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CWFaerie
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CWFaerie
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Faerie
The Dreamer
Faerie
F
aeries are humans who were born with a Fey spirit in Bardic Inspiration
place of a human soul. They are creatures of the You can inspire others through stirring words or music. To do so,
Feywild, a realm of chaos and boundless potential, spend a Gossamer point and use a bonus action on your turn to
both for creative good and for destructive nightmare. choose one creature other than yourself within 60 feet of you who
Faeries all have innate magic that can affect the can hear you. That creature gains one Bardic Inspiration die, a d6.
minds of those in the Material Plane, or cause many Once within the next 10 minutes, the creature can roll the die
other wonders in the Feywild. and add the number rolled to one ability check, attack roll, saving
throw, healing roll, or damage roll it makes. The creature can wait
Class Features until after it rolls before deciding to use the Bardic Inspiration die,
but must decide before the DM says whether the roll succeeds or
Hit Points fails. Once the Bardic Inspiration die is rolled, it is lost. A creature
Hit Dice: 1d6 per Faerie level can have only one Bardic Inspiration die at a time.
Hit Points at 1st Level: 6 + Constitution modifier Your Bardic Inspiration die changes when you reach certain
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier levels in this class. The die becomes a d8 at 5th level, a d10 at 10th
per Faerie level after 1st level, and a d12 at 15th level.
Proficiencies Fey Resilience
Weapons: Simple weapons As a bonus action, you can spend one Gossamer point to roll a
Tools: Any one of your choice Bardic Inspiration die and add your Proficiency bonus. Your Fey
Saving Throws: Wisdom, Charisma body regains that many hit points.
Skills: Any three of your choice
Pix Mundania
Your Pix is what type of Fey you were before being incarnated in a Mundania is the Faerie word for what humans call "reality".
human body, such as Siren, Satyr, Goblin, or Hag. There are too Normal, banal, boring, ordinary; the opposite of the Feywild and as
many Pixi to detail all of them here, but a selection of seven Pixi good as death to the Fey.
are detailed at the end of this class description; if you wish to use Any time you spend your last point of Gossamer, go 24 hours
one not listed there, work with your DM to design a subclass for it, without expending or regaining Gossamer, or take a banal human
using the ones described there as a guide. action in opposition to or unrelated to your Fey nature, the DM can
have you take 1d6 psychic damage. The DM can have you take this
Fey Body damage no more than once per hour.
Your Pix determines the form of your Fey Body as well as its hit If this feature brings your Fey body to zero hit points it calcifies,
dice. Your Fey Body is your Faerie spirit, which serves as your effectively dying of reality overdose, and you become a mere
mind and soul in the Material Plane and as your body in the mortal with no memory that you were ever more than human.
Feywild and other planes. Your Fey Body has its own pools of hit Lunacy
points and hit dice. Psychic damage is always dealt to your Fey Whenever you finish a long rest, if you have not taken damage
Body; Devastating damage is always dealt to both your Fey Body from your Mundania feature since you last finished a long rest, you
and your human body; all other damage on the Material Plane is gain 1 point of Lunacy. For each point of Lunacy you have beyond
dealt to your human body; all other damage on other planes is your Wisdom modifier (minimum 0), you have one point of
dealt to your Fey Body. You fall unconscious if either of your Derangement Flaw (work with your DM to determine your
bodies reaches 0 hit points, but your Fey body does not roll death Derangements as your Lunacy rises and falls). When you finish a
saves on the Material Plane; instead you are stable in a coma until long rest, if you have not gained any Lunacy since you last finished
your Fey body regains hit points. a long rest, you lose 1 point of Lunacy. If your Lunacy points ever
You have advantage on Intelligence, Wisdom, and Charisma surpass half your Wisdom Score (rounded up), the madness of the
saving throws against spells and other magical effects, and magic Feywild takes you and your character is no longer playable.
can't put you to sleep.
