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Feytouched

A collection of homewbrew races for Dungeons & Dragons, 5th Ed.


Feytouched

H
idden in the depths of the feywild, many races A traveling kelpie may be a relativley young individual, still
and cultures exist. Some are peaceful, content looking for their place in the world. Alternatively, a kelpie may
to live out their lives in the pristine natural travel after being displaced from their home, or potentially
world of the feywild, adventuring into the because they are in need of something they cannot acquire
material plane only rarely. Others may be locally.
born of the feywild, but live their lives in the
material plance peaceably - or perhaps less Kelpie Names
than peaceably. Some others even live among more mundane Kelpies typically use elvish naming conventions, as they are
races, keeping their true natures hidden. descended from the same fey ancestors.
Regardless of habitat, those of fey ancestry are mysterious
at best, and downright cruel and deceptive at worst. Often,
they hold forms that are attractive to others, whether by Kelpie Traits
virtue of beauty or innocence, hiding their power and danger Your kelpie heritage manifests in a way similar to that of
under the surface. other kelpies.
Ability Score Increase. Your Charisma score increases by
2.
Age. You reach adulthood at age 4, and can live up to 200
years.
Kelpie Alignment. Many kelpies are Chaotic Evil, and Good
kelpies are rare.
"Come, sit on the shore with me. Isn't the water enticing?" Size. Your height can range anywhere from just under 5
feet to just over 6 feet. You weigh approximately as much as a
Many legends warn of the charismatic stranger. Some say human of similar size would. Your size is Medium.
there are shapeshifting folk that live in lakes and rivers, Speed. Your base walking speed is 30 feet.
sometimes humanoid, sometimes animal, always appealing to Swimming. You have a swim speed of 30 feet.
the mind or the eye. Some say that if you come too close, they Amphibious. You can breathe in both air and water.
will drag you under. Others say that they can be captured and Darkvision. You can see in dim light within 60 feet of you
kept, but those stories are laughed down as the tales of the as if it were bright light, and in darkness as if it were dim
naive and foolhardy. These tales, to a number, all speak of one light. You can't discern color in darkness, only shades of grey.
races - kelpies. Cruel Death. While in humanoid form, you have advantage
on grapple checks made to pull or keep a creature
Water-dwellers underwater.
Shapechanger. Your default appearance is that of a
Kelpies are mortal beings, sometimes erroneously thought of humanoid creature. As an action, you may shift your form into
as spirits or demons. They commonly live near or even in that of a creature, dependent on your subrace. Any equipment
lakes, rivers, and seas. Typically very territorial, they almost you are wearing or carrying merges into your form, unless
never share space with other kelpies. you specifically intend to let it fall to the ground instead. You
Kelpies breed true, and offspring is typically the result of a may stay in this form for up to four hours, at which point you
kelpie and a member of another race - sometimes magically automatically revert back to your default form. You can also
coerced, but more frequently tricked into believing the kelpie revert back to your default form by using a bonus action, and
is something more mundane. you automatically revert if you fall unconscious, drop to 0 hit
points, or die. If you revert as a result of dropping to 0 hit
Shapechangers points, any excess damage carries over to your default form.
Kelpies all have the capability to magically transform into the You can't cast spells while in animal form, and the process
shape of an animal. This trait can be used to draw in of transforming breaks concentration on any concentration
unsuspecting innocents, or simply to provide the appearance spells you've already cast.
of normalcy when another humanoid would cause alarm. While in animal form, some of your statistics and traits
Different kelpies can become different animals, typically change, as shown below.
suited to their environment. This has led to some referring to You may take animal form once per long rest.
some kelpies by other names, based on the animal they can Languages. You can speak, read, and write Common and
become. Sylvan.
Subrace. Kelpies belong to one of three primary types,
Selfish and Cruel determined primarily by their habitat and the animal they can
shift into: equine, phocid (also known as selkies), and cygnan
Almost without fail, kelpies live for themselves and no one (sometimes called swan maidens).
else. Even once children are born, they do the bare minimum
to raise them to adulthood, and let them into the world on
their own.

