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⠀Faerie

⠀for CreatorWorks'
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

Spell Slots Spell Save DC = 8 + your proficiency bonus +


The Fairie table shows how many spell slots you have to cast your your spellcasting ability modifier
Faerie spells of 1st level and higher. To cast one of these spells,
you must expend a slot of the spell's level or higher. You regain all Spell attack modifier = your proficiency bonus +
expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and your spellcasting ability modifier
have a 1st-level and a 2nd-level spell slot available, you can cast
charm person using either slot. Nightmare
Spells Known of 1st Level and Higher Your magic is of the Feywild, and is limited by the weave of reality
You know three 1st-level spells of your choice from the Faerie spell in the ways it can affect the Material Plane. Any spell cast at a
list. The Faerie table shows when you gain additional such spells higher level than your character level divided by 4 (round up;
of your choice. Each of these spells must be of a level for which shown in bold italics on the Faerie table), and any spell shown in
you have spell slots. For instance, when you reach 4th level in this bold italics on the Faerie spell list can't target or affect anything on
class, you can learn one new spell of 1st- or 2nd-level. the Material Plane unless you cast it as a Nightmare.
Additionally, when you gain a level in this class, you can choose When you cast a spell as a Nightmare, you tear a portion of the
one of the spells you know and replace it with another spell Feywild through yourself into the Material Plane, gaining one
appropriate to your Paradigm, which also must be of a level for point of Lunacy per level of spell cast. Your Fey Body becomes
which you have spell slots. visible for one minute at the center of an impossible display of
colors and sounds. Creatures who see this display are afflicted by
Spellcasting Ability the effects of a confusion spell and are frightened; supernatural
Your spellcasting ability for your Faerie spells is determined by creatures are allowed a Wisdom saving throw at your Faerie spell
your Pix. You use that ability score whenever a spell refers to your save DC to avoid this.
spellcasting ability. In addition, you use that ability modifier when Once you cast a spell as a Nightmare, you can't do so again until
setting the saving throw DC for a Faerie spell you cast and when you finish a short or long rest.
making an attack roll with one.
4
. Song of Rest
Beginning at 2nd level, you can use soothing music or oration to
help revitalize your wounded allies during a short rest. If you or
any friendly creatures who can hear your performance regain hit
points by spending Hit Dice at the end of the short rest, you roll a
Bardic Inspiration die and each of those creatures regains extra
hit points equal to the result.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency
bonus is doubled for any ability check you make that uses either of
the chosen proficiencies. At 17th level, you can choose another
two skill proficiencies to gain this benefit.
Cutting Words
Starting at 3rd level, when a creature that you can see within 60
feet of you makes an attack roll, an ability check, a saving throw, or
a damage roll, you can use your reaction to expend one Gossamer
Point, rolling a Bardic Inspiration die and subtracting the number
rolled from the creature's roll. You can choose to use this feature
after the creature makes its roll, but before the DM determines
whether the attack roll or ability check succeeds or fails, or before
the creature deals its damage. The creature is immune if it can't
hear you or if it's immune to being charmed.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th and 19th level, you can
increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1, or you can choose a Feat or
5 Bonus Points worth of Merits.
Ravaging Smite
Starting at 5th level, once per turn when you deal psychic damage
to a creature, you can expend one spell slot to deal 1d6 additional
psychic damage to that creature per level of expended spell slot.
Countercharm
At 7th level, you gain the ability to use music or words to disrupt
mind-influencing effects. As an action, you can start a performance
that lasts until the end of your next turn. During that time, you and
any friendly creatures within 30 feet of you have advantage on
saving throws against being frightened or charmed, and are
immediately granted such a saving throw even if one would not
normally be allowed. A creature must be able to hear you to gain
this benefit. The performance ends early if you are incapacitated
or silenced or if you voluntarily end it (no action required).
Enter the Feywild
Starting at 11th level, by touching a sleeping creature and
spending a 5th-level spell slot, you can enter the Feywild through
that creature's dreams. You enter the part of the Feywild that
closest approximates what the creature is currently dreaming of--
though you can travel to other parts of the Feywild during your
stay--and you remain in the Feywild until the creature either wakes
or dies, at which point you reappear in an unoccupied space
adjacent to the creature's body.
