Boggart affinity
Nereid affinity
Oread affinity
Pooka affinity
Sidhe affinity
Sprig affinity
Sylph affinity
Fey are intensely magical creatures, closely tied to the forces of wild nature, creatures of raw emotion and unbridled impulse, and creatures that look almost human but with a curious turn of mind that makes them wholly alien at the same time.
Fey are creatures not fully of this world, or perhaps more precisely they are creatures of another version of this world so idealized and yet just off that reality itself could not bear it, utterly beautiful and yet nearly unendurable in its intensity. When fey leave the Feywild and enter our world, the world of mortals, they bring some of that magic and that strangeness with them.
Fey enjoy observing mortals in their natural habitat, so to speak, and may learn many things about them with long exposure to mortal culture and customs, but only rarely are they able to integrate themselves entirely. Even experienced fey wanderers are no more natural a part of the mortals’ culture than a modern family camping in a national park is at one with the animals.
They come from another plane of existence, they’re immortal, and their concerns and way of approaching the world around them may seem bizarre. Noble fey can be aloof, even cold and distant in how they relate to other creatures, and while possessed of a deep capacity for both capricious whimsy and passionate hatred, the triggers for these emotions aren’t always readily obvious.
In truth, fey most often enter the Material Plane out of curiosity or compulsion. They might be called there by a powerful spellcaster, or by deep magic, their returning like a comet on a calendar longer than living memory. These excursions produce bonds of family, love and enmity, echoing down generations. Some fey live a life of adventure in the Material Plane for years, eventually return to the Feywild as if called home, and many are never seen again by the denizens of the mortal world.
Fey have a certain effortless arrogance when dealing with mortals. For some it is their lifespan versus the mayfly-like existence of mortals. For others it is their ability to fly or use magic as a part of themselves. For others, it is the sense of transcendent beauty they see in their own realms in comparison to the pale imitations of the mortal world.
Whatever its cause, the more powerful the fey creature, the more deeply ingrained and alien its mindset and the less willing it may be to compromise with the presumptuous and puerile norms of mortals. All fey, however, behave according to their own sets of strictures and laws not immediately apparent to others. For that matter, they often seem contradictory or nonsensical, but are quite rigid nonetheless for creatures often associated with chaos.
Unrestrained by mortality and the restrictions of age, fey indulge their hearts’ desires, and oftentimes do so in haphazard, almost nonsensical fashion. This need not occur because of or in adherence to whatever alien laws dictate some of their actions. Sometimes fey react to a given situation with randomness, spontaneity, and whimsy for the pure joy of spontaneity. One thing to keep in mind, however, is that they don’t act in this manner for the sake of chaos as a concept. They aren’t connected to chaos in the same way a protean outsider is. For the fey, it’s more about amusement than any grand ideology of alignment and cosmological identity.
Linked to their penchant for mischief, fey take particular delight in showing up mortals, particularly mortals of a particularly prideful or haughty nature. The more confident and conceited the mortal, the more enticing a target as far as most fey are concerned. This lends itself well to besting mortals in contests, confusing them with riddles, and making fools of them with bargains replete with exploitable loopholes or impossible conditions. At the same time, this is also a common weakness for these very same fey: they can likewise be supremely haughty and sure of themselves.
Given the natural beauty possessed by many fey, it’s easy to understand what mortals see in them. But what do fey see in mortals that would lead them to such intimacy? Looking at mortals’ comparative mayfly lives, an essentially immortal fey could view even a years or decades long tryst as something of no consequence, like a mortal’s one-night stand. Alternatively, they could be amazed at the depth of mortal feelings and response, and the poignancy of such depth in the face of their own impermanence. Depending on how the fey looked at it, their union with a mortal could be meaningless or a life-altering experience.
Sometimes a fey visiting the material world results in a child. No matter if the child is born on the material plane of the feywild, it will have close ties to borth world. Some feel more at home among the fey, some prefer the more grounded life of the material plane, while some change their minds constanty, like fey are inclined to do.
Feyblood is the name used to describe creatures that have the power of fey coursing through their very being. They might be born from a mortal and fey, could be a mortal who spend such a long time in the feywild that it has changed its soul, powerful and/or wild magic could have infused a mortal with fey power, or it could be an effect from being exposed to a corruption from the feywild.
A feyblood is more than just a mere sorcerer, as it does not only grants some innate magical powers. No, a feyblood is wholly infused not only with the magic, but also the mannnerism, the feelings and the very essence of a fey creature, to such a degree that they are essentially fey themselves.
Feyblood are part and parcel to magic, wielding it with an aptitude that awes druids, inspires jealousy among wizards, and fosters kinship among sorcerers. They often manage the spellcasting abilities most gain after years of discipline by the end of their adolescence, although they often do not yet realize this to be the case. A feyblood’s affinity might express itself as a kinship to earth, water, air, or plants. Others become master manipulators, or inexplicably efficient with an otherwise crude weapon.
Perhaps the most important thing when creating a feyblood is to consider whether your formative experiences took place on the Material Plane or in the Feywild.
The Material Plane. Did you have a fey ancestor or parent? Fae-blooded folk have subtle signs of their ancestry upon them: unusual pigmentation, an unusual birthmark, an auspicious constellation of freckles, or an imaginary friend even their parents would occasionally swear was real. How and when did you realize your powers, and have you come to embrace them?
The Feywild. Few races native to the material plane manage to collectively eke out a living among the harsh wildernesses of the Feywild. They become populations living out of time, surviving in a plane where the only rule is change or die. Tribes embrace this edict of mutability might evolve affectations of variation in pigmentation, hirsuteness, exaggerated ears, or unusually long fingers. You might even sprout wings as you mature. The Material Plane might be a world of alien wonders to you: perhaps you’ve drunk sweet nectar from a tulip, but never tasted refined sugar. Consider the events that brought you to the Material Plane.
-Level- | -PB- | -Features- | -Spark- | -Spells- | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spark, Spellcasting, Glamorous Defense, Fey Affinity, Fey Vulnerabilities |
2 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Faerie Dust, Fey Affinity Feature |
2 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Misty Escape | 2 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 3 | 8 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Fey Affinity Feature | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Mortal Anchor | 3 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Fey Affinity Feature | 4 | 13 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | — | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Fey Affinity Feature | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | — | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 6 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Dreamchaser | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | — | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Planar Glamour | 6 | 23 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a feyblood, you gain the following class features.
Hit Dice: 1d6
You are proficient with Dexterity and Charisma saving throws.
Class Skills: Fey Transformation (class specific), Herbalism, Nature and Survival
Skill Points: You gain 2 skill points at 1st level.
You have advantage on saving throws against being charmed and magic can’t put you to sleep.
When you cast a feyblood spell of level 1 or higher, you can use your bonus action to take the disengage, dodge or hide action.
Requirements: Oread (Korred) affinity
You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift, but only in respect to stone.
