Faerie Race

Faeries are tiny magical creatures that live in woods, burrows, or places where magical energy is strong. Often mischievous and unpredictable, faeries are strongly connected to the magic of nature.

Miniature Creatures

If you choose to play a faerie PC, your size is Tiny. Your carrying capacity is halved. You can only use miniature versions of weapons and armor. The cost to make them is the same, but the weight for these items is halved. A miniature weapon's damage die is reduced by one stage -- a d6 becomes a d4, and a d4 becomes 1.

Racial Traits

Your faerie character has a variety of natural abilities.

Ability Score Increase. Your Dex score increases by 2.

Age. A faerie comes of age at around 20 years, but stops growing shortly therafter, living a life of permanent youthfulness.

Alignment. Faeries have a strong tendency towards chaotic alignments, as nature is unpredictable and ever-changing.

Size. You are Tiny. Between 1 and 3 inches tall.

Speed. You have a base walking speed of 10 feet.

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

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow,



mist, and other natural phenomena.

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

Subrace. You are part of a specific magical breed of fey: the brownies, the pixies, or the sprites.

Brownie

Brownies can be found riding chipmunks through the woods or living inside the cupboards of unsuspecting mortals. In their natural woodland habitats, they form large tribes with strong community bonds and a healthy suspicion of outsiders, especially tallfolk. When found in urban areas, they are typically small bands or families of scavengers, tricksters, or helpful entities, and are known as "borrowers."

Ability Score Increase. Your Con score increases by +1.

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.

Little Bullseye. Ranged weapon attacks against you have disadvantage. If you have a mount or animal companion that is Tiny, is also gains this benefit as long as it can see or feel you.

Twinkletoes. You are unaffected by difficult terrain, even when occupying another creature's space. Additionally, as a reaction, you can move up to half your movement rate, and this movement does not provoke opportunity attacks. If you take the reaction while mounted upon a creature of Tiny size, you can use the creature's speed rather than your own.

Brownie Magic. You know the mending cantrip and are always under the effect of a speak with animals spell. You can cast pass without trace without the need for components a number of times equal to your proficiency bonus. When you complete a long rest, you regain all expended uses.

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PART 2 | CHARACTER CREATION

Pixie

Pixies have glittering skin of green or brown with gossamer butterfly wings. Of the Seelie Court nobility, they are the most precautious and curious of mortals. Handling weapons is difficult even for pixies who have trained all their life -- the magic inside of them seems to fight against each attack they attempt, although it seems to have no such qualms against destructive magic. (see the Monster Manual)

Pixies are born in enchanted woods where the power of the Feywild drifts into the Prime Material Plane. A Pixie is born with the coming of a natural phenomenon, like the blooming of spring roses or the first snowfall of winter. Depending on the phenomena, pixies can be as tall as half a foot. Because they emerge from nature, and have no parents, they are born without sex organs. They can choose to adopt


sex organs and change them at will, but they can never change their appearance in this way when someone is watching.

Pixies are named after the natural event they emerged from: Dewdrop, Root, Rose, Yellowleaf. There is only one pixie of a certain type - when they die, a new pixie of the same name is born the next time the natural process occurs.

Ability Score Increase. Your Cha score increases by +1.

Flight. You gain a flying speed of 30 feet.

Peaceful Nature. Any miniature weapon that you use has a damage die of 1.

Druidcraft. You know the druidcraft cantrip.

Luminous. You glimmer with white light, as brightly as a full moon. You have disadvantage on Dexterity (Stealth) and Hide checks that rely on sight when in dim light or darkness.

Pixie Dust. Pixies produce magic dust from their wings that they can use to create magical effects. You can cast each of your pixie spells once per long rest, using only your pixie dust as a component (the dust must contact the target).

Charisma is your spellcasting ability for your pixie spells.

