Sidhe (5e Race)
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Sidhe are typically beautiful beyond any mortal dream, with pointed ears, reminiscent of elves, and occasionally possess feline or otherwise animalistic traits, like cats eyes. Rather than detract from their normal beauty, these features tend to enhance them. Summer sidhe have hair and skin that feature warmer tones, while winter sidhe tend to be pale with hair the various colors ice can take, such as shades of blue, white, and silver.
Sidhe have been around since the dawn of time, waging war between the courts of Summer and Winter.
The Sidhe society is deeply rooted within the rules that govern them. They are very tricky with words due to their inability to lie, and the nature of their deals. The Summer Sidhe are generally viewed as being kind and benevolent due to their association with warmth and growth, but this perception can be misleading. While Summer does seem warm, they are still dangerous and can be vicious, perhaps doubly so because it can be unexpected. The Winter Sidhe are seen as malevolent and dangerous, giving in to their more predatory nature. They are associated with the cold, death, and decay. There are also a portion of the Sidhe who are unaligned, known as the Wild Fey. They are more neutral, though their actions can shift closer to those of the aligned courts.
Sidhe tend to have names that are rather long and eloquent. Their given names are not their True Name, but a name by which are known, or a title.
Male: Kringle, Talos, Oberron, Herne
Female: Titania, Maeve, Aurora, Mab, Leanansidhe
The Sidhe are fae creatures that are usually bound to either the Summer (Seelie) or Winter (Unseelie) courts.
Ability Score Increase. Your Charisma increases by 2, and your Dexterity increases by 1.
Age. The Sidhe are immortal, though they grow based on power/responsibility. Some are born as a Changelings, who are children born of a Fae parent and a mortal. These beings have the level of development of whatever age they chose their fey nature.
Alignment. Sidhe are always Lawful alignments, with Summer being Good, Winter being Evil, and Wild Fae being Neutral.
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.
Compulsions. A Sidhe cannot tell a direct lie, however they can twist the truth in such a way to mislead and decieve. E.X (questioner: Am I safe here? You: I have no intention of doing you harm (as the party rogue prepares to stab them in the back.)) You also must give a direct answer to any questions that are asked of you three times, and are bound to your word in such case.(in case that wasn't clear, the common phrase among Sidhe is "thrice I ask and done".)
Iron Adversion. the touch of iron and related metals such a steel burns you. If you touch any iron or steel with your bare skin, you take 1d4 damage per turn in contact with the material. Your starting metal weapons and armors are made of an equivalent material, but weapons you find in dungeons and other encounters count as steel unless otherwise stated.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Glamour. You have the natural ability to alter your appearance. You can cast Disguise Self at will. Charisma is your spellcasting ability for this.
Fey Bargain. The Sidhe are capable of making deals which are magically binding, and refuse to accept gifts as they leave the Sidhe indebted to the giver. The extent of these deals is limited only by the DM's discretion, and can range from to an answer for an answer to the knowledge of a skill in exchange for memories, or another skill. Breaking a Sidhe deal holds the same penalty as resisting the Geas spell.
Languages. You know Common and Sylvan.
Subrace. Summer Court, Winter Court, Wild Fey
Warmth. You gain resistance to fire damage. Additionally your touch can stave off the harmful effects of cold.
Natural Spellcasting. You know the Firebolt cantrip. When you reach 3rd level, you can cast the Bless spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flaming Sphere spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Cold. You gain resistance to cold damage. Additionally you are able to freeze (or harden in lava's case) any liquid.
Natural Spellcasting. You know the Frostbite cantrip. When you reach 3rd level, you can cast the Bane spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Crown of Madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Wild. You gain resistance to lightning damage. Additionally, you have advantage on checks to see through illusion.
Natural Spellcasting. You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Sleep spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Mirror Image spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Random Height and Weight
|5′ 6″||+1d10 inches||100 pounds lb.||× (2d6) lb.|
*Height = base height + height modifier