Fey'ri (5e Race)

From D&D Wiki

Jump to: navigation, search

Fey'ri[edit]

Fey'ri to elves are as tieflings to humans - a symbol of corruption and shame.

Physical Description[edit]

Fey%27ri.jpg
Two fey'ri in their true form

Just as their "cousins" tieflings, fey'ri are a result of interbreeding with demons. Though their other half comes from elves - high elves, mostly. The unearthly beauty of the fey bloodline, corrupted by the brutish features of fiends - that is how fey'ri look. Resembling elves in their features, yet having something from their devilish blood - barbed tails, fangs, forked tongues, horns or any combination of them. Some even have multiple limbs or bat-like wings. Their skin and hair color may vary from pale white to bright red. And yet - all of them are naturally born with the ability to hide these signs of corruption and appear as normal elves.

History[edit]

Five centuries ago, a powerful House of high elves decided, that they needed more, that the elven kind should rule not only the forests but every inch of land. Of course - with them as their leaders. Only a few of elven archivists remember the name of this House before its corruption and fall, but every humanoid knows of the Daemonfey. Seeking power, this house incorporated into their ranks fiends and demons, interbreeding with them to give life to a new, more powerful elven bloodline. Thus, the fey'ri were born - devilish in their nature and strength, and yet - as intelligent and swift as their elven parents. When this treachery was discovered, the House was renamed Daemonfey and deemed enemies to all elven kingdoms. A war followed. The Daemonfey armies, although empowered by lesser demons and fey'ri, were defeated. Most of them were killed in the conflict, sealed in prisons - only some have escaped.

The elven kind was victorious... But not for long. A fiends corruption always finds a way out, and those, who were tainted by it during the war, gave birth to new fey'ri. Some elves shunned or even killed such children (even with their parents), being afraid of what could become of them. Others raised them as their own, teaching them the way of the elves. And some newly born were kidnapped by those surviving after the war fey'ri, so that they would be raised in hate to the elven kind. Will the remaining forces of the Daemonfey rise from the shadows and try to conquer that, which they deem as their own? Or will this race find a new path for itself, not dictated by their heritage, nor the public's fear?

Society[edit]

At the moment, fey'ri are scattered - be it survivors of the Daemonfey fall or the newly born ones.

Prisoners and refugees have a deep grudge on all of the elven kin, deeming them as traitors to their rightful cause. Knowing only how to fight, they are trying to find ways to exert their vengeance and bring themselves to a higher position. For they were said to be the chosen ones, the champions of their race! That is why they are gathering troops, kidnapping newly born fey'ri and seeking power - to fulfil their role!

Those fey'ri, who were born not so long ago, have a different view on life: they see themselves as a part of the elven kin - different, maybe even corrupted (if they were shunned by those around them), but still elven. Being swift and intelligent from their birth, and yearning for action, fey'ri often become warriors, rogues or practitioners of the bladesong. But, instead of sharpening their skills at home, their desire for freedom stirs them to the open road.

Just as elves, fey'ri are slow to make friends - sometimes, because they believe others to be insignificant, other times - because they don't trust anybody but themselves. What they do trust, are actions: demonstrations of power, intelligence and quick wit. After some time, they may start to trust those, who they call comrades. But it is very rare for a fey'ri to show their true form to those, who aren't also fey'ri or those, who they consider as their family.

Their true form is a weapon, a brand. And only with those, who they trust - it is truly them.

It should be noted, that a fey'ri will be born in a union between two fey'ri, may be born in a union between fey'ri and an elf, half-elf or fey. It is said, that there shall be no child in a union with other races. Though there are rumors, that fey'ri and tieflings may also have children, what that child looks like has never been determined.

Fey'ri Names[edit]

Fey'ri, mostly, have elven names. Though those, who were a part of the Daemonfey army, had their family names changed into Abyssal and somehow connected with greatness, power and destiny, to reflect their importance for the elven kind. Those fey'ri, that are born today into societies, that fear them or shun, are often given "cursed names" - syllables, resembling the sound of a broken twig or dry leaves indicate such names.

Male Adult Names: Adran, Aust, Beiro, Berrian, Galinndan, Laucian, Mindartis, Paelias, Thamior, Tharivol, Theren, Varis

Female Adult Names: Althaea, Anastrianna, Birel, Lia, Meriele, Mialee, Sariel, Shanairra, Shava.

