Arthur Rackham, Public domain, via Wikimedia Commons

More Fey For You

Table of contents

Roleplaying the Feyfolk Redux

The Feyfolk Roleplay Toolkit(You are here)

More Fey For You (You are here)

Folklore of Faerie

To round out this digital zine, I have more options to play as fey or fight them for you to use in your home game. First, I present three new fey species for you to use at your table: the Caith Sith, the humblefolk, and the Sidhe, and a new background for you to play half fey. I also created some NPC abilities and traits, templates for you to use, and an example high fey to serve as a high-level nuisance in your games.

Caith Sith

Moritz von Schwind, PDM-owner, via Wikimedia Commons

A half-fey species native to the Feengrenze, Caith Sith resemble common house cats that walk upright, with deft hands tipped by retractable claws rather than forepaws. Caith Sith exhibit all the same variations in fur color and texture as domesticated cats, with black and ginger short hair being the most common. Usually, coloration is purely cosmetic, except for white, which is almost always a mark of royal blood among their kind.

Caith sith seem naturally drawn to the adventuring life. They are naturally graceful and nimble, dancing and springing around bigger advisories with dagger and rapier in hand. Despite their cat-like appearance, they are also surprisingly sociable and love to be in the company of others, especially humans. 

Creature Type: Fey
Size: Small (about 3 feet tall)
Speed: 40 feet

As a Caith Sith, you have these special traits. 

Graceful: You have an advantage on Dexterity (Acrobatics) checks, and you land on your feet when you fall under 30 feet, unless you are incapacitated.

Claws: You can use your claws as a 1d4 slashing weapon

Darkvision: You have Darkvision out to 40 feet.

Cute: You can take an action to make yourself look utterly adorable, giving you advantage on charisma checks to influence any creature that is liable to find you pretty. You can use this ability a number of times equal to your proficiency bonus per long rest.

Humblefolk

John Duncan, Public domain, via Wikimedia Commons

They go by many names, including brownies and dobbies. These tiny fey look like tiny gnomes or goblins in simple homemade clothes. Humblefolk are naturally helpful and humble, deferring to much bigger creatures in all things. They generally indenture themselves to a household and do household work in exchange for simple luxuries, such as a bit of cream or some milk. They are the prized servants among the high fey.

It is rare but not unheard of for humblefolk to go adventuring. If their master sets out adventuring, a humblefolk servant will follow and endeavor to make themselves useful on the voyage, and they do prove incredibly helpful.

Creature Type: Fey
Size: tiny (about 18 inches tall)
Speed: 25 feet

Helpful: As a bonus action, or as a reaction when an ally within 5 ft makes an attack or ability check, you can take the Help action. You can use this feature a number of times equal to your proficiency bonus per long rest.

Skillful: You are proficient in 3 tools, vehicles, or gaming sets.

Helpful magic: At level one, you learn the mending cantrip. At level 2, you know the spell unseen servant, and at Level five, you learn the Fabricate spell.

Once you cast unseen servant or Fabricate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sidhe

John Duncan, Public domain, via Wikimedia Commons

Alluring, graceful, and capricious, these much larger cousins of pixies and fairies are the common ancestor from which faerie elves, mortal elves, and the various elfkin species of the multiverse evolved once they had left faerie for the mortal realms. They appear as stunningly beautiful winged elves, paler, thinner, and more graceful than their elf and elfkin cousins, with even more pointed features and eyes like shimmering pools. They are one of the few fey species that bother with civilization, building elaborate tree cities in the ancient forests of Faerie.

The Sidhe are the most arrogant and mercurial of all fey. They consider themselves the nobility of Faerie and act like it, using their power and alluring nature to bully anyone they meet and take what they want. Even the most lowly of their species have magic to rival a hedge wizard or a low-level adventurer and use it to their advantage.

Creature Type: Fey
Size: medium
Speed: 40 feet

Flight: You have a flight speed equal to your walking speed. You cannot wear heavy armor when you fly. 

Alluring: You have advantage on Charisma (Persuasion) checks. You can add +1 to its spell-save DC when you cast an enchantment-school spell.

Alluring magic: At level 1, you learn the friends cantrip. At level 2, you learn the charm person spell, and at level 3, you know the suggestion spell.