Requirements: level 12
You grow a pair of delicate wings, gaining a flying speed of 25 ft. The wings do not look strong enough to carry you, but they are powered by your faerie dust. A side effect is that while flying, you emit dim light in a 5 ft radius and emit a soft noise.
d8 | Light | Sound |
---|---|---|
1 | Red | Musical notes |
2 | Orange | Gentle breeze |
3 | Yellow | Rustling leaves |
4 | Spring | Babbling brook |
5 | Green | Insect buzzing |
6 | Blue | Tinkling chimes |
7 | Indigo | Soft singing or humming |
8 | Violet | Child’s laughter |
While flying on the material plane, you have disadvantage on ability checks to hide or sneak. You cannot fly if you are encumbered, exhausted or wearing armor.
Like some other winged fey creatures, you can splash magical dust using your wings. You can sprinkle a colored type of dust on an adjacent creature as an action.
The pale blue dust makes a creature not needing to breathe for 1 hour.
The rosy dust grants a creature advantage on saving throws against being charmed or frightened for 10 minutes.
The yellowish dust grants a creature flying speed of 30 ft for 1 minute, but they can’t fly higher than 10 ft off the ground.
Once you sprinkle a type of dust, you can’t use that color dust again until you finish a long rest.
Weapon Groups: You have rank 1 with Axe, Club, Knife, Spear, Staff and Sling.
After 1st level: You gain 1 skill point to spend on combat skills every 3rd level, at levels 3, 6, 9, 12, 15 and 18.
Requirements: Oread (Korred) affinity
As an action, you can extend a long, whip made from your magical hair that lashes out toward one creature you can see within 30 ft. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 bludgeoning damage, and if the creature is Large or smaller, you can pull the creature up to 10 ft closer to you. Damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
When you hit a creature with your Hair Whip, you can attempt to grapple the target using your bonus action. You can use your Spark instead of your Strength modifier on checks to make or maintain the grapple. If you succeed, your speed drops to 0. While grappling, your hair has an AC of 10 + your proficiency bonus + your Spark, and a number of hit points equal to your level + your Constitution modifier. It also has resistance to fire damage, and regains 1 hit point at the start of your turn. If your hair whip drops to 0 hit points, it is destroyed, and you must finish a long rest before using this trait again.
Requirements: Oread (Stone troll) affinity
You can shrug off injury. When you take damage from a creature, you can use your reaction to reduce the damage by 1d6 + your Constitution modifier. You can add that total to the damage roll the first melee attack you hit with on your next turn.
You can do this once, and regain its use after a short rest.
When you take damage, you can use your reaction to harden your skin, gaining resistance to all damage except thunder and psychic, until the start of your next turn, including the triggering attack.
You can do this once, and regain its use after a short rest.
As an action, you stomp your foot down creating a thundering sound, audible at 100 ft away. All adjacent creatures must make a Constitution saving throw against your spall casting DC. A creature that fails its saving throw takes 1d8 thunder damage and is deafened until the start of your next turn. This damage increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8). A creature that succeeds its save takes half damage and isn’t deafened.
You can do this once, and regain its use after a short rest.
You start with the following equipment, in addition to the equipment granted by your background:
Your Spark symbolizes your connection to the feywild, from where your mystical powers are drawn. Spark is used to fuel your magic and the abilities you can use. On the material plane, your Spark is normally as shown in the Spark columne of the Feyblood class table.
When in the Feywild, your Spark increases by 1, and on other planes it is reduced by 1. This includes the astral and ethereal planes. Your spark can also be reduced by being exposed to your Fey vulnerabilities.
Some feyblood have a greater inner strength and can channel Spark more efficiently. You may use your Charisma modifier instead of the value shown in the Spark column. It is still modified by the plane and vulnerabilities.
Long rest |
---|
* Regain use of Misty Escape. |
Add the following class specific benefits to choose from: |
* Regain use of the spells granted by Mortal Anchor. |
* Regain use of Dreamchaser. |
* Regain use of Extraplanar Glamour. |
You are a natural conduit for the energies of the Feywild and can manipulate its magic to you will.
At 1st level, you know a number of cantrips of your choice equal to you Spark. Since your Spark can change, you should assign the first cantrips to become unavailable if you lose Spark, as well as choose an additional that might become available if your Spark increases.
You learn additional cantrips of your choice at higher levels, every time you Spark increases, as shown in the Spark column of the feyblood table.
The feyblood table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain your 2 lowest expended spell slots after a night’s rest.
You know two 1st-level spells of your choice from the feyblood spell list. The Spells Known column of the feyblood table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the feyblood spell list, which also must be of a level for which you have spell slots.
You can use an arcane focus or a musical instrument you are proficient with as a spellcasting focus for your feyblood spells.
The spellcasting modifier for your feyblood spells is your Spark, since the power of your magic relies on your ability to channel the Feywild into this world.
Spell save DC = 8 + your proficiency bonus + your Spark
Spell attack modifier = your proficiency bonus + your Spark
When the game gives you more than one way to calculate your Armor Class, you can only use one of them. For example, if you have the Glamorous Defense feature and the Lizardfolk’s Natural Armor trait, you can’t benefit from both simultaneously. Instead, you choose which formula determines your AC.
While you are not wearing armor or holding a shield, your AC equals 10 + your Dexterity modifier + your Spark.
You are infused with the magic of the fey and because of that, you have two creature types: humanoid and fey. You can be affected by a spell or ability if it works on either of your creature types.
In addition you choose a fey affinity, detailed after the end of the class description. Your choice grants you features at 1st level and again at 2nd, 6th, 10th, and 14th level.
A fey creature’s origin often does not prepare them for life upon the material plane, and they may be unaware of their own vulnerabilities. Being exposed to any of these reduced Spark by 1 for 1 minute or until the fey’s next round if a save is allowed and successful.
The ringing of iron or silver bells harms any fey who hear them. If a hand-held bell rung 5 ft away from a fey, the sound forces them to make a DC 10 Charisma saving throw. If they fail, they take 1d4 thunder damage. If they succeed, they take half the amount. Volume, proximity, size or other enchantments can increase the damage or DC at the DM’s discretion.
Lemons, limes and other citrus fruits are toxic to certain fey. If ingested, the faerie makes a DC 14 Constitution saving throw. If they fail, they become poisoned for 24 hours.
Butter, cream and cheese have intoxicating effects on fey. They enjoy the taste and sensation, and must succeed a DC 14 Constitution saving throw or become intoxicated, with effects similar to alcohol upon humans.
If bound by an iron or silver collar or fetters, or trapped in a container of fine glass or crystal (with a silver or iron flooring or stopper), fey are unable to speak or use material components for spells, use class abilities or break the bonds of their imprisonment.
Once during their captivity a fey can cast the sending spell without expending a spell slot, even if they do not know the spell.
Certain alloys can be toxic to fey, most notably cold iron and silver. Against “real” fey, i.e. creatures that are of a fey race, such weapons could have advantage on attack rolls against, or deal additional psychic damage or poisoning an unlucky fey. However, feyblood who do not belong to a fey race, usually only has their Spark reduced if they are critically hit.
Vampires are pleasantly intoxicated by imbibing fey blood, and consider it a rare delicacy. A vampire that drinks one hit die of fey blood can comfortably withstand direct sunlight for 4d12 hours.