1
Equine Cygnan
Equine kelpies are commonly found near rivers and flowing Cygnan kelpies, also known as swan maidens, are generally
fresh water. They can transform into horses, and are usually found near lakes. They can transform into swans, and despite
(though not always) male. their name, are not all female.
Ability Score Increase. Your Constituion score increases Ability Score Increase. Your Charisma score increases by
by 1. an additional 1.
Horse Form Traits Swan Form Traits
When an equine kelpie shapeshifts, they become a horse. When a cygnan kelpie shapeshifts, they become a swan.
Ability Scores. While in horse form, you have a STR of 16 Ability Scores. While in swan form, you have a STR of 14
(+3), a DEX of 10 (+0), and a CON of 14 (+2). Your mental (+2), a DEX of 16 (+3), and a CON of 10 (+0). Your mental
statistics remain unchanged from your default form. statistics remain unchanged from your default form.
Size. Your size is Large, that of a mundane horse. Size. Your size is Small, that of a mundane swan.
Other Statistics. Your creature type is considered to be Other Statistics. Your creature type is considered to be
Fey. Your Armor Class is 10 and you have a speed of 60 ft. Fey. Your Armor Class is 13 and you have a speed of 15 ft.
You have 7 hit points per character level. You have 5 hit points per character level.
Languages. You can understand and read any languages Swimming. You have a swim speed of 30 feet, but cannot
you know in your default form, but cannot speak. dive below the surface.
Hooves. As an action, you may strike with your hooves as a Flying. You have a fly speed of 50 feet.
melee weapon you are proficient with. This deals Languages. You can understand and read any languages
bludgeoning damage equal to 2d4 + your Strength modifier, you know in your default form, but cannot speak.
and has a range of 5 feet. If your class grants you more than Beak. As an action, you may strike with your beak as a
one attack as part of your action, you may perform that melee weapon you are proficient with. This deals piercing
number of hoof attacks when taking the Attack action. damage equal to 1d4 + your Strength modifier, and has a
Natural Charm. You may cast the Charm Person spell, range of 5 feet. If your class grants you more than one attack
requiring no components, once per short rest while in horse as part of your action, you may perform that number of beak
form. This does not expend a spell slot. Charisma is your attacks when taking the Attack action.
spellcasting ability for it. Natural Charm. You may cast the Charm Person spell,
Phocid requiring no components, once per short rest while in horse
form. This does not expend a spell slot. Charisma is your
Phocid kelpies, sometimes called selkies, typically make their spellcasting ability for it.
homes near seas and other saltwater, particularly in cold
climates. They can transform into seals.
Ability Score Increase. Your Dexterity score increases by
1.
Seal Form Traits
When a phocid kelpie shapeshifts, they become a seal.
Ability Scores. While in seal form, you have a STR of 14
(+2), a DEX of 14 (+2), and a CON of 12 (+1). Your mental
statistics remain unchanged from your default form.
Size. Your size is Medium, that of a mundane seal.
Other Statistics. Your creature type is considered to be
Fey. Your Armor Class is 12 and you have a speed of 20 ft.
You have 6 hit points per character level.
Swimming. You have a swim speed of 30 feet.
Amphibious. You can breathe in both air and water.
Languages. You can understand and read any languages
you know in your default form, but cannot speak.
Blubber. You are resistant to cold damage.
Sealskin. You have advantage when making Dexterity
saving throws to avoid traps and spells or spell-like effects
that you can see. You also have advantage when attempting to
escape grapples, restrains, and the like.
Natural Charm. You may cast the Charm Person spell,
requiring no components, once per short rest while in horse
form. This does not expend a spell slot. Charisma is your
spellcasting ability for it.

2
Dryad
Nymph Dryads, or wood nymphs, are bound to trees or groves. Their
Come with me, traveller. Relax. Enjoy yourself. connection with the vegetation of the world affects their
appearance, and they are often wrapped in leaves, flowers,
Dancing gracefully amongst the unblemished wilderness, and fruits.
nymphs are a rare sight. Some live in small communes, while Ability Score Increase. Your Constitution score increases
others maintain solitude - but all of them make their homes in by 1.
nature. Charming and seductive, nymphs are rarely afraid of Living Forest. You know the Druidcraft cantrip, and may
other entities, instead being confident in their own cast it at will.
capabilities, either to distract or destroy. Tree Step. As a bonus action, you may step magically into
one living tree with your reach and emerge from a second
Bound to Nature living tree with 60 feet of the first tree, appearaing in an
unoccupied space within 5 feet of the second tree. Using this
Nymphs are typically tied to a specific location or natural ability counts as using 15 feet of your movement. Both trees
object. If that object is despoiled or destroyed, they will know, must be Large or bigger. You may use this ability a number of
and the loss of that object can be extremely traumatic for the times equal to your proficiency bonus per long rest.
nymph.
