Fey Transformation Level 2
Becoming a fey requires a direct connection to the faerie realms. Most creatures who become fey are forced to do so when they are stolen from the material realm as a child. These children, known as changelings, rapidly transform after only a few days trapped in the realm of faerie. A changeling’s transition is often painful or strange, for a child altered in this way does not have a say in what type of fey they ultimately become. A creature who voluntarily seeks to become a fey can strike a deal with an arch fey or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the realms of faeries themselves, and it requires a quick wit and sharp awareness to get the best of the fey kind.
Transformation Features
A fey has the following transformation features:
Prerequisites
Transformation Level 1 Completed
The saving throw DC is calculated as follows: Transformation Save DC = 8 + your proficiency bonus + your Charisma modifier
Level Milestones
The following are examples of possible level milestones for the Fey:
• Striking a bargain with a greater fey
• Performing a great deed in the name of one of the faerie queens
• Establishing a new faerie ring or bridge to the fey realms
• Defeating a powerful agent from your rival court
• Earning a domain or title in the realm of faerie
Transformation Level 2
At 2nd level, you can pick one of the following Transformation Boons. In addition, you also gain this level’s Transformation Flaw.
Two-Faced (Boon): You can choose to transform your face into a vision of enchanting loveliness or horrifying ugliness. Any non-fey creature within 30ft of you when you transform your face must make a Wisdom saving throw or be affected for 1 minute. You can use this feature a number of times equal to your CHA modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- The Summer Court: any creature that fails the saving throw becomes charmed. This effect ends early on a creature if you or an ally deal damage to it or take other harmful actions.
- The Winter Court: any creature that fails the saving throw becomes frightened of you. This effect ends early if a creature affected by this ability ends its turn out of your line of sight.
Queen’s Command (Flaw): The fey court lends you its power, and in exchange, you must pay regular tribute to maintain your freedom. Twice a year, at the winter and summer solstice, you must deliver a treasure or other significant tribute to the winter or summer queen (whichever you pay allegiance to). If you do not provide a tribute by the appointed day, your queen pulls you immediately to her faerie realm.
Once pulled in this way, you must remain in the faerie realm for 100 years, or until you strike a bargain with the queen to let you return to the mortal plane. Your GM will tell you what constitutes an appropriate tribute to the court. Some fey queens prefer magic items while others wish for long-kept secrets, the capture of fey criminals, or humanoid servants.
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