Fair Folk (5e Race)

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Fair folk[edit]

The fair folk are mysterious beings with deep connections both to nature and to the spirit world. Revered by some, feared by others, few outsiders know more than rumours of their ways. There are many different subraces of fair folk, each connected to a different aspect of nature.

Physical description[edit]

History[edit]

Society[edit]

Fair folk enclaves comprise 20–40 individuals, haunting features of the landscape that reflect their inner identity. Their leaders are always spellcasters of great skill, but they prize subtlety and finesse over raw power. These enclaves perform ritual dances which, in their home ground, allow them to create greater magics in concert than any single fair one could have done alone; this has given many outsiders an exaggerated impression of their individual power.

In consequence, technology of any kind is rare among the fair folk. However, when removed from their home ground and its powers, they will reluctantly resort to using mundane tools and clothing if absolutely necessary. Other races credit the fair folk as the source of all knowledge of magic, both arcane and divine.

In their home ground, the fair folk appear to be able to produce all the food they need by magic; outside of it, they mainly consume nectar, honeydew, and seed oils, according to the season. However, they must also daily immerse themselves in an element specific to their nature.

Whilst a certain degree of gender nonconformity is found in all races, it is extremely common among the fair folk, to the point that fair folk society does not appear to have fixed gender categories at all.

The fair folk speak, or rather sing, the Speech of the Ancients, a language composed entirely of musical notes which it is impossible for most other races to learn. This appears to have a variety of dialects which are given such names as the Speech of the Winds, the Speech of the Grave, the Speech of the Stones, and so on; but it is also possible that each of these is simply another name for the Speech of the Ancients. At any rate, all fair folk are able to speak to and understand one another. When they need to speak to members of other races, the fair folk are capable of using more mundane languages.

Fair Folk Names[edit]

The fair folk's true names can be spoken only in the Speech of the Ancients. If asked for their name in a mundane language, a fair one will generally look around and name an object within view; hence fair folk tend to go by "names" such as Cloud, Bone, Rock, Daisy, and so forth.

Fair Folk Traits[edit]

Ability Score Increase. Your Charisma score increases by 1. One other ability score increases by 2 according to your subrace.
Age. Fair folk maturation time from birth to adulthood is extremely variable between individuals, ranging from less than an hour to several centuries. The fair folk have never been observed to age beyond young adulthood; many believe that, over thousands of years, they become spiritually attached to local features of the landscape and develop into more powerful nature spirits.
Alignment. The fair folk lean towards chaos over law. Most are neutral with regard to good and evil.
Size. The fair folk stand about 2½ to 3 feet tall. Your size is Small.
Speed. Your base walking speed is 30 feet.
Creature Type. You are a Fey. You are immune to being charmed, and magic cannot put you to sleep.
Elemental Sustenance. You need only one-tenth the amount of food that a human would need, but you must spend at least 2 hours replenishing yourself in a manner specific to your subrace in order to gain the benefits of a long rest.
Fairy Magic. You know a cantrip specific to your subrace. At 3rd level you will learn a spell specific to your subrace, which you can cast as a first-level spell. At 5th level you will learn another spell which you can cast as a second-level spell. Once you cast either of these higher-level spells with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak the Speech of the Ancients, and Common, and one further language according to your subrace. The Speech of the Ancients is never written, but you can read and write any other language that you speak.

Air[edit]

Air fair folk embody the freedom of wind and weather; they dwell on hilltops and windy places. They grow long transparent wings like those of dragonflies, and have pale blue or grey skin and silver or white hair. They are prone to rapid changes of mood; some are timid and shy, while others have trouble taking anything seriously. Their language is called the Speech of the Winds; they also speak Common and Auran.

