Homebrew Faerie Species Details

Faeries live their lives with a burning passion for mischief and trickery, diversions and amusing intrigues. Their very natures bend and warp reality around them, sometimes unbeknownst. But do not mistake the faeries diminutive size for weakness, for what they lack in physical strength they make up in speed and cunning. 

Faeries are pure arcane creatures and are considered fey instead of humanoid. They are natural spellcasters who do not require material components. Instead, they use Pixie Dust, sparkling, glitter-like dust that they naturally produce naturally that fuels they spellcraft. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power.

Faerie Traits

Your faerie character has the following racial traits. These traits are also suitable for the faeries, including sprite and pixies, of other worlds where there are faeries of fey origin.

Proficiencies

Some Faeries heed the call to adventure. For such daring creatures, Fae-sized light armor (including Fae-Studded Leather) and shortbows and short swords are often fashioned. As such, adventuring Faeries have proficiency in light armor and light weapons. (See Size Disadvantage for more info.)

Tiny Tricksters

With pointy ears and slim bodies, faeries look like tiny young elves, with "large" translucent wings. Their hair and skin range from deep blues to light greens, giving them a vivid pallet of spring-like colours. Most often than not, faeries have a slightly out of proportion head, being a bit bigger when compared to the proportions of average humanoids. Faeries can also have a variety of insect-like features, ranging from just their wings, to a chitinous carapace on arms and legs, to antennae and digitigrade legs similar to those of a mantis.

Ability Score Increase

Your Dexterity score increases by 2. Your Constitution score is decreased by 2. And your choice of Intelligence or Charisma score increases by 2.

Age

Faeries are born from flowers during spring and summer, and occasionally during the early stages of autumn or late winter. No one truly knows how faeries come into existence, not even faeries themselves, giving their kind a deep appreciation for the mysteries of life. Fairies are born as adults, and barely age at all, having an average lifespan of a 250 years. They are rarely born alone, usually done so in groups of three to six faeries being born at once or in rapid succession, considering each other siblings and forming a clique.

Alignment

Faeries are naturally mischievous and love trickery, they are naturally inclined towards Chaotic. While some faeries can be vindictive, cruel and capricious, they rarely are truly evil, most being Neutral.

Size

Faeries are of diminutive size, standing anywhere between 8 and 12 inches tall. Your size is Tiny. 

As a Tiny creature, the everyday items of the world are too unwieldy for you to use comfortably. Equipment and items specially crafted for your kind weighs a tenth of what they normally weight, and if they have any type of effect that has a range, like bows or lanterns, the range is reduced by half.

You can't fly while wearing medium or heavy armour, and weapons of your size use die one step lower than their normal counterparts (i.e., a d6 to a d4, a d4 to 1) unless they have the light weapon property.

Size Advantage

You can move through a hostile creature's space if the creature is at least two sizes larger than you, and you can share a square with a single friendly creature without crowding one another (but if you are in the same square as an ally Rogue, you do not automatically grant Sneak Attack to the Rogue while in the same square without using the Help action). When sharing a square with an friendly creature or when an there is another creature between you and an attacking enemy, you have half cover.

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. 

Size Disadvantage

Faeries can only wear weapons and light armor that is sized for them. You tiny weapons use damage dice 1 step lower than weapons sized for Medium characters (i.e. d8 becomes d6, and d4 becomes 1) to a minimum of 1 damage, unless the weapon has the light. Your tiny ranged weapons have 1/2 the range of their Medium sized counterparts Items sized for tiny characters weigh 1/10 their standard weight.

Fey Physiology & Ancestry

Your creature type is fey, rather than humanoid. You gain advantage on saving throws against being charmed and detecting illusions, and magic can’t put you to sleep.

Additionally, accustomed to twilit world of the Fey, you have excellent vision in dark and dim conditions. Your darkvision allows you to see in dim light within 30 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.

Lies, Deceit & Truth

Additionally, you are proficient with Stealth and Persuasion skills. You also have advantage on Insight checks when it comes to determining a creature's truthfulness and reliability.

In contrast, Faeries have a hard time lying when posed a direct question. If asked a direct question, you can roll for Deception with disadvantage.

  • On a success, you can opt to not answer the question at all, or a different question altogether.
  • If one die roll would have succeeded, you must answer truthfully, but that truthful answer can be selective or subjective truth, but must be related to the question.
  • If both die rolls fail, you are compelled to answer and must answer truthfully. 

In no circumstance are you compelled to reveal more information that was specifically asked. For instance, if your entire adventuring party is hiding, and you're asked, "Are there any other people hiding?", you need not divulge how many people are hiding. 

One person may ask 3 questions to a Faerie. After the third question, the Faerie questioned no longer suffers disadvantage on a Deception check.

Speed

Your base walking speed is 10 feet, and your base flying speed is 40 feet.

Because of you size, you can hover in the same place without falling, but you'll still plummet if incapacitated or your speed is reduced to 0.

Mischief Magic

As a Faerie, you have natural trickster magic that grants you the ability to bend reality in minor ways. You can cast the minor illusion and prestidigitation cantrips. At 3rd level, you can also cast unseen servant. And you can cast enlarge/reduce, only to reduce inanimate objects so that you can better handle them. Charisma is your casting ability for these spells.

Mischief Managed

You can also call upon the mischievous nature of your Faerie blood to bend reality to your needs in a limited capacity. Whenever an attack roll, saving throw or ability check occurs within 30 feet of you that you can see, or when you make a saving throw, you may add or subtract your charisma modifier to the roll. You can use this ability after you see the roll but before the DM announces the result (i.e., whether the attempt succeeds or fails). You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest.

Trance

Faeries don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, your dreams reconnect you to the Feywild, whence you were born. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. 

If you do not trance, you suffer one level of exhaustion. Exhaustion levels compound every day until you Trance, after which you'll remove one level of exhaustion.

Delicate Resilience

While frail, your body can recover from severe damage. As long as you are alive, your body regenerates lost limbs (e.g., torn wings) after a long rest.

Fae Defense

Your tiny size and insect-like flight is difficult to predict. Because of this, attackers have trouble aiming at and striking you.

As a reaction, you can impose disadvantage on all attacks made against you until your next turn as long as you are flying. You can use this trait a number of times equal to your Dexterity modifier, recovering all uses on a short rest.

Language

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

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