<<

Fey Creatures as PC Races, Part One A 5 TH EDITION D&D SUPPLEMENT BY NINJA_PRAWN

SPECIAL THANKS TO:

Reviewers: Eleazzaar, Fizban, Flashy, PotatoGolem & Steampunkette

Playtesters: Majin, Ramsus, Stan, tgva8889 & WindStruck

1

Contents

Introduction ...... 3 Fey Creatures ...... 3 Tiny Fey ...... 3 Tiny Weapons ...... 4 Tiny Weapon Proficiencies ...... 4 ...... 5 ...... 6 Dryad Traits ...... 6 Material Plane Dryad ...... 7 Feywild Dryad ...... 7 Shadowfell Dryad ...... 7 Faerie ...... 9 Faerie Traits ...... 9 Faerie Dragon ...... 11 Faerie Dragon Traits ...... 11 Half- ...... 13 Half-Nymph Traits ...... 13 ...... 14 Oread Traits ...... 14 ...... 15 Pixie Traits ...... 15 ...... 16 Sprite Traits ...... 16 Water Nymph () ...... 17 Water Nymph Traits ...... 17 Eleionomeides...... 18 ...... 18 Nereid ...... 18 Zashiki-Warashi ...... 19 Zashiki-Warashi Traits ...... 19 Feats ...... 20 Magic Items...... 21

2

Introduction

This supplement introduces a selection of fey races as options for Player Characters and can either be used on its own in a fey-only campaign, or incorporated into a standard campaign alongside the ‘core’ races. It also provides a number of fey-specific feats. Note that this supplement uses spells from the Evil Player’s Companion. Fey Creatures Fey creatures are magical beings descended from the mighty princes of the Feywild. By and large, they are shy, secretive creatures who live in the deep wilderness, though some are more civilised or gregarious. To reflect their magical heritage, all of the races in this supplement have either the Fey Ancestry or Fey Creature trait, as detailed below.

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

Fey Creature. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You are, however, affected by any ability that would normally affect fey creatures.

Abilities that normally affect fey creatures include spells, such as Detect Evil and Good, Dispel Evil and Good, Divine Word, Forbiddance, Hallow, Magic Circle and Protection from Evil and Good , and abilities, such as Nature’s Ward, Primeval Awareness and Turn the Faithless .

Many fey creatures are footloose wanderers who travel the planes. It is possible to play a character from either the Material Plane, the Feywild or Shadowfell; these options will be specified in the sections for each race. Note that this means fey creatures are somewhat vulnerable to divine spellcasters, particularly those with access to the Banishment spell.

For the purposes of this supplement, spells and abilities that normally target humanoids only, such as Calm Emotions , Hold Person and Animate Dead also affect fey player characters (but not monsters), except where otherwise noted. Tiny Fey Faeries, faerie dragons, and sprites are tiny creatures and, as such, are subject to a number of special rules and restrictions. As per the standard rules, they occupy a 30” cube; a quarter of the area and an eighth of the volume taken up by a small or medium creature. The standard rules for grappling also apply – meaning that a tiny creature cannot attempt to grapple a medium creature.

A creature can move through a space occupied by a creature if that creature is two size categories bigger or smaller; this means that tiny and medium creatures do not block each other’s movement (though the space remains difficult terrain).

For the purposes of this supplement, the carrying capacity in pounds of a tiny creature is equal to their Strength score. Additionally, their hit dice are reduced by one step (d6 becomes d4, d8 becomes d6 etc.) from the standard class hit dice.

3

Furthermore, most standard weapons are not useable by tiny creatures – their weaponry options are detailed in the table below. They cannot use or gain proficiency in any weapon not on this table. Any shields or armour they wear must be specially made to fit them, though it costs a quarter of the standard price and weighs an eighth of the standard weight. Any tools or musical instruments they use must also be made in their size at twice the normal cost, except for thieves’ tools, which may be used as normal. Tiny Weapons The table below details all of the weapons that may be used by tiny fey (except the faerie dragon). These weapons are only manufactured by tiny creatures and may be difficult to obtain in human-sized shops. If a weapon is shown in brackets, a standard-sized version of that weapon may be used as if it were a tiny weapon. Note that creatures who are not tiny cannot use weapons from this list.