If you stay in the part of the Feywild where the affected creature
is dreaming, you can shape its dreams by altering the magic there.
Treat this as casting the dream spell targeting the affected
creature, without spending components or entering into a trance.
If you spend a higher level spell sot, you can bring two additional
willing creatures with you for each spell slot level beyond 5th.
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Peerless Skill Trance
Elves don't need to sleep. Instead, you meditate deeply, remaining
Starting at 13th level, when you make an ability check, you can semiconscious. While meditating this way, you can dream as
expend one Gossamer Point to roll a Bardic Inspiration die and though you were asleep. 4 hours of this meditation grants you the
add the number rolled to your ability check. You can choose to do same benefit that a human gains from 8 hours of sleep.
so after you roll the d20, but before the DM tells you whether you
succeed or fail. Timeless Body
Starting at 6th level, you suffer none of the frailty of old age, and
Faerie Grace you can't be aged magically. You can still die of old age, however.
At 20th level, when you roll for initiative and have no Gossamer Starting at 14th level, your Fey body no longer ages, and your
points remaining, you regain one Gossamer point. In addition, you human body ages at half speed.
can cast divination, enchantment, and illusion spells at 5th-level or Starting at 18th level, your human body no longer ages and you
lower without providing components. Finally, whenever you make can no longer die of old age.
an ability check that includes your Proficiency Bonus, you can
treat a d20 roll of 2 to 9 as a 10.. Land's Stride
Starting at 9th level, moving through nonmagical difficult terrain
Pix costs you no extra movement. You can also pass into and through
There are far too many Faerie Pixi to describe them all here. A unworked nonmagical plants without being slowed by them and
selection of seven Pixi are described below; if you wish to use one without taking damage from them if they have thorns, spines, or a
not listed here, work with your DM to design a subclass for it, similar hazard. Any damage dealt to a plant while you are inside it
using the ones described here as a guide. Your choice grants you is also dealt to you. If it is cut down, killed, or otherwise destroyed
features at 1st level, and again at 6th, 9th, 14th, and 18th level. while you are inside it, you are forcibly expelled from it and take
10d10 force damage.
Elf In addition, you have advantage on saving throws against plants
that are magically created or manipulated to impede movement,
Tall, slender, graceful, and impossibly beautiful, elves are the such as those created by the entangle spell.
descendants of the wood nymphs and hamadryads
Tree Stride
Child of Nature Starting at 14th level, you can spend a Gossamer point as an
Choose Wisdom or Charisma to be your spellcasting ability for action to teleport from inside the trunk of a tree large enough to fit
your Faerie spells. you inside it into another such tree up to 60 feet away.
Your Fey Body hit die is a d8.
You are proficient with the Bow and Arrow and Herbalism Kit. Nature's Sanctuary
You can use a Druidic Focus as a spellcasting focus. When you reach 18th level, creatures of the natural world sense
As an action, you can spend a Gossamer Point to cast speak your connection to nature and become hesitant to attack you.
with animals or speak with plants without components. When a beast or plant creature attacks you, that creature must
Any time you finish a short or long rest among plantlife and out make a Wisdom saving throw against your Faerie spell save DC.
of eyesight of any manmade structures, you regain all expended On a failed save, the creature must choose a different target, or the
Gossamer points. attack automatically misses. The creature is aware of this effect
before it makes its attack against you.
Goblin
Sometimes called "Redcaps", Goblins are greedy scrappy little
hoarding horrors straight out of children's nightmares.
Hoarder of Shinies
Choose Constitution or Intelligence to be your spellcasting
ability for your Faerie spells.
Your Fey Body hit die is a d6 and your Fey Body is Small sized.
You can use an Arcane Focus as a spellcasting focus.
As an action, you can spend a Gossamer Point to cast locate
object without components, only to locate an object of tiny size
(fits in one hand) such as a coin, gemstone, or mushroom.