At 2nd level, your body produces a faintly glowing dust, clearly visible to the detect magic spell, which can also be used to invigorate yourself or your allies.
Using your bonus action, you can splash dust onto an adjacent creature. The target chooses either to heal for 1d6 hit points + your feyblood level, or immediately make a saving throw against an unwanted poison, disease, or enchantment, adding your Spark as a bonus to the roll.
You can use this feature a number of times equal to your Spark, and regain expended uses when you finish a long rest.
From 4th level, you can vanish in a puff of mist in response to harm. As a reaction when you take damage, you can become invisible and teleport up to 30 ft to an unoccupied space you can see. You remain invisible until the end of your next turn or until you attack or cast a spell.
You can use this feature once, and regain its use when you finish a long rest.
From 8th level you can perform a 1 hour ritual, binding your essence to a present willing living creature that is native to this plane. You can have only one Mortal Anchor at a time, and a creature may only serve as Mortal Anchor for one fey. The bond grants you the following properties:
You can communicate telepathically with your mortal anchor if within a number of feet equal to 5 × your level. Your Mortal anchor has can disable or re-enable or telepathic link using their bonus action.
You can cast the scrying and sending spell targeting your Mortal Anchor once each without expending a spell slot, even if you don’t know the spells, and may regain the ability to do so when you finish a long rest. Your mortal anchor can choose to succeed a saving throw against these spells.
The bond is an enchantment of the highest level spell a spellcaster of your level can expend. You are aware of any attempts to break it, and may make a DC 14 Insight check to discover the perpetrator.
Your mortal anchor can revoke the bond at any time using their action. When the bond is broken, you must succeed a DC 20 Charisma saving throw or take one level of exhaustion.
At 18th level, you can enter the dreams of others known to you. You can spend 1 minute to compact your faerie dust into a dreamstone, and gift it to another creature. If you create a second, the first crumbles into dust.
If you can see the open sky, you can cast the dream spell once without expending a spell slot. If the bearer of your token is the target your dream spell, the spell can transcend planes. If they are not asleep, your dream stone will transmit it to the bearer when they fall asleep. Once you cast the spell in this manner, you cannot do so again until you complete a long rest.
At 20th level, your Charisma score increases by 4, to a maximum of 24 (or 4 above your racial max). You also become attuned to another of the inner planes, gaining one of following three boons:
Feywild Access: If you are under the light of a full moon, you can cast the gate spell once to access the Feywild or Material Plane without expending a spell slot, and without providing material components for the spell.
Astral Access: You can cast the astral projection spell once without expending a spell slot, using a single quartz crystal as the material component for the spell. When you cast the spell, you can only bring a number of additional creatures equal to your Spark.
Ethereal Access: You can cast the etherealness spell once without expending a spell slot. When you cast the spell, you can bring an additional number of willing creatures that you can see within 30 feet of you equal to your Spark.
Every feyblood is unique: their very natures are shaped by the magic that flows through, but also the experiences that shape and transform them along their journeys. For a feyblood, the development of their powers deforms as they experience a change in scenery, lifestyle and the company they keep. They are famously mutable and can be near unrecognizable at the end of a journey as when it began.
Feyblood shaped by mischevieous fey, like the Boggle, Dau or Leprechaun.
Shaped by fey of the waters, like the Nixie or Siren.
Feyblood with a strong connection to earth, stone and metals, like the Korred or Stone trolls.
Chaotic feyblood affected by wild magic.
Pixie touched feyblood.
Feyblood whose connection to the Feywild manifests as a closeness to nature, like a Dryad or an awakened plant.
Shaped by the influence of the more hedonistic fey, like satyrs, or nymphs.
Feyblood Level | Feature |
---|---|
1st | Cunning Magics |
2nd | Fey Blood |
6th | Supple Ward |
10th | Tricksy Cantrip |
14th | Magical Mimicry |
Short rest |
---|
After a short rest: |
* Regain use of Tricksy Cantrip. |
Long rest |
---|
* Regain all uses of Oil Puddle. |
* Regain all uses of Leprechaun Magic. |
Add the following affinity specific benefits to choose from: |
* Regain all uses of Dau Manipulator. |
* Regain use of Supple Ward. |
* Regain use of Magical Mimicry. |
Boggart are feyblood that has the been shaped by fey known to be mischevieous, and love tricks and pranks.
A boggart might be related to one of the following fey creatures. This connection will not only affect their powers, but also their demeanor and outlook.
Boggles resemble monstrous, gnarled gnomes with grey, blue or purple skin and a pungent odor. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.
Boggles engage in petty pranks to amuse themselves, which are annoying but usually harmless. Most boggles are cowards and avoid confrontation or combat. A boggle that feels bested by someone else might offer its services to the being that defeated or cornered it, although precious few are strong-willed enough to get the best out of a boggle’s mischievous compulsions.
Dau are small, agile, and beautiful creatures. Their fey blood keeps them physically fit, even though they generally choose lavish, lazy lifestyles if they can. When dau are able to settle down and enjoy lifestyles of luxury, they always do. Utilizing their magical and deceptive talents only makes their lives easier. Their hedonism attracts many and varied people, offering them even more opportunities to enjoy life. Dau choose not to use their talents to harm or inflict cruelty, seeking rather to enjoy life with others.
Beware, however, those who would breach their rules of hospitality.
As chaotic souls of vague origin, gremlins are generally unwelcome in town. This is just as well to the gremlins, who directly oppose the trappings of civilizations. Gremlins are innately proficient at destroying machinery by finding and targeting weak points. Machinery in this case ranges from expensive military catapults to the lock on your front door.
Mischievous, yet Analytical. Inside the mind of a gremlin is a confusing, muddled place. On one hand, gremlins are brilliantly deviant and have a keen eye for assessing physical objects and planning crimes. On the other hand, they are socially inept, dimwitted, and lack the capacity for critical analysis. Simple puzzles stump gremlins that are otherwise quick learners, competent mages, and criminal masterminds.
Gremlins use their analytical minds for hijinks and destruction. They form longstanding grudges with those they detest, and such grudges invariably simmer with spite and malcontent over time. Gremlins start to display their indignation with harmless pranks, but the pranks grow from gags, to intimidation tactics, to outright violence.
“Kidnapping? We weren’t kidnapping, we were just taking them away, weren’t we? Children need to play and you weren’t letting them. What? Well of course we’re blackmailing you! Those kids were in need of a break! Give them a chance to play and we’ll see about letting them go, alright?”
— Leprechaun Conn Ó Gadhra, to an angry mother.
Leprechauns are a curious folk, hiding in forests and abandoned farms, sometimes benevolent, sometimes friendly. You should be cautious when you run into a leprechaun.
Leprechaun culture mainly revolves around creating shoes and trading or selling them to whichever other creatures happen to live nearby. They also gain money through sneaking into houses and gathering tiny scrapings of gold from various items, eventually forging them into a coin. Over time, leprechauns build up a stash of gold from these two methods, which they generally store in a clay pot known as a crock. The older the leprechaun, the more gold they have in their crock - but also the wilier they become at defending it.