Name Cost Damage Weight Properties Simple Melee Weapons Tiny Dagger (Needle) 2 cp 0 piercing - Finesse, light Tiny Greatclub (Club) 1 sp 1d4 bludgeoning 2 lbs Cumbersome*, t wo -handed Tiny Spear (Bolt) 5 cp 1d3 piercing 1/10 lb Thrown (range 10/20), t wo -handed Tiny Staff 5 gp 1 bludgeoning 1/2 lb Finesse Tiny Unarmed Strike - 0 bludgeoning - Becomes 1 with Tavern Brawler or Monk † Simple Ranged Weapons Tiny Shortbow 10 gp 1 piercing 1/4 lb Amm o (range 40/160) , two -handed Martial Melee Weapons Tiny Greataxe (Handaxe) 5 gp 1d6 slashing 2 lbs Cumbersome, t wo -handed Tiny Greathammer (Light Hammer) 2 gp 1d6 bludgeoning 2 lbs Cumbersome, t wo -handed Tiny Greatsword (Dagger or Shortsword ) 2 gp 1d4 slashing 1 lb Two -handed Tiny Longsword 10 gp 1d3 slashing 1/2 lb Versatile (1d4) Tiny Rapier 20 gp 1d3 piercing 1/4 lb Finesse Tiny Sabre 20 gp 1d3 slashing 1/10 lb Light Tiny Seax 10 gp 1 piercing 1/10 lb Finesse, light Martial Ranged Weapons Tiny Crossbow (Hand Crossbow) 75 gp 1d6 piercing 3 lbs Amm o (range 30/120), loading, two -handed Tiny Longbow 25 gp 1d4 piercing 1 lb Amm o (range 70/300) , two -handed Other Weapons Tiny Improvised Weapon - 1 ‡ - Becomes 1d3 with Tavern Brawler

* You cannot use the Extra Attack feature while wielding a cumbersome weapon. Cumbersome weapons cannot count as Monk Weapons. † A ny monk’s unarmed strikes use a damage die 2 steps smaller than usual; d8 becomes d4, d6 becomes d3, d4 becomes 1, d3 becomes 0, etc. ‡ Damage type varies.

Tiny Arrows. A bundle of 20 tiny arrows costs 40 sp and weighs 2/5 lb. Blowgun needles may be used in place of arrows if desired.

Tiny Seax. The seax is a long, single-edged dagger, worn horizontally on the belt. Tiny seaxes count as monk weapons. Tiny Weapon Proficiencies Tiny fey creatures gain weapon proficiencies from their class, much as any other adventurer. The following changes are made to the class weapon proficiencies for tiny fey:

Bard & Rogue. Simple weapons, tiny longswords, tiny rapiers, tiny sabres.

Druid. Tiny daggers, tiny spears, tiny staves.

Monk. Simple weapons, tiny seaxes.

Sorcerer & Wizard. Tiny daggers, tiny staves.

4

Nymphs , and undines are a special subgroup of fey creatures, known collectively as ‘nymphs’. These creatures all started life as some other fey creature but were later bound to a , terrain feature or body of water by a fey prince, generally as a punishment.

Every nymph is bound to some fixed location and can suffer ill effects (up to and including permanent death) if their ‘home’ is harmed. Therefore, most nymphs will not willingly leave their homes for longer than a few hours. Those that travel further are acutely aware of the risk they run and will generally attempt to set up some kind of safeguard, such as contracting local beasts to guard their home or obtaining teleportation magic so that they can return instantly if they are threatened. A nymph always knows if their home is being damaged, polluted, corrupted or otherwise violated – they feel the effects instantly in the form of aches, pains, nausea, migraines, nightmares, skin conditions and general malaise.

If a nymph’s home becomes polluted, poisoned or (in the case of ) diseased, the nymph suffers from the poisoned condition until the pollution is removed. For every ten days that the pollution or disease remains, the nymph must make a DC 11 Constitution saving throw, or gain a level of exhaustion. The exhaustion can only be removed by magic or by clearing the pollution.

Due to the vast size of the ocean, a specific exception is made for . They are usually bound to a specific place – such as a strait, coral reef, lagoon, salt marsh, harbour, cove, inlet, tidal estuary, stretch of coast or permanent maelstrom. Very few nereids live in the open ocean. The nereid will suffer ill effects only if their specific part of the ocean is polluted. Furthermore, a nereid will die if the salinity of their home falls below half of its normal level (for example, if half of its volume is displaced by freshwater). Note that the precise volume of water that makes up a nereid’s home can vary significantly, anywhere from ten thousand to one billion cubic feet.

5

Dryad

Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the , drawing those who hear it deeper into the emerald shadows.

Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed.

Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and live alongside them, in addition to druids that share the dryads' devotion to the woods they call home. Dryad Traits Dryads have the following racial traits:

Ability Score Increase. Your Wisdom score increases by 2.

Age. Dryads age at the same rate as whatever tree they are bound to.

Alignment. Most dryads are apathetic towards ethics and morality and thus tend towards neutral alignments. Adventuring dryads, however, may possess stronger convictions – they could be good or evil; lawful or chaotic.

Size. Dryads are roughly human-sized. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, 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 colour in darkness, only shades of grey.

