The Wild Beyond the Witchlight is nearly upon us! Releasing September 21, the adventure book will take players into the Feywild for a romp through the Witchlight Carnival and Prismeer, a domain of delight! Players will have new character creation options, including two new races: the fairy and the harengon, a rabbit-like humanoid.
Fairies are central to the Feywild and as varied as the realm's people. But while the fairy race shares physical characteristics with the creatures you might be familiar with, there are some key differences that bring them in line with other Dungeons & Dragons races.
Click below for a sneak peek at the fairy race and how you might build one:
- Fairy racial traits
- A fairy's outlook on life
- Building a fairy character
- More previews from The Wild Beyond the Witchlight
Fairy racial traits
Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well. Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart.
Source: The Wild Beyond the Witchlight
Fairies have a long, storied history in the Feywild. Appearing as diminutive elves with insectile wings, fairy creatures come in all kinds of varieties. When you choose the fairy race, you'll get to decide what kind of fairy creature your character takes after. Will you have the midnight blue skin tone of a quickling and moth wings, the light green skin of a pixie and butterfly wings, or something else?
Unlike your typical fairy creature, you won't be Tiny. The fairy race is size Small. The following are other notable racial traits. Not all of the fairy's traits are represented below.
Fairy Magic. Fairies are magical by nature. At 1st level, you know the druidcraft cantrip. As you level, you'll pick up two additional spells, faerie fire and enlarge/reduce. You can cast one of these spells for free once per long rest. If you have spell slots of the appropriate level, you can use them to cast either of these spells.
When you select the fairy race for your character, you'll choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.
Flight. Your wings aren't just for show. You have a flying speed that is equal to your walking speed. Like the aarakocra, you can't fly if you're wearing medium or heavy armor.
What about ability score increases?
When you create a harengon or fairy using the rules found in The Wild Beyond the Witchlight, you can choose to increase one ability score by 2 and another by 1, or choose to increase three different scores by 1.
A fairy's outlook on life
Fairies are as unique as the fey realm. When deciding how your fairy character might act, you can look to fairy creatures for inspiration:
- Pixie: Kindhearted and naturally curious, pixies can be seen as childlike, but they are wise enough to identify friend from foe. Because they are delicate creatures, pixies prefer to play tricks on enemies rather than face them head-on.
- Quickling: These fast-moving and mischievous fey are temperamental.
- Sprite: Cold and calculating, sprites are natural-born warriors. These fey protect others from evildoers.
Characters that grow up in the Feywild will quickly learn the art of trickery, and that caution is a virtue. Seemingly innocuous requests in the Feywild can be dangerous. Has a kind old woman stopped you on the street and asked for your name? A character from the Material Plane might not bat an eye over such a request. But in the Feywild, you could grant someone power over you by giving them your name. To get a better idea of the unique dangers of the fey realm, check out this article on surviving the Feywild.
Make your fairy character your own
Don't feel obligated to dig through monster descriptions to determine your fairy character's personality. Your character and their backstory is your own. Perhaps your fairy character has insectile legs and is prone to rage whenever they are mistaken for an oversized insect. Or they look similar to a pixie but are mopey like a winter eladrin. The Plane of Faerie is a wild and untamed place, so let your imagine run free!
Building a fairy character
Fairies aren't just mischievous and beautiful to the eye. They can make mighty warriors depending on how you utilize their racial traits. Consider the following as you brainstorm character ideas:
- Fairy Magic lets you be Tiny. If you've always dreamed of being Tiny size, enlarge/reduce will allow you to live out that dream in one-minute increments. Use this spell to get into otherwise inaccessible areas. Alternatively, cast it on the party fighter to boost their damage and more.
- Fairy Magic adds faerie fire to your spell list. Faerie fire is a potent 1st level spell. It grants advantage on attack rolls against creatures who are affected by it and doesn't allow them to benefit from being invisible. But positioning this area-of-effect spell to avoid hitting allies can be tricky in tight quarters. Sorcerers, which don't normally get faerie fire, can apply the Careful Spell Metamagic to avoid affecting allies. Similarly, wizards can apply Sculpt Spell from the School of Evocation subclass.
