Homebrew Faerie Folk Species Details

"Petal gowns and acorn caps are so last summer!"

 

Subraces

Pixie

Standing barely a foot tall, pixies resemble diminutive 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. As a Pixie you gain the following traits: 

Pixies Wings

You have a set of small brightly coloured wings that give you a flying speed of 30ft

Invisibility

The pixie magically turns invisible until its concentration ends (as if concentrating on a spell) until it makes an attack or casts a spell. Any equipment the pixie wears or carries is invisible with it. You cannot do this again until you complete a short rest. 

Luminous

You can cast the light cantrip centred on yourself at will and you also know the Dancing lights cantrip. 

Pixie Dust

Pixies naturally produce magical dust that they can store to cast powerful spells at will without material components or the need to concentrate on them. A pixie produces enough dust per day to cast three spells and regains the ability to do so after long rest. These spells are levitate, sleep, faerie fire and enlarge/reduce. The DC to resist these spells is DC 16.

Pixie dust can be stored, but loses its magical potency and cannot be used this way after a long rest.

Pixie Magic

You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Magic Resistance

Pixies have a deep connection to the feywild giving them advantage on saving rolls to resist magical effects. 

Quickling

Quicklings rocket through haunting, twisted forests where the Unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air. A quickling is a small, slender fey, similar to a miniature elf with sharp, feral features. Its cold, cruel eyes gleam like jewels. As a quickling you gain the following benefits: 

Fast as the wind

Your movement speed increases to 120ft and when you use the dash action you can even run across liquid surfaces providing you do not stop moving. 

Blurred Movement

Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.

Quickling Evasion

If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Rapid Strike

A quickling can make an additional attack as a bonus action on its turn.

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, they are put to sleep or frightened off.

Sprite Wings

You have small bright sprite wings that give you a flying speed of 40ft

Poisoner 

You learn the poison spray cantrip and gain proficiency in the poisoners kit and have advantage on checks related to poison. Your spellcasting modifier is Charisma. 

Sprite Poison

At the end of a long rest, you produce enough Sprite Poison to poison a single piercing/slashing weapon or 20 pieces of ammunition. The poison lasts until you take another long rest and if a poisoned weapon hits a creature that creature must make a DC 10 constitution saving throw or become poisoned for 1 minute. 

Heart Sight

The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility

The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. You cannot do this again until you take a short rest. 

Sprite Alchemy 

In addition to their posions, Sprite can replicate the following spells. Each sprite spell can only target a single creature and requires it to use an action to drop or break a vile of poison on a target within 20ft. The sprite can share these viles if it wishes, but may only have three at a time and they will lose their potency when the sprite takes a long rest. Any creature immune to poison is immune to these effects. A sprite can use Sprite Alchemy three times per day and replenish their alchemy stores after a long rest. The sprite does not need to specify what Alchemy it is using until the moment it replicates the spell and can benefit from one of the following effects:

  • You target a single creature and roll 5d8. If the number on the dice you roll is greater than the targets remaining hit points it falls to sleep. 
  • The target makes a DC 13 constitution saving throw or take 2d10 damage and be poisoned for 1 minute.
  • The target must succeed on a DC 13 Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

Leprechaun

Leprechaun are tiny mischievous Fey, they are infamously difficult to catch but are renowned throughout the land as being creatures of luck and good fortune. Leprechauns love engaging in unusual bets and deals in order to gain treasures of all natures. They are notoriously greedy and will twist and turn agreements to their favour. As a Leprechaun you gain the following benefits:

Lucky Dodge 

A Leprechaun is hard to hit and receives a bonus to its AC equal to its Charisma modifier.

Lucky Escape

You know the Misty Step spell and can cast it at will. You can also use it as a reaction after taking damage and regain the ability to do so after a short rest.

Lucky Charm

The Leprechaun owns a lucky charm, this can be anything from a hat to even a rabbit's foot. While this is in your possession and you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If the Leprechaun loses its lucky charm it loses this ability. A non-leprechaun can steal this from the leprechaun to get the same benefit but needs to attune to it. 

Lucky Magic

You know the Shillelagh, Magic Stone and Guidance cantrip. Your spellcasting modifier is Charisma. 

Treasure Sense

You can use an action to sense precious stones and metals within 30ft of you. 

