Homebrew Daoine Sìth "fairy folk" Species Details

The Daoine Sìth are a highly secretive people, leading to a great deal of mystery swirling around them. This imposed secrecy is a defensive tactic to protect themselves from exploitation or attack from other cultures. Being tiny creatures, they do not have the technological capacity to front a military or police force capable of maintaining justice through force. More important than simple security and law, however, is their effort to hide.

Daoine Sìth hail from the Feywild, a parallel dimension to the material plane. Locations which are nearly identical on both planes become natural portals, called fey crossings. It is through these crossings that fairies arrive in the material plane, and how they return to their homeland. Most fairy communities make some effort to protect or at least hide, such a crossing from those who would abuse it. 

Despite the strong differences between Daoine Sìth, there are some general trends among faerie cultures. A love of wilderness and nature, a respect for the natural order, natural inquisitiveness, confidence and courage beyond their size, an interest in magic, and secrecy are all faerie traits. Daoine Sìth communities align with one of two fae courts. The vast majority of Daoine Sìth are of the Seelie court, but there are a distinct minority who are of a more sinister bent and align themselves with the Unseelie court. Unseelie Daoine Sìth are almost indistinguishable from their Seelie counterparts- they all strongly tend toward neutral good- but the way they express their values, and the way their personalities manifest, are very different. Seelie Daoine Sìth may trick a man into falling into a pit of horse manure as a jest. Unseelie Daoine Sìth would trick a child into falling into a pit of thorns as a jest. Seelie Daoine Sìth may put an interloper to sleep and drag him to the forest edge. Unseelie Daoine Sìth may drag the same interloper to the mouth of some monster's den if they determine him unworthy. Unseelie Daoine Sìth, despite being the distinct minority, are the source of most human prejudices against faeries. 

Daoine Sìth "fairy folk" Traits

Daoine Sìth are winged fey that stands between six to eight inches tall. They often look like tiny elves, with pointed ears and ranging skin and hair tones. They carry the normal array of human skin and hair tones as well as light shades of the rest of the spectrum of colors, coming from light shades of red to copper and bronze.

Ability Score Increase

Ability Score Increase. Your Dexterity score increases by 2 and Charisma increases by 4

Age

Age. Daoine Sìth do not age as normal races do, and after reaching maturity (Age 40) they do not die except from wound or disease. Rare is one that lives beyond 500 years.

Alignment

Alignment. Daoine Sìth tends towards neutral good.

Size

Size. Daoine Sìth are usually between ½ foot to 1 foot in height. Your size is Tiny.

Speed

Speed. Your base walking speed of 10 feet. You have a flying speed of 50 feet

Frail Strength

Frail Strength. Daoine Sìth are not made for manual labor. You have disadvantage on all Strength checks and saving throws. You can lift no more than 10 pounds.

Nimble

Nimble. You can move through the space of any creature that is of a size larger than yours and may end your turn in another creature of a size larger than your own. Your melee attacks have a reach of 0 feet.

Tiny Stuff

Tiny Stuff. The gear granted to you by your class and background are assumed to have come from your faerie community and be crafted to suit your size.

Fey Ancestry

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Natures Child

Natures Child. Children of the Feywild have a native gift for the natural world. You are proficient in the Nature skill.

Invisibility

Invisibility. Starting at 3rd level, you can cast the invisibility spell on yourself once, requiring no material components. You regain the ability to cast this spell with this trait when you finish a long rest. Charisma is your spellcasting ability for this spell.

Daoine Sìth Fancy

Daoine Sìth Fancy. Your people are renowned both for their love of music, and the widespread art of mixing poisons, policies, and remedies. You are proficient in herbalism, and any one musical instrument of your choice.

Languages

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

Fairy Dust

Fairy Dust. You can cast the sleep spell once. You regain the ability to cast this spell with this trait when you finish a long rest. Charisma is your spellcasting ability for this spell.

Wandering Magic.

Wandering Magic. You know the mage hand cantrip. When you reach 3rd level, you can cast the disguise self spell once per day. When you reach 5th level, you can also cast the misty step spell once per day. Charisma is your spellcasting ability for these spells.

Tiny Hands

Tiny Hands. You have disadvantage on Athletics checks, but you are proficient in the Sleight of Hand skill.

Heart Sight

Heart Sight. As an action, you touch a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, you also learn the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Superior Darkvision

Superior Darkvision. Living beneath the surface of the Twilight World, little light reaches their home. You can see in dim light within 120 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.

Overwhelming Positivity

Overwhelming Positivity. Your radiating personality seems to have a lasting impact on those that meet you. You are proficient in the Persuasion skill and may double your proficiency bonus when making a Persuasion skill check on a creature that is currently in a negative emotional state such as depression or anger.

Fairy Light

Fairy Light. As a bonus action, you can emit a field of light around you shedding bright light in a 10-foot-radius and dim light in an addition 10-foot-radius. This light lasts for 1 minute before dissipating. You must complete a short or long rest before you can use it again.

Mimicry

Mimicry. The Daoine Sìth can mimic sounds they have heard, including voices. A creature that hears the sounds they make can tell they are imitations with a successful Wisdom (Insight) check opposed by the Daoine Sìth's Charisma (Deception) check.

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