Any time you add a unique new item to your collection, the next
time you finish a short or long rest you regain all expended
Gossamer points.
Any time you lend or give an item or money without expecting
it back plus interest, you may trigger Mundania.
Iron Teeth
You can eat anything. Your teeth are hard and sharp enough to
chew anything you can fit your mouth around, or to bite mouthfuls
out of anything larger. You can spend a Gossamer point to render
harmless to you anything harmful you swallow(ed) in the past or
next hour (such as jagged metal, glass shards, or poison).
6
Your mouth is a natural weapon which you can use to make
unarmed strikes. Your bite deals psychic damage with a damage
die of the same size as your Bardic Inspiration die instead of the
bludgeoning damage normal for an unarmed strike. This damage
is Devastating to humanoids and fey.
Despite your ability to eat anything, your nutritional needs are
unchanged, so you still need to eat actual food to avoid starvation.
Eidetic Taste
Starting at 6th level, you can recall with perfect accuracy the flavor
of everything you have ever tasted. You can perfectly recognize and
identify anything by taste, assuming you have tasted and identified
it before. In addition, when you cast a locate spell, if you could
recognize the target by taste, the range of the spell is doubled.
Dream Eater
Starting at 9th level, whenever you deal psychic damage to a
creature, you can spend a Gossamer point to cause your Fey body
to gain temporary hit points equal to the psychic damage dealt and
the creature makes an Intelligence saving throw at your Faerie
spell save DC. If the creature is unconscious, you do not need to
spend a Gossamer point and the creature has disadvantage on its
saving throw. On a failure, the creature forgets 1d6 years of its life
and how to use one Skill (all determined at random). A creature
brought to 0 hit points in this way suffers complete amnesia. Skill
use returns as the psychic damage heals, but lost memories are
gone forever, shy of a greater restoration or wish spell.
Rumpelstiltskin
Starting at 14th level, as a one hour ritual, you can use an artisan's Hag
tool that you are proficient with to convert ten pounds of lesser Hags are wretched, hateful old cannibals who revel in curses, bad
material into one pound of precious metal. The combination of deals, backhanded wishes, and other sources of misery.
tool, lesser material, and precious metal must be narratively
resonant (e.g., using alchemist's supplies to transmute lead into Devourer of Misery
gold, or using weaver's tools to spin straw into gold). Choose Constitution or Wisdom to be your spellcasting ability
for your Faerie spells.
Living Nightmare Your Fey Body hit die is a d8.
Starting at 18th level, as long as you are not incapacitated you Any time a creature you can see within 30 feet of you gains the
radiate an aura of fear 30 feet around you. When a creature that is blinded, deafened, frightened, paralyzed, poisoned, or stunned
hostile to you enters this aura for the first time on a turn or starts condition, you can use your reaction to have your Fey Body gain
its turn there it must make a Wisdom saving throw at your Faerie 1d8 temporary hit points.
spell save DC. On a failed save, the creature is frightened until the Any time you give a creature a choice and it willingly chooses
start of its next turn. If a creature's saving throw is successful, the the option that causes it greater misery, the next time you finish
creature is immune to the your fear aura for the next 24 hours. a short or long rest you regain all expended Gossamer points.
Any time you take an action that makes someone other than
you happy without also causing equal or greater misery (either
in someone else or in the same person in the long term) you
may trigger Mundania.
Hag's Cauldron
You gain proficiency with the Herbalism Kit, and you can use an
Herbalism Kit as a set of Alchemist's Supplies for brewing
common and uncommon potions or as a Poisoner's Kit for
brewing poisons with a value of of 200gp or less as though
brewing standard potions of healing.
The Better to Eat You With
Starting at 6th level, your mouth becomes a magical natural
weapon which you can use to make unarmed strikes. Your bite
deals 1d4 piercing damage in place of the bludgeoning damage
normal for an unarmed strike.
In addition, once per day when you consume at least one pound
of fresh humanoid organ meat (heart, liver, etc.), you can gain
benefits as though you had partaken in a heroes' feast spell.
