Homebrew Fae Species Details
The Fae are descended from Oberon and his two wives, the Summer Queen Titiana and the Winter Queen Maeve. They mostly reside in the Fae Wilds but they sometimes cross into the material plane where the boundaries between planes are close. Each Fae line claims either Oberon, Titiana, or Maeve as their main ancestor, and gain magic tied to one of the Three.
Fae Traits
As a fae, youre gameplay will be different then with other races considering you are from the feywilds. please read carefullyDaybreak Sensitivity
The Fae are naturally nocturnal, with few exceptions. The passing of daybreak is unsettling to the Fae, and can be felt even where the sun does not reach. Any illusions or spells cast by the Fae are worn down by the passing of the sun, and weak illusions and glamours instantly break at the passing of daybreak. Stronger spells can last longer under the sun's harsh gaze but are worn down over time as the magic is weakened. This mostly applies in the material plane, as the time is not so linear or consistent in the Fae Wilds as to have a "Daybreak".
Once daybreak has passed, Fae are fine in the sun and can even enjoy the sunlight. They usually awake in the afternoon in order to enjoy the light's presence and then do their best to sleep through the unpleasant sensation of the sunrise, going to bed just before sunrise.
Immortality
As a fae creature, death is a distant concept to the Fae. Fae live forever, only dying when tragedy or disaster strikes. They do not age past their majority, forever youthful and spry. They tend to have the long look on things, and view their life as eternal. Marriage within the Fae can last anywhere from a year to an eon, but get infinitely more complicated when children are involved, as if there is a divorce the children must declare themselves for one bloodline or the other. For this reason, kids happen only with the most steady of couples, and after centuries of planning. This keeps the Fae population low, even with how long-lived they are.
Oberon's Law
As a Fae creature, you are obligated to follow Oberon's law or face the consequences of Fae society at large. The death of the one who would have had infinite time is a true tragedy, and the Fae are outlawed by their common father from killing each other in truth. This law only applies to fellow Fae, and can only be pardoned by the highest of authorities. When a Fae does die, those who are aware are obligated to report to the nearest Court that "they have stopped their dancing."
Despite this censure against killing, Fae society is as vicious as ever. Transforming others into trees, putting them to sleep for a century, stripping them of their mind and senses, all are tactics employed by the Fae in order to avoid 'technically' killing their enemies.
The view on half-fae children varies wildly between Fae societies, but they are generally considered not to 'count'. Even though they may take part in court politics in some way, they are not protected by Oberon's law, and indeed many Fae use them as disposable minions, viewing anyone who will not live as long as them as little more than pets.
Knowes
A pureblood Fae can create and support a knowe, a crossing between the Fae Lands and Mortal realm that is in the domain of a particular Fae. Knowes can only be made in certain places where the veil between the Fae Wild and the Material Plane is already thin, and take many many years to shape and create. The end result is a semi-sentient domain in control of the Fae in charge of it. The entrance to Knowes can be as obscure or obtuse as the gatekeeper wants them too, though there are always at least three: the easy way, the hard way, and the long way.
Fae traits
Ability Score Increase
Your Charisma score increases by 2.
Age
Fae reach maturity by age 100 and then stop aging
Alignment
Fae tend towards chaotic alignments, but fall anywhere along the good and evil alignments.
Size
They are slightly taller than humans on average, ranging from just over 5 feet tall to over 6 feet. They have slender builds. Your size is Medium.
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.
Glamour
You are able to hide your Fae nature with a minor illusion. Your features become like that of either a human or an elf, blunting your ears, toning down your coloration, and hiding your otherwise outlandish traits. This glamour is broken by the sunrise.
Languages
You can speak, read, and write Common and Sylvan.
Fey
Your creature type is fey, rather than humanoid.
Magic Resistance
You have advantage on saving throws against charisma saving throws
Inhuman Beauty
Fae have a variety of striking features that look close too, but just a step past humanity. They have dramatic, chromatic hair colors, and their eyes tend to look metallic or like gemstones. Their limbs are longer and more graceful, and their features just sharp enough to be unsettling. Their ears are long and pointed, even past what is normal for elves, their closest mortal relatives. All Fae can cast a glamour in order to tone down these features and blend in with humanity, though these illusions are broken with the sunrise.
Many Fae have dramatic features specifically associated with their race, and strong magic tied to their line. Many people can even pick out someone's lineage by the shape of their ears or the smell of their magic. Whenever a Fae casts a spell their magic has a distinctive odor associated with them as an individual that a skilled enough blood worker or scent hound can identify them by. When you create a Fae, decide on two things that your character smells like when they cast magic.
Oberon, Maeve, and Titiana
Each fae line claims one of these three for an ancestor. Each of the Three Royalty are vast figures of power, revered almost as Gods by the Fae. They disappeared many ages ago, locking the Deep Summerlands behind them, and leaving only the Fae Wilds accessible to the Fae at large. Many mourn the loss of their original homelands, though many have also never set foot on the ground that their Firstborns shaped with their very presence.
Each of the Three grant their lines particular magic, and an association with certain subsets of their vast power. Each fae line is associated with one of them based on which first spawned them, but also based on which their magic falls in line with the most.
Titiana
Titiana has by far the most surviving lines. She is associated with illusions, eloquence, trickery, flowers, trees, and nature, and a veiled ruthlessness. Those who claim her line are the strongest with illusions, the natural world found on land and in the sky, and consider themselves the most civilized of Fae.
Maeve
Maeve's lines mostly exist out in the ocean due to her strong association with the water. She grants magic most associated with shapeshifting, the oceans and waves, fear, and a more primal wildness and ferocity. Those who follow Maeve dispense with a lot of the trickery associated with Titiana's line, and are more prone to make their feelings known in a more upfront, if violent, manner.
Oberon
Oberon claims the Heros of Fae. Any Fae may claim Oberon as their ancestors if they forsake their Queen's ancestry for heroism. Those few lines who claim Oberon as a whole are unprecedented blood workers, and tend to have an adventurous spirit.