Once you cast Charm Person or Suggestion with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

New Origin Half Fey

You have spent 8 years and three days in faerie, which has permanently changed you. Whatever you were before, you are now one of the half-fey and have a connection to the Metauniverse of Life and growth.

Ability Scores: Intelligence, Wisdom, Charisma

Feat: Half Fey magic

Tool Proficiencies: One musical instrument of your choice

Equipment: Choose A or B: (A) A small charm of faerie silver, traveler’s clothes, a musical instrument of your choice, and or (B) 50 GP

Origin Feature

Half-Fey Magic

Your sojourn in Faerie awakened innate magic.

  • You know the druidcraft cantrip.
  • You can cast misty step and one 1st-level spell of your choice from the Illusion or Enchantment schools without expending a spell slot.
  • Once you cast misty step or your chosen 1st-level spell in this way, you can’t cast that spell again with this feature until you finish a long rest.
    You can also cast these spells using any spell slots you have of the appropriate level.
    Your spellcasting ability for this feature is Intelligence, Wisdom, or Charisma (choose when you gain the background).

Some abilities and traits for feyfolk NPCs

Since any creature can become fey if it hangs around in Faerie for long enough, you can use practically any stat block for fey creatures. However, using them as is can be a little jarring, so here are a few traits and abilities you can add to your guards, wolves, bandits, and mages to make them feel more like feyfolk.

  1. Cold Iron Vulnerability: If the creature takes damage from a cold iron weapon, it takes an additional 1d4 psychic damage and is poisoned until the end of its next turn.
  2. Speak with Nature: The fey can communicate simple ideas with beasts, plants, fungi, or stones within 30 ft.
  3. Glamored Self:  The fey is under a constant disguise self effect (no concentration required). A creature can see through this illusion with a successful Wisdom (Perception) check against the fey’s spell save DC (8 + proficiency + Charisma).
  4. One with Nature. The creature may leave no trail if it chooses not to.
  5. Faerie Magic. The creature knows the druidcraft cantrip and two other spells from the illusion or enchantment school. It can cast these spells once per day
  6. Oathbound. When a creature makes a promise or swears an oath to the fey, the fey may bind it with a magical curse (as bestow curse) that activates if either party breaks the agreement. The fey cannot willingly break its own oaths without suffering the curse itself.
  7. Fey Step(Recharge 4–6): The fey teleports up to 30 feet to an unoccupied space it can see, leaving behind a burst of glittering motes or falling leaves
  8. Beguiling. When hit by a melee attack, the fey can use its reaction to force the attacker to make a Wisdom saving throw (DC = 8 + proficiency + Charisma). On a failure, the attacker is charmed until the end of their next turn.
  9. Cutting insults: The fey knows the vicious mockery cantrip and casts it with advantage on attack rolls against creatures that have insulted it within the last minute
  10. Pixie dust. Once per day, when the fey hits a creature with a melee attack, it can sprinkle magical dust. The target must succeed on a Wisdom saving throw (DC = 8 + proficiency + Charisma) or fall asleep for 1 minute (as sleep). Creatures immune to being charmed or larger than Large have advantage.
  11. Instinctual: The fey has advantage on Wisdom (Survival) and Wisdom (Insight) checks made in natural environments.
  12. Deathless: When reduced to 0 hit points while within Faerie, the fey’s body dissolves into light or mist. It reforms 1d4 hours later with 1 hit point unless slain by cold iron or another fey.
  13. Glamored Terrain. The fey can create a 10-foot cube of illusory terrain that includes sights, sounds, and smells (as minor illusion scaled up). Seeing through it requires a Wisdom (Perception) check against the fey’s spell save DC.
  14. Charming(Recharge 4–6): As an action, the fey exudes irresistible charm. Choose a number of creatures within 30 feet equal to your Charisma modifier (minimum one). Each must make a Wisdom saving throw (DC = 8 + proficiency + Charisma). On a failed save, they are charmed until the end of their next turn or until attacked.
    Creatures that would not be attracted to the fey’s form have advantage on the saving throw.
  15. Trick (bonus action). This ability creates small, harmless illusions or sensory effects no larger than a 5-foot cube, similar to minor illusion
  16. Liars’ tongue: The fey has advantage on Charisma (Deception) checks, but it has an obvious tell (such as glowing eyes, a twitching ear, or a shifting shadow) that a creature who has seen it lie can recognize automatically.
  17. Magic eyes: The fey can see invisible or illusory creatures and objects as if under a see invisibility spell.
  18. Fairie regeneration: While in Faerie, the creature gains regeneration 1d4 each turn
  19. Perfect Guest: The fey cannot enter a dwelling uninvited. Once invited, it can pass freely and cannot be barred by mundane means. However, it must obey the customs of its host and cannot steal from or harm any guest or host while within.
  20. Mischief: Once per day, the fey can reroll one failed ability check, attack roll, or saving throw. Regardless of the result, something unexpected or comical happens nearby

