Fée (5e Race)
From D&D Wiki
Fée are a noble race of draconic inheritance. Born of a shape changed dragon and a humanoid race, or possibly a descendant of one such birth, fée are little more than humanoids borne with the great boon of a draconic lineage. they get their name from their striking and beautiful appearance, often being confused with fairy folk. Unlike the fairy folk, however, the fée are cursed to a horrible fate. While dragons may be prone to the occasional madness, this trait is almost universal in the fée. Throughout their long life span they may be tempted, they may be coerced, or they may be forced into giving in to their dark desires. These desires only grow stronger as the fée age. Fée are haunted by dark thoughts of what they dream to acquire: wealth, power, sex, anything they may be denied. As the curse takes them they may come to resent others for not treating them with more reverence. After all, they've earned it right?
Physically, their lineage is apparent by their full eyes, usually mirroring that of their ancestor. This sets them apart from other draconic races, who don't have eyes much bigger than marbles. Fée eyes are like that of teacups, with yellowed sclera and small, lizard-like pinpoint pupils. They have also been seen to have small scales in various locations on their body, ranging from thickly coated throats that might disable their ability to speak common, too simple light bands around their wrists or underneath their eyes. Most of these scales can be covered up or hidden one way or another if the fée would like to keep their race a secret, however, it is apparent to anyone who sees these scales exactly what the fée is (if the eyes didn't already give it away).
Fée history is rather spotty. No fée have ever kept records of their history since it is simply too sparse. They have had no societies, no lands of their own. Fée simply belong to whatever land they were born into and often bring great glory to their homes before grinding them into the dirt as they fall into depravity. The only consistent documentation is of their madness. Fée have been noted to consistently succumb to the curse for one reason or another, usually, do to the fact that they tend to be incredibly passionate about their ideals. That drive is what makes them so respectable early in life and so formidable later. Fée have been known to become overtaken by their passions. What once made a fée great will inevitably become their downfall as those passions corrupt them and turn dark. Even the fée who tended toward evil alignments in the first place are not unaffected, growing more chaotic until they succumb to their bloodline.
Fée society is very loose. Their bloodline leads them to live as loners for most of their lives. The other races are uncomfortable around them. As they get older, this discomfort increases as they grow more and more chaotic. Because of this, fée have learned to be secretive. They are known to hide their age and where they came from even their closest friends. As the curse grows more prominent, however, they grow less careful and guarded, at the same time growing more violent and caring less about those around them. This isolates them from others and results in many Fée dying either lonely deaths wandering the world in search of treasure and fame or from being slain for one reason or another. Some of the more upstanding fée have taken to arming their companions with anti-dragon weapons so that in the case of madness they can be easily dispatched. Fée are known to become adventurers, sailors, merchants, really anything that lets them travel.
Fée don't have a generic naming style. Fée might name their children with a reference to their lineage, or might entirely disregard that tradition and simply name them whatever sounds appealing.
Male: Leonardo, Luca, Oberon, Siegfried, Alex, Derick, Tristan, etc.
Female: Aiellia, Lyra, Titania, Ezra, Alicia, Clover, Abello, Alwyn, Clair, Seraphina, etc.
Big-eyed draconic folk
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Fée have an extended lifespan due to their heritage, similar to half-elves. They reach adulthood at around 20 years of age and can live up to 600 years.
Alignment. It is a stereotype that fée of metallic descent tend toward chaotic good or neutral alignments while fée of chromatic descent lean toward more evil alignments. This, while true of their draconic ancestors, is almost entirely fiction. While some of the more well-known fée have been used to evidence this, the only trend is that fée tend to either lawful or chaotic alignments. Hardly ever do they fall on the neutral side of things.
Size. Your size is Medium
Speed. Your base walking speed is 30 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.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your reflection is determined by the dragon type, as shown in the Draconic Ancestry table.
