly mistaken for mermaids or sirens due to their shifting forms and laid-back attitudes, however they’re usually more peaceful than such creatures.
-
Ability Score Increase: Your Wisdom score increases by 1.
-
Lover’s Gaze: When interacting with a charmed creature, you may add your proficiency bonus twice to any rolls you might make against them.
-
Water Glide: You possess a set of gills, and are able to breath both water and air. Additionally, you gain a swim speed equal to your walking speed.
-
Call of the Sea: Starting at level 5, as an action, you may summon forth the wrath of the sea, shifting your form to channel the strength of the ocean. In this form, you become a Large creature made of water for the duration, concentrating on this ability as if you were concentrating on a spell. You can move through a space as narrow as 1 inch wide without squeezing, as well as move through another creature's space and stop there. You may also attempt to grapple any creature within your space with advantage. If you succeed at grappling a target in this way, the target is restrained and unable to breathe unless it can breathe water. You can grapple one Large creature or up to two Medium or smaller creatures at one time. A creature within 5 feet of you can attempt to pull an individual out of your grapple by making an Athletics (Strength) check against (DC = 8 + CHA + Proficiency). All creatures who end their turn inside your space take 2d6 Cold damage. This transformation lasts for 1 minute, until you revert back at will, or until you lose concentration on this ability. Once you use this ability, you may only use it again after you complete a long rest.
Erlking
The Erlking, a unique variant of Fae, are considered the nobles of the Unseelie Court. Within the Twilight Grove, they possess a measure of authority, and even outside of it all Fae of the Unseelie Court respect them. Known for their ability to shapeshift, the Erlking’s form has never once been documented, although many say they’re goblin like beasts, with black, matted fur, eyes that pierce into one’s very soul, and spiked tails that carry a vile venom akin to a Hydra’s spit. However, even this is but rumors. It’s said they are what fear is made out of, or perhaps it is the other way around.
-
Ability Score Increase: Your Strength score increases by 1.
-
Shapechanger: As an Erlking, you may change your shape as an action. You can’t duplicate the appearance of another creature, but you may make up new and unsettling forms with which to terrorize others. You decide what you look like, including your height, facial features, voice, etc. You may change between Small and Medium, adjusting your height and weight accordingly, and grow additional appendages, which may pick up items just as your regular limbs. You may use these arms to wield additional weaponry, yet you may not attack with more than two of these weapons per turn, and if you are wielding a shield, you can only attack with one of those weapons on a turn. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form. You may also change your form into more animal-esq configurations. You may grow wings, claws or fins (only one at a time). Wings give you a flight speed equal to your walk speed, claws allow your unarmed strikes to deal 1d4 slashing damage and fins grant you a swim speed equal to your walk speed. However, no matter your form, others understand that you are unnatural. Others viewing you intuitively know you are not what you look like, and upon passing a DC 17 Arcana or Nature check, recognize you as an Erkling.
-
Boogeyman: You know the Mage Hand cantrip, and when cast you may choose to turn it invisible.
-
Horrifying Visage: Starting at level 5, as an action you may show others your true form in an attempt to make them flee. Everyone within 30 feet of you that can see you must make a Wisdom Saving Throw (DC = 8 + CHA + Proficiency), becoming fearful of you for the next minute on a failure and taking 2d6 psychic damage. Once you use this ability, you may only use it again after you complete a long rest. The damage done by this ability also increases as you level up, to 3d6 at level 8, to 4d6 at level 12, to 5d6 at level 16, to finally 6d6 at level 20.
Racial Feats
Fair Folk’s Magic
-
Increase your Charisma score by 1, to a maximum of 20.
-
The Fae have a number of abilities commonly thought to be magical in nature. You learn the Druidcraft cantrip, as well as Misty Step and one other spell based upon your choice of Court. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability with these spells is Charisma.
| Court | Spell |
|---|---|
| Court of Summer | Speak with Animals |
| Court of Winter | False Life |
| Seelie Court | Bless |
| Unseelie Court | Hex |
Racial Spell
Annoy
transmutation cantrip
- Casting Time: 1 Action
- Range: 60ft
- Components: V, S
- Duration: Instantaneous
You learn how to use your innate fey magic to cause trouble for others. As an action, you weave magic around a creature, to make their day just a little bit worse. You create one of the follow effects within range, you can only have one such effect active at a time:
-
You create an instantaneous, harmless sensory effect, such as an undignified sound, the impression of someone touching a shoulder, a screeching musical note, or a foul smelling odor that the target believes is coming from them.
-
You can flash in the mind of a humanoid an embarassing memory of theirs. You don't know what the memory is.
-
You can change the color of an item or piece of clothing for up to 1 hour
-
You can warm up a 5ft cube area just enough to make it uncomfortable
-
You can render an item of your choice moist for up to 1 hour.