Homebrew Free-Folk Species Details
Born of an archfey and a lesser being, the free-folk are unique beings shrouded in mystery. Strange but beautiful, passionate but secretive, they fly around the feywild, living life to the fullest and rarely ever settling down for good.
Varied as Nature Itself
While usually somewhat recognizable within the feywild, few free-folk actually share that many traits. Each is unique, and tends to inherit from their archfey parent, although they all remain humanoid. A dryad mother may result in bark-like skin and foliage for hair, while an unseelie father may result in a more disturbing, dark appearance. A few traits shared by all free-folk are very long, pointy ears that may have a tendency to twist, or curl up or down, a lack of visible pupils, and large, pristine wings able to carry them great heights and distances.
No colours of the spectrum are off limits with these beings. Skin, hair and eyes come in endless shades and tones, from the deepest black to the brightest white, passing by pastel pinks and blinding greens. There is truly no end to their variety, although the environment they are born in can influence their colouration. For exemple, free-folk born in freezing tundras may be paler and less bright than their garden-dwelling counterparts.
Free Spirits
If there is one thing free-folk all have in common, it is a passion for soaring through the air, hopping from place to place in search of adventure, riches, power, or purpose. Some spend their entire existence looking for their reason to be, while others settle for doing odd job to afford good food and drinks. Either way, neither stay in one spot for long.
What free-folks value most is their freedom. But with that insatiable need for freedom, often comes a fear of commitment. Less to people, and more to places. To remain in one place for too many weeks simply feels wrong. While some manage to overcome their urge and settle down, many more can never scratch the hitch that keeps them on the move. To be imprisoned is their most common fear, and to some, inaction is a cage.
No Names, Nor Faces
The feywild has many rules, some followed by few, some followed by all. One followed by many is to never give anyone your true name, for names hold power. Free-folks in particular treat that rule like law. At the age of a hundred, they pick a name, their true name, and keep it secret. To share one’s true name is the ultimate show of trust, for a command given using said name has actual magic leverage over the individual, making refusing to comply an incredibly difficult task. Many have accidentally given their name away too freely, and were forced to commit things they wish they never had. Few make that mistake anymore.
Their name is not the only thing usually kept private. Many archfeys wear masks, and their children tend to follow suit. Some free-folks wear it out of shame, for fear of being unsightly, others out of pure narcissism, believing their visage too beautiful to be perceived. Some wear it simply to fit in, and other cannot explain why they first got the urge to put the mask on, but they haven’t been able to take it off since. Whatever the reason, to not wear a mask is considered a faux-pas, for not wearing it can be perceived as being overly open, and therefore naive.
Social Creatures
The vast majority of free-folks live somewhere within the feywild, but it isn’t rare for them to explore different planes given the opportunity. Some remain away as long as they haven’t explored the entirety of the world, which, while not always impossible, can take a lifetime to accomplish.
Free-folks, while not incredibly common, are not so rare either (because we all agree archfeys can get it), and some form groups commonly known as flocks. One’s flock is considered family. When a free-folk forms tight bonds with a group, regardless of their companions’ races, they may come to consider them their flock. Others remain alone by choice, whatever their reason may be, but they tend to find themselves craving some form of company.
Free-Folk Names
While it is by no means a hard rule, most fair-folks tend to choose either sylvan names, or that of plants, foods, or objects, in an attempt at making it harder to guess what it could be, or in a strange attempt at humour.
Exemples: Drisraste, Peony, Jelensys, Araikul, Jam, Yorrion, Spoon, Piviryn, Chaenath, Berry.
FREE-FOLK BACKGROUNDS
Backgrounds that are most appropriate for free-folks include the noble, the sage, and the hermit.
With archfeys often having significant power over courts and the feywild itself, it isn’t rare for a free-folk to be born into luxury. While some revel in it, others care little for it and spend their time studying, researching, figuring the world out to be better prepared to explore it. Others simply leave as soon as they can, and wander the wilds alone for years on end.
Free-Folk Traits
As a free-folk, you have certain traits in common with your people. Being able to fly at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing a free-folk requires special consideration by your DM.Fey
You have advantage on saving throws against being charmed, and magic can’t put you to sleep. In addition, your fey origins allow you to use the cantrip druidcraft.
Darkvision
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 colour in darkness, only shades of grey.
True Name
Choose a true name and tell only your DM. If your true name is discovered, the owner of that knowledge becomes resistant to all damage directly caused by you, and may cast command on you, forcing you to make a wisdom save.
The DC varies based on level: DC 13 at 1st level, DC 15 at 3rd level, DC 18 at 6th level, DC 20 at 10th level, DC 25 at 15th level, and DC 30 at 20th level.
Upon failure, you must follow the command to the best of your ability. Once used, the creature loses power over you for 24 hours, but the resistance remains.
Ability Score Increase
Your Dexterity score increases by 1, and your Charisma score increases by 2.
Age
Free-folk reach maturity at 100 years old. They then stop aging, so long as they remain in the feywild, and the process picks up again if their home realm is left. Out of the feywild, the free-folk may live exactly 700 years. If a second more is spent away, they turn to dust, and their existence simply ends. They once again stop aging if they return to their birth place.
Alignment
Although individuals vary from pure evil to absolute goodness and everything in between, the free-folk tend to lean towards chaotic alignments due to their fey nature.
Size
Free-folk’s heights vary between 4’5” and 6’5”. They may appear thin, fat, or fit, but usually weigh between 80 and 100 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Flight
You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.
Languages
You can speak, read, and write Common and Sylvan.
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