Homebrew Fae Species Details
Physical Description
While similar to humanoids in physical build, standing at around four to six foot tall, the fae are blessed with unearthly grace and beauty. They are exceptionally lean, toned and wiry, weighing in at 150 to 210 pounds. Their bodies mature by the age of 20 while they continue to age mentally until they reach 100. While they remain in the Feywild fae are immortal, seemingly capable of living as long as they are not mortally injured. Should they choose to enter the material plane, they can go through a 'settling period', between the age 20 to no later than 100, that will leave them in a weakened state for weeks, months, or even years. Many fae do not like the idea of being vulnerable while they undergo this readjustment and as such, most never undertake the journey into the material place. Should a fae choose to pass over, they are granted 1000 years to live outside the Feywild before they perish if they do not undertake the settling. The fae can travel to and from the Feywilds, when they return their ageing stops while in the Feywilds but resumes once they leave again. Fae are adaptive creatures, taking on the best characteristics to fit their needs. As such, their appearance differs depending on the region they grew up in. This means skin colour can range from the palest white to the darkest of ebony. Their eye and hair colours seem to abide in the same colour spectrum as that of humanoids as well, with few exceptions found to have bright yellow, red or deep violet eyes. Their ears are long and pointed, a feat that no doubt provides support during a hunt. Their canines sit in their mouths, elongated and razor sharp and they possess claws which can be retracted at will.
Personality
Fae are very much in tune with nature and rely on their instincts when perceiving the world; their senses guiding them through the heat of battle and the intricacies of conversation. They are naturally charismatic creatures - from a young age, they are fun, wild and easy-going in nature. Their natural flair shows in a predatory elegance that imbues itself in every move they make. Once mentally matured, some fae grow to be more calculated and quiet, shaped by a lifetime of experience. Others do keep fun and wild nature into adulthood. It is not uncommon for young fae to have a bad temperament - their brash nature a result of the spectacular world they live in. Couple this with their elongated canines, animalistic instincts and retractable nails and you may find that a fae can be quite intimidating to many.
Relations
Fae are rare, and most other races go their entire lives never meeting a true Fae. This means that other races are unsure how to respond and react to the fae. This fact results in most fae being mistaken for elves. But depending on personality and looks others have a range of reactions. The pointed ears and elongated canines make fae appear intimidating to some. If the fae have a bad temperament others may feel that negative energy and be wary.
Religion
Fae follow Gaia, the Earth Mother. They revere her, not only as the mother of nature but its protector as well. Her teachings form the cornerstone of fae society; their beauty is to be admired, but they are a primal force - something to be reckoned with. They do not have any other deities and find the idea of having another one amusing. Some young fae may even go as far as to ridicule others for having them, considering those who believe they have otherworldly ancestors insane.
Fae Name
Fae’s true names are sacred and finding out their true name can either be a great honor or detriment to said fae. The fae are very distrustful of the outside world, they keep their name a secret because of the legend all young fae are told. Some examples include:
Male: Aidyn-Aden/Kaid/Adyan, Rion-Rian/Rylan/Rayan, Driscol- Drist/Cole/Rosco
Female: Meadhbh- Maeve/Mae/Maev, Aileen- Aila/Aleena/Alea, Shae- Shaila/Sheya
Fae Traits
Fae are charismatic beings, capable of inflicting a lot of damage. They rely heavily on their senses.Ability Score Increase
Your Dexterity is increased by 1, your Wisdom is increased by 1, and your Charisma score is increased by 3.
Fey Blood
Your creature type is both humanoid and fey. Additionally, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Heightened Senses
You are proficient in the Perception skill.
Of Mystique and Understanding
You are proficient in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Perception, Deception, Stealth, and Survival.
Primal Nature
Your claws and teeth are natural weapons, which you can use to make unarmed strikes. If take use this as an action, you can attack up to 3 times with them, using you Mouth to bite, and either hand if you are not wielding/holding anything in them. You deal piercing or slashing damage up to 3d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Feywild Linguist
You can speak Common, Sylvan, and Primordial
Dark Vision
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 color in darkness, only shades of gray.
Spirit of the Feywilds
You may freely shapeshift into a Beast of the Feywild. While in this form, your speed increases by 15 Feet, and you can attack using Primal Nature.
Beasts of the Feywild include:
Fox, Wolf, Cougar, Bobcat, Badger, Mongoose, Twin Ferrets (soul linked, Must remain in 5 feet of eachother)
Fey Familiar
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A familiar can't Attack, but it can take other ACTIONS as normal.
When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.
As an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.
Fae appearance Choices
You can select to have or not have any amount of cosmetic items from this list
| 1 | Your eyes swirl with iridescent colors. |
| 2 | You have a sweet scent, like that of nectar or honey |
| 3 | You have long whiskers like those of a cat. |
| 4 | Your ears are covered with soft tufts of fur. |
| 5 | Your skin sparkles in moonlight. |
| 6 | Flowers either bloom or wilt (your choice) in your presence. |
| 7 | Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut |
| 8 | You have a tail like that of a dog or another animal. |
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