Aversion to Metal. You have disadvantage on all attack rolls with weapons made of metal. If you wear armour or a shield made from metal, you have disadvantage on all attack rolls, ability checks and saving throws that involve Strength or Dexterity, and you can’t cast spells. Wearing heavy armour made from metal always reduces your movement speed, even if you meet the Strength requirement. You have disadvantage on any attempt to use a tool or instrument made out of metal, and may not apply your proficiency bonus to the roll.

Treebound. You are magically bound to a tree in a location of your choice. This tree is your permanent home and anchor in the inner planes. If the tree is killed, you will enter a state of long-term madness lasting 2d10 days, after which you will die. No magic short of a Wish spell can restore life to a dryad killed in this way.

If you are killed by any other means (including exhaustion or the Disintegrate spell), your spirit is not removed to the outer planes. Instead, it returns to your home tree, where you may convalesce. You are able to manifest as a dryad after 5x(1d4+2) days have passed. During this time, your spirit is unaware of anything happening in the outside world, and you retain no memories of it.

While your tree is within 100 miles of you, you can communicate with it telepathically. As an action, you may transport your consciousness back into the tree until the end of the next turn, allowing you to use all of your

6 senses (sight, hearing, etc.) as if you were standing where the tree is. During this time, you are blind and deaf with regard to your own surroundings.

Fey Creature. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You are, however, affected by any ability that would normally affect fey creatures.

Innate Spellcasting. You know the Duidcraft cantrip. Once you reach 3rd level, you can cast Entangle once per day. Once you reach 5th level, you can also cast Barkskin once per day. Wisdom is your spellcasting ability for these spells, and you require no material components to cast them.

Languages. You can speak, read and write Elvish and Sylvan.

Subrace. The location of your home tree has a profound effect on your appearance and traits. Choose one of the following: Material Plane, Feywild, Shadowfell. Material Plane Dryad Material plane dryads come in a variety of shapes and sizes, depending on what type of tree they are bound to. These are the most gregarious of dryads, being more accustomed to the other humanoid races that populate this plane.

Ability Score Increase. Your Charisma score increases by 1.

Plane of Origin. Your plane of origin is the Material Plane. You will return here if a spell or effect banishes you from another plane.

Woodland Guardian. You have proficiency in the Nature skill and may apply double your proficiency bonus to any Intelligence (Nature) or Wisdom (Survival) checks you make relating to forests, jungles or woodland.

Extra Language. You can speak, read and write Common. Feywild Dryad Feywild dryads are skittish, capricious and mirthful. They hardly ever reveal themselves to other humanoids, though they have some affinity for high and eladrin. These dryads often have bright, even bizarre, colourations, reflecting the vibrant nature of their home.

Ability Score Increase. Your Intelligence score increases by 1.

Plane of Origin. Your plane of origin is the Feywild. You will return here if a spell or effect banishes you from another plane.

Fey Guardian. You have proficiency in the Arcana skill and may apply double your proficiency bonus to any Intelligence (Nature) or Intelligence (Arcana) checks you make relating to forests, jungles, woodland or fey creatures.

Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. Shadowfell Dryad Shadowfell dryads are darker than their kin in both appearance and personality. Wicked, devious and spiteful, they ambush travellers without warning before vanishing into the woods as quickly as they came.

7

Ability Score Increase. Your Dexterity score increases by 1.

Plane of Origin. Your plane of origin is Shadowfell. You will return here if a spell or effect banishes you from another plane.

Shadow Guardian. You have proficiency in the Stealth skill and may apply double your proficiency bonus to any Intelligence (Nature) or Dexterity (Stealth) checks you make relating to forests, jungles or woodland.

Superior Darkvision. Your darkvision has a radius of 120 feet.

8

Faerie

Faeries, being tiny winged humanoids, are often confused with pixies, but can be distinguished by their smaller size, human-like skin tone and cunning demeanour. Indeed, where a pixie is joyful and curious, faeries are intelligent and predatory. They often approach naïve travellers, offering them deals that sound too good to be true – usually because they are. Faeries love to trick the ‘big folk’ into giving them goods and services, while offering very little in exchange.

Faerie society is rigidly divided into ‘courts’, each of which is led by a monarch and controls territory much like a human kingdom. Any given court will be entirely made up of either good or evil faeries; the two groups never mix. By ancient convention, faeries are free to move between courts as they please, which means that the most charismatic monarchs typically attract the largest and most powerful courts. Faerie Traits Faeries have the following racial traits:

Ability Score Changes. Your Strength score decreases by 3 (to a minimum of 1) and your Intelligence score increases by 3. Your Dexterity is capped at 22, rather than 20.

Age. Faerie babies take one year to grow to maturity (usually spent in the form of a human baby), but aren’t considered adults until they reach 10 years of age. They age slowly after that, often living for over 200 years.