7
Monkey's Paw
At 9th level, you gain the ability to grant wishes, but always at a
cost to the wisher. When a creature within 60 feet of you states a
desired effect, you can expend a 5th-level or higher spell slot to
cast wish on that creature's behalf to bring about the effect. Unlike
genies, you do not have the ability to pervert the effect based on
poor wording; the effect happens as the creature desires. However,
you work with the DM to design a negative effect of similar or
greater scale that also happens to the creature, connected to or
even causing or caused by the positive effect they wished for. Each
effect can only be undone by another wish spell.
Once you use this feature, you can't use it again for one week,
and you can't use it again on the same creature for one year. You
can't grant a creature more than three wishes in its lifetime.
Starting at 14th level you can use this feature again after
finishing a long rest. Starting at 18th level, you can use this feature
at will. Limitations on uses per specific creature still apply.
Death Glare
Starting at 18th level, as an action you can spend three Gossamer Psychic Backlash
points and target one frightened creature you can see within 30 Starting at 6th level, whenever a creature within 10 feet of you
feet of you. The target must make a Wisdom saving throw at your deals damage to you, you can spend a Gossamer point as a
Faerie spell save DC, taking 10d10 psychic damage on a success reaction to roll a Bardic Inspiration die and deal the result in
or dropping to 0 hit points on a failure (this is considered to have psychic damage to that creature.
been done by psychic damage).
Battle Focus
Orc Starting at 9th level, as an action you can take an amount of
Orcs are strong, proud warriors steeped in battle fury, tests of psychic damage up to 5 times your Faerie level to cause your
strength, and codes of honorable combat. human body to regain that many hit points.
In addition, you gain proficiency with Constitution saves.
Blooded Warrior Ravaging Critical
Choose Constitution or Wisdom to be your spellcasting ability Starting at 14th level, you can roll one additional weapon damage
for your Faerie spells. die when determining the extra damage for a critical hit with a
Your Fey Body hit die is a d10. melee attack. This increases to two additional dice at 18th level.
Your Fey Body has the Powerful Build Merit. The damage dealt by these additional dice is psychic damage.
You are proficient with Martial Weapons.
You can use a Simple or Martial Weapon that doesn't have the Relentless Rage
two-handed or heavy property as a spellcasting focus. Starting at 18th level, your rage can sustain you in spite of
Any time you win honorable victory in a contest of strength, the wounds. If either of your bodies drops to 0 hit points while you're
next time you finish a short or long rest you regain all expended raging from damage that isn't Devastating and you don't die
Gossamer points. outright, you can make a DC 5 Constitution saving throw. If you
Any time you back down from a dispute without putting up a succeed, that body drops to 1 hit point instead.
fight, you may trigger Mundania. Each time you use this feature after the first, the DC increases
Rage by 5. When you finish a short or long rest, the DC resets to 5.
In battle, you fight with primal ferocity. On your turn, you can Satyr
spend one Gossamer point to enter a Rage as a bonus action.
While raging, you gain the following: These half-goat fey are debaucherous to a fault, seeking joy and
Advantage on Strength checks and Strength saving throws. pleasure for everyone to the detriment of everything else.
Disadvantage on Wisdom checks and Wisdom saving throws.
When you make a melee weapon attack using Strength, the Party Animal
attack deals an additional 2 psychic damage. Charisma is your spellcasting ability for your Faerie spells.
You have resistance to all damage that isn't Devastating. Your Fey Body hit die is a d8.
You can't cast or concentrate on spells. You have proficiency with one Charisma skill of your choice
and with one musical instrument of your choice.
Your rage lasts for 1 minute. It ends early if you are knocked You can use a Musical Instrument as a spellcasting focus.
unconscious or if you use your bonus action and succeed on a DC Any time you bring joy or pleasure to another person in a way
13 Wisdom save to end it on your turn. that also brings joy or pleasure to you, the next time you finish
If you are raging and there are no visible enemies to chase or a short or long rest you regain all expended Gossamer points.
attack, you must make a DC 13 Anger Rampage Check to avoid Any time you turn down an invitation to party, revel, frolic, etc.,
turning on allies and bystanders. you may trigger Mundania.

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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12
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