At first level, choose one of the following spells to learn: dancing lights, detect evil and good, detect poison and disease, detect thoughts, entangle, goodberry, phantasmal force, sleep or speak with animals. You learn another spell from this list every time you gain a level. At 5th level, the list expands to include animal messenger, jump, invisibility, locate animals and plants, and protection from poison. At 10th level, the list expands to include confusion, conjure animals, dispel magic, hallucinatory terrain, meld into stone, and water walk. At 15th level, the list expands to include conjure woodland beings, fly, locate creature, polymorph, and tree stride. At 20th level, the list expands to include conjure fey, feeblemind, mirage arcane, and transport via plants.

Sprite

Iconoclastic and unafraid of violence, sprites do not share the other faerie's curiosity in visitors, seeing all strangers as pot-ential threats to the natural landscape they dwell in. Sprites live in small communities in the boughs of trees or in glades where mushrooms are abundant. They have long dragonfly wings and dark features.

Ability Score Increase. Your Int score increases by +1.

Flight. You gain a flying speed of 40 feet.

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.

Little Bullseye. Ranged weapon attacks against you have disadvantage.

Fairy Brews. You are proficient in poisoner's tools and alchemist's tools, and have advantage on checks to make common poisons.

Invisibility. As an action, you become invisible and remain so until you dispel it, cast a spell, or attack.

Heart Sight. As an action you touch a creature. You instantly know the creature's emotional state. You can also make a Wisdom (Insight) check contested by it's Charisma saving throw to learn its alignment. Celestials, fiends, and undead automatically fail this contest.

Razorwind. If you fly at least 20 feet in a straight line towards a target and successfully hit them with a melee weapon attack, it is considered a critical hit.

Spritely Magic. You can cast goodberry and plant growth once per day each, requiring no components.

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PART 2 | CHARACTER CREATION

Gelfling Race


      "Wish not for treasures you can hold

    No gleaming jewels, bright and cold

    For finer still than pearl or gold

    The treasure of a tale well told"


                                     - Gelfling rhyme


The average gelfling is about 3 feet tall, and they weigh between 50 and 75 pounds. Their features are similar to elves, although they have flat noses, their mouths protrude forward and their ears are round, resembling cala lilies. They have four long digits on their hands and feet. The skin, hair, and eye tones have the same diversity as humans. Female gelflings have retractable, diaphonous wings.

While gelflings exhibit stark sexual dimorphism, all expressions of gender and sexuality are welcome in their society, and these expressions can change, as the seasons.

Gelflings greatest joys are song, dance, and storytelling. Gelflings believe that taking more than their share is more harmful than good as it upsets the balance of nature, of which they are a part.

Gelfling Names

Gelfling names are made of simple consonants and vowels and rarely exceed two syllables in length.


  • Male Names: Belleg, Depo, Duk, Gelin, Gyr, Jarem, Korak, Lahr, Lin, Mikka, Mod, Nobo, Pan, Peli, Ram, Roda, Rugo, Sil, Sorad, Tabo, Timdel, Vhant
  • Female Names: Bala, Bis, Ceni, Dima, Dor, Fel, Feli, Ginis, Juno, Kelsee, Lin, Lona, Lusi, Madi, Mos, Neffi, Nuki, Pari, Poni, Rasi, Rila, Rudi, Sani, Sas, Tavra, Tili, Turika

Gelfling Traits

Your gelfling character has a variety of natural abilities.

Ability Score Increase. Your Cha score increases by 2.

Age. A gelfling comes of age at around 60 years, and can live well into their hundreds. (For aging effects, use the gnome statistics.)

Alignment. Gelflings have a strong tendency towards good and neutrality, although circumstances may sway them away from their natural tendencies.

Size. Gelflings range between 2 and a half to 3 and a half feet tall. Your size is small.

Speed. Your base walking speed is 25 feet.

Song of Nature. You are proficient in singing or a musical instrument of your choice, and have advantage on Charisma (Performance) checks made using that instrument.


    Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Gelfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Better Together. As a bonus action, you can use words of reassurance to allow a nearby ally to re-roll a saving throw against being charmed. You must be able to speak, and your ally must be able to hear you.