Nymphs do not often leave their tied object, but Naiad
occasionally will make their way into the world. Sometimes, Naiads, or water nymphs, are bound to bodies of water such
they need something from the outside work, perhaps to help as rivers, ponds, or lakes. Especially large bodies of water,
protect or heal the locaiton they are tied to. Other times, they like oceans, may have several naiads associated with them.
are simply curious, and feel confident in the object's safety They often have bluish-green skintones, and in some cases
without their protection. might even be partially translucent.
Ability Score Increase. Your Dexterity score increases by
Smiling Seductresses 1.
While nymphs are technically genderless, nearly all appear to Swimming. You have a swim speed of 30 feet.
be feminine or androgynous. Their form never changes. Amphibious. You can breathe in both air and water.
Every nymph is imbued with a supernatural ability to Body of Water. Once per short rest, while in a body of
charm others. This is used both innocently, as a prank on water large enough for you to submerge yourself entirely in,
visitors, and defensively, as a natural defense against those you may use your action to become part of the water. This
who would harm them. increases your swimming speed to 120 feet, and you become
invisible. You may only take the Dash, Disengage, and Hide
actions while in this form. This effect ends after 1 hour, when
Nymph Names you are no longer entirely submerged, or when you take
Nymph names tend to reflect the world around them. Dryads, damage from any source. You may also choose to end this
for example, tend to have names reflective of the types of effect as a bonus action.
trees or plants in their homelands.
Asteriae
Nymph Traits Asteriae, or star nymphs, are bound to the stars in the night
sky. The distance of their connection tends to make them
All nymphs, regardless of variety, share some similarities. more aloof than other nymphhs, but their bound stars are
Ability Score Increase. Your Charisma score increases by rather less likely to be destroyed or attacked than a dryad's
2. tree or naiad's pond. Their skintone ranges from ink-black to
Age. You are born into the world fully-grown. You can live dark blue or purple, and their body temperature is ever so
up to 300 years. slightly warmer than that of most races.
Alignment. Nymphs are often neutral, with their primary Ability Score Increase. Your Wisdom score increases by
focus being on themselves and the natural object they are 1.
bound to. Darkvision. You can see in dim light within 60 feet of you
Size. Your height can range anywhere from 5 feet to 7 feet. as if it were bright light, and in darkness as if it were dim
You weigh less than a human of similar build would, ranging light. You can't discern color in darkness, only shades of grey.
from 80 to 200 pounds. Your size is Medium. Starlight. You may make yourself glow with light at will.
Speed. Your base walking speed is 30 feet. This functions as though you had cast the Light cantrip on
Fey Charm. You may cast the Charm Person spell once yourself.
per short rest. This does not expend a spell slot, and Dark Matter. Once per short rest, while under the night
Charisma is your spellcasting ability for it. sky, you may use your bonus action to become invisible. This
Languages. You can speak, read, and write Common and effect lasts until you perform the Attack action on another
Sylvan. creature, or when your form is illuminated by any form of
Subrace. Nymphs belong to one of three primary types: light other than that from the moon and stars overhead. This
dryads, or wood ymphs; naiads, or water nymphs; and includes firelight, magical light, and any spells or spell-like
asteriae, or star nymphs. effects that create light. The effect lasts for up to 1 hour, and
will persist if you move into an enclosed space.

3
Size. Your size may range from 8 inches to 1 foot, and you
Pixie weigh approximately 5 pounds. Your size is Tiny.
"Come fly with me! We'll have fun together, I promise." Speed. Your base walking speed is 10 feet.
Flying. You have a fly speed of 30 feet.