Receptive Oculi. Your eyes are larger than usual proportion and help a bit with seeing and noticing things when there's enough light to go around. While you are in bright or dim light, you may expend an action to gather light and focus within your large eye receptors. You have advantage on your next Wisdom (Perception) or Intelligence (Investigation) check. You can use this feature once, regaining use after you finish a short or long rest to use it again.
Reflection. While the fée may lack the proper organs to produce the breath effects of their draconic kin, they do have the ability to reflect the damage type related to their Dragon Ancestry. When you take damage from the type corresponding to your Draconic Ancestry, you may use your reaction to gain resistance to that instance of damage and project it at a creature within range. The shape and range of this projection depend on your Draconic Ancestry. When used, each creature in the area of the effect must make a saving throw, the type of which is determined by your Draconic Ancestry. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this trait, you cannot use it again until you finish a short or long rest.
Prone to Madness. When you are afflicted with short-term madness, you instead get long-term madness. In addition, you are afflicted with a form of indefinite madness, if cured this returns after 24 hours in one form or another.
Languages. You can read, write and speak Common and Draconic.
Draconic Ancestry Table
|Dragon||Damage Type||Breath Weapon|
|Black||Acid||5 by 30 ft. line (Dexterity. save)|
|Blue||Lightning||5 by 30 ft. line (Dexterity. save)|
|Brass||Fire||5 by 30 ft. line (Dexterity. save)|
|Bronze||Lightning||5 by 30 ft. line (Dexterity. save)|
|Copper||Acid||5 by 30 ft. line (Dexterity. save)|
|Gold||Fire||15 ft. cone (Dexterity. save)|
|Green||Poison||15 ft. cone (Constitution. save)|
|Red||Fire||15 ft. cone (Dexterity. save)|
|Silver||Cold||15 ft. cone (Constitution. save)|
|White||Cold||15 ft. cone (Constitution. save)|
Random Height and Weight
|5′ 0″||+2D8||110 lb.||× (1D8) lb.|
*Height = base height + height modifier
When creating a Fée character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
Fée are a proud and haughty race when they aren't being reduced to madness.
|1||You take notes on everything and everyone you encounter whenever able.|
|2||You're used to camping out in the wild and find being indoors odd and perhaps a little confining.|
|3||You treat strangers with unprecedented kindness, however you never trust them and take everything they say with a grain of salt.|
|4||You dislike the company of strangers. They irritate you. However, you do believe that they are trustworthy for the most part.|
|5||You like to gather gold and shiny trinkets wherever you go and would rather not part with your collection.|
|6||Magic items have a special allure to you and you can't help but be attracted to them.|
|7||You hold no respect for nobles. Your blood is just as special as theirs but they don't treat you with respect. Why should you respect them?|
|8||Wherever you stay the night you leave a mark to let the world know that you've been there.|
|1||Cure. I want to find a way to cure my race's curse of madness. (Good)|
|2||Salvation. Forget everyone else. I'll be the one saved. (Chaotic)|
|3||Death. Dying is the only way I'll escape my fate. (Any)|
|4||Burning. If I go down, I'll take everything with me! (Evil)|
|5||Ascetic. I adopted a clean and pure life to stave off the desires of madness. (Neutral).|
|6||Go-Lucky. If the curse takes me, then so be it. But I will enjoy my time until then. (Any)|
|1||There are people I want to stay sane for.|
|2||Someone told me once I had potential and that gave me hope.|
|3||No one ever looks at me right. I hate them all.|
|4||People are to be subjects for me.|
|5||There is no meaning if I was cursed from birth.|
|6||I'm not one to give up, not when I have someone to protect.|
|1||I collapse into fits of depression without warning.|
|2||I have sticky fingers.|
|3||When I cry, it's rainy season for at least a day.|
|4||Dark thoughts weigh in my head too often.|
|5||If I see something and don't get it, I can be a real brat.|
|6||There's something always distracting me... What was that??|