Fae
The soft strumming of a harp draws the children ever deeper into the dark wood. As they reach a moonlit clearing, they see a beautiful maid dressed in a gown of Starlight. She turns her soft gaze upon them at the sounds of their gasps and calls to them, “Welcome, little ones, be not afraid. Step into the ring so we may dance and play.”
An elfin man with pale blue skin leans his forehead against the dying tree. As he softly hums, the shriveled leaves turn green once again, and the ancient bow begins to straighten. The man lets out a sigh of relief, which momentarily chills the air.
The fae are changeable beings of great power and even greater danger. No two fae are quite alike, but they're tied to the natural world is universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom as to change entirely.
Roleplay: You must have sworn fealty to one of the fae courts, been raised in the Faerealms as a changeling, or have some other plausible reason to have become a fae. Discuss with you DM how you can achieve this in the game. Some of your abilities require your target t omake a saving throw to resist their effects. The saving throw DC is calculated as follows: Transformation Save DC = 8 + your Proficiency Bonus + your Charisma modifierStriking a bargain with a greater fae
Performing a great deed in the name of one of the faerie queens
Establishing a new faerie ring or bridge to the Faerealms
Defeating a powerful agent from your rival court
Earning a domain or title in the Faerealms
- The sprite cannot speak verbally, but it can telepathically communicate with you as long as it is within a mile of you. The sprite understands all languages you do.
- The sprite can become invisible at will. Otherwise, it sheds dim light within a 10-foot radius. As a bonus action, you can command the sprite to shine more brightly. When following this command, the sprite can shed bright light in a 20-foot radius and dim light for an additional 20 feet.
Becoming a Fae
Becoming a fae requires a direct connection to the Faerealms. Most creatures who become fae are forced to do so when they are stolen from the world as a child. These children, known as changelings, rapidly transform after only a few days trapped in the Faerealms. A changeling’s transformation is often painful or strange, for a child altered in this way does not have a say in what type of fae they ultimately become. A creature who voluntarily seeks to become a fae can strike a deal with an Archfae or beseech the court of one of the faerie queens. These pathways to transformation are as dangerous as the Faerealms themselves, and it requires a quick wit and a sharp awareness to get the best of the fae kind.Transformation Features
A fae has the following transformation features: Ability Scores: Charisma 13 or higherRoleplay: You must have sworn fealty to one of the fae courts, been raised in the Faerealms as a changeling, or have some other plausible reason to have become a fae. Discuss with you DM how you can achieve this in the game. Some of your abilities require your target t omake a saving throw to resist their effects. The saving throw DC is calculated as follows: Transformation Save DC = 8 + your Proficiency Bonus + your Charisma modifier
Level Milestones
The following are examples of possible level milestones for the Fae:Transformation Level 1
Starting at the 1st level, you gain the following Transformation Boons and this level's Transformation Flaw.Transformation Boons
Fae Form
Your Charisma score increases by 2 and your Dexterity score increases by 1. An ability score cannot be increased beyond 16 in this way. You also become a fae in addition to any other creature types you are. Spells that affect humanoids still affect you. However, you are immune to effects that only affect a creature of your new type of a specific CR. When you gain this ability, you must also choose which Fae Court fuels your transformation. Choose one of the following: The Seelie Court - The Seelie Court embodies the bounty and warmth of the growing season. The Seelie fae tend towards joviality, fickleness, and vanity. Seelie creatures often hide their cruel intentions behind beautiful facades. The Unseelie Court - The Unseelie Court embodies the stillness and darkness of the coldest season. Unseelie fae are often terrifying to behold but very direct about their intentions.Twilight Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your twilight step also gains an additional feature depending on which court you choose for your Fae Form ability. The Seelie Court - Immediately after using your Twilight Step, one creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage). The Unseelie Court - immediately after using your twilight step, one creature of your choice that you can see within 5 feet of you takes cold damage equal to your charisma modifier (minimum of 1 damage). You can use the twilight step feature a number of times equal to your charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.Transformation Flaw
Planar Binding
Your body and soul are bound to one of the Faerealms. You have disadvantage on death saving throws as the realm attempts to pull you back to it. If you would be killed, your soul is taken back to a plane of existence of the DM's choice. This plane is your new home, and you becom a NPC under the DM's control. If you die in the Faerealm that is responsible for your transformation, this flaw has no effect.Transformation Level 2
At 2nd level, you can pick one of the following Transformation Boons. In addition, you also gain this level's Transformation Flaw.Transformation Boons
Two-Faced
You can choose to transform your face into a vision of enchanting loveliness or horrifying ugliness. Any non-fae creature within 30 feet of you when you transform your face must make a Wisdom saving throw or be affected for one minute. The Seelie Court - any creature that fails the saving throw becomes charmed. This effect ends early on the creature if you or an ally deal damage to it or take other harmful actions. The Unseelie Court - any creature that fails the saving throw becomes frightened of you. This effect ends early if a creature afflicted by this ability ends its turn out of your line of sight. You can use this feature a number of times equal to your charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.Sprite Servant
A face Sprite binds itself to your service. The Sprite is a floating ball of light, considered to be a Tiny creature which cannot be harmed or affected in any way. The Sprite has the following characteristics: - The sprite has a fly speed of 40 feet.- The sprite cannot speak verbally, but it can telepathically communicate with you as long as it is within a mile of you. The sprite understands all languages you do.
- The sprite can become invisible at will. Otherwise, it sheds dim light within a 10-foot radius. As a bonus action, you can command the sprite to shine more brightly. When following this command, the sprite can shed bright light in a 20-foot radius and dim light for an additional 20 feet.
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