Clurchaun

A Clurichaun is described as a little man measuring 1ft in height with a face like a withered apple. Twinkling eyes and a nose that is red and purple from heavy drinking. They often wear red clothes like other solitary fairies but prefer multi-colour stockings, and shoes with large silver buckles. Besides his love of drinking, the Clurichaun also enjoys smoking from disposable clay pipes, known as "fairy pipes" they can often be found in and around a Clurichauns home. Clurichauns also know the secret of making beer from heather. “Leann Fraoich” as it is called, is made with Gold hops, heather, bog myrtle, and ginger, a secret Clurichans won’t give up easily. Clurichauncan passes through keyholes to invade homes and wine cellars and can transform bog rushes into horses to be used as mounts, they can also use rushes to fly through the air, similar to witches and their broomsticks. Folklore says if you find yourself it the company of a Clurichan, be sure to offer him a glass of liquor,  but be wary and not to ever take one offered. Often mistaken for their Leprechaun brothers, some adventures find themselves unfortunate enough to catch themselves a Clurichaun and realise they have made a grave mistake. Clurichauns are cruel drunks and unlike Leprechauns are rumoured to bring bad luck. As a Clurichaun you gain the following abilities:

Tipsy target

An inebriated Claurachaun is a challenging target to hit and even the most seasoned of adventurer finds that luck it not on their side when attacking them. The Clurachaun gains a bonus to AC equal to its Charisma modifier. 

Seasoned Drinker

You start with proficiency and expertise in the brewer's supplies and have resistance to poison damage and advantage on poison saving throws. 

Inebriated Escape

You know the Misty Step spell and can cast it at will. You can also use it as a reaction after taking damage and regain the ability to do so after a short rest.

Surly Magic

You know the Shillelagh, Magic Stone and the Vicious Mockery cantrip. Your spellcasting modifier is Charisma. 

Beer Goggles

You can use an action to sense the location of any alcohol within 30ft of you. 

 

Faerie Folk Traits

Your Faerie Folk character has a variety of natural abilities, the result of their natural Fey abilities and fairy race

Playing a tiny Creature

Tiny characters have a number of unique properties because of their diminutive size. 

Equipment, Weapons and Armour

Tiny player races have special rules for weapons with the following properties:

  • Tiny creatures can only wield weapons specially designed for them or the smallest of medium weapons. 
  • When wielding a one-handed weapon you do not roll for damage and instead always do a base of 1 damage. 
  • When wielding a tiny two-handed weapon you replace that weapons die with 1d4.
  • You cannot benefit from wearing any armour, but you can still benefit from any magical properties they have e.g. +1 armour increases your AC by 1.  
  • A tiny shield only grants a +1 bonus to AC rather than +2.
  • Your carrying capacity is that of a Tiny creature.
Spacing and Movement

Although they cannot deal as much damage with weapons, Tiny creatures enjoy some benefits due to their size. As a Tiny race, you can:

  • Squeeze into smaller spaces – as small as 15 inches
  • Make better use of cover – in general, where another creature would gain half cover or three-quarters cover, you gain three-quarters cover and total cover respectively. You can also gain half cover from objects that would otherwise be considered incidental, such as rocks or tree saplings
  • Occupy the same space as another Tiny or larger creature.
Other bonuses/penalties

A tiny creature also gains the following bonuses/penalties:

  • You cannot grapple a creature of medium size or larger
  • Your hit point maximum is lowered by an amount equal to your level. 
  • You have advantage on checks to escape grapples from creatures of medium size or larger
  • You have advantage on stealth checks 
  • You have advantage on dexterity saving throws
  • You have disadvantage on strength saving throws

Ability Score Increase

Your Dexterity score increases by 5 and Charisma increases by 2. Your strength lowers by 5 and constitution lowers by 2.

Age

Faerie Folk, due to their unnatural fey nature, often live as long as 200 years and beyond but reach maturity at the same rate as humans

Alignment

Faerie Folk tend to have chaotic alignments, and most are good if not neutral. However, evil Faerie Folk do exist, taking what they want from others to feed their mischevious ways.

Size

Faerie Folk are usually around only 1ft tall. Your size is Tiny. 

Speed

Your base walking speed is 10 feet. Many Faerie Folk, however, have additional movement abilities based on their subrace. 

Fey

Your creature type is fey, rather than humanoid.

Faerie Race

Fairy folk come in all shapes and sizes and though most are small they are certainly not small of heart. Your choice here will determine various bonuses and abilities depending on which subrace you choose from Sprite, Pixie, Quickling, Leprechaun or Clurichaun.

Languages

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

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