Homebrew Fairy Fortune Species Details

Alongside your racial given traits of Darkvision, Perception, Fey Ancestry, and Celestial Legacy, you also have Fairy Magic. You may pick one more spell, either the Dusted to Death or the Flying Dust Arrow. 

Fairy Fortune Traits

A winged human like creature with magical abilities, various skin colors, and pointy ears.

Fairy Dust Kill

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 10 hit points or fewer, it dies. Otherwise, the spell has no effect.
At level 2 the creatures hit points is increased to 20 hit points or fewer. Otherwise, spell has no effect.
At level 4 the creatures hit points is increased to 40 hit points or fewer. Otherwise, spell has no effect.
Character must take a long rest to regain ability to use this spell again.
Proficiency is Dexterity.

Healing Dust

A creature of your choice that you can see within a 30 foot range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on the dead.

At level 2 your hit points increase to 2d4 + your spell casting modifier, spell has no effect on the dead.
At level 4 your hit points increase to 3d6 + your spell casting modifier, spell has no effect on the dead.
At level 8 your hit points increase to 6d6 + your spell casting modifier, spell has no effect on the dead.

Sunbursted Ye

An immense sunburst of fairy dust rains down in a 10-foot radius, centered on your place of target within range. Each creature in that beam of dust must make a Constitution saving throw. On a failed save, a creature takes 2d4 radiant damage and is blinded. On a successful save, it takes half as much damage and isn't blinded. Undead and oozes take a disadvantage on saving throw.

If creature makes a successful saving throw at the end of each of its turns, that creature is no longer blinded. This spell also disperses and eliminates any dark or evil magic in the spell range.


At level 5 the range increases to 40 foot radius and the creature takes a 6d4 radiant damage and is blinded. On successful save, it takes half as much damage and isn't blinded.
At level 9 the range increases to 80 foot radius and the creature takes 12d6 radiant damage and is blinded. On a successful save, it takes half as much damage and isn't blinded.

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.

Perception

You have +3 proficiency in the Perception skill.

Celestial Legacy

At first level, Shine Light cantrip allows a player to make take an object within range and make it shine brightly with a white glowing light within a 20 foot radius, and a dim glowing light for another 20 ft radius. The glowing light can be any color the player chooses and the spell lasts for 12 hours. You can use this spell once every 12 hours.

At level 3, the spell range increases to 50 ft and the duration time increases to 18 hours. 
At level 5, the spell range increases to 90 ft and the duration time increases to 24 hours.

Fairy Magic

This mythical creature is small or medium in size. Fairy's have metaphysical, supernatural, or preternatural qualities. Also known often as "fae", "sprite", or "pixie". They are typically winged, magical creatures with human appearance. They are often either good, doing good deeds and light work, or not so good and having a penchant for trickery. Their ears are typically pointed and their size varies in range, often somewhere between tiny to medium size. A male fairy is often referred to as "gancanagh", which derives from Irish word 'canach' meaning "love talker".

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

 

Previous Versions

Name Date Modified Views Adds Version Actions
6/27/2024 1:59:43 AM
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