Homebrew Fairy: Phouka, Phooka, Pooka, Pœkæ Species Details
In Feywild, this race of fairy are adept shape changers. They have a fascination with animals and beasts, taking the ability to adopt features of those that they live among and study. When they travel to the Material Plane, often they will choose animal features or whole animals to present as. There are groups of these Fey who follow the Seelie Queen and also who follow the Unseelie Queen. Like all fair folk, their nature will typically be Chaotic due to their tendencies toward trickery and unpredictable behavior, however whether they're good or evil is entirely up for debate. In the Material Plane, they prefer to keep to forests and can easily befriend animals, but their shape-changing is bound to the amount of Fey magic that the being is able to manipulate. While in Feywild, shape-changing is a second nature to them. In the Material Plane, magic does not function quite the same and can behave in ways that are unexpected and even be more difficult to draw on - but don't worry, the more time spent int he Material Plane, the better able to use your innate magic you become.
Fairy: Phouka, Phooka, Pooka, Pœkæ Traits
So about that magic and those animals...Abililty Score
Your dexterity score increases by 2.
Age
Time does not work the same in Feywild as it does on the Material Plane, as such the beings from Feywild age differently. Your age is variable, beyond comprehension. There are fair folk who are thousands of years old, who appear the age of a human child.
Alignment
Generally, your kind will have a Chaotic alignment, but whether good, neutral, or evil is up to how you were raised.
Size
In your true form, your height and weight range similar to an Elf. If you are adult in appearance, generally your height will be five to six feet tall on average.
Speed
In your true form, your base walking speed is 30 feet.
Keen Senses
You have proficiency in the Perception skill, due to your animal and magical nature.
Fey Ancestry
Your Fey blood affords you natural resistance to magical attempts to charm you or put you to sleep. You have advantage against being charmed, and you cannot be put to sleep by magical means.
Trance
Much like Elves, you do not need to sleep. You need only meditate for four hours a day, and you receive the same benefit that a human does from eight hours of sleep.
Languages
You can speak, read, and write in Common and Sylvan. Sylvan is very fluid and the syllables are almost indistinguishable when spoken by fluent persons. It is a rare language, spoken by those who come from Feywild and picked up by some who live near the places where the Material Plane and Feywild converge as portals and pathways between worlds.
Animal Nature
When you make an animal handling check, you have advantage. Due to being raised with animals and having an affinity with them, you're more likely to understand how to interact with them in beneficial ways.
Shape-Changing
You can choose to roll percentile dice (1-100%) to take on an animal trait from any animal or beast that you've seen. If you take a short or long rest while shifted, make a Wisdom saving throw to see if you keep your form or return to your true form.
At level 1: Once per long rest. If you roll between 1-40% (Critical Fail) you lost control of your magic, and take on an animal trait to be chosen at random by the DM. If you roll between 41-70% (Fail) then for some reason the magic just isn't responding to you and nothing happens. If you roll between 71-100% (Success) then the change is made successfully, according to what you desired.
At level 5: Twice per long rest. 1-30% critical fail. 31-60% fail. 61-100% success.
At level 10: Twice per short or long rest. 1-20% critical fail. 21-50% fail. 51-100% success.
At level 15: Three times per short or long rest. 1-10% critical fail. 11-40% fail. 41-100% success.
At level 20: 1-20% fail. 21-100% success.
Fey Magic
Some magic is innate to your people, but if you choose not to follow a path to hone your magic skills, these are the spells that you innately have due to your magical ability.
At level 1: Animal Friendship
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. (IF a non magic user, DC 13)
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. OR as a non magic class, you can affect one additional animal for every 5 levels.
At level 3: Find 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.
Comments
-
View User Profile
-
Send Message
Posted Jul 20, 2020Added information:
Spell “Slots” for innate spells: You may cast each spell…
At level 1: Once per long rest.
At level 5: Twice per long rest.
At level 10: Twice per short or long rest.
At level 15: Three times per short or long rest.
At level 20: Four times per short or long rest
You do need the components for both spells, follow all casting directions on the 5e spell information.
1 edit to Animal Friendship: Instead of the "at higher levels" section, use the following information.
"(Charisma Modifier + half your total level) round down, this is how many animals you may befriend using one casting of Animal Friendship."