Homebrew Fey'ri Elf Species Details

As a result of the unlikely union between an elf and a tiefling, these creatures are among the most rare in existence. They are so rare they have no real society of their own and try to exist as best they can among other cultures, never able to be fully embraced by any. Having fey and demon ancestry, Fey'ri elves are the living embodiment of chaos. Unexpected things happen to and around them at random moments, the origin of which confounds the few scholars who have studied these people.  

Fey'ri Elf Traits

You Fey'ri character has traits of both their elven and tiefling heritage.

Ability Score Increase

Increase one ability score by one and one ability score by two.

Age

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Size

Elves 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

You can see in darkness (shades of gray) up to 60 ft. 

Ancestral Skill

You may choose an ability to be more aligned with your elven ancestry with Keen Senses (proficiency in the Perception skill), or with your infernal heritage with Bearer of False Witness (proficiency in the Deception skill).

Fey Ancestry

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

Infernal Heritage

You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

Languages

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

Embodiment of Chaos

When you roll a natural 20 on any d20 roll, make a d12 roll to determine a random effect on the Natural 20 Table. When you roll a natural 1 on any d20 roll, make a d12 roll to determine an effect on the Natural 1 Table. You may not receive a random effect from one table twice in a row.

Natural 20 Table

1 - A bolt of lightning strikes the ground beside you. Add an additional damage die the next time you hit with an attack. The damage dealt is lightning damage and counts as magical.

2 - The ghostly specter of a hill giant whisks inside you. Increase your Strength ability score by two for the next minute.

3 - The invisibility spell is cast on you for the next minute.

4 - for the next minute, your arms become elastic, giving you a 15 ft reach.

5 - Your features become ghoulish and terrifying. One creature of your choice within ten feet of that can see you must make a Wisdom saving throw (DC equals 8 + your Charisma modifier) or become frightened of you for the next minute. The frightened creature may repeat the saving throw at the conclusion of each turn.

6 - You become beautiful to behold. One creature of your choice within ten feet of you must make a Wisdom saving throw (DC equals 8 + your Charisma modifier) or become charmed by you for the next minute. The charmed creature may repeat the saving throw at the conclusion of each turn.

7 - A visible magical bubble envelopes your entire body for one minute and you gain 5 temporary hit points. 

8 - A tiny guardian sprite appears on your head. You gain advantage on your next saving throw. The sprite disappears after the saving throw is made.

9 - A cinnamon candy appears in your hand. When you consume it as a bonus action, you can use a fire breath attack as your next action in a 15 foot cone. A creature in the path of the breath attack must make a Dexterity saving throw (DC equals 8 + your Charisma modifier) or take 1d6 fire damage. If not consumed, that candy disappears at the conclusion of the next long rest.

10 - A wand appears in your hand. You have one minute to cast any one cantrip that appears on the sorcerer spell list. The wand disappears after one minute or after the cantrip is cast. Your spell DC equals 8 + your Charisma modifier.

11 - A small leprechaun appears on your shoulders. It deposits a pouch containing 25 gold pieces on the ground in front of you then disappears.

12 - Your legs transform into horse legs for one minute. For the duration, add 10 to your base walking speed.

Natural 1 Table

1 - A bolt of lightening streaks toward your head. Make a DC 12 Dexterity saving throw or take 1d6 lightning damage.

2 - A Medusa appears before you. Make a DC 12 Constitution saving throw or become petrified for one minute. You may repeat the saving throw at the conclusion of each of your turns. The Medusa vanishes immediately after the saving throw is attempted. 

 3 - A leach appears on your neck. You gain half of any healing you receive for the next minute. The leach can only be removed after a minute has passed.1

4 - An albatross, a harbinger of bad luck,  appears ten feet over your head. You must make your next d20 roll with disadvantage. The albatross cannot be harmed in any way and flies away after the next d20 roll is made with disadvantage.

5 - You and all the items you are carrying shrink one size for one minute. Your Strength ability score is reduced by two for the duration.

6 - Your feet become twice as heavy as they normally are. For the next minute, your walking speed is reduced by 10 feet.

7 - A lizard appears in front of you and sprays poisonous tar in your eyes. Make a DC 12 Constitution saving throw or become blinded for one minute. You may repeat the saving throw at the conclusion of each turn. 

8 - A pair of earmuffs appear on your head, making you deaf. The earmuffs cannot be removed and disappear after one minute.

9 - A giant club made of foam clobbers you from behind. Make a DC 12 Strength saving throw or be pushed forward 10 feet. You must also make a DC 12 Dexterity saving throw or be knocked prone.

10 - Your armor and clothing begin to get white hot. At the start of the effect, make a DC 12 Constitution saving throw or take 1d6 fire damage. You must repeat the saving throw at the beginning of each subsequent minute until you have completely disrobed, which causes the effect to end. (It takes one minute to take off light and medium armor and 5 minutes to take off heavy armor).

11 - Jingle bells appear on the toes of your shoes. Until you complete a long rest, you have disadvantage on all stealth checks. The bells and your shoes become magically adhered to your feet until the effect ends.

12 - Make a DC 12 Charisma saving throw or be banished to a void demiplane for one minute after which you reappear in the same space you occupied prior to banishment. While in the demiplane, you cannot be harmed.

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