Homebrew Fey'ri Species Details
Fey'ri are not a true elven subrace. They are to elves as tieflings are to humans and tanarukks are to orcs. The fey'ri are the result of interbreeding between sun elves and tanar'ri in an attempt to strengthen the sun elf bloodline.
The fey'ri resemble elves "the way tieflings resemble humans", but generally rejected the notion of elven resemblance as offensive. Some fey'ri have barbed tails, fangs, forked tongues, or horns, or any combination. Some have multiple sets of arms and one or more sets of wings.
Some fey'ri are not visibly different to elves at all, and some are raised amongst elves, some never knowing their true nature.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type. (The autognome is a noteworthy exception because of its Healing Machine trait.)
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Fey'ri Traits
Your Fey'ri character has a variety of natural abilities, the result of thousands of years of elven refinement and breeding.Shapechanger
You can cast the Disguise self spell with this trait. Starting at 3rd level, you can also cast the Alter Self spell with this trait. Once you cast Disguise self or Alter Self with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Infernal Talent
If you have the Spellcasting or the Pact Magic class feature, the spells on the Infernal Talent Spells table are added to the spell list of your spellcasting class.
| Spell Level | Spells |
|---|---|
| 1st | Hellish Rebuke, Faerie Fire |
| 2nd | Enlarge/Reduce, Scorching Ray |
| 3rd | Counterspell, Fear |
| 4th | Polymorph, Conjure Woodland Beings |
| 5th | Seeming |
Abyssal Heritage
You may choose one of the following traits as your infernal heritage:
Winged. You have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor or wielding a shield.
Fiendish Constitution. You're resistant to poison damage and have advantage on saving throws to resist the poisoned condition.
Telepathy. You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
Age
Fey'ri mature at the same rate as elves but live around a century longer.
Size
Fey'ri range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Keen Senses
You have proficiency in the Perception skill.
Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Abyssal Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.
Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the <em>Player’s Handbook</em>. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities in the Abyss, and you retain them until you finish your next long rest.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
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