Mistrusted Folk. Due to stories of leprechauns tricking people into wild goose chases to find their crock, leprechauns have a somewhat unfair reputation as being untrustworthy, when in truth all they are trying to do is protect their crock. This is reinforced by their reputation of kidnapping children, when in fact the only cases of this have been when leprechauns have adopted children growing up in an abusive or neglected home. These children, on those cases that they are taken, end up gaining leprechaun-like characteristics, and some even become so attuned to this new lifestyle they become a leprechaun themselves.
When you choose this affinity at 1st level, add Arcana to your class skills and gain 1 skill point to spend on this skill. You also learn the annoy and vicious mockery cantrips.
You learn additional spells when you reach certain levels, shown in the Feyblood Affinity Spells table. These spells are feyblood spells for you, and they don’t count against the number of feyblood spells you know.
Feyblood level | Boggart Spells |
---|---|
1st | insidious rhythm, Tasha’s hideous laughter |
3rd | crown of madness, phantasmal force |
5th | charm of misplaced wrath, encumber |
7th | fumble, hallucinatory terrain |
9th | mislead |
11th | possess |
13th | agitate crowd |
15th | glibness |
17th | world of deception |
The powers of your connected fey starts to grow. Select one of the following, based on the fey you are influenced by.
As a bonus action, you excrete a non-flammable oil from your skin for 1 minute. You choose whether the oil is slippery or sticky. Both variants grant you resistance to fire damage.
While coated in slippery oil, you have advantage on checks made to escape bonds, squeeze through narrow spaces, and end grapples.
While coated in sticky oil, you have advantage on checks made to grapple and checks made to maintain a hold on another creature, a surface, or an object. You gain a climbing speed of 20 ft.
Oil Puddle. While coated in oil, you can use your action to create a puddle of it, 1 inch deep and covering the ground in a 5 ft radius around you. The puddle is difficult terrain for all other creatures except boggles and lasts for 1 hour.
Saving throw DCs against your oil puddle effects are 8 + your proficiency bonus + your Spark.
If the oil is slippery, any creature that enters the puddle’s area or starts its turn there must succeed on a Dexterity saving throw or fall prone.
If the oil is sticky, any creature that enters the puddle’s area or starts its turn there must succeed on a Strength saving throw or be restrained. On its turn, a creature can use an action to make a new saving throw and extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space.
You can use this ability a number of times equal to your Spark, and regain expended uses of it when you finish a long rest.
You gain the following abilities:
Illusory Awareness. You have advantage on saving throws against illusion magic.
Magically Deceptive. You may cast the detect thoughts spell. When you reach 3rd level, you may also cast the mirror image spell, and upon reaching 5th level, you may cast the invisibility spell. You can cast each of these spells once and can regain them after a long rest.
Tangible Illusion. Once after casting an illusion spell of an object that is no larger than 5 cubic feet, you can transform it into a normal, non-magical object. The temporary object lasts for 10 minutes after which it reverts to being an illusion (or vanishes if the duration of the original illusion expires).
You’re an adaptable, chaotic force of destruction and gain the following abilities:
Demolish. As a bonus action, you can analyze an object or construct and plan for a crushing blow. The first attack that you hit against the object or construct before the end of your turn is a critical hit. Once you score a critical hit using this feat, you can’t use it again against the same object or construct until you finish a long rest.
Dismantle. You have advantage on attack rolls and ability checks made to break or dismantle objects. Additionally, you deal extra damage equal to your Spark when you hit an object or a construct with an attack.
You gain the following abilities:
Cobbler of the Fair Folk. You gain 1 skill point to spend on Craft - Cobbler. Using your cobbler’s tools, you may as an action magically resize any shoe to perfectly fit any humanoid or fey of Medium size or smaller you choose. Once you have done so, you may not resize the same shoe again.
Lucky. You gain +2 to your Luck ability score, and when you roll a 1 on the d20 for any roll, you can reroll the die and must use the new roll.
When a ranged spell attack (or magic missile) targets a creature you can see within 30 ft, and the results have not been announced, you can use your reaction and expend an equivalent spell slot to make an opposed spellcasting ability check against the caster.
If you succeed, the spell targets the caster using the original attack roll. You cannot reflect spells cast above 5th-level.
You can use this feature once, and regain it when you complete a long rest.
You can empower one feyblood cantrip you know that targets a single creature.
When you cast the cantrip, you can target one additional creature within range and also within a number of feet equal to 5 × your Spark of the initial target. If the cantrip requires an attack roll, you make a second attack roll.
You can use this feature once, and regain it when you complete a short rest.
If an ally within 30 ft that you can see and hear casts a spell of 5th-level or lower, with a casting time of 1 action or 1 bonus action that doesn’t require concentration, you can use your reaction and an equivalent spell slot to cast the same spell, even if you don’t know it.
Once you use this feature, you can’t use it again until you finish a long rest.
Feyblood Level | Feature |
---|---|
1st | Touched by the Waters |
2nd | Fey Blood |
6th | Drench |
10th | Nereid’s Grace |
14th | Soul of the Water |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Regain use of Captivating Song. |
* Regain all uses of Water Bond. |
* Regain use of Stupefying Touch. |
* Regain all uses of Drench. |
* Regain all uses of Soul of the Water. |
Nereid are feyblood that has the been shaped by the fey of the waters. You might may have survived a siren’s kiss, or been the unwilling guest of a nixie. Love of water is second nature to you, and those not of the sea often find you cold and distant.
A nereid might be related to one of the following fey creatures. This connection will not only affect their powers, but also their demeanor and outlook.
A nixie is a small, aquatic fey creature that makes its home in lakes, rivers, and ponds. They often serve as the de facto guardian of their watery homes, normally using trickery and deceit to get rid of intruders, but are not above resorting to violence if such methods prove ineffective. They are also known to charm and enslave humanoids to be their guardians or to perform tasks that require greater strength.
It’s worth noting that while most nixies are shy, peaceful creatures, there are some types of nixie that are not. These nixie delight in luring land creatures to their aquatic home and drowning them. They lure their prey by using their incredible beauty, then watch them drown as they enter their underwater home.
These torso of a siren resembles that of an elf, but the lower body resembles a sea creature: iridescent scales and the wide tail of a fish, and sharing other features with sea creatures is not unheard of.
Sirens are blamed for floods, storms, shipwrecks, and drownings, but many sirens are simple curious romantics. An infatuated siren will risk life and limb to follow it onto land to learn about the object of their desire, assuming an elven visage. Sirens find walking uncomfortable, however, and when they become wet or immersed in water, their body reflexively returns to its native aquatic form.
When you choose this affinity at 1st level, add Swimming to your class skills and gain 2 skill point to spend on this skill.
You learn additional spells when you reach certain levels, shown in the Feyblood Affinity Spells table. These spells are feyblood spells for you, and they don’t count against the number of feyblood spells you know.