- Flight is a powerful racial trait. If the aarakocra have taught us anything, it's that having a flying speed at 1st level is a big deal. Need to scale a cliff to retrieve a roc's egg? Fly. Afraid of trapped floor tiles in a dungeon? Fly. Orcs charging at you with greataxes? Fly.
Build your fairy on D&D Beyond
When The Wild Beyond the Witchlight releases, you can purchase the book or just the races and backgrounds in the marketplace and then use D&D Beyond's character builder to explore different builds for your character. Test out different classes for your fairy, adjust their ability scores, and more to bring your new character to life.
More previews from The Wild Beyond the Witchlight
The latest D&D adventure doesn't just introduce additional player options, you'll also find new monsters to challenge your players! For longtime fans of the game, you'll even discover some old friends lurking between the covers of this book.
Check out Amy Dallen's interview with Chris Perkins to learn more about The Wild Beyond the Witchlight:
Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn't in the DM's seat or rolling dice as his anxious halfling sorcerer, he's playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.
Sure but that's an extra feature of the spell, it's nothing to do with being that size mechanically. For D&D to support different sized players we'd need a basic sizing system with clear advantages and disadvantages just for being a certain size; while Wizards of the Coast could give us one personally I doubt they will, and official races will just be small or medium with features like Powerful Build for "not quite Large" players and likewise for Tiny, but weapon use, ability scores etc. will keep being basically the same (so a not-quite-Tiny Barbarian can still bench press a house).
I think it would've been a neat idea to keep the flight, only level limit it to 5th or 7th level, kind of like a Verdan's size increase when they level up.
Sure there’s no sizing system but they are also keeping player characters at relatively the same size to avoid having one while hinting in spells like reduce/enlarge that size does matter and monsters. For instance sprite tiny long swords do 1d1 damage. Ogre greatclubs do 2d8 and ogre sized javelins do 2d6. I mean can you think of a good reason if a barbarian got enlarged and picked up the ogres weapons and was the same size and strength they wouldn’t do the greater damage amount?
I mean we're getting deeper and deeper into one of D&D 5e's big problems; all of this is down to DM interpretation/what they're willing to allow, none of it's in the rules. If you were to try and pick up an ogre's club in Adventurer's League, they'd tell you it's not really a weapon, it's just a weapon attack, because monsters don't have equipment in the same way that players do. The game is mechanically weird like that.
Plus it's worth keeping in mind that an ogre's weapon attack doesn't represent what the weapon does on its own, it's the damage that that weapon does when wielded by the ogre specifically. Even if you allow its use, what if you enlarge a weak player character, could they/should they be able to use it as well? The game just doesn't have mechanical answers to these issues, it's all left to the DM who may end up just saying "please just use your own weapons". As a DM I'd love to allow stuff like that, because why wouldn't you, but the rules are just not built to handle it properly (or to balance it), and while it could be cool in the moment, you may not want to give your group the opportunity to keep doing it (once you've given them the weapon and let them use it while enlarged, they'll want to keep a hold of it and use it in future).
I went through all of this for my large player races (Minotaur and Troll); in the end for handling large weapons I settled on a large version of a weapon having either +2 damage or reach, because double dice just would not be balanced at earlier levels. Even then these races require a fair bit of DM pushback to be properly balanced, i.e- if a player uses one of these races to build a well optimised martial character then a DM will need to target them more to counteract it. I could have tried putting in some other kind of explicit mechanical penalty for being large but nothing ever felt right as a solution, plus a less well optimised large character wouldn't need it.
If I were to do Tiny races I'd probably go for less damage, but counterbalanced by being harder to hit somehow, but what is the best way to do that? Using AC could be abused by spellcasters to end up with a tiny high AC wizard. It would be less of a problem in previous editions when we had separate defensive scores for reflex and armour, as you could give tiny creatures naturally higher reflex maybe? Even that doesn't feel right. I can fully understand why Wizards of the Coast abandoned the idea!