Spellcasting
Gossamer
At 1st level, you have some awareness that you are an outsider
Gossamer is the stuff of hopes and dreams and human creativity. among your own kind, feeling the fluctuations of Gossamer,
You have a number of Gossamer points as shown for your Faerie Mundania, and Lunacy in your soul, but you are not yet aware of
level on the Fairie table, which you can spend in various ways. You why. As far as you know, you are merely human, if a bit odd.
regain expended Gossamer points when you finish a short or long When you reach 2nd level, you undergo a process known as
rest so long as you have done at least one of the following since Imago, where your Fey Body bursts forth in your mind and you
you last regained Gossamer points: realize your nature as a Faerie. When this happens, your realized
Acted according to the fundamental nature of your Pix. Each Fey nature grants you the ability to cast some spells.
Pix detailed at the end of this class description has a unique
way to regain Gossamer. Cantrips
Assisted a humanoid in a creative or heroic task, and by your At 2nd level, you know three cantrips of your choice from the
assistance helped them succeed. Faerie spell list. You learn an additional Faerie cantrip of your
Dealt psychic damage that brought a humanoid to 0 hit points. choice at 4th level and another at 10th level.
3
Fairie
Proficiency Gossamer Cantrips Spells
Level Bonus Features Points Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Pix, Gossamer, Mundania 2 — — — — — — — — — — —
2nd +2 Spellcasting, Nightmare, Song of Rest 2 3 3 3 — — — — — — — —
3rd +2 Expertise, Cutting Words 3 3 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 4 5 4 3 — — — — — — —
5th +3 Ravaging Smite, Inspiration (d8) 3 4 6 4 3 2 — — — — — —
6th +3 Pix Feature 4 4 7 4 3 3 — — — — — —
7th +3 Countercharm 4 4 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 9 4 3 3 2 — — — — —
9th +4 Pix Feature 4 4 10 4 3 3 3 1 — — — —
10th +4 Inspiration (d10) 4 5 11 4 3 3 3 2 — — — —
11th +4 Enter the Feywild 4 5 11 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 5 11 4 3 3 3 2 1 — — —
13th +5 Peerless Skill 5 5 12 4 3 3 3 2 1 1 — —
14th +5 Pix Feature 5 5 12 4 3 3 3 2 1 1 — —
15th +5 Inspiration (d12) 5 5 12 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 5 13 4 3 3 3 2 1 1 1 —
17th +6 Expertise 6 5 13 4 3 3 3 2 1 1 1 1
18th +6 Pix Feature 6 5 13 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 5 14 4 3 3 3 3 2 1 1 1
20th +6 Faerie Grace 7 5 15 4 3 3 3 3 2 2 1 1
8
Party Soundtrack Gift of Pan
As an 8 hour ritual, you can bond with a musical instrument. As an Starting at 14th level, when a creature in your Aura of Revelry
action, you can play the instrument and choose one of the magical makes an attack roll, an ability check, or a saving throw, you can
effects described below. Any creature within 60 feet of you that use your reaction to let them roll a second d20 and choose either
can hear the music must succeed on a Wisdom saving throw at result. You can choose to use this feature after the d20 is rolled
your Faerie spell save DC or be affected as described below. Other but before the DM declares whether the roll succeeds or fails.
Satyrs and creatures that can't be charmed are unaffected.
An affected creature can repeat the saving throw at the end of Avatar of Revelry
each of its turns, ending the effect on itself on a success. If a At 18th level, any time you would go into an Anger or Terror
creature's saving throw is successful or the effect ends for it, the Rampage, you instead go into a Manic Rampage. A creature in a
creature is immune to this feature for the next 24 hours. Manic Rampage does not differentiate friend from foe; its attitude
Charming Melody. It is charmed by you for 1 minute. If you or towards every creature is Friendly, seeing all as fellow revelers to
any of your allies harms the creature, the effect on it ends. party with. It will not cast harmful spells or make attacks other
Frightening Strain. It is frightened of you for 1 minute. than playful unarmed strikes or grapples as though in a mosh pit,
Gentle Lullaby. It falls asleep and is unconscious for 1 minute. and interprets all aggression from others as playful in this way.
The effect ends if the creature takes damage or if someone takes While you are in a Manic Rampage, whenever a hostile creature
an action to shake the creature awake. enters your Aura of Revelry for the first time on a turn or starts its
turn there, it must make a Wisdom saving throw at your Faerie
Flicker Flies spell save DC. On a failure, it Manic Rampages for 1 minute.