Alignment. Most faeries are cunning, wicked creatures who try to twist deals and contracts in their favour, without ever breaking them. They tend towards lawful alignments and are evenly split between good and evil; faeries of opposite alignments hate each other intensely.

Size. Faeries typically stand between 6 and 10 inches tall. Your size is tiny.

Speed. Your base walking speed is 10 feet and your base flying speed is 30 feet. Note that your wings are not inherently magical and cannot be used in strong wind or while wearing heavy armour. Abilities that increase your movement speed, such as the Monk’s Unarmoured Movement or the Longstrider spell, only affect your walking speed. The Haste spell is an exception to this; it does double your flying speed. The Fly spell works normally when cast on faeries – and they will not fall when the spell ends unless their natural wings are disabled for any reason.

Cold Iron. If you touch or are touched by any object made from iron or an iron alloy while in your natural form, you must make a Charisma saving throw (DC 10) or lose the ability to use your Shapechanger, Faerie Gold and Innate Spellcasting traits for 1 minute. You also suffer the Poisoned condition for 1 minute. You may attempt a DC 10 Charisma saving throw at the end of each of your turns to remove these effects.

Shapechanger. You may assume the form of any small or tiny beast you have seen before, or that of a human baby. Changing into a beast is otherwise similar to a 2 nd level druid's Wild Shape ability, except that you may not choose to merge your equipment with your new form, you are not barred from flying and swimming forms, and resuming your normal form takes an action. Changing into a baby leaves your game statistics unchanged, except that you can no longer speak intelligibly (or form verbal components for spells) and you cannot fly. You may change forms whenever you wish, and remain in a given form until you change again or are forced out.

9

Faerie Gold. As an action, you may transmute a handful of small objects such as leaves, seeds or blossoms into gold coins. You can create no more than 5 gp using this ability, and the coins revert to their original substance after one hour, or until you lose your concentration (as if you were concentrating on a spell). Note that this ability is not a spell and does not require any spell components.

Fey Creature. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You are, however, affected by any ability that would normally affect fey creatures. Your plane of origin may be the Material Plane, the Feywild or Shadowfell.

Innate Spellcasting. You can cast Faerie at will, requiring no material components. Intelligence is your spellcasting ability for this spell.

Language. You can speak, read and write Sylvan.

10

Faerie Dragon

A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment ending only if it is attacked.

A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humour. Travellers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory. Faerie Dragon Traits Faerie dragons have the following racial traits:

Ability Score Changes. Your Strength score decreases by 3 (to a minimum of 1), your Dexterity score increases by 2 and two other attributes of your choice increase by 1. Your Dexterity is capped at 22, rather than 20.

Age. Faerie dragons mature around 3 months after they hatch and live for around 60 years. Their scales change in hue as they age, moving through all the colours of the rainbow.

Alignment. Faerie dragons are bright, friendly creatures who value freedom and joy. They tend towards chaotic and good alignments.

Size. Faerie dragons are about the size of a housecat. Your size is tiny.

Speed. Your base walking speed is 10 feet and your base flying speed is 35 feet. Note that your wings are not inherently magical and cannot be used in strong wind or while wearing heavy armour. Abilities that increase your movement speed, such as the Monk’s Unarmoured Movement or the Longstrider spell, only affect your walking speed. The Haste spell is an exception to this; it does double your flying speed. The Fly spell works normally when cast on faerie dragons – and they will not fall when the spell ends unless their natural wings are disabled for any reason.

Darkvision. Accustomed to twilit forests and the night sky, 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 colour in darkness, only shades of grey.

Euphoria Breath. Once per short rest, you can exhale a puff of euphoria gas at one creature within 5 feet. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behaviour during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

11

5- 6. The target doesn't move, and the only thing it can do is attempt the saving throw again, ending the effect on itself on a success.

Faerie Dragon Weapons. The layout of your limbs makes it difficult for you to use normal equipment in combat. You may not wield any weapons (including tiny unarmed strike) or shields, nor may you wear armour. However, your draconic body is strong and tough; your Armour Class is equal to 10 + your Dexterity modifier + your Constitution modifier, and you have three natural attack options that you are proficient with, as detailed in the table below. Your natural weapons become magical when you reach 11 th level. Note that you have four sets of claws, any of which can be used to stand, walk, carry objects or make attacks. As long as you have at least two claws free, you may dual-wield them.

Name Damage Properties Simple Melee Weapons (all count as one-handed) Bite 1d3 piercing Finesse Claw 1 slashing Finesse, light Tail 1d4 bludgeoning

Fey Creature. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You are, however, affected by any ability that would normally affect fey creatures. Your plane of origin may be either the Material Plane or the Feywild. You are not affected by spells or abilities that only target humanoids.

Innate Spellcasting. You can cast Colour Spray once per day, requiring no material components. The level of the spell is equal to half of your level, rounded up. Constitution is your spellcasting ability for this spell.

