Homebrew Faerian Species Details
A mortal with a long forgotten fey ancestry. To the eye, they look like a regular human, though a particularly beautiful one. The mind, however, recognizes something other about them, which often makes people uncomfortable around them.
The dreams of a faerian are often populated by visions sent by their ancestors (or their representatives) to guide them in the world.
Faerian Traits
Your faerian character has the following racial traits.Ability Score Increase
Your Charisma score increases by 2 and your Dexterity score increases by 1.
Age
Faerians mature at the same rate as humans, but they can live up to 300 years.
Alignment
Much like their fey ancestors, most faerians tend towards chaotic alignments.
Size
Faerians are similar in height and weight to humans.
Speed
Your base walking speed is 30 feet.
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.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Blessing of the Green
You know the druidcraft
cantrip.Burst of Ecstasy
Starting at 3rd level, you can use your action to unleash your fey nature, radiating feelings of ecstasy around you.
Your aura lasts for 1 minute or until you end it as a bonus action. During it, colors around you become more vibrant and vegetation sprouts in a 10-foot radius, and at the end of each of your turns, you and each creature within 10 feet must succeed on a Wisdom saving throw (8 + your proficiency bonus + your Charisma modifier) or fall into an ecstatic trance. Targets that fail the saving throw fall prone and become incapacitated. At the end of each of its turns, and each time they take damage, the targets can make another Wisdom saving throw. The targets have advantage on the saving throw if it's triggered by damage. On a success, the effect ends.
In addition, once on each of your turns, you target a creature you can see within the radius of your aura and capture its attention as an action. The target must succeed on a Strength saving throw (DC 8 + your proficiency modifier + your Charisma Modifier) or become restrained. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
Once you use this trait, you can’t use it again until you finish a long rest.
Languages
You can speak, read, and write Common and Sylvan.
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