At 6th level you gain the ability to summon a swarm of Flicker Whenever a Manic Rampaging creature makes physical contact
Flies, which are magical fireflies from the Feywild that seem to with a creature that is hostile to it--such as with an unarmed strike
mortals to be ordinary fireflies. As an action you can surround or grapple--that creature must make a DC 11 Wisdom saving
yourself with gently glowing Flicker Flies for one minute, which throw. On a failure, it Manic Rampages for 1 minute. The DC
shed dim light for 5 feet. Anyone who can see this light has their increases by 2 for a creature each subsequent time it makes this
inhibitions lowered as though lightly intoxicated. They have saving throw within the same minute.
disadvantage on saving throws vs being charmed, and you have When your Manic Rampage ends, all creatures in a Manic
advantage on all Charisma checks targeting them. Rampage that started from you (directly or indirectly, including
In addition, once during that minute you can spend a Gossamer yourself) stop Rampaging and are set to three levels of exhaustion
point as a bonus action to cast calm emotions with an area of "able unless their exhaustion level was already higher.
to see the light of the Flicker Flies". Once your Manic Rampage ends, you can't Manic Rampage
Once you use this feature, you can't do so again until you finish a again until you are no longer exhausted.
long rest. You can enter a Manic Rampage voluntarily by spending a
Gossamer point as a bonus action on your turn. If your Manic
Aura of Revelry Rampage would end, you can spend a Gossamer point to extend
Starting at 9th level, while you are not incapacitated, creatures the duration for an additional minute instead.
within 10 feet of you are immune to nonmagical disease and have
advantage on Constitution saves and checks to resist exhaustion Siren
and the negative effects of poisons and intoxicants. Sirens work wonders with the power of their voice, luring their
At 18th level the range of this aura increases to 30 feet. enemies and bolstering their allies.
Alluring Idol
Charisma is your spellcasting ability for your Faerie spells.
Your Fey Body hit die is a d8.
You gain the Voice of a Songbird Merit for no Bonus Point cost.
You can use a Musical Instrument as a spellcasting focus.
Any time you lure another creature into a course of action that
is harmful to it, the next time you finish a short or long rest you
regain all expended Gossamer points.
Any time you intentionally attempt to go unnoticed, you may
trigger Mundania.
Luring Song
As an action, you can spend a Gossamer point to start singing a
magical melody. Every humanoid and giant within 300 feet that
can hear the song must succeed on a Wisdom saving throw at
your Faerie spell save DC or be charmed by you until the song
ends. A creature can repeat the saving throw at the end of each of
its turns. If a creature's saving throw is successful, the effect ends
on it. A target that successfully saves is immune to your use of this
feature for the next 24 hours.
Until the song ends, you can use a bonus action on each of your
turns to continue singing. You can stop singing at any time. The
song ends if you are incapacitated.
9
Sprite
Charisma is your spellcasting ability for your Faerie spells.
Your Fey Body hit die is a d6.
Your Fey Body is Small sized.
Your Fey Body has wings and a flying speed of 30 feet. You
can't use this flying speed while wearing heavy armor, and on
the Material Plane you can only use it during Nightmare.
You can use an Arcane Focus as a spellcasting focus.
Any time you play a prank on a creature and then boastfully
reveal yourself as the prankster, the next time you finish a short
or long rest you regain all expended Gossamer points.
Any time you avoid making a joke or playing a prank in order to
spare someone's feelings, you may trigger Mundania.
Heart Sight
As an action, you can spend a Gossammer point to open your
awareness to detect spiritual forces. Until the end of your next
turn, you know the location of any celestial, fey, fiend, or undead
within 60 feet of you that is not behind total cover. You know the
type (celestial, fey, fiend, or undead) of any being whose presence
you sense, but not its identity.
As part of the same action, and again as an action while your
awareness is open, you can focus on one creature you can see
within 60 feet of you. You magically know the creature's current
emotional state, and if the target fails a Charisma saving throw at
your Faerie spell save DC, you also know the creature's alignment.
Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you
Improved Luring Song with an attack, you can use your reaction to halve the attack's
Starting at 6th level, while charmed by your Luring Song, a target damage against you.
is incapacitated and ignores the songs of others. If the charmed
target is more than 5 feet away from you, it must move on its turn Evasion
toward you by the most direct route. It doesn't avoid opportunity Beginning at 9th level, when you are subjected to an effect that
attacks, but before moving into damaging terrain, such as lava or a allows you to make a Dexterity saving throw to take only half
pit, and whenever it takes damage from a source other than you, a damage, you instead take no damage if you succeed on the saving
target can repeat the saving throw. throw, and only half damage if you fail.
Bolstering Song Invisibility
Starting at 9th level, as an action you can spend a Gossamer point Starting at 14th level, as an action while you are hidden, you can
and sing a brief song of encouragement, choosing any number of become invisible until you take an action or a reaction or until you
creatures other than yourself within 60 feet of you who can hear lose concentration (as though on a spell).
you. Each of those creatures gains one Bardic Inspiration die. Faerie Flight
Once you use this feature, you can't do so again until you finish a Starting at 18th level, your flying speed increases to 60 feet and
long rest. you can use it on the Material Plane as long as you are invisible.
Cacophony
Starting at 14th level, as an action, you can produce a magical ear-
splitting screech. Every creature within 300 feet of you that can
hear the screech must succeed on a Wisdom saving throw at your
Faerie spell save DC or be frightened until the screech ends. A
target that successfully saves is immune to being frightened by
your use of this feature for the next 24 hours. You can use a bonus
action on subsequent turns to continue screeching, and you can
stop screeching at any time. The screech ends if you become
incapacitated. Regardless of the result of the saving throw, all
creatures including you within 300 feet of you who can hear the
screech are considered deafened until the screech ends.
All The World's A Stage
Starting at 18th level, any spell you cast or magical effect or ability
you use that targets "a creature (or creatures) who can hear you"
has unlimited range.
10
Faerie Spell List
Cantrips 2nd-Level 3rd-Level 4th-Level 6th-Level
Dancing Lights Alter Self Bestow Curse Arcane Eye Eyebite
Guidance Arcanist's Magic Aura Blink Blight Flesh to Stone
Light Blindness/Deafness Clairvoyance Compulsion Find the Path
Message Calm Emotions Counterspell Confusion Heal
Minor Illusion Darkness Create Food and Water Dimension Door Heroes' Feast
Prestidigitation Darkvision Dispel Magic Dominate Beast Irresistible Dance
Shillelagh Detect Thoughts Fear Freedom of Movement Mass Suggestion
Thaumaturgy Enhance Ability Fly Greater Invisibility Programmed Illusion
Vicious Mockery Enlarge/Reduce Hypnotic Pattern Hallucinatory Terrain True Seeing
Enthrall Magic Circle Locate Creature
1st-Level Hold Person Major Image Phantasmal Killer 7th-Level
Bane Invisibility Mass Healing Word Polymorph Etherealness
Bless Levitate Meld into Stone Magnificent Mansion
Charm Person Locate Animals or Plants Nondetection 5th-Level Mirage Arcane
Color Spray Locate Object Phantom Steed Animate Objects Prismatic Spray
Command Magic Mouth Remove Curse Awaken Plane Shift
Comprehend Languages Misty Step Sending Contact Other Plane Project Image
Cure Wounds Moonbeam Slow Contagion Regenerate
Detect Evil and Good Pass Without Trace Stinking Cloud Creation Teleport
Detect Magic Protection from Poison Tongues Dominate Person
Detect Poison and See Invisibility Water Breathing Dream 8th-Level
Disease Shatter Water Walk Geas Animal Shapes
Disguise Self Silence Greater Restoration Antipathy/Sympathy
Expeditious Retreat Suggestion Hold Monster Control Weather
Faerie Fire Zone of Truth Insect Plague Dominate Monster
Feather Fall Mass Cure Wounds Earthquake
Find Familiar Mislead Feeblemind
Fog Cloud Modify Memory Mind Blank
Healing Word Passwall Power Word Stun
Hideous Laughter Scrying 9th-Level
Hunter's Mark Seeming Mass Heal
Jump Telepathic Bond Prismatic Wall
Mage Armor Teleportation Circle Shapechange
Sanctuary Time Stop
Silent Image True Polymorph
Sleep Weird
Wish
.
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