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## Fey'ri *Jazrim had taken the man before him to be an elf, but as the glamour fell from his eyes he could not believe he had missed the delicate horns upon his brow, the black claws on his hands, or the whip-like tail that flickered behind him. His beauty was even greater than that of the elf he had pretended to be, but it was a terrible beauty. The light reflected off his oiled skin in way that made you want to bite it, bite till you tasted blood. The sheer black silk of his garment begged to be ripped away in shreds, the spun gold chains hungry to cut into his flesh as they pulled tight. And his eyes, beautiful eyes, captivating eyes, eyes like a summer sky......they were mad as a rabid hound's.....and hungry....and locked directly on Jazrim.*
Fey'ri are the elven equivalent of tieflings, but their fiendish ancestor is not nearly so far removed as they are for tieflings and the power of the Abyss runs strongly through them. Rage, jealousy, pride, and vengeance drive fey'ri society to commit terrible acts against those they deem to be lesser. Unfortunately, that is nearly every other creature in existence. \columnbreak ### The Glory of Hell Born of elves and demons, fey'ri have a dark beauty unrivaled by most other mortals. They generally stand taller than their elven kin, with most being at least 6 feet tall, although some bloodlines have been bred to be smaller. Like tieflings, the mark of the Abyss lies upon them. Nearly all fey'ri have horns and tails (though generally smaller and thiner than a tiefling's) as well as unusual skin, hair, or eye colors. However, because their demonic ancestor is usually only a few generations removed at most, they often also manifest minor supernatural effects around them. This can range from milk souring in their presence to generating unnatural heat or cold around them to causing blood to leak from the eyes of paintings or statues nearby. Some fey'ri with a particularly strong demonic influence even have small wings. However, many of them have the ability to change their form or use illusion to masquerade as elves. ### Pride Goeth Before The Fall The majority of fey'ri are descended from high elves who defied the gods and bred with demons to strengthen their bloodlines, taking them to new heights of power. This first generation, known as the Daemonfey, were cast out by their elven kin, and they secretly spread to other kingdoms where their numbers grew and began to take control. When their conspiracy was revealed, the elves came together to slaughter most of them and imprison the rest in hidden vaults for more than 5000 years. A very rare few escaped, and have been working to reestablish themselves, but the majority of the fey'ri are still trapped and comatose. ### Fiendish Breeding Most commonly descended from an incubus or succubus, fey'ri are naturally rather charismatic. However, even those raised outside their own brutal society struggle with the combination of elven pride and the demonic contempt for life, which is not helped by the distrust many people have for them. Most elves feel compelled to slay them on sight, as do fey'ri raised within their own cruel society, and other races often see nothing more than their obviously unnatural features. Demons and fey'ri choose those who sire or carry their spawn based on the mortal’s superior ability in a field so as to make the resulting offspring a powerful and worthy servant. As such, fey’ri have strong natural talents, but also tend to have certain weaknesses due to specialized breeding. ### Fey'ri Names Fey'ri view themselves as the ultimate evolution of elves, and therefore continue to use elven names. This also makes them stand out less in elven society, allowing them to infiltrate it more easily. However, they do occasionally use a name warped by the Abyssal language. ### Fey'ri Traits Your fey'ri character has the following traits **Ability Score Increase.** Your Charisma score is increase by 2. You may choose to increase one other score by up to 2 total points, but at the cost that one less than the total number of points you added must be subtracted from another ability score. Neither chosen score may be Charisma. \pagebreak For example, you may choose +2 Strength but -1 Wisdom, or +1 Dexterity with no penalty. **Age.** Descended from elves and immortal beings, Fey'ri have long lifespans of around 1200 years, living centuries longer than their elven kin when given the opportunity. However, they are forced to mature emotionally much more rapidly than most elves due to their harsh upbringing, and are expected to act as adults by the age of 60 at the latest. It is also very rare for fey'ri to live out the full extent of their lifespan. **Alignment.** Fey'ri society was created by a pact between demons and corrupted elves greedy for power, and as such is entirely evil. Any fey’ri born from the original bloodlines and raised amongst them will almost certainly be chaotic evil. However, some try to embrace the inherent good of their elven kin, particularly those raised by non-fey'ri (although this is incredibly rare). As both elves and demons tend towards chaotic expressions of alignment, fey'ri are rarely lawful. **Size.