Adventurers of the Feengrenze

Is anyone up for some playtesting? I plan to release a free companion PDF to the Liberation of Sliberberg in the same release window. Nothing too big, just a few new origin options for the new species featured in the Feengrenze, a few new character backgrounds, and a new mechanic called fey boons to play around with.

Species

Clockfolk

The ClockFolk are sentient, magical constructs brought to life by the twisted genius of the Eladrin wizard and toymaker Aedan. Originally created as loyal servants, they gained consciousness through the rebellion led by Charlotte Evermore—a young human transformed against her will into a half-clockwork being by Aedan. Her heart may have been replaced with gears, but her spirit remained undaunted. Charlotte led the Clock Folk in a revolt against Aedan, ultimately securing their freedom and a new right to self-determination.

Clock Folk have distinct body designs that reflect their origins as animated toys and servants. Each has a winding key protruding from their back, which must be turned regularly to maintain function. The men are constructed with tin or iron exteriors, broad shoulders, and blocky, soldier-like forms, while the women have delicate, porcelain-like shells, more human in appearance yet inherently fragile. These physical distinctions have reinforced a highly traditional society in their city-state of Mainspring, where strict gender roles limit women to domestic responsibilities due to their frail forms, while men labor in foundries, mines, and other demanding environments. 

It is rare but not unheard of to see clockfolk wander far from mainspring. Queen Charlotte is known to send knights errant out into the Feengrenze, often with servants and squires to various missions she claims of vital importance to the city-state. Several Clockfolk trading companies provide the insular city-state access to the outside world.

Species Traits

Creature Type: Construct.

Size: Medium

Speed: Your walking speed is 30 feet.

Traits

Clockwork Resilience:
Your mechanical nature provides you with inherent resistances and vulnerabilities. You are resistant to poison damage, have an advantage on saving throws against poison, and are immune to disease.

Heart Spring:
The heart spring is the core of your mechanical life force and must be wound regularly. You must be wound once every 24 hours to remain functional. If you are not wound, you enter a state of suspended animation, becoming incapacitated and unconscious until wound again.

Mechanical Mind:
Your artificial mind is resistant to certain mental effects. You have advantage on saving throws against being charmed. You cannot be put to sleep by magical means.

Limited Emotion:
Your facial features and expressions are limited in scope and designed to mimic basic human emotions. Creatures have disadvantage on Insight checks to discern your deeper emotions or intentions. You also have advantage on Deception checks when trying to appear unemotional or stoic.

Knochenvolk

While it is rare, people do occasionally get caught in Whimwhirls. One of the more frightfully common outcomes for the unlucky is for the storm to flay almost all flesh from their bones and strip their minds of sanity—yet not kill them. The resultant creature wanders the wilds aimlessly for a week or two until a new identity, usually very odd, asserts itself. From there, the newly created Knochenvolk heads toward the nearest settlement to start their new life.

While they look like skeletons, Knochenvolk are indeed alive. Their bones are usually devoid of flesh except for their eyes, which remain as disturbingly animated as they were in life. While they may look disturbing on the outside, the changes within their minds are even more unsettling to most people. The lashing from the storm obliterates most memories the Knochenvolk had before their transformation, completely warping their beliefs and knowledge and leading to personalities that range from eccentric to mildly insane. Consequently, Knochenvolk gravitate towards owning small curio shops, specialty trades, research, or adventuring.

Creature Type: Fey
Size: medium or small
Speed: 30 ft.
Life Span: There has never been a recorded death of a Knochenvolk by old age

Traits

Unfleshly Resilience

You have resistance to necrotic damage and advantage on saving throws against poison and disease. You do not require food or drink to survive, though you may consume them if you wish.

Glimpse of the Whimwhirl

As a bonus action, you can attempt to recall fragmented memories or gain fleeting insights. Ask the DM one question related to your surroundings, events, or people, and the DM will provide a cryptic or incomplete answer. This ability can be used once per short or long rest.

Disarticulate

As a reaction or bonus action, you can detach part of your body (such as a hand, arm, or head) and control it independently for up to 1 minute within a range of 30 feet. The detached part has an AC of 10 and 1 hit point. If it drops to 0 hit points, it crumbles but reforms when reattached. You can use this ability a number of times equal to your proficiency bonus per long rest.

