Homebrew The Feybound Species Details

People disappear or go missing every day. Sometimes those disappearances have an otherworldly origin. The feybound are those that journeyed either accidentally or intentionally to the Feywild and became lost there for a year or more. Since time passes differently in the Feywild, when the feybound return to the Material Plane, everyone they once knew may be long gone.

As a feybound, you survived the uncertainty of the Feywild somehow but not without consequence. You are now a fey with new abilities and sometimes feel as though you are back in the Feywild once more. It is forever a part of you, and you must learn to adapt to a world that no longer resembles the one of your birth. 

 Feybound Appearence

Your time in the Feywild has most likely altered your appearance. Use the Feybound Appearances table to discover more about your appearance or work with your DM to develop your own look.

D6

Appearance 

1

You have horns or antlers on your head. These cannot be used as weapons

2

Your skin has a tree bark-like appearance near each of your joints. This does not impact your movement.

3

You have insect, dragonfly, or butterfly-like wings, but you are unable to fly. 

4

You have patches of glittering fish scales on your body

5

You have leaves randomly growing on you. They are painlessly removed if desired.

6

Your skin gives off a white or yellow glow. It is not strong enough to light the area.

 

Feybound Origins

There are many ways someone can become lost in the Feywild. Use the Feybound Origins table to uncover your origin or develop one of your own with the support of your DM.

D8

Feybound Origins

1

You saw a magical creature that no one else could see. You followed it into the woods and found yourself in the Feywild.

2

You were having a picnic with your significant other in the wilderness. You both ended up in the Feywild. Your loved one died while you were there.

3

A child in your village went missing. You joined a search party. You searched for the child until you realized that you too were lost.

4

You and your friends bathed in the waters of a moonlit pond. When you emerged, everything surrounding the water looked different. Eventually, you discovered that you had crossed over into the Feywild. None of your friends survived.

5

You kept hearing voices telling you to follow them. You did. The voices led you to the Feywild, where they simply giggled and then never spoke again.

6

While running from an orc horde, you fell into a hole in the wilderness. When you climbed out, everything looked different. You were relieved to be free of the orcs, but you soon faced the threats of the Feywild. Somehow you survived.

7

You had heard of the Feywild and became consumed with traveling there. You eventually got your wish, but regretted it when you couldn’t find a way out.

8

You have no memories of your life prior to your time in the Feywild

 

Time Lost

Time moves differently in the Feywild. Use the Time Passage table to determine how much time passed on the Material Plane while you were lost there or work with your DM to choose an amount of time that works for your character. If a significant amount of time has passed, your entire family may have perished. In fact, everything you once knew may have changed.

D4

Time Passage

1 

Years

2

Decades

3

Centuries

4

Millennia

 

With your DM’s approval, you may use another die to define the number of years, decades, centuries, or millennia you were lost in the Feywild.

 

The Feybound Traits

Your time in the Feywilds has altered bother your appearence and your very being. You are now considered Fey

Ancestral Legacy

If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

Fey Sight

As an action, you can heighten your senses to detect lurking fey. Until the end of your next turn, you know the location but not the identity of any fey within 60 feet of you that is not behind total cover. While in the Feywild, this trait behaves differently. Instead of detecting fey creatures, you detect non-fey creatures in a similar fashion.

Feywild Trigger

You were lost in the Feywild for so long that something about you isn’t quite right. At times, you are triggered and taken back to the Feywild in your mind. When this happens, onlookers would describe you as having a blank stare as if you were somewhere else. When you gain this lineage, roll 1d20. The number you roll becomes your trigger. (If you roll a 1 or a 20, ignore it, and roll again.) Whenever you roll a d20 and your trigger number appears, you go catatonic for a second and then a wild effect occurs.

The change in you is only momentary, so it doesn’t interfere with your other actions normally. However, your DM has the final say. Your DM can use the Wild Effects table or another source to determine the wild effect. The effect can be different every time this ability triggers. Once this feature has been triggered twice, you cannot use it again until you complete a short rest

Sense of Direction

Now that you have escaped the Feywild, you have an uncanny sense of direction. You seem to always know where creatures, animals, and plants are in relation to you. Starting at 3rd level, you know and can cast the locate animals or plants spell without material components.

Once you cast this spell, you can’t cast it again until you finish a long rest unless you use a spell slot (if you have one). Additionally, you have advantage on Wisdom (Survival) checks.

Time Slip

Occasionally, you feel time on the Material Plane slow, allowing you to change your mind before anyone notices. If an action you take fails due to a roll you made, you may choose to attempt an entirely different action instead. As far as anyone else knows, the original action never occurred. You can use this feature once a day plus your proficiency, this ability resets after a long rest.

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