Templates

Templates are another handy way to create a monster that is part of a type, or was something else before it became what it currently is. Here are a few templates for half fey and high fey for you to use as your table

Half-Fey Template

(apply to any humanoid or beast)

Creature Type. Changes to Fey (retains original creature types if applicable).
Alignment. Usually Chaotic, occasionally Neutral.

Traits

Cold Iron Vulnerability.
If the creature takes damage from a cold-iron weapon, it takes an additional 1d4 psychic damage and is poisoned until the end of its next turn.

Fey Step (1/Short Rest).
As a bonus action, the creature magically teleports up to 30 feet to an unoccupied space it can see. When it reappears, faint motes of light or petals swirl briefly in the air.

Otherworldly Grace.
The creature has advantage on saving throws against being charmed or frightened, and it can move through non-magical difficult terrain as though it were normal ground.

Innate Magic (Optional).
The creature can innately cast the druidcraft cantrip. Its spellcasting ability is Charisma (or Wisdom, if the base creature already uses Wisdom).

High Fey Template

(apply to any humanoid, monstrosity, or fey of CR 5 or higher)

Creature Type. Fey.
Alignment. Typically Chaotic Neutral or Chaotic Evil.

Traits

Otherworldly Grace.
The creature has advantage on saving throws against being charmed or frightened, and it can move through non-magical difficult terrain as though it were normal ground.

Cold Iron Vulnerability.
If the creature takes damage from a cold-iron weapon, it takes an additional 1d4 psychic damage and is poisoned until the end of its next turn.

Charming(Recharge 4–6): As an action, the fey exudes irresistible charm. Choose a number of creatures within 30 feet equal to your Charisma modifier (minimum one). Each must make a Wisdom saving throw (DC = 8 + proficiency + Charisma). On a failed save, they are charmed until the end of their next turn or until attacked.
Creatures that would not be attracted to the fey’s form have advantage on the saving throw.

Fey Step
As a bonus action, the creature magically teleports up to 30 feet to an unoccupied space it can see. When it reappears, faint motes of light or petals swirl briefly in the air.

(optional) Innate Spellcasting (Fey).
Spell save DC = 15, +7 to hit with spell attacks.
The High Fey’s innate spells are Charisma-based and require no components.
At-will: minor illusion, druidcraft
3/day each: charm person, misty step, suggestion
1/day each: major image, greater invisibility, hallucinatory terrain

Sample stat block

As one final treat, I present to you a sample high fey that I created using the template I made and the Noble Prodigy stat block from the Monster Manual. Count Oberyn is a perfect boss for a campaign in Faerie, a potentially troublesome warlock patron with, let’s say, interesting requests and missions for his minions or a potential troublemaker for the party if one or more of them catches his eye.

Sample High Fey: Count Oberyn, The Lord Beguiler

Medium fey, Chaotic Neutral


  • Armor Class 10 (16)
  • Hit Points 148 (27d8 + 27)
  • Speed 30 ft.

STRDEXCONINTWISCHA
8 (–1)16 (+3)12 (+1)15 (+2)14 (+2)19 (+4)

  • Skills Perception +2, Persuasion +4
  • Senses darkvision 60 ft., passive Perception 15
  • Damage Vulnerabilities cold iron (see Cold Iron Vulnerability)
  • Condition Immunities charmed, frightened while concentrating
  • Languages Common, Sylvan
  • Challenge 10 (5900 XP)
  • Proficiency Bonus +4 Innate Spellcasting. The lord oberyn’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: mage armor, druidcraft, minor illusion 3/day: charm person, misty step, suggestion 1/day: major image, greater invisibility, hallucinatory terrain, scrying

Cold Iron Vulnerability. If the creature takes damage from a cold-iron weapon, it takes an additional 1d4 psychic damage and is poisoned until the end of its next turn.

