Dark Fairy (5e Race)

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Dark Fairy[edit]

You're walking down a dark corridor. After that close encounter with the pack of kobolds you sigh in relief. You hear some faint laughter in the distance as an arrow zips past your head. You start to run again.

Physical Description[edit]

Dark skin, white hair, and beautiful wings easily identify a dark fairy. More often than not they will sport the wings of a moth and although rare other types of insect wings can be found among them.

Kisara the dark fairy,


When the drow were forced to the Underdark they brought fairies as slaves. Over the years fairies had escaped and adjusted to their new home. Taking on the traits of underdwellers, these enslaved fairies gained darker skin and white hair.


Dark fairies usually live in packs of 20 to 30 although it's not uncommon for dark fairies to go off on their own.

Dark Fairy Names[edit]

Dark fairies usually name themselves after dark subjects.

Male: Shadow, Dusk, Midnight

Female: Moon, Night, Dreary

Dark Fairy Traits[edit]

Ability Score Increase. Your Dexterity score increases by 2
Age. Dark fairies mature after 5 years and can live up to 120 years.
Alignment. Due to the dark setting of the Underdark and the playful nature of fairies, most tend towards chaotic neutral or chaotic evil.
Size. Dark fairies are small and are hardly ever taller than a foot. Your size is tiny.
Speed. Your base walking speed is 15 feet. Your fly speed is 40 feet and you can hover 10 feet though you still fall if knocked prone or are deprived of the ability to move. If you end your turn more than 10 feet up you fall until you are 10 feet above the ground.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey. Your creature type is fey instead of humanoid. You are unaffected by a game effect if only works on humanoids. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Exhaustion. When you are below 5 hit points you cannot fly. You regain the ability to fly when your Hit Points are 5 or higher.
Shrink. You can touch an object that is sized for a Medium or Small creature and shrink it to a size appropriate for your tiny hands. If the object is a weapon, decrease the damage die by one size unless it has the finesse or light weapon properties (the versatile damage of that weapon also decreases by one size). You can touch multiple objects if they are the same type. At 3rd, 9th, and 15th levels, you can choose one weapon type you are proficient in, the damage die does not decrease whenever you use Shrink on it.
Tiny Hands. You have disadvantage on Strength (Athletics) checks, but you are proficient in the Sleight of Hand skill.
Invisibilty. You can cast the invisibility 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. Charisma is your spellcasting ability for this spell.
Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Languages. You can speak, read, and write Common, Sylvan, and Undercommon.

Random Height and Weight[edit]

0′ 6″ +1d8 0.5 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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