Homebrew Feyling Species Details
Feylings
Children of Union, Heirs of a Fractured Truth
Before the fracture, before Emrick tore the veil and bled the Feywild into Adroxia, the fey were whole.
After the fracture, nothing was.
From that wound came the feydrick—fey twisted by mortal emotion, crystallized into living embodiments of Joy, Rage, Hunger, Fear, and the rest. Most unions between true fey and feydrick ended in annihilation. The emotions were too raw. The natures too opposed.
Yet not all.
From rare, deliberate unions—acts of defiance, love, obsession, or grim hope—came something new.
They are called Feylings.
The Union
A Feyling is born when a noncorrupted fey willingly binds themselves to a feydrick, not through domination or consumption, but through acceptance. This is not possession. Nor is it corruption.
It is a pact of coexistence.
The fey brings memory, identity, and the ancient grace of the Feywild.
The feydrick brings emotion sharpened into power—volatile, dangerous, and deeply mortal.
Together, they produce the spawn of that union—known in archaic Adroxian texts as the Swan, a poetic corruption of an older Feywild word meaning “that which rises from broken waters.”
Thus, Feylings are not accidents.
They are chosen consequences.
Nature of the Feyling
Feylings are born with dual resonance. Their souls hum in two keys at once—one ancient and timeless, the other sharp with mortal feeling. This grants them gifts… and burdens.
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They feel emotions more intensely than mortals, but with greater control than feydrick.
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They remember past lives, sometimes fragments of the feydrick’s former self.
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They age slowly, but not eternally.
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They can walk both Adroxia and the Feywild without immediate rejection.
Physically, Feylings often bear subtle marks of their lineage:
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Eyes that glow when emotions spike
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Shadows that lag or act independently
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Petal-like scars, horned silhouettes, or crystalline veins
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A faint aura that shifts with mood
No two Feylings look the same, but all are unmistakably other.
The Swan / Spawn
The spawn of the union—the Feyling child—is not born screaming, but listening.
For the first Lumens of their life, Feylings are quiet, watchful, as though learning which half of themselves will speak first. Many cultures believe this is because the child is unconsciously mediating between the calm will of the fey parent and the raw hunger of the feydrick essence.
If raised with care, the Swan grows balanced.
If neglected, feared, or weaponized… the feydrick half may awaken violently.
This is why Feylings are rare.
And why many were hunted.
How the World Sees Them
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Mortals fear Feylings, calling them soft demons or smiling curses.
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Pure Fey pity them, seeing them as children born too late for an unbroken world.
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Feydrick are drawn to them instinctively—some in reverence, others in hatred.
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The Monarchs see them as dangerous proofs of possibility.
Alicia, Queen of Forgiveness, quietly shelters Feylings when she can.
Verso covets them.
Axion watches them.
Londras weeps when she meets one.
For Feylings represent a truth the Monarchs cannot undo:
That corruption did not erase choice.
Feylings and Neutrality
Feylings are born from balance, not dominance.
A true Feyling exists because neither side of their origin fully won.
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The noncorrupted fey chose restraint, memory, and identity.
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The feydrick embodied raw emotion, instinct, and consequence.
For a Feyling to exist at all, both forces must agree to coexist.
That act alone makes Feylings fundamentally neutral beings.
Emotional Neutrality, Not Emotional Absence
Neutrality for Feylings does not mean coldness or indecision.
It means:
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They feel deeply, but are not enslaved by emotion.
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They understand extremes without being pulled fully into them.
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They can stand between Joy and Melancholy, Rage and Forgiveness, Hunger and Disgust.
This makes Feylings uniquely suited to survive in Adroxia, where emotion itself has become weaponized.
A Feyling does not suppress emotion.
They contain it.
Feyling Traits
Dual Resonance Your soul hums with both fey memory and feydrick emotion. You have advantage on saving throws against being charmed or frightened. When you fail a saving throw against being charmed or frightened, you can choose to succeed instead. Once you use this ability, you can’t use it again until you finish a long rest.Dual Resonance
Your soul hums with both fey memory and feydrick emotion.
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You have advantage on saving throws against being charmed or frightened.
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When you fail a saving throw against being charmed or frightened, you can choose to succeed instead.
Once you use this ability, you can’t use it again until you finish a long rest.
Emotional Equilibrium
You can stabilize emotional magic—your own and others’.
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As a reaction, when you or a creature within 30 feet would gain disadvantage or advantage from an emotion-based effect (such as fear, rage, charm, madness, or similar DM-approved effects), you can negate that advantage or disadvantage.
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You can use this reaction a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Fey Step
You can momentarily slip between emotion and memory.
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As a bonus action, you can magically teleport up to 20 feet to an unoccupied space you can see.
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After you teleport, choose one:
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You have advantage on the next saving throw you make before the end of your next turn, or
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One creature within 5 feet of your destination has disadvantage on its next attack roll before the end of its next turn.
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You can use this trait once per long rest.
Swan-Born Insight
Swan-Born Insight
Your mixed lineage grants unnatural awareness.
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You gain proficiency in Insight
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If you already have proficiency, you instead gain expertise in that skill.
Emotion-Touched Magic
Choose one emotion tied to the Monarchs (Joy, Melancholy, Fear, Hunger, Rage, Forgiveness, Disgust, Disillusion, Regret, or Dread).
You learn one cantrip associated with that emotion (DM-approved; examples below).
You can cast the associated 1st-level spell once per long rest without a spell slot.
Your spellcasting ability for these spells is Charisma.
| Emotion | 1st-Level Spell Example |
|---|---|
| Joy | Heroism |
| Melancholy | Bane |
| Fear | Cause Fear |
| Hunger | Hex |
| Rage | Wrathful Smite |
| Forgiveness | Sanctuary |
| Disgust | Ray of Sickness |
| Disillusion | Detect Thoughts |
| Regret | Tasha’s Caustic Brew |
| Dread | Dissonant Whispers |
Balanced Nature
You do not radiate a fixed alignment.
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Effects that detect alignment or emotional aura read you as neutral unless you choose otherwise.
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Monarch-based magic treats you as neither favored nor hostile unless you act.
The Fragility of Balance
Feylings exist in a delicate equilibrium between fey grace and demonic weight. When that balance is disrupted, their mobility suffers.
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When you are hit by an attack three times during a single combat, your movement speed is halved (rounded down) until the end of that combat.
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This effect does not stack with itself.
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The hit count resets when combat ends.
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This trait triggers regardless of whether the attacks deal damage, as long as they successfully hit.
Languages
You can speak, read, and write:
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Common
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Sylvan
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One additional language of your choice
Age
Age
Feylings mature at the same rate as humans but can live 200–300 years, depending on emotional balance.
Previous Versions
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1/15/2026 5:34:21 PM
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