** Fey'ri are bred to range from a wispy 5 feet tall to hulking 7 foot tall brutes. Your size is Medium. **Languages.** You speak, read, and write the Common and Elvish languages. You can also speak Abyssal if raised among other fey’ri. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Thanks to both your abyssal and elven parents, you have superior vision in dark and dim conditions. You can see in dim light within 90 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. **Daemonfey Heritage.** You have advantage on saving throws against being charmed, and magic can't put you to sleep. **Powerful Voice** You may choose proficiency in Persuasion, Bluff, or Intimidation **Trance.** Like elves, fey'ri don't need to sleep. Instead, they enter a semiconscious trance for 4 hours a day that allows them to perform complex mental exercises and relive memories of their training in extreme detail. This trance is the equivalent of 8 hours of sleep for most other races. **Hidden in Plain Sight.** You know the *freshen up* cantrip. At 3rd level you can cast the *disguise self* spell once a day with. At 5th level, you can cast *alter self* (using only the change appearance or natural weapons options) once a day. You must maintain minimal concentration, allowing you to cast another concentration spell at the same time, but still losing the spell if you lose concentration. Charisma is your spellcasting ability for these, and you may dispel any of these effect at will with a bonus action. ## Racial Feats Leveling up in a class is the main way a character evolves during a campaign. Some DMs also allow the use of feats to customize a character. Feats are an optional rule in chapter 6, "Customization Options," of the Player's Handbook. The DM decides whether they're used and may also decide that some feats are available in a campaign and others aren't. This section introduces a collection of special feats that allow you to explore your character's race further. A racial feat represents either a deepeningconnection to your race's culture or a physical trans formation that brings you closer to an aspect of your race's lineage. \columnbreak
The cause of a particular transformation is up to you and your DM. A transformational feat can symbolize a latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign, such as exposure to powerful magic or visiting a place of ancient significance to your race. Transformations are a fundamental motif of fantasy literature and folklore. Figuring out why your character has changed can be a rich addition to your campaign's story. ### Succubus Spawn *Prerequisite: Fey'ri*
Your abilities particularly mimic those of the succubus or incubus who tainted your bloodline. You gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You learn the *friends* cantrip. The target does not realize you have used magic on it when the spell ends. You also learn the *vicious mockery* cantrip. Charisma is your spellcasting ability for these spells. ### Hellish Consumption *Prerequisite: Fey'ri*
The call of the Abyss rages in your blood, demanding that you wreak havoc on the world. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You temporarily amplify the Abyssal energy running through your veins. Hellfire flares from you eyes and powerful wings
\pagebreak formed of shadow and flame appear on your back. Your transformation lasts for 1 minute or until you end it as a bonus action. For the duration, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra necrotic or fire damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level. Once you use this ability, you can't use it again until you finish a long rest. ## Spell Descriptions #### Freshen Up *Transmutation cantrip*
**Casting Time:** 1 minute
**Range:** Self
**Components:** S
**Duration:** Instantaneous
You can make two minor changes to your appearance from the following list to make it more palatable.
• You can remove minor stains from your clothing.
• You can remove grime from your skin. This will affect dirt and sweat from travel or work, but not gore from battle.
• You grow facial hair in a style and length of your choice. This is possible even if your race cannot normally grow a beard. You may also remove facial hair if you already have it.
• You grow body hair. This is possible even if you are not naturally able to grow any, but only as much as is possible for a particularly hairy human. You may also remove body hair if you already have it.
• You give yourself a scent of your choice as if wearing a perfume. This does not prevent tracking of you by scent. The effect lasts until dawn of the day following the casting.
• Your hair is styled in a manner of your choice. It can become curly or straight even if it is not normally and can grow up to twelve inches or be completely removed. Pins or ties are not required to hold it in place until dawn of the day following the casting. If your hair cannot naturally be styled that way, the whole effect ends at dawn as well.