Not any weapon you pick up, only any weapon you had when the spell is cast on you:
The easiest way to deal with this would be to say that the ogre's club (and/or any weapon not listed in the PHB or similar source as weapon) are considered improvised weapons in the PCs hand, following those rules. This would allow people who has feats or abilities to use improvised weapons well to benefit from picking the ogre's oversized club, but others would find it quite unwieldy.
Holy Chronomancy Batman! You're responding to something I removed from my post an hour before you replied 😝
I did what I usually do when using tooltips, which is double check them after posting, realised my mistake and fixed it within a couple minutes; terrible way to do it I know, but you had to have to hit reply pretty darn quick, then sat on actually submitting for a while to grab it!
It's not a bad way to do it, but it would turn Tavern Brawler from a small damage boost to potentially double damage when combo'd with Enlarge unless you specifically made an exception (i.e- large monster weapons never get your proficiency bonus), but that wouldn't be a big deterrent to a character who's used to attacking with advantage, e.g- a Barbarian using Reckless Attack, in which case it's like a free Great Weapon Master. Suddenly not simple again, sadly. No matter how you do it the DM is probably going to end up having to refine things as they go or pushback somehow.
the new ability score options feel like they are dilluting the game down, where race means nothing, it feels bad, grand have optional rules like in tasha's - take it or leave it. But your race should be DEFINED by something rather tahn just "i look like a pixie with purple hair and sparkly cloths". at least give the pixie something like charisma and wis, and the rabbit guy Wis/Dex or something actually attenable with substance, then apply your optional rules form tasha's
Race should mean something, an identity, part of who you or your character in a dnd game is.
Are we just gonna ignore the other abilities that a race gets? ASIs are not what defines a race imo, but whatever else they get.
How much do they weigh?
honestly as a DM with my friends I don't mind flying and i don't think it's an issue at all because there are so many ways to deal with it and also prone status is deadly for flyers... yay fall damage lol.
No my issue is more to do with how unlike other flying races and stuff this races flying is matched to it's walking speed which leads to a lot of power gaming abuse for mobility... would tell a player 30ft flying or they can't play the race honestly... and I don't normally ban any races.
I think DM's in general shouldn't ban anything; the best solution isn't to try to nerf flight but to just talk to the player in a session zero and discuss how they can use it in a way that doesn't make life hell for you as a a DM.
I've been playing an Aarakocra Monk/Cleric in a Frostmaiden campaign and I've worked with me DM to keep it under control; there are a lot of things you can do with flight that I do not because I appreciate how hard it is for the DM, and how annoying it can be for the other players. With flight I could stay in the air, or perch somewhere high up, or land really far away, and just shoot with my longbow out of range of most reprisals, but that would just mean my party takes more damage instead, or that the enemies are no threat, which just wouldn't be fun. Mostly I use flight to close the distance so I can switch to melee, or to fight or distract something else that can also fly, but most of the time I'm within reach and will close the distance over time.
And the thing is, your DM is probably doing the same thing with their flying enemies; a dragon could fly straight up into the air until its breath attack recharges then fly back down to blast everyone, but it wouldn't be any fun for the players, so a DM shouldn't do it, just as a player shouldn't.
Walking speed flight mostly just means you can avoid obstacles such as gaps, rough terrain and so-on, but unless the whole party has it then at best it means you can scout alone while they catch up. In combat it lets you reposition more easily, but should come with the disclaimer "don't take the piss".
asi are a representation of genetics and geniality of a species, orcs get strength, elves get dex etc, maybe a gnome passes on his/her intelligence onto their offspring, idm having optional rules to make races feel more inclusive, but doing this as a baseline is just disrespectful
Disrespectful is a strong word and I wouldn't use it, cause there's nothing disrespectful in saying "you can be anything you want".