Tiny Body. You are proficient in Stealth. Additionally, you
Fluttering whirls of color, laughter, and mischief, pixies are recieve a +1 natural armor bonus to your AC.
tiny creatures that hail from the feywild. They are rarely seen Equipment Shrink. You naturally shrink any equipment,
unless they wish to be, and prefer to gauge the temperament armor, or weapon you wield, wear, or use so that it fits you.
of visitors and new folk from afar before meeting them in Doing so decreases its weight to 1/4 of normal. It will return
person. If an individual seems to be good-natured, pixies are to normal size 24 hours after you stop wearing, wielding, or
likely to be kind to them - though they might play a few carrying it. This also decreaes the damage of any non-magical
harmless tricks on them, too. weapon by one die size - a d12 becomes a d10, a d10
becomes a d8, and so forth, down to a d4 becoming a d2. (For
Natures Children example, if you wield a non-magical greatwsowrd, it would
Pixies are tiny, rarely reaching even a foot in height, and have deal 2d4 slashing damage, rather than the normal 2d6.)
large wings akin to those of butterflies or dragonflies. They The damage reduction does not apply to magical weapons,
typically wear their hair long, and their skin tones range from nor to any additional damage dealt by your attack, such as
human blacks, browns, and peaches, to forest colors of Sneak Attack or Divine Smite. Some magic items may not be
greens, reds, and oranges. subject to this trait, at your DM's discretion.
The happy beings commonly make their own clothing, and Fey Magic. You may cast the invisibility spell at 2nd level
take great pride in their regalia. Some adorn themselves in on yourself once per long rest without using a spell slot.
leaves, bark, or furs, while others might weave fine clothing of Charisma is your casting ability for this spell.
silk and flower petals. Languages. You can speak, read, and write Common and
Sylvan.
Magical Faerie Folk
With their innate power of invisibility and naturally small
size, pixies rarely appear unless they intend to be seen. Those
who do live on the Material Plane are typically found in
untamed wilderness, and very rarely appear in large cities. Cat Sidhe
Some citydwellers may not even believe pixies exist, in fact. You know, I hear its bad luck for a black cat to cross your
While pixies may not venture into civilized areas often, they path.
are exceptionally friendly and energetic. Some who travel
with pixies find them to be a bit over-the-top. It is said that there are things that only come out at night,
creatures that live in the mists and moonlight of the witching
Forest Communities hour. Some think they are demons, sent to steal away mortals
Pixies commonly live in small communes or tribes, and rarely for service in the Nine Hells. Others believe they are succubi,
interact with individuals outside of their homelands. These here to tempt the goodhearted into sinful deeds. Still others
communities tend to be tight-knit, and a traveling pixie is think they are lycanthropes, ruled by instinct in the light of
somewhat rare. A pixie who is adventuring might be struck the moon. While all of those certainly exist, the cat sidhe are
with wanderlust, or merely overcome by naive curiosity. In none of them.
some rare cases, they may have a more serious reason -
perhaps the rescue of a friend, or a need for something that Shapeshifters
cannot be found nearby. The cat sidhe are a rare, hidden people. Most of the time,
they appear as nothing more than your average elf or half-elf.
Pixie Names They may live normal lives, spending time with their
Pixies typically use elvish naming conventions, as they share neighbors, having families, and adventuring; or they may live
a common ancestry. as hermits, comfortable in their solitude.
Regardless of their lifestyle, all cat sidhe share one thing -
Pixie Traits the capacity to transform into a large cat. When transformed
as such, they will always be far larger than the average cat,
As a pixie, your character shares these features with all other and be entirely black except for a patch of white fur on their
pixies. chest.
Ability Score Increase. Your Dexterity score increases by
2, and your Charisma score increases by 1.
Itty-Bitty. Your Strength score may not exceed 8, except by
magical means.
Age. You reach maturity at 3 years old, and can live as long
as 60 years.
Alignment. Pixies tend towards Chaotic alignments, and
are very rarely Evil.