Feyblood level | Nereid Spells |
---|---|
1st | hard water, mistsight |
3rd | steam jet, warding bond |
5th | wall of water, water breathing |
7th | control water, sargasso |
9th | maelstrom |
11th | globe of invulnerability |
13th | forcecage |
15th | tsunami |
17th | storm of vengeance |
The powers of your connected fey starts to grow. Select one of the following, based on the fey you are affected by.
You have a connections to the nixies , and gain the following abilities:
Captivating Song. You can sing a magical melody as if concentrating on a spell for up to 10 minutes. The sound of this song is heard up to 100 ft away and can be heard equally well through air as in water. For the duration, you can use a bonus action to force a humanoid creature you can see, that can hear the music, to make a Wisdom saving throw against your spellcasting DC or become charmed. If the target is in combat, it automatically succeeds its saving throw.
While charmed, a target is incapacitated. If the target is more than 5 ft away, the tries to move toward you by the most direct route possible, without putting itself in danger. If there is no choice but following a dangerous path, and whenever it takes damage, the charm is broken.
The creature is charmed by you for as long as it can hear your music and for up to 1 hour. You can only have one creature charmed this way. Once you use this trait, you can’t use it again until you complete a long rest.
Friend of the Lakes. Using gestures and sounds, you can communicate simple ideas to any beast that has an innate swimming speed.
Water Bond. You gain strength from ponds, lakes, rivers, or other bodies of fresh water. As long as there is a larger body of fresh water withing a mile, you can tap into that strength, adding a d6 to an ability check, attack roll, or saving throw you make. You can wait until after the roll, but before the DM says whether the roll succeeds or fails.
You can use this feature a number of times equal to your Spark, and regain expended uses when you finish a long rest.
You have a connections to the sirens of the sea, and gain the following abilities:
Child of the Sea. When wet, you can use your action to form your lower body into something resempling a sea creature; iridescent scales and the wide tail of a fish. If you are dry, you immediately revert to your normal form. While you have a tail, your movement speed becomes 5 feet on land, but your swimming speed increases by 10 ft.
Captivating Song. As Nixie above.
Stupefying Touch. As an action, you can touch a which must succeed a Wisdom saving throw or take psychic damage equal to a number of d6s equivalent to your proficiency bonus and be incapacitated until the start of your next turn. This feature has no effect on constructs or undead. You can use this ability once, and can regain it after a long rest.
You can manipulate the ambient water present in the air. As an action, you can extinguish all nonmagical flames within 30 ft. This can also be used as a reaction, to gain resistance to an incoming fire damage.
You can use this feature a number of times equal to your Spark, and regain expended uses when you finish a long rest.
You blend in with the waters around you. You can breathe underwater, and while submerged, you are heavily obscured to creatures outside of the water and lightly obscured to creatures within the same body of water. While in the rain, you are lightly obscured.
In addition, while swimming, your movement is unaffected by difficult terrain. While underwater, spells and magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
You become one with the sea. Your swimming speed increases to 40 feet or becomes equal to your land speed, whichever is higher. In addition, while it is raining or when you are underwater, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or move out of the water.
You can use this feature a number of times equal to your Spark, and regain expended uses when you finish a long rest.
Feyblood Level | Feature |
---|---|
1st | Faerie Weapon, Oread Magic |
2nd | Whimsy |
6th | Quickling Attack |
10th | Wanton Assault |
14th | Smiting Glamour |
Short rest |
---|
After a short rest: |
Oread are feyblood that have a strong connection to earth, stone and metals. They feel drawn to a life underground or in stone ruins. Many oread seek solitary lives, greedily hoarding treasures.
An oread might be related to one of the following fey creatures. This connection will not only affect their powers, but also their demeanor and outlook.
Korreds are unpredictable, secretive fey with strong ties to stone. Because of their magical hair and their mystical understanding of minerals, they are sought out by treasure hunters, dwarves and others that desire the wealth of the earth. No one knows the ways of stone and earth better than a korred. Korreds can seemingly feel the rise and fall of bedrock under the earth.
Korreds generally prefer to keep their own company, but occasionally consort with creatures of elemental earth, or promising adventurers. Tribes of korreds occasionally gather to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs which can be heard (or felt) for miles underground. They have hair all over their bodies, and the hair that grows from their head is magical, and almost as durable as linked chains of iron. Korreds take great pride in their hair, and equally great offense at anyone who attempts to cut it without permission.
Stone trolls are horned fey with stony skin. The most ancient of stories make mention of these trolls (although sometimes under a different name). They have a long tradition of joining organizations or groups and protecting them until the end, or they may choose to be the protector of the weak or oppressed, or simple those who fate seems to have abandoned.
This duty-bound nature can put them at odds with an adversary who is all too happy to paint the troll as a monster to be slain, which complicates their repuation. In actual fact, nothing is more important to a troll than their honor. This is both a cultural institution and a supernatural compulsion imposed by their fey nature. A troll who breaks an oath loses some of their strength until they have redeemed themselves.
When you choose this affinity at 1st level, you gain the Light armor combat skill and 1 skill point to spend on combat skills. Additionally your fists, teeth, nails or favorite one-handed simple melee weapon become a magical d4 faerie weapon. When you take the Attack action with your faerie weapon you can attack twice.
You gain 2 additional hit points, and 1 additional hit point each time you gain a feyblood level.
Also at 1st level, you learn the mold earth cantrip and you gain a climbing speed of 20 ft. If you have a flying speed, you lose it.
You learn additional spells when you reach certain levels, shown in the Feyblood Affinity Spells table. These spells are feyblood spells for you, and they don’t count against the number of feyblood spells you know.
Feyblood level | Oread Spells |
---|---|
1st | earthquake, stone shape |
3rd | cave walker, Maximilian’s earthen grasp |
5th | erupting earth, meld into stone |
7th | move earth, stoneskin |
9th | passwall |
11th | investiture of stone |
13th | assault of stone |
15th | iron body |
17th | star’s heart |
You can enter a whimsy at the start of your turn, which lasts until the end of your next turn. For the duration, you have resistance to piercing, slashing and bludgeoning damage. You can concentrate on spells, but can cast only cantrips, and you have disadvantage on concentration checks.
Additionally, you may add your Spark to attack and damage rolls made with your faerie weapon. The whimsy ends if you fall unconscious.
You can whimsy a number of times equivalent to your Spark, and you regain all uses when you complete a short rest.
Your faerie weapon becomes a d6 weapon. While in Whimsy, if you take the Attack action using your faerie weapon, you can make an additional attack with it using your bonus action.
While in a Whimsy you can use your action and bonus action to add 15 ft to your movement, ignore attacks of opportunity, and make a number of attacks with your faerie weapon equal to your Spark. Damage dealt this way count as magical.
Once you use this ability, you can’t use it again until you finish a short rest.
While in a Whimsy, the first creature you hit on each of your turns with your faerie weapon takes additional damage equal to half your feyblood level. The extra damage is necrotic or radiant. Choose the type of damage when you gain this feature.