Ability Score Increase. Your Dexterity score increases by 2.
Speed. You have a flying speed of 30 feet if you are unencumbered. Your actions while in the air are limited, as follows: If you begin your turn on the ground, you can take off into the air as part of your movement, or as part of the Disengage or Dodge action. If you take any action besides Dash, Disengage, or Dodge during your turn, you cannot take off, and must end your turn on the ground. If you begin your turn in the air, you stop flying unless you move at least 10 feet before your turn ends, and you must stop flying to take any action other than Dash. If you stop flying and are unable to land safely, you fall. To land safely, you must be within 5 feet of a surface that can support you. While in flight you can use your reaction only to land, and only if you can do so safely.
Elemental Sustenance. You must spend at least 2 hours with your skin exposed to the air in order to gain the benefit of a long rest.
Fairy Magic. You can cast gust (see Xanathar's Guide to Everything). Starting at 3rd level, you can cast feather fall. Starting at 5th level, you can cast warding wind (see Xanathar's Guide to Everything).
Air Resistance. Wind does not give you disadvantage on Constitution checks against exhaustion due to cold.

Blight[edit]

Blight fair folk personify the natural process of death and decay, and they haunt places where it has recently occurred. They are gaunt-looking to the point of being skeletal; their skin is pale with patches of livid colour, and their hair is thin, dank, and dark. Their facial and vocal expressions are typically devoid of emotion, but conversation with them soon reveals a delight in the macabre. Unlike other fair folk they readily take to eating meat, generally raw and often without first making sure it is dead. Their language is called the Speech of the Grave; they also speak Common and Undercommon.

Ability Score Increase. Your Constitution score increases by 2.
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.
Elemental Sustenance. You must spend at least 2 hours in a place where the mortal remains of an intelligent creature have been laid in order to gain the benefit of a long rest.
Fairy Magic. You can cast chill touch. Starting at 3rd level, you can cast inflict wounds. Starting at 5th level, you can cast ray of enfeeblement.
Blight Resistance. You have resistance to necrotic damage and you cannot become sickened.

Earth[edit]

Earth fair folk represent the enduring solidity of the ground underfoot; they live around rocks and earth mounds and mud wallows. They are more stockily built than other fair folk and have no hair, and their skin is grey, with a rocky or pebbly texture. They are forthright, steadfast, and stubborn. Their language is called the Speech of the Stones; they also speak Common and Terran.

Ability Score Increase. Your Constitution score increases by 2.
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.
Elemental Sustenance. You must spend at least 2 hours covered from head to toe in mud, dust, or gravel in order to gain the benefit of a long rest.
Fairy Magic. You can cast mould earth (see Xanathar's Guide to Everything). Starting at 3rd level, you can cast earth tremor (see Xanathar's Guide to Everything). Starting at 5th level, you can cast Maximillian's earthen grasp (see Xanathar's Guide to Everything).
Natural Armour. Your stony exterior grants you a +3 natural armour bonus to AC.
Earth Resistance. Your breathing is not disrupted by being immersed in mud, quicksand, or similar substances. You cannot be petrified.

Fire[edit]

Fire fair folk encapsulate the principles of heat and energy. They inhabit volcanoes and hot springs, as well as areas of dry forest, scrub, or grassland that are prone to wildfires. Their skin is red and their hair bright orange or gold. They are aggressive and competitive, at least by fair folk standards; they are capable of both tremendous warmth and terrible rage. Their language is called the Speech of the Flames; they also speak Common and Ignan.

Ability Score Increase. Your Strength score increases by 2.
Elemental Sustenance. You must spend at least 2 hours basking in the heat of a fire, or at least hot embers, in order to gain the benefit of a long rest.
Fairy Magic. You can cast produce flame. Starting at 3rd level, you can cast burning hands. Starting at 5th level, you can cast continual flame.
Fire Resistance. You have resistance to fire damage and you automatically succeed at checks against exhaustion due to heat.

Ice[edit]

Ice fair folk embody the rigours of frost and cold; they live in mountains above the snowline, or on the ice-caps and tundra of the frozen north. Their skin and hair is white, sometimes with a bluish cast or a crystalline glint. They are hearty and enthusiastic people who take delight in physical (or magical) exertion. Their language is called the Speech of the Snows; they also speak Common and Giant.