Dreamfasting. As an action, you can touch another creature's bare skin with your bare hand and enter a state of joint trance called a dreamfast. An unwilling creature may attempt a Charisma saving throw to resist the effect (the DC is 8 + your proficiency bonus + your Charisma modifier). While entranced, both creatures are paralyzed (see the condition). The trance automatically ends if you are physically separated or you end the dreamfast as an action. While dreamfasting, both creatures share random memories and can communicate telepathically. You learn the creature's true name, as well as random bits of imformation about its history and culture. You can also share dreams and imaginary images, but both creatures are aware of what is real and what is imagined. You must finish a short rest before you can do this again.

Sex. Your biological sex determines additional traits and abilities.

Male Gelfling

As a male gelfling, you are quicker than your female counterparts.

Ability Score Increase. Your Dex score increases by 2.

Fleet of Foot. Your walking speed increases to 30 feet.

Long Jump As an action, you can jump a number of feet equal to twice your strength score.

Female Gelfling

As a female gelfling, you are naturally more in tune with nature and have retractable wings.

Ability Score Increase. Your Wis score increases by 2.

Wings. Opening and closing your wings does
not take an action. When your wings are
open, you can slow your descent to 60
feet per round, and you do not take falling
falling damage. You can use your movement
while descending to glide forward in
any direction, and you can change
direction. Your movement
rate for this glide
is 40 feet.

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Genasi (Atronachs)

The elemental forces on Tabaxi are in a constant state of flux. Atronachs are elemental kin shrouded in mystery. Some sources say they arose during the War of the Empire, conjured from the elemental planes by the turbulent forces of the magical war. Others say they predate the war, and are descended from tribes of half-genies. As little is known about their culture and physiology as their history.

Seen in silhouette, an atronach can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter.

Earth atronachs are withdrawn, having been driven to near extinction during the Afdol War. Indeed, they are mercilessly hunted throughout Alma and Mudore to this day, known by the perjorative name of "Pechmen."

Water atronachs are known to dwell in the Suddensea as stewards of the Water Scroll. They were briefly manipulated into a war with the human realms, but unlike the Afdolans, they were not decimated by the conflict. They call themselves Orbahu, after their ancestral ocean of Orbah (unknown to modern maps).

Fire atronachs have not been seen on Tabaxi except as guardians of the Fire Scroll in Loslia, where they were defeated by Lorel, Cadence, Lanval, and Jolias. In retribution and as an attempt to reclaim the stolen scroll, they burned down Lorel's Point in an event known as the Old Town Fire.

Atronachs for Tabaxi's other elements may exist: ice, thunder, light, and darkness. Where they may be found is unknown.

Atronach Traits

Your atronach character has certain characteristics in common with all other atronachs.

Languages. You can speak Primordial, a guttural language, filled with harsh syllables and hard consonants.

Ability Score Increase. Your Con score increases by 2.

Age. Atronachs mature at roughly the same rate as humans, but live a little longer. (For aging effects, use the half-elf statistics).

Alignment. Independent and self-reliant, atronachs tend towards neutralit and chaos.

Size. atronachs are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Elemental Link. When your element is in power, you have resistance to all non-magical damage. When other elements are in power that are not your own, you have vulnerability to damage from those elements.

Air Atronach (Widrinn)

Widrinn typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air atronachs speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

Ability Score Increase. Your Dex score increases by 1.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Atronach (Afdolan)

Elemental earth manifests differently from one individual to the next. Some Afdolans always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth atronachs can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or a coating of tiny embedded crystals.

Ability Score Increase. Your Str score increases by 1.

Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Atronach (Ikrikus)

Nearly all Ikriki are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Ikriku voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

Ability Score Increase. Your Int score increases by 1.

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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Atronach (Orbah)

Most Orbahu look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water atronach’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

Ability Score Increase. Your Wis score increases by 1.

Acid Resistance. You have resistance to acid damage.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed of 30 feet.

Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

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PART 2 | CHARACTER CREATION