Feyblood Level | Feature |
---|---|
1st | Chaos Magic |
2nd | Luck of the Pooka |
6th | Bend Luck |
10th | Glamourous Incorporation |
14th | Thundering Heroism |
Long rest |
---|
After a Long rest: |
* Regain 2 Luck. |
* Regain use of Glamourous Incorporation. |
Add the following affinity specific benefits to choose from: |
* Regain all uses of Luck of the Pooka. |
* Regain all Luck. |
* Regain all uses of Bend Luck. |
A pooka is one of the most chaotic and unstable feyblood there is. While most fey and feyblood lean toward the chaotic side, pookas goes towards the wild magic side of chaos, with the expected results of course. The Pooka get their name from the fey creature with the same name.
Pooka resemble small halflings or gnomes with pronounced animal features: eyes, fur, tails, whiskers, paw-like hands or feet, unusual ears, or even tails.
Capricious in nature, pookas are always in search of fun, though they don’t often care who they inconvenience with their antics—they’re just in it for the whimsy. Always chaotic in nature, some pookas are cruel, some are good-natured, and others are slightly unhinged. There’s no way to tell which kind one is just by looking at it; only by interacting with a pooka does its nature become clear.
They have a reputation as liars and mischief-makers, but this lying is in fact a kind of language unto itself: the bigger the feeling a pooka has, the bigger the lie they will tell on the subject. Once one knows a pooka well enough to see the truth behind their lies, a lasting friendship can form.
Pookas thrive when in the company of others, and they frequently find companionship in a particular individual whether the camaraderie is wanted or not. They pull pranks to get to know a person and stay invisibly near them to observe the results. As they usually communicate with their unlucky target (whom they call “friend”) using telepathy, the person’s erratic reactions to the unseen pooka’s pranks and mental “voice” can make the target appear insane. The pooka doesn’t mind a little rough retaliation, but flees any attempts to kill it.
When you choose this affinity at 1st level, your spellcasting is a bit unstable and can unleash surges of untamed magic, or as a pooka might say, be more fun. When you attempt to cast a spell of 1st level or higher, roll a d20. If your result is lower than your Luck score, roll on the Feywild Wild Magic table to create a random magical effect.
In addition, you gain the zap cantrip.
You learn additional spells when you reach certain levels, shown in the Feyblood Affinity Spells table. These spells are feyblood spells for you, and they don’t count against the number of feyblood spells you know.
Feyblood level | Pooka Spells |
---|---|
1st | chaos bolt, entropic shield |
3rd | chance’s grace, shifting the odds |
5th | lucky break, surge dampener |
7th | fumble, wild shield |
9th | extraordinary luck |
11th | chaotic world |
13th | prismatic spray |
15th | paragon of chaos |
17th | touch infinity |
A pooka feyblood would be long dead unless they had this incredible Luck, allowing them to survive their own chaos. Gain +2 to your Luck score.
In addition, you have a knack of avoiding the havoc you cause. When you roll a wild surge on the regular wild surge table (i.e. not the Feywild Wild Magic table), you can choose it not to affect you and/or nature around you. When you do, reduce your your Luck by 2. You cannot use this feature if it would reduce your Luck below 0.
If this would cause the surge to have no effect at all, you additionally gain a level of exhaustion.
You can use this feature a number of times equivalent to your Spark.
You have the ability to twist fate using your wild magic. When you or another creature you can see makes a roll, you can use your reaction to reroll. You can affect really any roll, including ability checks, damage rolls, wild surges or even a random roll to see how many gp a creature has. You can do so after the rolls but before any effects of the roll occur.
You can bend luck a number of times equivalent to your Spark, and you can regain expended uses when you complete a long rest.
You can absorb a hostile spell and store the magical energy for your own use. If you are the sole target of a 5th-level or lower spell requiring a saving throw, you can use your reaction to make a Charisma save instead of the one required by the spell. If you succeed, the spell triggeres a wild surge instead, and you regain an expended spell slot, up to the level of the spell you absorbed.
Once you use this feature, you can’t use it again until you finish a long rest.
Wild magic comes effortlessly to you, not even using any of your magical recources. Whenever your Chaos magic feature triggers, causing you to not cast the spell you intended, you regain your lowest level expended spell slot.
Feyblood Level | Feature |
---|---|
1st | Fluid Magics |
2nd | Heroic Glamour |
6th | Free on the Wind |
10th | Glamourous Incorporation |
14th | Thundering Heroism |
Short rest |
---|
After a short rest: |
Long rest |
---|
After a Long rest: |
* Regain use of Free on the Wind. |
* Regain use of Glamourous Incorporation. |
A touch of pixie magic is sometimes all it takes to make a mortal into a sidhe feyblood. This influence is usually so strong that the only thing separating a sidhe feyblood from a pixie, is the size and appearance.
There exists a most diminutive people native to the kaleidoscopic wildernesses of the Feywild. They enter our world through secret portals, frequenting the Material Plane’s forest glades, mushroom growths, unique stones or unusual trees, graveyards, barrows and ruins they find appealing for reasons known only to themselves, subtly marking them in ways noticeable to the observant or faithful.
At auspicious moments, murmurations of pixies gather in these areas in a function known as an eisteddfod where they dance, play games, chase, tell tales, wrestle and copulate with one another in dazzling displays of light and flight.
For the most part, the wee folk caution their young against interactions with mortals, but adventurous young pixies make regular travels to the Material Plane all the same, if only to attempt a clever prank that will make a worthy tale at the next eisteddfod.
Prestige is everything to a pixie: their short seasons and long years are an endless game of acquisitions and losses played among their tribe, or troop. They are taught to defend territory with ferocity, when a tactical retreat will serve them best, and how to exact revenge upon those who wronged them. Throughout this education, a strong sense of fair play is stressed, and cunning and creativity are considered virtues.
Starting when you choose this affinity at 1st level, people meeting you for the first time often take a liking to you. As long as you are friendly and nice to them, you have may add your proficiency on Charisma checks made against them even if you normally wouldn’t (with the exception of Intimidation).
You learn additional spells when you reach certain levels, shown in the Feyblood Affinity Spells table. These spells are feyblood spells for you, and they don’t count against the number of feyblood spells you know.
A clever alliance can overcome any obstacle.
You are the wind blowing at your friends’ backs.
Moods, desires and fancies are like the weather: they come in wide varieties and are bound to change.
Feyblood level | Sidhe Spells |
---|---|
1st | guiding bolt, zephyr strike |
3rd | invisibility, rally |
5th | beacon of hope, charged touch |
7th | confusion, greater invisibility |
9th | control winds |
11th | heroes’ feast |
13th | crown of stars |
15th | control weather |
17th | psychic scream |
Additionally you learn the air mastery cantrip.
You can entwine your essence with an ally, emboldening them. As a bonus action, target an ally within 30 ft that you can see.
Until the end of your next turn, their AC, saving throws and damage rolls receive a bonus equal to your Spark. They have resistance to all damage, and if they take damage, you take half the amount they take as psychic damage. The effect ends if the target moves more than 30 ft away from you.
Once you use this feature, you can’t use it again until you finish a short rest.
As an action, you can create a fluffy cloud of bubbles of any shape you wish. As a bonus action you can move the cloud in any direction up to 20 ft. The cloud can carry up to 9 medium creatures on top of it, it provides physical cover, and is opaque. It lasts for 1 minute or until it reaches 0 hit points, at which time it slowly breaks apart and gently descends up to 25 feet before disappearing.