Language. You can speak, read and write Draconic and Sylvan.

12

Half-Nymph

For millennia, humanoids and nymphs have been drawn to one another. Very occasionally, unions between these creatures result in half-fey children. These half-nymphs outwardly resemble their natural parent, but get their attitude and worldview from their fey side. Flighty and changeable, half-nymphs rarely let themselves become chained to one place, preferring instead to wander the world and absorb all of its beauties and marvels. Half-Nymph Traits Half-Nymphs have the following racial traits:

Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score and one other attribute of your choice increase by 1.

Age. Half-nymphs reach maturity at about the same age as humans but can live much longer, sometimes up to 300 years.

Alignment. Half-nymphs are a varied group with a wide variety of personalities, but they tend overall towards chaotic alignments.

Size. Half-nymphs are roughly human-sized. Your size is medium.

Speed. Your base walking speed is 30 feet.

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

Natural Empathy. As an action, you may attempt to charm any creature with the beast or plant type that you can see. It must be large or smaller and able to hear you, though you need not share a language. The target must make a Wisdom save (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for up to an hour – if it succeeds on the saving throw, it is immune to this ability for the next 24 hours. It has advantage on the save if it is hostile to you. While charmed, it regards you as a trusted friend. You may have only one creature charmed at a time using this ability. The condition ends if you or your allies harm the charmed creature or if you attempt to charm a different creature.

Wanderer’s Magic. You know one cantrip of your choice from the Bard spell list. Charisma is your spellcasting ability for it.

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

13

Oread

Oreads are nymphs of the land who are bound to mountains, valleys and ravines. They are creatures of surpassing beauty, with elegant, sculpted bodies that belie their strength and resilience, which mimics that of the earth itself. The long lifespans of Oreads gives them much time for intellectual and philosophical pursuits, and many are fond of music, dance and theatre. They greatly enjoy watching the performances of humanoids, sometimes becoming obsessed with a certain artist or singer. Oread Traits Oreads have the following racial traits:

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Age. Oreads do not age. They only die if they are killed or if they lose the will the live.

Alignment. Oreads have no strong affinity for any particular alignment. Good and evil oreads are found in equal numbers.

Size. Oreads are roughly human-sized. Your size is medium.

Speed. Your base walking speed is 30 feet.

Earthbound. You are magically bound to a mountain or similar terrain feature in a location of your choice. This place is your permanent home and anchor in the inner planes. If more than 2,000 cubic feet of minerals are extracted from your land, you will become sick and weak, as if affected by the Ray of Enfeeblement spell. The effect ends only if you recover the stolen minerals and return them to the earth.

While your land is within 100 miles of you, you can transport your consciousness back to it until the end of the next turn, allowing you to use all of your senses (sight, hearing, etc.) as if you were standing there. During this time, you are blind and deaf with regard to your own surroundings.

Fey Creature. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You are, however, affected by any ability that would normally affect fey creatures. Your plane of origin may be either the Material Plane or the Feywild.

Durable as Stone. You have resistance to poison damage and advantage on any saving throw against poison or disease. In addition, when you aren’t wearing armour, your AC equals 13 + your Dexterity modifier.

Innate Spellcasting. You can also cast Earthbind once per day. Strength is your spellcasting ability for this spell.

Languages. You can speak, read and write Common and Sylvan.

14

Pixie

Standing barely a foot tall, pixies resemble diminutive, green-skinned elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie's fear of being captured or attacked stays its hand. Those who wander through a pixie's glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh.

Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles. Pixie Traits Pixies have the following racial traits:

Ability Score Changes. Your Strength score decreases by 3 (to a minimum of 1), your Dexterity score increases by 3 and your Charisma score increases by 1. Your Dexterity is capped at 22, rather than 20.

Age. Pixies enter adulthood at age 12 and can live for up to 400 years.

Alignment. Pixies are strongly inclined towards good; many are pacifists who will not willingly harm other creatures. Most pixies strike a balance somewhere between the lawful and chaotic ends of the alignment scale.

Size. Pixies typically stand between 10 and 12 inches tall. Your size is tiny.

Speed. Your base walking speed is 10 feet and your base flying speed is 30 feet. Note that your wings are not inherently magical and cannot be used in strong wind or while wearing heavy armour. Abilities that increase your movement speed, such as the Monk’s Unarmoured Movement or the Longstrider spell, only affect your walking speed. The Haste spell is an exception to this; it does double your flying speed. The Fly spell works normally when cast on pixies – and they will not fall when the spell ends unless their natural wings are disabled for any reason.

Natural Stealth. You have proficiency in the Stealth skill.

Fey Creature. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You are, however, affected by any ability that would normally affect fey creatures. Your plane of origin may be either the Material Plane or the Feywild.