Pooka

Pookas are half-fey creatures, descended from the survivors of the Drowning of Mountainheart. The Whimwhirl, sent by Ailénach An Draíocht to destroy Mountainheart, transformed its common folk into beast-like beings, reflecting the mystical nature of their king, Fredrick.

Fully grown, pookas stand around 4 feet tall, covered in soft fur with paw-like hands. Their heads resemble those of small mammals, with rabbit-like, badger-like, and mouse-like appearances being the most common. Known for their mild manners, pookas are typically somewhat skittish and have a strong inclination to defer to authority.

Every pooka shares a mystical connection to the lands of the Feengrenze, which manifests as an extraordinary talent for all things agrarian. Pooka farmers can grow enormous pumpkins in barren soil, shepherds can diagnose ailments within their flocks by the sound of a single bleat, and foresters can locate edible berries in even the most unfamiliar woods—even while blindfolded.

Creature Type: Fey
Size: Small
Speed: 30 ft.
Life Span: Pookas typically live up to around 100 years.

Pooka Traits

Natural Agrarian
Pookas possess a unique connection to the land, making them exceptionally skilled in cultivating plants and understanding animals. Choose one: you gain proficiency in either the Nature or Animal Handling skill. Additionally, when you forage or tend to plants, you can do so in half the usual time.

Bound to the Land
While within sight of a significant natural landmark from your home region (like a mountain, river, or old forest), you have advantage on Wisdom (Survival) checks. Additionally, you cannot become lost in natural environments within your homeland, except by magical means.

Keen Senses
Your sharp senses allow you to be highly aware of your surroundings. You gain proficiency in the Perception skill.

Selkies

Selkies are aquatic, seal-like humanoids who wander the coasts of the Feyglimmer Sea and the many shores of Feengrenze. Their origins are shrouded in myth; though the exact truth is lost, many Selkie pods believe they hail from a long-forgotten Domain of Delight within the Feywild, where they once served a mysterious aquatic Archfey. Today, Selkies retain some of that ancient magic in their bond with the ocean and their seal-like forms, which make them uniquely suited to life in the water.

Fully grown Selkies resemble humans in size, but their physical traits make them unmistakable. They have rubbery, seal-like skin in shades of brown, black, or grey, often adorned with spots or distinctive markings unique to each individual. Their broad, flat hands and feet resemble flippers, ideal for swimming, and their heads are distinctly seal-like, complete with elongated snouts, round muzzles, expressive whiskers, and large, glossy black eyes.

Selkies live in close-knit family groups, known as pods, led by an elder patriarch or matriarch. These pods migrate seasonally along Feengrenze’s coasts, and wherever they go, they find work in ocean-related trades such as pearl diving, fishing, and salvaging. While most Selkies follow a migratory lifestyle, some do settle in one place. The Duchy of the Isles and Coasts in New Mountainheart, for instance, hosts a large, permanent Selkie population, where they continue their traditions while contributing to the bustling seaside culture.

Creature Type: Fey.

Size: Medium.

Speed: Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Amphibious: You can breathe both air and water.

Ocean’s Embrace: You are adapted to the deep and cold waters. You have resistance to cold damage, and you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Keen Senses: You have proficiency in the Perception skill.

Call of the Waves: You have an innate connection to the magic of the sea. You know the shape water cantrip. Starting at 3rd level, you can cast speak with animals as a 1st-level spell, but only to communicate with aquatic creatures. Starting at 5th level, you can cast water breathing once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Backgrounds

Whimwhirl Survivor

You have emerged from a Whimwhirl altered but alive, with memories and skills shaped by the storm’s bizarre influence.

  • Ability Score Increases: Constitution, Wisdom, Charisma
  • Feat: Magic Initiate (Druid or Sorcerer)
  • Skill Proficiencies: Arcana, Survival
  • Tool Proficiency: Herbalism Kit
  • Starting Equipment: A trinket transformed by the storm, a set of common clothes, a small knife, and a pouch containing 15 gold pieces.

Goblin Market Trader

You’ve spent years bartering and dealing in a Goblin Market, learning to trade not just goods but intangibles like memories and dreams.

  • Ability Score Increases: Intelligence, Charisma, Dexterity
  • Feat: Skilled
  • Skill Proficiencies: Persuasion, Insight
  • Tool Proficiency: Tinker’s Tools
  • Starting Equipment: A ledger, a set of fine clothes, a collection of curious trinkets worth ten gold pieces, and a pouch containing ten gold pieces.