Ability Score Increase. Your Strength score increases by 2.
Elemental Sustenance. You must spend at least 2 hours immersed in cold air, cold water, or ice to gain the benefit of a long rest.
Fairy Magic. You can cast ray of frost. Starting at 3rd level, you can cast chromatic orb (cold energy only). Starting at 5th level, you can cast Snilloc's snowball storm (see Xanathar's Guide to Everything).
Cold Resistance. You have resistance to cold damage and you automatically succeed at checks against exhaustion due to cold.

Plant[edit]

Plant fair folk personify growth and fecundity. They dwell in great trees, in ancient thickets, and in rings of mushrooms. Their skin is greenish-brown and often has a bark-like or rind-like texture, and their hair is bright green and bushy, sometimes to the point of having actual tiny leaves growing in it. They tend to be patient and pragmatic. Their frankness on sensitive or taboo subjects can catch other creatures by surprise. Their language is called the Speech of the Woods; they also speak Common and Sylvan.

Ability Score Increase. Your Constitution score increases by 2.
Elemental Sustenance. You must spend at least 2 hours standing with your feet in the earth and your arms in the air in order to gain the benefit of a long rest.
Fairy Magic. You can cast thorn whip. Starting at 3rd level, you can cast entangle. Starting at 5th level, you can cast spike growth.
Toxin Resistance. You have resistance to poison damage and you cannot become poisoned.

Sunlight[edit]

Sunlight fair folk reflect the brilliance of the sun; they live in deserts, in sunny plains, and on the sunny side of hills and valleys. Their skin is pale gold and their hair bright gold, and the latter stands out from their heads like rays of light. They are cheerful, optimistic, and anxious to please. Their language is called the Speech of the Light; they also speak Common and Celestial.

Ability Score Increase. Your Constitution score increases by 2.
Elemental Sustenance. You must spend at least 2 hours with your skin exposed to bright light in order to gain the benefit of a long rest.
Fairy Magic. You can cast light on your own body (instead of an object). Starting at 3rd level, you can cast faerie fire. Starting at 5th level, you can cast scorching ray.
Sunlight Resistance. You have resistance to radiant damage and you automatically succeed at checks against exhaustion due to heat.

Water[edit]

Water fair folk represent fluidity and change. They inhabit streams and pools and lakes and, indeed, all bodies of water. Their skin and hair are deep blue and green. They are passionate, free-spirited, and take great delight in momentary pleasures; they can also be self-centred and vindictive when crossed. Their language is called the Speech of the Waves; they also speak Common and Aquan.

Ability Score Increase. Your Strength score increases by 2.
Speed. You have a swimming speed of 30 feet.
Elemental Sustenance. You must spend at least 2 hours immersed in water in order to gain the benefit of a long rest.
Fairy Magic. You can cast shape water (see Xanathar's Guide to Everything). Starting at 3rd level, you can cast fog cloud. Starting at 5th level, you can use the water whip discipline (from the monk tradition of the Way of the Four Elements) as a second-level spell.
Water Resistance. You can breathe in air or water. Water does not give you disadvantage on Constitution checks against exhaustion due to cold.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2′ 4'' +2d4 20 lb. × 1 lb.

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

Air fair folk are lighter than others:

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2′ 4'' +2d4 10 lb. × 1 lb.

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

Earth fair folk are heavier:

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2′ 4'' +2d4 64 lb. × (1d4) lb.

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

Suggested Background[edit]

The fair folk seldom leave their tribes and homes and go adventuring, but they may go in response to a vision or prophecy foretelling events of great significance, or more often on a quest to find such a vision in a time of uncertainty. In adventuring parties, fair folk shine in situations that favour persuasion and charm over brute force -- generally aided with at least a touch of magic.


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