"Cursed" Names (Common Translation): K'rut (Drywood), Tzikiir (Poisoned flower), Qusks (Deadleaf)

Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

Abyssal Family Names (Common Translations): Nocturo (Domination), Barktumi (Conqueror), Glabnoktash (He who slays)

Fey'ri Traits[edit]

Fiendish elves.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although fey'ri reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. Fey'ri typically claims adulthood and an adult name around the age of 100 and can live to be 1000 years old.
Alignment. Fey'ri are quite independent and tend to be chaotic in their nature. Those, who survived the purging of Daemonfey tend to be evil, though some may have changed their view on life.
Size. Fey'ri range from under 5 to over 6 feet tall and have slender builds. 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.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can't put you to sleep.
Trance. Just as elves, fey'ri don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elven Mask. As an action, you can shift your appearance to be less fiendish, appearing as a normal elf but recognisable you. You can shift back as an action and revert to your true form when you die.
Elvish Blood. Fey'ri are considered elves for all special abilities and effects. For example, a Fey´ri can create elven magical objects as shown in the table "Elven Magical Objects for Fey'ri" and belong to prestige classes reserved for elves.
Languages. You can speak, read, and write in Common, Elven, and Abyssal.
Subrace. When the Daemonfey were still in power, Winged and Hellwarrior fey'ri were more frequent. Today, when the taint of corruption is less powerful, more Trickster and Sunblessed fey'ri tend to be born.

Winged[edit]

Ability Score Increase. Your Strength score increases by 1.
Winged. You can cast the jump spell once at will and need to finish a long rest before you can cast it again. When you reach 3rd level, you can cast the feather fall spell once at will and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the fly spell once at will and need to finish a long rest before you can cast it again. You can't use this trait if you are disguised with Elven Mask.
Keen Senses. You are proficient in the Perception skill.

Hellwarrior[edit]

Ability Score Increase. Your Strength score increases by 1.
Hellish Resistance. You have resistance to fire damage.
Daemonfey Weapon Training. You have proficiency with the shortsword and longsword.
Fire Aura. As a bonus action, you can emanate an aura of flaming magic around you for 1 minute or until your concentration is broken (as if concentrating on a spell). While your aura is active, each creature within 5 feet of you takes 1d6 fire damage, and flammable objects in the aura that are not being worn or carried ignite. Once you use this trait, you cannot use it again until you finish a short rest or long rest.

Trickster[edit]

Ability Score Increase. You Intelligence score increases by 1.
Fey Step. You can cast the misty step spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest.
Keen Senses. You are proficient in the Perception skill.
Naturally Deceptive. You are proficient in the Deception skill.

Sunblessed[edit]

Ability Score Increase. You Intelligence score increases by 1.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Keen Senses. You are proficient in the Perception skill.
Limited Magic Resistance. You have advantage on saving throws against cantrips and 1st-level spells.

Tabla: Elven Magical Objects for Fey'ri[edit]

“Many hands makes work light.”

RARITY SPELL LEVEL TIME COST
Common Cantrip 1 day 15gp
Common 1st 1 day 25gp
Common 2st 4 day 250gp
Common 3st 1 Workweek / Contributors (days / Contributors) 500gp
Common 4st 2 Workweek / Contributors (days / Contributors) 1000gp
Uncommon 5st 4 Workweek / Contributors (days / Contributors) 2500gp
Uncommon 6st 8 Workweek / Contributors (days / Contributors) 5000gp
Rare 7st 16 Workweek / Contributors (days / Contributors) 7500gp
Very Rare 8st 32 Workweek / Contributors (days / Contributors) 17500gp
Legendary 9st 48 Workweek / Contributors (days / Contributors) 50000gp


Multiple Contributors = If multiple characters meet the level requirements, they can choose to work together to create a magic item. Each character can contribute spells, spell slots, and components, and all characters must participate during the entire crafting process each crafting day. This includes having and expending material components the spell requires. Magical items that do not produce spells still require spellcasters to create the item (such as a +1 weapon).