On the other hand I would use "lazy", in a sense of instead of giving a numeric representation of a racial characteristic, it kinda sounds like they couldn't decide on one, or opted to not to in case someone gets pissy about it.
And one important thing: this is all up on WotC only, and by no means a fault of DnD Beyond - they just do what the books do; so all complaining here is against the material produced by Wizards. (Some of us can sound as we're hating DDB because of these, but I hope we all know the staff here are not to blame about any of this; and I want the staff know that I am not blaming them for Wizard's "interesting" choices and approaches of watering down classes and races.)
Yeah as i said no issue with flight, more so the min maxer stuff with the flight scaling with walking speed... like monks for example can hit stupid levels of speed and that would just make your flight stupid out flying a dragon or a giant eagle like a marathon runner out running someone from the special Olympics lol. I would allow the race if they were okay with just having a normal flight speed like the other player races with flight and hell i would be willing to give them 10ft extra flying speed... but scaling with movement is kinda stupid of WoTC to set and was hoping it would change upon official release...
Monk and Barbarian class abilities and the Mobile feat increase your speed and not walking speed, which (by RAW and RAI) means it increases all available speed, so it would still affect flying speed if it was specified to be 30 feet.
See Jeremy Crawford's tweet about aaracokra monks' speed increase:
YES
Yeah I'm really not liking this current trend on ditching stuff from races; I'm of the same view with regards to dropping alignment.
I've always taken it as given that while a race might typically be chaotic evil in a given setting, that that doesn't mean every example of that race is automatically evil (or that the race is the same in other settings), it's just a note that helps to give a player an idea about how they might play or build the character, or how a DM might run a monster, but there's always the option of doing it differently. Same as with the ASIs; just because many elves are graceful and dextrous doesn't mean that yours has to be (could be a musclebound meat shield or a bumbling oaf or anything else that takes your fancy).
Ditching these things just makes newer races feel less fleshed out and more like just a collection of bonus features rather than a race at all, when all Wizards of the Coast really needed to do is make it clearer that ASIs, alignment etc. are suggested characteristics.
They've also stopped giving sample heights and weights for newer races which is ridiculous; now we don't know how tall your average harengon might be, or how much they might weigh. So now when someone wants to cast Levitate on one, what are we supposed to do? Information that used to just be there on the sheet or in the book now doesn't exist unless the players come up with it. And I don't like the idea that we're going to just end up with a party of adventurers who are probably just the same height unless the players go out of their way to choose one.
It would take all of two minutes to fill in this extra detail in the new races, then put a little box that says "These are suggested characteristics" or under alignment say "Harengon native to the Feywild are tend towards chaotic neutral" (which a lot of races already say) or whatever, to make clear that what's being given are not rules but suggestions.
Feels a lot like WotC have gone overboard on trying to be politically correct, while missing what the issues really were; firstly that races in D&D are not races of humans, races in D&D really should be described as species, as they do have meaningful physical differences and that they are different. The problem was the implication that some races can't be something or would be worse at something if they tried it anyway, but even that was mostly an imagined problem as the racial ASIs only really make a difference of 1 point (on the modifier) either way, and we've always had our D'rizzt do Urdens and Jarlaxles proving that not every Drow has to be evil and so-on.
I just feel like instead of diversity we're in danger of getting blandness, which is the opposite of what we should want. At least the bonus traits are still interesting, but I fear they could be the next thing to go.
This is how the fey folk get you, I imagine.
I can't believe they don't get darkvision. Fairies have an even stronger connection to the Feywild than elves, and the Feywild is a twilight forest. So it doesn't make sense for elves to get darkvision and fairies don't. Elves just have their heritage and ancestry with the Fey, while fairies are literally Fey themselves. They would need night vision to see well in a dimly lit forest. Plus, fairies are magical creatures.
At this point, I'm surprised by any race in D&D not having darkvision. WotC peppers it into damn near every race.