Fey Adventurers

## Info

Fey Adventurer

The fey are a diverse group of beings, some of them tricksters and pranksters like the pixie, or the more stoic and humorless sprites. While most remain home in the feywild where they were created, some venture out to learn about the material plane and explore this new world.

Size: Tiny (Between 1 foot and 3 inches tall)

Darkvision: You can see in dim light within 30 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.

Type: You count as humanoid, and fey

Languages: You know Common and Sylvan

Fey Trickery: A fairy can turn themselves invisible as an action, as if casting the spell. When Invisibility is cast this way, it does not require any components. Once used, this ability cannot be used again until they have had a long rest.

Pixie

The most elusive and well-known of all the fey, these mischievous fairies tend to commit harmless pranks like stealing buttons or socks and leaving a flower in their place. Their wings appear in colorful gossamery silks like a butterfly’s.

Ability Scores: +2 Charisma, +1 Dexterity

Movement: 15 ft, fly 30 ft

Pixie Dust: You start at 1st level knowing the druidcraft cantrip, at 3rd level you can cast the spell Levitate once per long rest. At 5th level you can use this ability to cast Fly once per long rest. Your spellcasting modifier is Charisma for the purpose of these spells.

Fey Resistance: A pixie has advantage on saving throws against effects that would charm or put them to sleep.

Sprite

The stoic and humorless sprites are the warriors and guardians of the feywild. They protect parts of the forest with a fierce intensity. A sprite clan may dedicate themselves to the purging of evil, and some even seek out adventurers to call to their aid. Their wings are sheer and thin like a dragonfly’s.

Ability Scores: +2 Dexterity, +1 Wisdom

Movement: 15 ft, fly 30 ft

Sprite Poison: A creature hit by a sprite's weapon attacks must make a constitution saving throw equal to 8 + your proficiency bonus + your wisdom modifier or be poisoned for one round. This ability only works off one attack each round. A sprite can use this ability as many times equal to their proficiency modifier per long rest.

Heartsense: You touch a creature and magically know the creature’s current emotional state. If the target fails a charisma saving throw equal to DC 8 + your proficiency bonus + your wisdom modifier, you are immediately aware of their alignment and emotional state. Celestials, fiends, and undead automatically fail this saving throw.

Brownie

Useful helpers and tinkerers, Brownies often leave the feywild to find those in need of their craftsmanship and repair. They appear as tiny little elves the size of pixies, though without the wings to travel. Brownies are quick and like to do most of their work unseen.

Ability Scores: +2 Int, +1 Dexterity

Movement: 30 ft

Proficiencies: Brownies gain proficiency with Tinkerer’s Tools, and one additional tool of their choice.

Brownie Repair: You know the cantrip Mending, and receive advantage on any tool checks made to repair broken or damaged items or equipment.

Working Unseen: Brownies may Hide or Disengage as a bonus action.

Gremlin

Created whenever a child in the feywild has a disobedient or wicked thought, gremlins are a complete and utter nuisance wherever they go. They love wreaking destruction and havoc and are considered to be completely insane. Some gremlins can channel their chaos towards good, and unleash swarms into the homes of evil nobles and corrupt rulers to utterly dismantle their regime in a single night of mayhem. Gremlins often have grey or green discolored skin with large bat-like ears that flap about on either side of their head.

Ability Scores: +2 Strength, +1 Dexterity

Fast little fuckers: 25. ft movement, 30 ft. burrow

Anything is a weapon: Gremlins gain proficiency with improvised weapons, in addition they can use their claws and teeth as natural weapons, dealing 1d4 + strength damage.

Get the &#$\* OFF!: A gremlin may use an attack to attach themselves to an opponent up to any size larger than them provided they use their teeth and claws to do so. This foe can use their hands and movement as normal, but has disadvantage on attack rolls and ability checks against any creature other than the gremlin. The target may use their action to make a contested Athletics (Strength) or Acrobatics (Dexterity) check each round to dislodge the gremlin. Each round the gremlin is attached they may use their action to deal 2d4 + Strength damage to the target.