Homebrew Far Darrig Species Details
Far darrig are tricksters, deceivers, and pranksters. While fey are known as mischievous, these beguiling folk’s acts of deception and fraud put other fey to shame. Guile and trickery are like music to the far darrig, and they love to dance. Even the most benevolent of them is not above pulling practical jokes on friends or strangers for amusement
Far Darrig Traits
Far darrig tend to be loners but at times come together to feast and drink and outdo one another with boasts and tales of the wild pranks they’ve played.Ability Score Increase
Your Charisma score increases by 2, and your Constitution score increases by 1
Languages
Sylvan and common
Darkvision
Accustomed to sneaking through the shadowy corners of the world, you have superior vision in dim and dark 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.
Gnomekin Magic
You can cast the enlarge/reduce spell once per day without expending a spell slot but only to enlarge yourself. You increase in size up to two steps to a maximum of Large (which doesn’t otherwise alter the spell’s effects).
Illusion Resistance
You have advantage on saving throws against illusions and ability checks made to detect them.
Illusion Instinct
You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Magic Hat
You possess a special red hat that you created and which maintains your connection to your magic. You can use your hat as a spellcasting focus even if your spellcasting class doesn’t normally have access to that feature. If you lose your hat, you can’t use your Illusory Instinct trait or cast any illusion spells until you retrieve it or create a new one. Creating a new hat requires one month of work and 50 gp.Once per day as an action while you wear your hat, you can cause it to display psychedelic colors. Each creature that can see the hat must succeed on a Wisdom saving throw against DC 8 + your Charisma modifier + your proficiency bonus or be charmed by you until the start of your next turn. While charmed, it can’t move and is incapacitated.
Supernatural Ally
Once per day as an action, you can magically pull a beast out of your hat into an unoccupied space within 5 feet as if you had cast conjure animals. You can conjure only one beast, and its challenge rating can’t exceed one-third your level.
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