The cloud has an AC of 8, 20 hit points and is resistant to non-magical damage and immune to necrotic, poison, and psychic damage.
Once you use this feature, you can’t use it again until you finish a long rest.
You can absorb a hostile spell and store the magical energy for your own use. If you are the sole target of a 5th-level or lower spell requiring a saving throw, you can use your reaction to make a Charisma saving throw instead of the one required by the spell. If you succeed, you regain an expended spell slot, up to the level of the spell you absorbed.
Once you use this feature, you can’t use it again until you finish a long rest.
You further empower the recipients of your Heroic Glamour. They add half your feyblood level to any damage rolls they make as additional thunder damage.
Feyblood Level | Feature |
---|---|
1st | Floral Fortitude |
2nd | Corrosive Ichor |
6th | Grasping Vines |
10th | Natural Raiment |
14th | We are the Vine |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Regain use of Natural Raiment. |
A feyblood whose connection to the Feywild manifests as a closeness to nature is called a Sprig. This is usually due to influence by the magic of the dryads, whether through direct contact or through family entanglement in the affairs of the fey. You have a special influence over plants and the forests that others cannot hope to match. You are less capricious than many other feyblood, the dryad influence lending itself more to shyness and subtlety.
Dryads dedicate their long lives to watching over, caring for, and living within trees, woods and forests and caring for the beasts that inhabit it. Visitors to their forests would do well to not act foolishly around any tree inhabited or protected by a dryad.
When you choose this affinity at 1st level, you gain the following benefits:
Additionally, You learn additional spells when you reach certain levels, shown in the Feyblood Affinity Spells table. These spells are feyblood spells for you, and they don’t count against the number of feyblood spells you know.
Feyblood level | Sprig Spells |
---|---|
1st | entangle, sylvan vision |
3rd | spike growth, spore cloud |
5th | plant growth, speak with plants |
7th | guardian of nature, tree strike |
9th | wrath of nature |
11th | druid grove |
13th | regenerate |
15th | control weather |
17th | ivy siege |
You can spray corrosive ichor from your thorn whip. When you hit a creature with your thorn whip, you can expend a spell slot to spray the target with ichor as a bonus action, dealing additional acid damage to the target.
The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 10d8.
You gain the following benefits:
You can cause plant matter to form a protective shell around you. As an action, you assume the form of a Shambling Mound (see page 270 of the Monster Manual) with hit points equal to 50 + your feyblood level. While in this form, you can not cast spells, with the exception of thorn whip. If your form is reduced to 0 hit points, you take the remainder of the damage. You can release the form as a free action.
Once you use this feature, you can’t use it again until you complete a long rest.
Your will extends to plants under your control. You gain the following benefits:
Feyblood Level | Feature |
---|---|
1st | Revelry and Passion |
2nd | Fey Blood |
6th | Unearthly Grace |
10th | Pandemonium |
14th | Enchanting Gaze |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Regain use of Blinding Beauty. |
* Regain all uses of Pandemonium. |
* Regain all uses of Enchanting Gaze. |
Sylphs have been shaped by the influence of the more hedonistic fey, like satyrs, or nymphs. For them, the natural world resounds with countless melodies few can hear, often moving them to song or dance. Their instincts move them to surrender to their passions, as restraint requires discipline they often lack.
Even if not outwardly beautiful, they retain a touch of the unearthly about them, and their presence carries weight with others. They tend to be flighty and capricious though not cruel.
A sylph is most commonly connectes to the powers of nymphs or satyrs. This connection will not only affect their powers, but also their demeanor and outlook.
The nymph is a fey creature of unfathomnable beauty. The spirit of natural beauty made flesh, they inhabit beautiful natural regions, and spend their days gazing at the wild beauty that they embody.
As the incarnation of the highest ideal of beauty, nymphs are hard to define physically. Few have seen them without going blind or risking death at the prospect. The quality they all share, however, is that they are incredibly, painfully beautiful, alluring and charming in every possible way.
Nymphs lead solitary existences, but rarely desire much in the way of interaction, they find that others despoil them by their mere presence. Nymphs despise ugliness in all its forms, whether good or evil, and often seek to eradicate it. A nymph’s definition of “ugly” may be fairly extreme, as well, a maiden many find beautiful may disgust a nymph.
Satyrs are lean and furry. Men and women alike sport longer hair and shave only to sculpt, and never to hide their hirsute affectations. Their strong, fur-covered legs resemble those of a goat, sheep or deer, and antlers or tight curled horns protrude from their foreheads. They are passionate sensual beings, many of whom do not know the concept of restraint. The few clothes they wear are durable and- more importantly- easily removed.
While passion is something satyrs understand innately, most do not grasp the emotional bond that comes with lust. They rarely keep a partner for long, which, while normal to them, can bring terrible heartache to their lovers.
Music and storytelling are prized skills among satyrs, and many pursue careers related to music. Clubs, pubs, bars, and breweries are potent attractors to them. With their store of impressive stamina, jobs requiring hearty individuals also suit satyrs nicely.
The spirit of these fey allows you to enjoy rampant hedonism without consequence. Starting when you choose this affinity at 1st level, you suffer no adverse health effects from excessive drinking, such as hangovers or weight gain (although you can still become intoxicated). Additionally, you have advantage on saving throws against paralysis and exhaustion.
When you make direct physical contact with a humanoid or fey, you can use your action to attempt discern their surface thoughts and emotional state. If the target fails a Charisma saving throw against your spellcasting DC, it is under the effect of the detect thoughts spell by you while you remain in contact with them, and you also learn the creature’s alignment.
You learn additional spells when you reach certain levels, shown in the Feyblood Affinity Spells table. These spells are feyblood spells for you, and they don’t count against the number of feyblood spells you know.
Feyblood level | Sylph Spells |
---|---|
1st | command, dissonant whispers |
3rd | protection from poison, serpent’s gaze |
5th | musical mural, veil of privacy |
7th | aura of purity, charm monster |
9th | dominate person |
11th | heal |
13th | regenerate |
15th | dominate monster |
17th | time stop |
The powers of your connected fey starts to grow. Select one of the following, based on the fey you are affected by.
You have a connections to the beautiful nymphs, and gain the following abilities:
Blinding Beauty. As an action, you can magically enhance your your beauty for up to 10 minutes while concentrating. During this time, a humanoid that might be interested in a creature of your race/sex, must succeed at a Wisdom save against your spellcasting DC to be able to look away from you.
While displaying your beauty, as an action you can force a humanoid creature within 30 ft that can see you to make a Constitution saving throw against your spellcasting DC. On a failed save, the creature is magically blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid that isn’t surprised can attempt to avert their eyes.
You can use this ability once, and regain expended uses of it when you finish a long rest.
Fey Kissed. Your beauty begins to manifest in ways many find undeniable. Whenever you make a Charisma check when interacting with humanoids, you can reroll the check. You can do this a number of times equal to your Spark, and regain uses after a long rest.