Innate Spellcasting. You know the Dancing Lights and Duidcraft cantrips. Once you reach 3rd level, you can cast the Entangle and Sleep spells once per day as 1 st -level spells. Once you reach 5th level, you can also cast Invisibility once per day as a 2 nd -level spell. Charisma is your spellcasting ability for these spells. You can cast all of your innate spells using only your pixie dust as the material component; you can also use it for other spells exactly as if it were a spellcasting focus.

Language. You can speak, read and write Sylvan.

15

Sprite

In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendour, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.

Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature's past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite's power to perceive the heart always shows the truth, because the heart can't lie. Sprite Traits Sprites have the following racial traits:

Ability Score Changes. Your Dexterity score increases by 2 and your Strength score decreases by 1. Your Dexterity is capped at 22, rather than 20.

Age. Sprites are considered adults at age 10 and live for around 100 years.

Alignment. Most sprites value goodness above all and dedicate a great deal of energy to the opposition of evil. Some sprites, however, reject the stern righteousness of their peers and follow different paths.

Size. Sprites typically stand between 10 and 12 inches tall. Your size is tiny.

Speed. Your base walking speed is 10 feet and your base flying speed is 30 feet. Note that your wings are not inherently magical and cannot be used in strong wind or while wearing heavy armour. Abilities that increase your movement speed, such as the Monk’s Unarmoured Movement or the Longstrider spell, only affect your walking speed. The Haste spell is an exception to this; it does double your flying speed. The Fly spell works normally when cast on sprites – and they will not fall when the spell ends unless their natural wings are disabled for any reason.

Potion Mastery. You can drink potions or coat a weapon with poison as a bonus action.

Fey Creature. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You are, however, affected by any ability that would normally affect fey creatures. Your plane of origin may be either the Material Plane or the Feywild.

Innate Spellcasting. You can cast Invisibility once per day, requiring no material components.

Heart Sight. You can touch a creature and magically know its current emotional state. If the target fails a Charisma saving throw (DC = 8 + your Charisma modifier + your proficiency bonus), you also know the creature’s alignment. Celestials, fiends and undead automatically fail the saving throw.

Sprite Weapons Training. You have proficiency with tiny longswords and tiny shortbows.

Language. You can speak, read and write Common and Sylvan.

16

Water Nymph (Undine)

Just as dryads are fey spirits that have been bound to trees, water nymphs are fey spirits bound to bodies of water. Usually appearing as young, beautiful women, these ageless creatures can be fickle, sultry, dangerous or helpful.

While most fey creatures are shy around humanoids, water nymphs are more forthcoming, and will happily mingle with the people who share their home. It is not unusual for an undine to fall in love with a humanoid and attempt to lure them into her watery abode, though this rarely ends well for anyone involved.

Water nymphs are deeply emotional and share a strong empathetic connection to their environments. This grants them an intuitive understanding of everything and everyone they encounter, a skill they can apply in both social and more solitary pursuits. Water Nymph Traits Water Nymphs have the following racial traits:

Ability Score Increase. Your Charisma score increases by 2.

Age. As long as the water body they are tied to is continually replenished with new water, a water nymph does not age.

Alignment. Most undines are wild and unpredictable. They tend towards chaotic alignments, with no strong preference for good or evil.

Size. Water nymphs are roughly -sized. Your size is medium.

Speed. Your base walking speed is 30 feet and your base swimming speed is 30 feet.

Amphibious. You can breathe normally in either air or water.

Waterbound. You are magically bound to a body of water in a location of your choice. This place is your permanent home and anchor in the inner planes. If all the water dries up, you will enter a state of long-term madness lasting 2d10 days, after which you will die. No magic short of a Wish spell can restore life to an undine killed in this way.

If you are killed by any other means (including exhaustion or the Disintegrate spell), your spirit is not removed to the outer planes. Instead, it returns to your home waters, where you may convalesce. You are able to manifest as a water nymph after 5x(1d4+2) days have passed. During this time, your spirit is unaware of anything happening in the outside world, and you retain no memories of it.

While your home is within 100 miles of you, your connection to it is strong. As an action, you may transport your consciousness back into the water until the end of the next turn, allowing you to use all of your senses (sight, hearing, etc.) as if you were swimming in the water. During this time, you are blind and deaf with regard to your own surroundings.

Fey Creature. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You are, however, affected by any ability that would normally affect fey creatures. Your plane of origin may be either the Material Plane, the Feywild or Shadowfell.

Manipulate Water. You know the Shape Water cantrip. Charisma is your spellcasting ability for it.

17

Languages. You can speak, read and write Sylvan and one other language of your choice.

