Fae, Variant (5e Race)
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Fae[edit]
Fae are an extremely ancient people who only appear on a few planes, thanks to some characteristics of their race, but all the places they live tend to be of the greatest splendor and natural beauty. Fae always bring grace and antiquity with their presence, always in harmony with the nature around them.
The Beauty of Nature[edit]
The Fae are described as being the ancestors of the elves, although there is no evidence of the same, many traits between them are very similar. Fae traits change a lot from which plane they came from, but they all have an unearthly beauty, looking like nature sculpted them with all the love she could muster. All Fae are hauntingly beautiful to any race that sees them. They vary greatly in height and weight, ranging from 1.65m to 1.90m tall, but are often extremely slender, thinking from 50kg to 85kg. Males and females do not differ in this regard.
Fae skin color varies widely, but generally remains the same coloring as elves. The hair and eyes can be of the most varied colors, always resembling jewels with a supernatural shine, but they are more common in black, white silver and gold for the hair, and silver, gold, blue and green for the eyes. They also possess pointed ears and elongated canines. As for clothes, they don't really care as long as they're properly dressed. Fae commonly get tattoos on their bodies, remembering their stories or events important to them.
Immortal Perspective[edit]
Fae can live forever as long as they successfully go through the Settling process, which is usually not that difficult.
With such an immortal life, they normally maintain a calm perspective on all events happening around them, knowing that everything is fleeting. In this way, they tend to appear aloof, but whenever something new occurs they are the curious ones trying to guess what will happen.
As this lifestyle can be extremely tiring, they often look for a way to venture out to find fun in this boring world. And one of the things a Fae has to keep as a joy is a unique bond they can create with another member of the species, called a mating bond. Once such a bond is created, it can no longer be undone, it acts in a way superior to what marriage is for humans. This mating bond is one of the ways the Fae can stay stuck in life, and not lose their will to leave. Even more, it's rare for Fae to create a mating bond when young, they usually only create one when they reach over 300 years of age, and they live and perfectly know their partner. A couple usually is ready to make their bond, only when they reach 200 years of fellowship and love.
Common naturally occurring fertility issues have prevented the Fae population from growing rapidly, but one of the things that has the most impact is the mating bond itself, since while it's not a "rule", they want to have a child only with their partner.
Settling[edit]
All pureblooded Fae go through the Settling - a time when their bodies are attempting to be locked into immortal youth. It is a rough process, their bodies and magic needing months to adjust to the sudden freezing and reordering or their aging process.
Some Fae lose control of their power and mind during the time, or lose it outright.
Rare to See[edit]
Once existing on all worlds, most Fae moved to the Faerie plane, but they can also be on some outer planes and rarely encountered on the material plane, usually only as travelers. It makes Fae are very rare, and most other races go their entire lives never meeting a Fae. This means that other races are unsure how to respond and react to the fae. This fact results in most fae being mistaken for elves.
Most Fae live in small villages scattered across the plane, where they hunt, raise, gather, and grow their food, plus their magic and skill allow them to do everything masterfully, never lacking food. In this way, several of these small villages find the idea of carrying out exchanges using gold and coins ridiculous, even though the larger cities use them without receipt due to the need to control the flow and in need of the other races that coexist with them.
Fae Names[edit]
Male: Rowan, Endymion, Aedion, Gavriel, Fenrys
Female: Aelin, Mab, Mora, Sellene, Evalin, Essar, Remelle
Fae Traits[edit]
With their long life and seniority of their kind, the Fae possess several unique abilities.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 2.
Age. It is thought that a fae's ageing process stops once they reach physical maturity, once they pass through Settling.
Alignment. Generally a more neutral race or chaotic race, but alignments depend on the individuous's temperament.
Size. They vary greatly in height and weight, ranging from 1.65m to 1.90m tall, but are often extremely slender, thinking from 50kg to 85kg.
Speed. Your base walking speed is 9 meters.
Darkvision. 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.
Fey. Your creature type is both humanoid and fey. Additionally, you have resistance against being charmed, you are immune to magical effects that would effect your age, and magic cannot put you to sleep.
Trance. You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.
Animal Form. Described below.
Languages. You can speak, read, and write Common, Sylvan and Elvish.
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
3′ 11'' | +4d8 | 50 lb. | × (1d4) lb. |
*Height = base height + height modifier |
Animal Form[edit]
As a gift from their ancestors, the Fae are able to transform into a single other form for their entire lives. This transformation only appears after Settling. In short, roll a d100, just like the List of Beasts bellow, which will define the animal form you can transform into, as shown in the table below. For all your life and still, this form will be impossible to change for another, you will be forever linked to it. It is a part of you just as you are a part of it.
You can argue with your GM, but it's important that this trait is strictly random.
As a bonus action, you can transform into that animal, and as another bonus action, you can revert to your original form. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Otherwise, there are no time limitations as there are for the druid, for example.
While you are transformed, the following rules apply apply:
- Your game stats are replaced by the beast's stats, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your proficiencies in all of your skills and saving throws, in addition to gaining the creature's proficiencies. If the creature has the same proficiency as you and its stat block bonus is higher than yours, you will use the creature's bonus in place of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you take the creature's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of being dropped to 0 health, all excess damage will be transferred to your normal form. For example, if you take 10 damage in animal form and have only 1 life left, you revert and take 9 damage. As long as the excess damage doesn't reduce you to 0 hit points, you will not fall unconscious.
- You probably won't be able to cast spells, as your ability to speak or perform any action that requires hands is limited by the capabilities of the beast form you've assumed. Transform doesn't interrupt your concentration on a spell you've already cast, however, nor does it prevent you from performing actions that are part of the casting, such as summoning lightning you've already cast.
- You retain the benefits of all features from class, race, or other sources, and can use them if the new form is physically capable of doing so. However, you cannot use any of your special senses, such as darkvision, unless your new form also has that sense.
- You can choose whether your equipment drops to the ground in your space, assimilates to your new form, or is used by it. Wearing and carrying equipment works normally, but the GM decides which equipment is viable for the new form to wear or use, based on the creature's shape and size. Your equipment does not change shape or size to adapt to the new shape, and any equipment the new form cannot wear must either fall to the ground or be assimilated into it. Assimilated equipment will have no effect until you leave the form.
d100 | List of Beasts |
---|---|
1 - 3 | Hawk |
4 - 6 | Baboon |
7 - 9 | Owl |
10 - 12 | Jackal |
13 - 15 | Eagle |
16 - 18 | Octopus |
19 - 21 | Bat |
22 - 24 | Deer |
25 - 27 | Crow |
28 - 30 | Cat |
31 - 34 | Blood Hawk |
35 - 38 | Flying Snake |
39 - 42 | Giant Rat |
43 - 46 | Mastiff |
47 - 50 | Horse, draft/riding |
51 - 54 | Moose |
55 - 58 | Giant Owl |
59 - 62 | Boar |
63 - 66 | Wolf |
67 - 70 | Panther |
71 - 74 | War Horse |
75 - 78 | Crocodile |
79 - 82 | Gorilla |
83 - 86 | Reef Shark |
87 - 90 | Black Bear |
91 - 92 | Giant Eagle |
93 - 94 | Lion |
95 - 96 | Giant Octopus |
97 - 98 | Tiger |
99 - 100 | Brown Bear |
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