You have a connections to the passionate satyrs, and gain the following abilities:
Faun’s Form. Your body transforms, giving you tiny horns. You can use your horns to make a ram attack, which deals 1d6 bludgeoning damage. You count as proficient, and you add your Strength modifier to attack and damage rolls. Additionally, your land speed increases by 10 ft and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Charge. If you move at least 10 ft in a straight line toward a Large or smaller creature and then hit it with your horns, the target must succeed a Strength saving throw DC 8 + your proficiency bonus + your Strength modifier or be pushed 5 feet away from you or knocked prone (your choice). You can then use your bonus action to make a melee attack.
Laughing Touch. You can touch a creature to attempt to make it burst out laughing. If the creature fails a Wisdom saving throw against your spellcasting DC, the creature is incapacitated until the end of its next turn. Once affected, you can’t use this feature on that creature again for 24 hours. A creature is immune to this effect if it’s immune to being charmed.
Whenever you cast an enchantment spell of 1st level or higher, you gain a bonus to your AC and saving throws equal to your Spark until the end of your next turn.
Additionally, when you succeed a saving throw to resist being charmed by another creature, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your spellcasting DC or be charmed by you for 1 minute or until the creature takes any damage.
You can cast the confusion spell without expending a spell slot or providing material components for the spell. You can do this a number of times equal to your Spark, and can regain expended uses of it when you complete a long rest.
Additionally you can expend a use to cast the spell at a higher spell level, e.g. spend two uses to cast it as a 5th level spell, 3 uses to cast as it as a 6th-level spell and so on.
Whenever a creature within 20 ft you attacks you, you may use your reaction to force the creature to make a Wisdom saving throw against your spellcasting DC. This save is made with disadvantage if you or your companions has attacked it during the last round.
On a failed save, the creature gains the charmed condition for 1 minute, or until you lose concentration. At the end of each of its turns, and whenever the charmed creature takes damage, it may repeat the saving throw to end the effect. On a successful save, the creature is immune to your Enchanting Gaze for 24 hours.
You can use this feature a number of times equal to your Spark, and can regain uses when you finish a long rest.
(d100) | Effect |
---|---|
1-2 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
3-4 | The next spell with a casting time of a bonus action you cast within the next minute, does not use up a spell slot. |
5-6 | You cast sleet storm centered upon yourself. This lasts for 1 minute and continues without concentration. |
7-8 | You seem to have forgotten what you’re doing. You cast confusion centered on yourself. |
9-10 | Illusory glowing fairies float around you for the next minute. While they do, you have resistance to all damage. |
11-12 | Your size and stature grow to that of a brute of monstrous proportions, and hair grows all over your body. Until your next long rest, your strength is increased by 4, but Dexterity is reduced by 4. |
13-14 | You cast entangle centered upon yourself. This effect lasts 1 minute and does not require concentration. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
17-18 | A misty rain begins falling around you in a 30 ft radius. A creature that starts their turn within the rain regenerates 2d4 hit points. |
19-20 | A magical veil of shifting patterns and lights covers you. For the next minute you have disadvantage on checks to stay hidden. |
21-22 | You cast sleep as a 5th-level spell. |
23-24 | Each creature within 30 ft of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
25-26 | You cast grease centered on yourself. Whoopsie! |
27-28 | Until the end of your next round, roll all of your D20’s as 1d2. If it’s a 1, you rolled a 1. If it’s a 2, you rolled a 20. |
29-30 | You teleport up to 60 ft to an unoccupied space of your choice that you can see. |
31-32 | You are transformed into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, the pot shatters and your form reverts. |
33-34 | Power courses through your veins as you grip a pulsing string of nether in your hand. Maximize your next damaging spell within the next 1 minute. |
35-36 | For the next minute, you and any object or creature you touch is affected as though by the faerie fire spell. |
37-38 | Flip a coin! If Heads then your Charisma score changes to 20, otherwise your Charisma score becomes a 3 (eww). It reverts back after 1 minute. |
39-40 | All buttons, clasps, bows, knots and similar devises you wear immediately come undone. |
41-42 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missiles. |
43-44 | You cast fog cloud centered on yourself. |
45-46 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth with written text floating inside them. When you pop the bubbles the words are released! |
47-48 | Up to three creatures you choose within 30 ft of you take Xd10 lightning damage. X is equal to the highest level of spell you are able to cast. |
49-50 | Your skin turns a vibrant shade of blue and a glowing halo floats above your head for 24 hours. The halo emits light in a 5 ft radius. |
51-52 | Whoa, why does everything have such big teeth? You are frightened by the nearest creature to you at the start of your turn for the next 5 turns. |
53-54 | Ultimate cosmic power! Each creature within 30 ft of you takes Xd10 necrotic damage. You regain hit points equal to the damage dealt. X is equal to your Spark. Any excess become temporary hit points that persist for 1 hour. |
55-56 | You summon an invisible humanoid that tells amazing jokes. Only you can see or hear it. |
57-58 | A 15 ft cone of cold explodes out in front of you dealing 2d8 cold damage and slows targets by 10 ft until the end of their next turn. |
59-60 | A small cloud appears above your head and drizzles a cold rain on your parade. The pesky thing sticks around for 10 minutes. |
61-70 | A “real” wild surge occurs. Roll a d1000 on the Wild surge table. |
71-72 | You are surrounded by faint, ethereal music for the next minute, tiny violins float in the air about you. During this time you gain advantage on all spell saving throws. |
73-74 | You summon a thin green fog that fills a 60 ft radius area and stinks horribly. It leaves a bad taste in your mouth too. |
75-76 | You cast polymorph on yourself. If you fail the saving throw you become a rabbit for the spell’s duration. |
77-78 | Grass, flowers and strange plants sprout wherever you step for the next minute. Roll 1d4 and find that many magical goodberries ready for harvest. |
79-80 | Small bugs keep finding their way up your pants leg and into your shirt. They pinch and make you unable to rest easily for the next 24 hours no matter how many times you bathe. |
81-82 | Your feet feel impossibly heavy; as a matter of fact they turned to stone! Speed is halved for 1 minute. |
83-84 | For the next minute your speed doubles and you gain an extra action every turn, but you must make a successful DC 12 Dexterity check for every action you take or you fumble it. You’re just too fast and jittery to properly control your movements! |
85-86 | BOOOM! Each creature within 30 ft of you takes 1d10 thunder damage. You become resistant to thunder damage for the next minute. |
87-88 | All lights, even magical, within 30 ft of you are extinguished as a gust of primal wind surrounds you momentarily, small dust flurries dance nearby for the next minute. |
89-90 | You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
91-92 | Illusory dragonflies and flower petals flutter in the air within 10 ft of you for the next minute. |
93-94 | Your voice booms to 5 times its normal volume, including your breathing. You annoy people nearby and gain disadvantage on stealth checks for the next 10 minutes. |
95-96 | If you die within the next minute, you immediately come back to life as if by the (1-reincarnate, 2-resurrection) spell. |
97-98 | You cast mirror image. |
99-00 | You cast fireball as a 3rd-level spell centered on yourself. |