Moonlit Disciple

You were raised under the guidance of the Silver Moon Coven, learning their mystical ways and developing a deep connection to the Feywild’s lunar magic.

  • Ability Score Increases: Wisdom, Dexterity, Intelligence
  • Feat: Fey Touched
  • Skill Proficiencies: Nature, Religion
  • Tool Proficiency: Calligrapher’s Supplies
  • Starting Equipment: A journal of mystical writings, a vial of moonwater, a holy symbol of a moon goddess, and a pouch containing ten gold pieces.

Fey Boons

It is a common thread in folklore that the fey can provide various boons to mortals as part of a bargain or as “gift”. However, these gifts always come with strings attached, a price in the form of geas that the recipient must keep, or else they lose their powers. This list of fey boons is merely a sampling of the gifts of questionable value the fey can provide.

The Gift of Moonlight’s Grace

Moonlit path. You gain the ability to call upon moonlight to illuminate your path. As a bonus action, you can cause your body to emit silvery moonlight, granting you 30 feet of bright light and another 30 feet of dim light for 1 minute. You have advantage on Wisdom (Perception)  checks made in this light.
Feyfriend. Fey creatures are drawn to you, sometimes asking for favors or simply observing your actions. Refusing to help a friendly fey or treating one poorly may lead to them spreading rumors or mischief in your wake.
The price. Once per month, you must participate in a very specific ritual under the full moon. If you fail to do so, the boon is lost until you make amends with your patron by performing the same ritual for your patron.

The Silver Moon Blessing

Moonlit Magic. You learn two 1st-level spells from the druid spell list. These spells count as fey magic, and you can cast each of them once per day without using a spell slot. Wisdom is your spellcasting ability for these spells.

Helpful aura. People in need seek you out, believing you are a kind, helpful soul.

The Price. You must never knowingly commit an evil deed, as defined by your patron. If you knowingly do so, the boon is immediately lost. To regain the blessing, you must make amends by donating 300 gp of coins or goods to the poor.

The Green Lord’s Blessing

Woodland native. You gain advantage on all checks to navigate woodland or to forage food in woodlands.

Forestbound. You feel uneasy when you are not in a forest or not out beneath the stars.

The price. You spend at least two nights every month in a forest, once on the full moon and once on the new moon. If you fail to do so, the boon is lost until you make amends with your patron by spending a week in the woods living under the open sky.

The Songstress’ Blessing

Feytouched voice. You gain proficiency in the Performance skill and can magically charm a crowd with a mesmerizing song or tune. Once per day, you can cast Charm Person on a number of creatures equal to your Charisma modifier, provided they can hear you sing.
Voice of the wild beauty. Birds and small forest creatures gather around whenever you perform.
The price. If you ever decline a chance to sing or perform when prompted by an audience, the boon is lost until you willingly give a heartfelt performance that captivates listeners.

The blessing of the eternal Hunt

Hunter sense: In natural terrain, you can sense all creatures, including humanoids, fey, and monsters, within a 50ft radius. Perception checks to spot hidden creatures automatically succeed.

Fey horns: A pair of antlers grow up from your head

The price: You must always hunt for substance and never for sport or profit. If you fail to do so, the boon is lost until you make amends with your patron by spending a month in the woods, subsisting on nothing but whatever you can forage from the environment.

The blessing of the trickster

Illusion weaver. You gain the ability to cast Disguise Self at will, but you can only disguise yourself as people you have seen in the last three hours. 

Aura of Foolishness. Creatures that converse with you will randomly commit humorous social gafts.

The price. Every month, you must pull a prank on someone important.  If you fail to do so, the boon is lost until you make amends with your patron by pulling a prank on a monarch or someone equally powerful.

The Blessing of Charming Beauty

Charming Beauty. Once per day, you charm any person you can see for 1 minute. The person acts as though they are under the effect of the charm person’s spell.

Center of attention. In any social setting involving strangers, people who are not your friends will shower you with compliments and praise.

The price. You must maintain a level of style and grooming specified by your patron. If you fail to do so, the boon is lost until you make amends with your patron by serving as their maid or manservant for a week.

The blessing of the wanderer

Voyager. You can always find your way back to any place you have been to before

Local Flavor. You can recall bits of info on local culture, such as local specialty dishes or odd customs for any place you have been, even if you just arrived.

The Price. You must always spend one day traveling alone. If you fail to do so, the boon is lost until you make amends with your patron by getting lost far away from civilization.

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