Subrace. The type of water you are bound to has a profound effect on your appearance and traits. Choose one of the following subraces: Eleionomeides, Naiad or Nereid. Eleionomeides Eleionomae live in marshes and swamps and are known to enjoy tricking travellers with mirages and illusions. They are particularly fond of young boys, who they tease with promises of adventure and exploration, before seducing them with their beauty.

Ability Score Increase. Your Constitution score increases by 1.

Magical Trickster. You can cast Silent Image once per day using this feature, requiring no material components and using Charisma as your spellcasting ability.

Murky Waters. As a bonus action, you may turn a pre- existing 30’ cube of water into swampy muck. For anyone except other Eleionomeides, the foul water is difficult terrain and if they start their turn within it, they suffer 1d4 poison damage. You can use this ability a number of times equal to your Charisma modifier (minimum 1), and regain spent uses on a short or long rest. Naiad inhabit fresh water such as lakes, streams, wells and fountains – as such they are more commonly encountered by civilised humanoids than other kinds of nymph. Though they are usually friendly, naiads can also be haughty and prone to fits of jealousy.

Ability Score Increase. Your Wisdom score increases by 1.

Blind the Wandering Eyes. You can cast the ‘blindness’ effect of the Blindness/Deafness spell at single target once per day using this feature, requiring no material components and using Charisma as your spellcasting ability.

Aqua Pura. Any non-magical food or drink you touch is purified and rendered free of poison and disease. Nereid Often mistaken for merfolk, nereids are found in the briny waters of lagoons, seas and oceans. Of all the undines, nereids are the most inclined towards good; they will often help imperilled sailors even at great personal risk.

Ability Score Increase. Your Strength score increases by 1.

Protection from the Storm. You can cast Aid as a second-level spell once per day using this feature, requiring no material components and using Charisma as your spellcasting ability.

Nereid Weapons Training. You have proficiency with nets, spears and tridents.

18

Zashiki-Warashi

The zashiki-warashi is a small, playful creature that looks like a young child with bobbed hair. They are generally harmless, and spend most of their time hiding in people’s houses, making mischief. The Shou say that if you see one in your house, it will bring you good fortune, though if the zashiki-warashi ever leaves, its owner will face utter ruin. For this reason, many people leave treats such as biscuits and cakes out at night, hoping to attract and keep one of these creatures.

Zashiki-Warashi love large, well-kept, old houses, music and practical jokes. They often play in the soot from fireplaces and leave ashen footprints all over the house; they also like to play with noisy objects in the night, waking up sleeping humanoids. Some zashiki-warashi will even jump up and down on people’s beds, vanishing from sight before the sleeper opens their eyes. Zashiki-Warashi Traits Zashiki-warashi have the following facial traits:

Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.

Age. Zashiki-warashi do not visibly age and no humanoid has ever seen a juvenile zashiki-warashi. They can live up to 100 years.

Alignment. Zashiki-warashi care little for ethics and philosophy and mostly tend towards neutral alignments.

Size. Zashiki-warashi are about the size of a human child. Your size is small.

Speed. Your base walking speed is 25 feet.

Fey Creature. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You are, however, affected by any ability that would normally affect fey creatures. Your plane of origin may be either the Material Plane or the Feywild.

Darkvision. Zashiki-warashi are largely nocturnal. 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 colour in darkness, only shades of grey.

Blessings of the House. Once per day, if you take a long rest inside a building, you may use this ability to bring good fortune to anyone else who lives there. Upon the completion of your long rest, anyone else who has slept in that building within the last 24 hours gains 1 luck point, which they may discharge exactly as if they had the Lucky feat (anyone who already has the Lucky feat gains no benefit from this ability). Unspent luck points disappear the next time you begin a long rest.

Lover of Music. You have proficiency with one musical instrument of your choice.

Innate Spellcasting. You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast Bane once per day as a 1 st-level spell. Once you reach 5th level, you can also cast Knock once per day. Charisma is your spellcasting ability for these spells and you require no material components to cast them.

Languages. You can speak, read and write one language of your choice.

19

Feats

The following feats are available to any character with the Fey Creature trait who meets the prerequisites. Adventurous Prerequisite – Charisma 13 or higher.

You have grown used to the rigours of the adventuring life and feel at home around humanoids of every stripe. You gain the following benefits:

* You have advantage on any saving throw against a spell or effect that targets you because you are a fey creature. If you are a faerie, you also have advantage on saves triggered by your Cold Iron trait.

* Any spells you can cast innately now recharge on a short or long rest instead of once/day.

Fey Magic Master Through intense study and practical experience, you have unlocked powers far beyond those of your peers. You learn the following spells, which you can cast using the same spellcasting attribute as your Innate Spellcasting ability (water nymphs use Charisma):

* At will: Friends , Prestidigitation , Thunderclap

* Once/short rest: Alter Self , Dissonant Whispers

* Once/day: Blink

Hamadryad Prerequisite – dryad race.