4
Fey Felines If you fall unconscious, drop to 0 hit points, or die, your
form immediately shifts to your cat form, if you are not
The Feywild is home to communities of cat sidhe, where they already in it.
are believed to have originated. However, the majority of cat For the purpose of effects that cause shapeshifting
sidhe live in the Material Plane. Some Cat Sidhe may never creatures to return to their default forms, both your feline and
meet another outside their immediate family in their entire elven forms are considered "default." You cannot be forced to
lives, while others may live in areas with a large enough transform to feline form by this type of effect, and if you are
population to form a coven. transformed by some other means when targeted with such
If a cat sidhe has offspring, they will always be cat sidhe an effect, you may choose the form (elven or feline) which you
themselves, regardless of the other parents race. revert to.
Additionally, the cat sidhe are prone to giving birth to twins, While in feline form, some of your statistics and traits
triplets, and the like. change, as shown below. You retain the Darkvision, Fey
Ancestry, and Nine Lives traits.
Moonlight Walkers You may choose to shift your form a number of times equal
Cat sidhe are secretive about their identities, and the act of to your proficiency bonus per long rest.
transformation is considered intimate and deserving of the Languages. You can speak, read, and write Common and
utmost privacy. The transformation typically only occurs at Elvish.
night, though this is more a result of convenience and secrecy
than necessity. There are many unsavory rumors surrounding Feline Form Traits
the cat sidhe - some say they can steal the soul from a fresh While in your cat form, you share many capabilities with your
corpse, while others simply ascribe bad luck to their fellow feline cat sidhe.
appearance. These are nearly all untrue. Ability Scores. While in feline form, you have a Strength
of 12(+1), a Dexterity of 18 (+4), and a Constitution of 10 (+0).
Cat Sidhe Names Your Intelligence, Wisdom, and Charisma scores remain
Cat sidhe typically use elvish or human naming conventions, unchanged from your default form.
in keeping with their appearance (elven or half-elven) and Size. Much larger than the average cat, the top of your
nearby society. head reaches mid-thigh on an average human. Your size is
Small.
Other Statistics. Your creature type is considered to be
Cat Sidhe Traits Fey. Your Armor Class is 14. You have a speed of 40 feet and a
All cat sidhe share the following attributes. climbing speed of 30 feet. You have 5 hit points per character
Ability Score Increase. Your Wisdom score increases by level.
2, and your Intelligence score increases by 1. Skills. You gain proficiency in Perception and Stealth
Age. You reach physical maturity in your late teens, but while in this form. If you are already proficient, you may add
depending on what society you live in, you may not be your proficiency bonus twice.
deemed an adult until several decades into your life. You can Swift and Silent. You may take the Dash or Hide actions
live as long as 500 years. as a bonus action.
Alignment. Cat sidhe are commonly Neutral, though a fair Claw. As an action, you may strike with your claws as a
number lean towards Chaotic. melee weapon you are proficient with. This deals slashing
Size. Your height can ranges from under 5 to over 6 feet damage equal to 1d4 + your Strength modifier, and has a
tall, and your weight is similar to that of a human of your range of 5 feet. If your class grants you more than one attack
height and build. Your size is Medium. as part of your action, you may perform that number of claw
Speed. Your base walking speed is 30 feet. attacks when taking the Attack action.
Darkvision. You can see in dim light within 60 feet of you Languages. You can speak, understand, and read any
as if it were bright light, and in darkness as if it were dim languages you know in your elven form.
light. You can't discern color in darkness, only shades of grey.
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can't put you to sleep.
Nine Lives. Once per long rest, you may choose to reroll a
single death saving throw.
Shapechanger. While you typically appear as an elf or half-
elf, your true form is that of a large feline creature. As an
action, you may shift your form into this appearance. Any
equipment you are wearing or carrying merges into your
form, unless you specifically intend to let it fall to the ground This sheet was laid out using The Homebrewery, located at
instead. You do not receive benefits from any items you homebrewery.naturalcrit.com. The content was created by
choose to merge into your form. You may remain in this form @quadz08. Many thanks to the several people who have
for as long as you wish, and may also shapeshift to your looked over / playtested these races before their release for
bipedal form as an action. sale, incluing Glork, singersigner, Persnicketese, Ticobell,
You cannot cast spells while in feline form, and the process go_jg, squidkittens, and probably a whole bunch of other
of transforming breaks concentration on any concentration people who I am totally forgetting because I suck and didn't
spells you've already cast. write this down.

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