Homebrew Feyforged Species Details

"This marriage of crystal, glass, and magic has the feel of a construct, and yet whenever I look upon you all I see is the cunning trickery of the fey." I said to her. "Are you construct, or fey? How does it all work?" I believe my wonderment was understandable in the face of Alathea's emeraldine summer glow, light dancing through her body like water trickling down a mountain spring.

The feyforged's clear lips quirked, shimmering smooth skin stretched with calculated poise, crafted by master glassblowers and enchanted to life with such a degree of skillful mimicry as to appear somehow more than alive. "You humans are all alike." She said, voice as pure as the truest tuning fork. "You spend so much of what little time you have trying to understand everything around you that you fail to truly experience it.

"This world has so much to teach you, the anticipation of new Spring growth, the violence of a Summer storm, the melancholy of an autumnal breeze, even the sharp tang of Winter's midnight frost. It is not possible to learn of these things through words and study alone. To truly know them, you must experience them yourself." Alathea smirked, eyes shimmering with elfish intrigue. "It stands to reason, naturally, that to truly know me..."

- Bridgette Palber, The Wanderings of a Lonesome Bard

The feyforged are the result of a lifetime's careful design and calibration. The first of their kind were created by an unknown artificer to mimic the nature and behaviors of the eladrin for reasons unknown. Enchanted in the heart of the Feywild, feyforged personify the unpredictable magic inherent to that realm. Feyforged are ruled by their emotions and feel an undeniable innate connection, both to the elements found throughout the natural world, and to the roiling fey magic that pumps through the crystalline core within each of them.

Fluid Grace

A feyforged in the moment before birth is a pure colorless being, the careful combination of magically attuned crystals and spell-infused glassblowing techniques. The feyforged are often created with a sense of aesthetics at the core of their appearance. They embody the exotic and otherworldly nature of their creation, and upon birth the glass of their skin begins refracting light from within and without to create mesmerizing displays.

Feyforged often have more than a single coloration, shifting through a wider gamut depending on their elemental attunement. They might wander from Autumn reds to the vegetal hues of new-growth Spring, yet always they retain the transparency of pure glass. The magic within some feyforged is such that the light of it cannot help but seep out of their bodies in fantastical auras, and all feyforged are so illuminated when aligned with the brilliance of summer.

Hardened Glass

The feyforged are by nature a hardy people. Their bodies are coated with a purpose-forged skin of annealed glass reinforced through the wild magic of the fey. It takes more than a simple fall to shatter a feyforged. However, while their bodies are as resistant to harm as glass can be, there is simply no avoiding the trauma of a percussive blow. Many feyforged take almost overbearing pains to avoid any situation where they might end up on the wrong side of a hammer unprotected.

It is a mistake to be fooled by the elegant, even fragile appearance of a feyforged however. As constructs they know no weariness, and those among them that seek the rush of combat benefit from considerable staying power, their glass construction weighing from 300 to 400 pounds.

Crystal Clear

Feyforged are driven by their emotions and view restraint as one of the distasteful notions of the unwise. Their moods can quickly transition from one to the next leaving most would-be travel companions mystified and irritated. Even many of the oldest among the feyforged seek novelty at the expense of all else, and they show a great willingness to 'convince' those around them into giving them what they want through inscrutable diplomacy and clever wordplay.

DECEITFUL TRUTH-TELLERS

While many feyforged are known to trick a fool or two in their lifetimes, very few are prone to telling outright lies in the process. It is considered a simple act to deceive with falsehoods, but an enviable quality to do the same whilst speaking naught but the truth.

Through the Looking Glass

While crafted in the image of the eladrin, it is a simple fact that the feyforged cannot blend seamlessly with the denizens of the Faerie. Many live in the outskirts of eladrin civilization away from judgmental eyes. Those that seek status are often met with scorn. A clever few may charm their way into society, their natural charisma and almost-perfect beauty amongst the most formidable weapons one might find.

Some among the feyforged seek, through virtuous lives led, to be reborn within the Fey Courts. The path they take, however, is not quite the same as other fey. As the exertions of their daily lives take their toll on the crystal core at the heart of each feyforged's being, flaws begin to build in its imperfect structure until, after approximately 700 years, it shatters and the feyforged become inert. Many seek rebirth, following a lifetime spent in the pursuit, through the careful and mindful combination of their dying core with the great untamed forests of their realm. Only through such a ceremony do they believe they stand any chance of truly becoming a part of the Faerie.

Feyforged Traits

Your feyforged character has a variety of innate abilities as the result of meticulous intelligent design.

Ability Score Increase

Your Charisma score increases by 1, and one other ability score of your choice increase by 1.

Age

Feyforged come into the world with an innate understanding of the laws of nature, yet they still require time to learn the intricacies of society. Those that leave the feywild typically only do so after the age of 50 and live to see 700 years or more.

Size

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

Speed

Your base walking speed is 30 feet.

Darkvision

With glass eyes enchanted to see through the twilight of the ephemeral Feywild, you have superior vision in dark and dim conditions, granting you darkvision out to 60 feet.

Crystal Resilience

The crystalline nature of your body provides you with both resistances and vulnerabilities represented by the following.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You are vulnerable to bludgeoning, unless you are wearing armor (medium or heavy) or you are wearing equipment which offers resistance against such damage, in which case you are neither vulnerable nor resistant to bludgeoning. In most cases you cannot benefit from resistance to bludgeoning.
  • You do not need to eat, drink, or breathe.

Elemental Refraction

Although unable to fully mimic the emotionally entwined seasonal nature of the eladrin, your essence has been meticulously tuned to reflect the surrounding environment. Whenever you spend at least 8 hours in an environment strongly aligned with, or whenever you suffer from an attack or effect with a nature that matches one of the following elements, your body becomes attuned to that element. After your next long rest, you are subject to the effects of that element as listed below. If you experience more than one attunement event before resting use the most recent event to determine your elemental alignment.

  • Radiant (Spring): You have resistance to radiant damage and are vulnerable to necrotic damage.
  • Fire (Summer): You have resistance to fire damage and are vulnerable to cold damage. Light emanates from your body, providing bright light in a 10-foot radius and dim light for an additional 10 feet. You have disadvantage on stealth attempts against monsters who perceive their surroundings through sight.
  • Necrotic (Autumn): You have resistance to necrotic damage and are vulnerable to radiant damage.
  • Cold (Winter): You have resistance to cold damage and are vulnerable to fire damage. Intense cold emanates from your body. Any creature within 5 feet of you that does not have resistance to cold suffers from vulnerability to cold damage.

Fey Step

You are able to use Fey Step (see Misty Step) a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 6th level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (chosen when you select this race):

  • Autumn. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

  • Winter. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

  • Spring. Immediately after you use your Fey Step, one creature of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creature.

  • Summer. Immediately after you use your Fey Step, each creature that you can see within 5 feet of you takes fire damage equal to your proficiency bonus. This damage is multiplied by 2 when you reach 14th level.

Fey Enchantment

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Trance

Feyforged are inherently incapable of sleep. However, their bodies still require rest in the form of a trance. While trancing, your mind is bent to the purpose of maintaining your magical core and repairing the many minute fractures which have accumulated in your body from the day's rigors. After resting for 4 hours in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages

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

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