Default class: Due to having magic in their bloodline at birth, faeries automatically belong in the Sorcerer class at level 1. Unlike Kitsunes whose subclass are fixed to Divine Soul Sorcerer, their subclass don't necessarily have to be confined to Divine Soul since healing isn't their primary expertise. Future levels enables players to multi-class regardless of campaign setting. Physical appearance: They resemble the figure of an elf with wings. Most faeries have a wing color that's the same shade as their hair or eye color, but there are cases where their wing color is determined by the wing color of an ancestor. Age: They live much longer than elves. Their average lifespan is a thousand years, perhaps even more for the most healthiest faeries. Wings: Their wings are used for flying or protection. When flying, their movement speed is much faster than their movement speed on foot. When not used for flight, they can extend the size of their wings and use them as a thin layer of protection for their bodies. Many faeries sacrifice their wings to protect their loved ones. Magecraft: Faeries are born with faerie magic. Unlike Kitsunes, their magic contains charming and hypnotic properties that gifts them with a natural charisma. They have the power to charm foes through their voice, as well as the power to hypnotize large crowds of people through a single glance. Rarity: Pureblood faeries are uncommon and typically live in the Dayris Kingdom. Most faeries that live in the Empire are mixed-race. Those that are mixed-race don't grow their wings until sometime in their adulthood.
Languages. Common, Elvish, Sylvan
Level | Abilities | Information |
---|---|---|
1 | Charisma EX | You gain exceptional charisma. You have advantage on all charisma-based checks and charisma saving throws. In addition, your voice can emit a charming or hypnotic effect. Roll a persuasion check -- on a 14 or higher, one target is afflicted with the Charm or Frightened condition for 1 minute. You can choose two targets at level 6, three targets at level 10, and four targets at level 17. Number of uses is based on your charisma proficiency modifier. At level 14, this ability lasts for 1 hour. You regain uses per long rest. |
6 | Fight or Flight | You sprout wings that grants you the ability to fly or to protect yourself and allies. Sprouting or retracting your wings requires a bonus action. If you use your wings for flight, you gain a flying speed of 60 feet. Flight requires a full action, but switches to a bonus action at level 14. If you use your wings to fight, your wings grow to a size that can shield yourself and one ally. It requires your concentration to maintain. Your wings' AC is equal to your Strength + Proficiency bonus. While your wings are in Fight stance, enemies must make a Strength check prior to attacking. If the enemy fails the check, the damage from their attack reduces to zero. If the enemy succeeds the check, you take half damage from their attack. Your wings can protect two allies at level 10 and three allies at level 14. |
12 | Natural Leader | Your charisma is nearly unstoppable. Your Charisma EX can be projected to an entire area within a radius of 60 feet from where you stand. If used in battle, you can use this ability as a bonus action. Instead of inflicting a Charmed or Frightened condition to your targets, your voice turns into a single glance that inflicts the effects of a Mass Suggestion spell. Targets within the area of effect must make a wisdom saving throw and meet a DC equal to your charisma modifier in order to resist this ability. Number of uses is based on your charisma proficiency modifier. You regain uses per long rest. |
17 | Majestic Warrior | You are imbued with powerful fey powers. You and two of your allies are immune to any spell that inflicts the Charm or Frightened condition and spells that force you to do actions against your will (e.g. Suggestion). The Fight stance of your wings has an AC of 23. In addition, your body can regenerate HP equal to the number of your Charisma Modifier + Proficiency Bonus at the end of each of your turn. If you activated your wings, your allies can use their bonus action to touch your wings and regenerate that same amount of HP. |