1d6 Item Crafting Challenges

  1. Rumors swirl that what you’re working on is unstable and a threat to the community.
  2. Your tools are stolen, forcing you to buy new ones.
  3. A local wizard shows keen interest in your work and insists on observing you.
  4. A powerful noble offers a hefty price for your work.
  5. A grup accuses you of stealing its secret lore to fuel your work.
  6. A competitor spreads rumors that your work is shoddy.


1d12 Unexpected Characteristics

  1. Unusually colored: Item takes on an unexpected color.
  2. Owner does not want to give up the item under any circumstances (Think the One Ring in LOTR)
  3. Magnificent Appearance: The item looks more valuable than it is.
  4. Noisy: The item makes an odd noise each time it’s used (such as a squeak, the sound of a spring, etc.).
  5. Bloodthirsty: Item vibrates when it touches blood.
  6. Levitating: Item floats two inches above ground when unattended.
  7. Molting: Item now has a scaly skin and occasionally sheds it to reveal a new one.
  8. Enticing: Others covet the item and try to take it at all costs.
  9. Loyal: Item only works for the one who created it.
  10. Slimy: Item is covered in a thin layer of slime.
  11. Glittering: Item leaves a trail of sparkles when it’s used.
  12. _Color of item changes based on users’ mood_

Selling Magic Items[edit]

A character can find a buyer for a single magic item by spreading the word and paying 25 gp for 1 workweek. Only one item at a time can be sold. After finding a buyer, the character must make a Charisma (Persuasion) check to determine what kind of an offer they receive. A character can decide to not sell the item after receiving an offer, but another workweek and 25 gp must be expended to find another buyer.

Tabla: Persuasion Check Results[edit]

RARITY ROLL 1-10 ROLL 11-20 ROLL 21+
Common 30gp 80gp 300gp
Uncommon 500gp 2800gp 3250gp
Rare 3500gp 8000gp 9000gp
Very Rare 8500gp 19200gp 25500gp
Legendary 35000gp 60000gp 70000gp

Thieves and unwanted buyers may be attracted to a character’s magic item. Every workweek spent trying to sell the item they must pass a 1d100 where the DC equals 50. Upon a failed save must make 1d4


1d4 Challenges

  1. A thieves’ guild, alerted to the sale, attempts to steal your item.
  2. A foe circulates rumors that your item is a fake.
  3. A sorcerer claims your item at factory price and demands you hand it over.
  4. The buyer is murdered before the sale is finalized.

Fey'ri from Faerun[edit]

Description[edit]

Fey'ri were the result of interbreeding between sun elves and tanar'ri, or fiends, as they are known today. The elves of House Dlardrageth initiated this process to strengthen their bloodline so that they would be able to usurp the throne of Cormanthor for themselves. The treachery was discovered and the House members were either killed, imprisoned or scattered.

Nevertheless, the spawn of this interbreeding process are the fey'ri. They mostly resemble elves in their features, yet they have something in them, resembling there devilish bloodline - barbed tails, fangs, forked tongues, horns or any combination of them. Some even had multiple sets of limbs or even bat-like wings. Though they are born with the ability to hide their fiendish looks and resemble a normal elf.

Society[edit]

Those fey'ri, who were born in a time of House Dlardrageth, believed themselves to be the pinnacle of elven society, those, who are destined to reestablish the old elven realms of Cormanthor with themselves as the leaders. Of course, this made them prideful, looking negatively on outsiders and even other elves. Though they had respect towards intelligence, strength and flexible morals. Today, this fey'ri are either in hiding or prison, having a grudge on the remaining elven Houses and are planning to overthrow those, who they deem traitors; or, maybe, escaping the claws of death, some of them reestablished their values and are now on a quest for redemption?

There are other fey'ri, though - the younger ones, that were born after the Seven Citadels' War. Because even once tainted by the fiendish blood, there's always a chance to give birth to a fey'ri. Some elven societies, being afraid of the cursed bloodline, shun and even kill these children. Others raise them as normal children, never even mentioning that they are "different". Being quite nimble from childhood and talented in magics, fey'ri often became Warriors, Rogues or practitioners of the Bladesong. These fey'ri, though still concealing their true form outside of their homeland, tend to value life the same way as their elven brethren, even though they are still trying to experience life to its fullest, because of the chaotic nature that their blood has in it.


Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!