Homebrew Fey'ri Species Details

We spent months tracking the elf that had murdered the Mayor and his family. When we finally caught up with the murderer, we were shocked to learn the truth of things. He had gathered with several other elves, in a small clearing in the woods. As we prepared to attack we watched in shock as each of their shapes shifted and changed revealing the truth. They were not elves but creatures we had never seen or even heard of. 

 

 

Natural Sorcerors

Fey'ri have a talent for arcane magic. Their nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every fer'ri learns a few spells, typically those used to mask their presence, and many go on to mastere magic.

 Outcast Adventurers

Few fey'ri would dream of leaving their homes or attempting to fit into human society. An exiled fey'ri, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring fey'ri fall into this latter category.

Outcast fey'ri can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as exposing their true nature to outsiders. These fey'ri are loners who wander the world in hope of finding a new place to call home.

 

Fey'ri Adventurers

d8 Reason for Adventuring
1 Outcast for murder
2 Outcast for exposing clan nature
3 Clan slain by invading humanoids
4 Clan slain by a dragon or demon
5 Separated at an early age and lost
6 Homeland destroyed by natural disaster
7 Personal quest ordained by omens
8 Dispatched on a quest by leaders

Fey'ri Names

Fey'ri tend to adopt elven names, or those of a more dark nature.

Fey'ri Traits

Your feey'ri character has the following racial traits.

Naturally Deceptive

Due to your uncommon appearance and years of hiding your true nature you have proficiency in the Deception skill.

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score increases by 2 while your constitution decreases by 2.

Age

Fey'ri can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, fey'ri can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Fey'ri are flexible in the face of danger. They trust in deception and diplomacy to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their homes, confident that they can simply wait the invaders out. But when the need arises, fey'ri reveal a stern martial side, demonstrating skill with sword, bow, magic and strategy.

Alignment

Fey'ri are usually chaotic evil. Some hear an echo of their elven heritage and are chaotic neutral, and few may be entirely neutral. None have yet been found who are lawful or good.

Size

Fey'ri range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

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.

Fey Ancestry

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

Speed

Your base walking speed is 30 feet.

Fey'ri Magic

You can cast detect magic and disguise self with this trait, using Charisma as your spell casting ability for them. You cast either spell, you can cast either spell at will. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Wings

You have a pair of large bat-like wings from your shoulder blades while in your true form, reflecting your hellish nature. The following effects can only be had in your true form while wearing only light armour.
Gliding: You can use your wings to glide, negating damage from a fall of any height and allowing 15 feet of forward movement for every 5 feet descended at a speed of 30 feet per round. You are also able to use your wings to give a boost to your jumps. As an action, you can double your jump distance.
At 6th level your wings grow steadier and they can carry you for a short time per day. You may gain a fly speed of 30ft for 1 minute per constitution modifier per day.
At 12th level your wings are stronger and able to carry you for long periods of time, granting you a permanent fly speed of 30ft.

Languages

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

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