Homebrew Fae Species Details

The Fae are described as being the ancestors of the elves, although there is no evidence of the same, many traits between them are very similar. Fae traits change a lot from which plane they came from, but they all have an unearthly beauty, looking like nature sculpted them with all the love she could muster. All Fae are hauntingly beautiful to any race that sees them. They vary greatly in height and weight, ranging from 5 to 7 feet tall, but are often extremely slender. Males and females do not differ in this regard.

Fae skin color varies widely, but generally remains the same coloring as elves. The hair and eyes can be of the most varied colors, always resembling jewels with a supernatural shine, but they are more common in black, white, silver and gold for the hair, and silver, gold, blue and green for the eyes. They also possess pointed ears and elongated canines. As for clothes, they don't really care as long as they're properly dressed. Fae commonly get tattoos on their bodies, remembering their stories or events important to them.

Fae Traits

With their long life and seniority of their kind, the Fae possess several unique abilities.

Ability Score Increase

Your Dexterity score increases by 2 and your Charisma score increases by 1.

Age

All pureblooded Fae go through the Settling - a time when their bodies are attempting to be locked into immortal youth. It is a rough process, their bodies and magic needing months to adjust to the sudden freezing and reordering or their aging process. Some Fae lose control of their power and mind during the time, or lose it outright.

Darkvision

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.

Fey

Your creature type is both humanoid and fey. Additionally, you have resistance against being charmed, you are immune to magical effects that would effect your age, and magic cannot put you to sleep.

Trance

You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.

Animal Form

Roll a d100 or choose from the List of Beasts below, this will define the animal form you can transform into. For all your life and still, this form will be impossible to change for another, you will be forever linked to it. It is a part of you just as you are a part of it.

As a bonus action, you can transform into that animal, and as another bonus action, you can revert to your original form. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Otherwise, there are no time limitations as there are for the druid, for example.

While you are transformed, the following rules apply apply:

  • Your game stats are replaced by the beast's stats, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your proficiencies in all of your skills and saving throws, in addition to gaining the creature's proficiencies. If the creature has the same proficiency as you and its stat block bonus is higher than yours, you will use the creature's bonus in place of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you take the creature's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of being dropped to 0 health, all excess damage will be transferred to your normal form. For example, if you take 10 damage in animal form and have only 1 hit points left, you revert and take 9 damage. As long as the excess damage doesn't reduce you to 0 hit points, you will not fall unconscious.
  • You probably won't be able to cast spells, as your ability to speak or perform any action that requires hands is limited by the capabilities of the beast form you've assumed. Transform doesn't interrupt your concentration on a spell you've already cast, however, nor does it prevent you from performing actions that are part of the casting, such as summoning lightning you've already cast.
  • You retain the benefits of all features from class, race, or other sources, and can use them if the new form is physically capable of doing so. However, you cannot use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You can choose whether your equipment drops to the ground in your space or assimilates to your new form. Assimilated equipment will have no effect until you leave the form.

 

d100 List of Beasts
1 - 3 Hawk
4 - 6 Baboon
7 - 9 Owl
10 - 12 Jackal
13 - 15 Eagle
16 - 18 Octopus
19 - 21 Bat
22 - 24 Deer
25 - 27 Crow
28 - 30 Cat
31 - 34 Blood Hawk
35 - 38 Flying Snake
39 - 42 Giant Rat
43 - 46 Mastiff
47 - 50 Horse, draft/riding
51 - 54 Moose
55 - 58 Giant Owl
59 - 62 Boar
63 - 66 Wolf
67 - 70 Panther
71 - 74 War Horse
75 - 78 Crocodile
79 - 82 Gorilla
83 - 86 Reef Shark
87 - 90 Black Bear
91 - 92 Giant Eagle
93 - 94 Lion
95 - 96 Giant Octopus
97 - 98 Tiger
99 - 100 Brown Bear

 

Languages

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

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