Otherworldly Grace.
Lord Oberyn has advantage on saving throws against being charmed or frightened, and it can move through non-magical difficult terrain as though it were normal ground.

Oathbound. Whenever a creature swears an oath or promise to Lord Oberyn, he may magically bind both parties. If either breaks the agreement, the magic triggers as a bestow curse spell (DC 15), affecting the oath-breaker. Lord Oberyn cannot willingly violate his own oaths without suffering the same curse.

Actions

Multiattack. Lord Oberyn makes three Beguiling Strike attacks

Beguiling Strike. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 60 ft. Hit: 18 (4d6 + 4) Psychic damage, and the target has the Charmed condition until the start of the noble’s next turn.

Charming Presence(Recharge 4–6):. As an action, the Lord Oberyn exudes irresistible charm. Choose a number of creatures within 30 feet equal to Lord Oberyn’s Charisma modifier (minimum one). Each must make a Wisdom saving throw (DC = 8 + proficiency + Charisma). On a failed save, they are charmed until the end of their next turn or until attacked. Creatures that would not be attracted to the fey’s form have advantage on the saving throw

Bonus Actions

Fey Step. As a bonus action, Lord Oberyn magically teleports up to 30 feet to an unoccupied space it can see. When it reappears, faint motes of light or petals swirl briefly in the air.

Reactions

Sheild. Lord Oberyn casts Shield in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.

Count of Taitneamhach, Lord Beguiler, Master of Delight, and the Summer Queen’s Current Favorite — these are but a few of the titles claimed by Lord Oberyn, the most radiant of the Sidhe counts of the Summer Court. A breathtakingly beautiful sidhe with butterfly wings of molten gold and hair like spun sunlight, Oberyn is the very distillation of his kind’s grace, cruelty, and vanity. His position as Queen Titania’s lover has made him haughtier still, and he barely tolerates the company of any creature beneath his exalted rank. Commoners who draw too near are either ignored, glamoured into silent submission, or—if they amuse him—remade as decorations for his pleasure.

Oberyn’s domain is the city of Taitneamhach, the greatest of all Sidhe tree-cities, where palaces grow from the limbs of living oaks and moonlight drips like dew. At the heart of this maze of woven bridges and glittering platforms stands his palace, Delight’s Folly, a colossal tree shaped by ancient magic into a castle of living wood and crystal leaves. Within Delight’s Folly lies Oberyn’s infamous Collection.

Those who catch the duke’s fancy—mortals, elves, or fey—risk becoming part of that Collection. Princes and princesses from across the Manyfold dwell there as living ornaments, each bound by Oberyn’s enchantments. Some kneel eternally to serve as the legs of tables, others hold trays beside armchairs and couches carved around their still forms. No sconces or lamps grace the halls of Delight’s Folly; instead, glassy-eyed courtiers stand in perfect silence, holding candles that never burn low. In his galleries, nobles are posed like statuary, draped in the finest silks, their lips frozen in eternal smiles that do not reach their pleading eyes.

Oberyn calls them his living art. To him, they are as much furniture as the tables they support—each a symbol of beauty possessed and life conquered. Behind those perfect faces, their souls beg for release, but the duke only smiles. To be admired by him, he says, is the highest honor the Summer Court can bestow.

Opinions

  • The rabble should know their place; they are to serve their betters like myself, unseen and quiet, unless I choose to put them on display.
  • My collection is a better place for beautiful mortals than the worlds from whence they came. They were doomed to grow old and die there, but now their beauty is preserved for all eternity.
  • Beauty and power are good, ugliness is bad. I cannot abide the sight of ugly people.
  • Filth is a sin against beauty. I will not tolerate one speck of dust in my home, person, or collection.
  • Mark my words. Titania will make me her consort. I am not like any of her other lovers. You will see, you will see.
  • Art must obey its artist. The moment a creation forgets who shaped it, it ceases to be beautiful

3 responses to “More Fey For You”

Leave a reply to Folklore of Faerie – The feengrenze historia Cancel reply