Heritage and Half-breeds: Fey Origins
There are more creatures of the Feywild besides elves and gnomes. There are dryads, nymphs, satyrs, and the powerful archfey. When humans wander into the Feywild, they are easily entranced by the beauty of these fey. As such, there may be humanoids descended of such a union.
Nymphling
Ability Score Increase. Your Charisma score increases by 2.
Age. Nymphlings mature at the same rate humans do. However, they can live 200 to almost 300 years.
Alignment. As creatures born of nature, Nymphlings are typically neutral good.
Size. Nymphlings range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. There are two major subraces of nymphlings: dryslings and nerolings.
Drysling
Dryslings are descended from the unlikely union between a dryad and human.
Ability Score Increase. Your Wisdom score increases by 1.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Speech of Woodlands. You have the ability to communicate in a limited manner with land dwelling beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Dryad Magic. You know the druidcraft cantrip. You can cast the charm person spell once with this trait, and you can’t cast it again with this trait until you finish a short or long rest. Charisma is your spellcasting ability for these spells.
Neroling
Nerolings are descended from the unlikely union between a naiad and human.
Ability Score Increase. Your Constitution score increases by 1.
Amphibious. You can breathe air and water.
Speech of the Waters. You have the ability to communicate in a limited manner with aquatic beasts. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Naiad Magic. You know the shape water cantrip. You can cast the charm person spell once with this trait, and you can’t cast it again with this trait until you finish a short or long rest. Charisma is your spellcasting ability for these spells.
Faunling
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Faunlings mature at the same rate humans do, but can live up to 150 years.
Alignment. As creatures born of nature, Faunlings are typically neutral good.
Size. Faunlings range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Fey Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Affinity for Music. You gain proficiency with an instrument of your choice.
Natural Performer. Whenever you make a Charisma (Performance) check related to the playing of an instrument with which you are proficient, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Satyr Magic. You know the charm person, cause fear, and sleep spells. Once you cast one of these spells, you can't use this feature again until you finish a long rest. When you cast these spells using this trait, you can use a musical instrument as a spellcasting focus for the spell.
Languages. You can speak, read, and write Common and Sylvan.
- Art: from the 5e Monster Manual