Usually, a dryad is bound to their tree forever. In your case, however, powerful magic or strong emotions has overcome your bonds and set you free. You are now a and gain the following benefits:

* Your Charisma score increases by 1, to a maximum of 20.

* You are no longer subject to the Treebound trait.

* You have advantage on any Charisma checks you make when trying to flirt with or seduce someone.

* You can communicate with small and smaller animals and plants as if you shared a language.

Wilderness Spirit You are at one with the wilderness, with an unparalleled natural empathy and instinctive bond with wild creatures of all kinds. Choose two terrain types from the following list: arctic, coast, desert, forest, grassland, jungle, mountain, swamp, Underdark. While in one of your chosen terrain types, you gain the following benefits:

* You and anyone travelling with you can ignore all non-magical difficult terrain.

* You can never become lost, except by magical means.

* You may attempt to hide even if you are only lightly obscured.

* Wild creatures can sense that you are a friend to be trusted. No wild beasts, monstrosities, or plants are ever hostile to you or your companions, unless they are magically compelled or you or your allies attack them first.

20

Magic Items

Although fey creatures generally rely on their magic and innate abilities to get by in the world, there are some items that have become associated with them, which are detailed in this section.

Concentrated Euphoria Gas (inhalation poison, uncommon). This smoky gas, exhaled by faerie dragons, shifts colour constantly, casting a prismatic glow on everything around it. If a creature inhales it, they must make a DC 16 Constitution saving throw or be poisoned for 1 minute. They may not take actions, bonus actions or reactions and must roll a d4 on the table below to determine their behaviour. The poisoned character may attempt the saving throw again at the end of each of their turns.

1. The poisoned character moves as fast as it can in a random direction, with a new direction chosen every turn. It believes it is fleeing from a swarm of wasps. 2. The poisoned character stands on the spot, laughing uncontrollably. It is completely unable to explain what it finds so funny. 3. The poisoned character can see 60 feet into the Ethereal Plane, but is blind to their true surroundings, including creatures. They are totally awestruck and cannot communicate in any way. 4. The poisoned character gains the Sunlight Sensitivity trait for the next hour. This effect can only be removed by magic such as Lesser Restoration (the saving throw does not end it).

Faerie Bells (wondrous item, uncommon, requires attunement). These small bells are worn around the neck by people who regularly travel through fey-haunted places. All fey creatures have disadvantage on attack rolls against a person wearing faerie bells, as long as they moved at least 15 feet in their previous turn.

Faerie Wand (wand, uncommon). This tiny wand has 7 charges. While holding this wand, you can cast the Dancing Lights cantrip at will, or expend one charge to cast Faerie Fire (save DC 13) from it. The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Nymph Cloak (wondrous item, rare, requires attunement). This silky, iridescent cloak is made by a dryad, oread or undine out of their own hair. They take great time and effort to make, so it is a great honour to receive one. Your Charisma score is 21 while you wear this cloak. It has no effect on you if your Charisma is already 21 or higher.

If the cloak is stolen or taken by force, it loses its magic and turns into a threadbare, grey rag.

Ofuda Talisman (spell scroll, rare). This sheet of paper, inscribed with ancient runes and the names of fey princes, contains powerful magic that is able to subdue and repel fey creatures. As an action, a word of power may be spoken to activate the talisman; this causes it to disappear in flash of coloured light. All fey creatures within 60 feet of the talisman must make a Charisma save (DC 16), or become frightened for one minute. During this time, the creature must move as quickly as it can directly away from the location where the talisman was activated.

Pixie Dust (wondrous item, uncommon). This vial of glittering dust contains a vast amount of raw magic. It is harvested from pixies via a lethal (and excruciating) process. You can use the dust by sprinkling it in the air when casting any spell; the dust replaces any spell components normally required to cast the spell. One vial contains enough dust for one spell.

The dust leaves a visible residue that cannot be removed by any means, mundane or magical, on the hands of anyone who handles it. The residue slowly disappears, becoming invisible after 1d4 days have passed.

21

Sleeping Poison (injury poison, common). This poison, brewed mainly by sprites, induces a brief, pleasant sleep. Fey creatures use it to incapacitate big folk who trespass in their realms. A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the result of the saving throw is 5 or lower, the creature also falls unconscious for the same duration.

Thorny Manacles (wondrous item, uncommon). You can use an action to place these manacles on an incapacitated or surprised creature (if attempting to shackle a surprised creature, you must make a Dexterity (Sleight of Hand) roll, opposed by the creature’s Wisdom (Perception)). The manacles automatically adjust to fit a creature from tiny to medium size. In addition to serving as mundane manacles, a creature bound by these cannot speak a deliberate lie. The creature is aware of this effect and may avoid questions or be evasive in its answers, as long as it remains within the boundaries of the truth.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 25 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

22