Homebrew Faeries (Pixies and Sprites) Species Details
Faeries as adventurers
Rarely does a faerie need a reason to wander, though they have many. Possessed of a natural curiosity and an interest in nearly everything, fairies are always asking their companions questions about what the strange things they encounter do, and how they work. Pixies with their playful and peaceful ways are more likely to wander from their homes in search of adventure but far less likely to fight in any way as they are opposed to violence. Sprites are more serious, though still mischievous and take the protection of their homes as their main purpose, which makes them much less likely to want to leave; but if adventure or need drives a sprite from their home then these stalwart warriors will prove that tiny certainly doesn't mean harmless.
Faerie Names
Children of nature that they are, faeries often take on the names of plants, natural phenomena, or the elements as their own. Some faeries take on a new name once they reach maturity or if they experience a life-changing, character defining event. A faerie's choice of name usually speaks to their attitudes and general outlook on life in some way. Many names are simply a combination of two pleasant sounding words and there is little difference between names for males or females as faeries tend not to put much emphasis on the difference between sexes.
Applebow, Ashen, Basil, Chillbreeze, Cobweb, Cornflower, Dawnsky, Emberlight, Flickerflash, Flurry, Galewind, Garlick, Ginger, Gossamer, Hawkfeather, Ivycrown, Larksong, Lily, Mapleseed, Mote, Nettleleaf, Nighthour, Nightshade, Oaktwig, Peasblossom, Petrichor, Polestar, Ragweed, Rainbow, Rosebloom, Snowfall, Spark, Springleaf, Stardust, Stormwind, Thyme, Zephyrus
Ability Score Modifiers
Your Dexterity score increases by 6 to a maximum of 20 and your Strength score decreases by 4 to a minimum of 2.
Age
Faeries quickly reach maturity after only a few years, but their magical nature makes them practically immortal with no known lifespan.
Alignment (neutral good)
Faeries value freedom, variety, and self-expression, and often have a strong empathy for other beings that lean mostly towards good.
Languages
You can speak, read, and write Common and Sylvan.
Size
Faeries grow to be nearly 1 foot tall with slender builds, your size is Tiny.
Speed
Due to your diminutive nature, your base walking speed is 10 feet. Your gossamer wings can carry you aloft at a Flying speed of 30ft as long as you aren't carrying a heavy load. You can hover though you still fall if knocked prone or are deprived of the ability to move.
Optional, if there is no air movement/wind (in a cave, below treeline) you can fly to any height, if there is wind or no cover then you can fly 5 ft up per point of strength and can remain there for as many rounds as 2 plus your constitution bonus but you must make an Athletics check to avoid being pushed in the direction of the wind.
Subraces
The Faerie have been divided since ancient times resulting in two main subraces, the Pixie and the Sprites. Choose either of these subraces.
Faeries (Pixies and Sprites) Traits
Although Faeries are largely split into Pixies and Sprites there are quite a few traits that they share in common as parts of a larger race.Tiny Dimensions
Due to being a creature of Tiny size, there are several things that apply to you:
- You have disadvantage on all Strength checks and can only wield weapons designed for a creature your size (which typically cost 4 times as much and does 1 size smaller die of damage 1d8=1d6, 1d6=1d4, 1d4=1, 1=0, etc.) or Light weapons with disadvantaged as if they were Heavy.
- Given your small and dextrous nature, you have proficiency with Stealth, advantage on Dexterity checks, and +2 to your AC.
- You can end your turn while occupying the same space as another creature. However, you have a reach of 0ft so you must occupy the same space as the target of a Melee attack, or a spell requiring Touch.
- Your Hit Points and Hit Dice are one die lower than your chosen class (1d6=1d4, 1d8=1d6, etc.).
- If you are wearing armour that would give you disadvantage on stealth rolls you cannot fly.
Nature's Child
The children of the Feywild have a natural gift for the outside world. You are proficient in the Nature or Survival skill.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You also do not need to sleep, although you can, but must meditate for at least 4 hours.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it was dim light, you can’t discern colours in darkness, only shades of grey.
Developing flight
At first level you have the ability to fly although your wings are not fully developed, you fly speed is 20 feet, you can only fly 5 feet off the ground and your flight and hovering lasts for a maximum of 1 minute, after which you fall to the ground. Once you reach third level your flight has almost fully developed, your fly speed becomes 30 feet and your flight time increases to 2 hours. When you reach 5th level you are comfortable with flight and can do so indefinitely.
Magical Wings
If your wings are cut or damaged, your inherent magic causes them to regrow by the end of a long rest. If the wings are Magically or physically torn off, take 1 long rest and 1 short rest to fully repair them. until then, take -3 Dexterity
Previous Versions
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