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The Fairies of Alfheim
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# The Races of Alfheim
##### A revisiting of my first project, allowing players to explore the world of Alfheim
Disclaimer: The relative power of the races contained within this book are on par or greater than the most powerful races in the Player's Handbook. \pagebreakNum ## Alfheim Fairy The land of Alfheim is inhabited by nine tribes of fairies. From the meticulous crafters known of Leprechauns to the combat experts known as the Salamanders, a wide array of peoples inhabit this land. Influenced by the cultures and the environments they call home, these tribes specialize in a variety of magicks and skills to help them survive in their own unique ways. One key ability all fairies of Alfheim share is that of flight. By channel the light of the sun and moon, the fairies are able to summon luminous wings of light to allow them to travel for a time. ### Alfheim Fairy Traits Your Alfheim Fairy character has a variety of natural abilities. **Age.** The Fairies of Alfheim are able to live for thousands of years before their age catches up to them. They reach physical maturity at 100 years of age, and are considered to be old aged after 2000 years. **Alignment.** The tribes of fairies that calls Alfheim home take on the world in a large variety of ways. Generally each fairy has its own inclination towards the balance of law and chaos, and very few lean towards Evil. **Size.** Though there is a variation in height across the nine races of Alfheim, from the towering Gnomes and Salamanders, to the spritely Imps and Spriggans, the difference is not classification defining. Your size is medium. **Speed.** Your base walking speed is 30ft. **Luminous Flight.** As a bonus action you are able to summon a pair of shimmering magical wings from your back which change colour dependent on your chosen Subrace. You may not summon your wings if you are underground, and if you travel underground they fade away. These wings can be maintained for up to 10 minutes. You may dismiss your wings as a bonus action. You gain a flying speed of 30ft. You must complete a short rest before you can summon your wings again. **Languages.** You can speak, read and write Common and one extra language of your choice. **Subrace.** There are 9 subraces of fariy in the world of Alfheim. #### Cait Sith The Cait Sith tribe hails from the lands west of the World Tree, making their home in a region known as Butterfly Valley. Their castle like captial city Freelia is bordered by Pooka and Sylvan lands to the North and South respectively. Cait Sith sport cat like ears and tails which improve their ability to perceive the world, but are sensitive to the touch. **Ability Score Increase.** Your Wisdom score increases by 2. Your Dexterity score increases by 1. **Beast Masters.** You gain proficiency in the Animal Handling skill. **Cultural Magic.** When you reach 3rd level, you can cast the Animal Friendship spell once per day. When you reach 5th level, you can also cast the Animal Messenger spell once per day. Wisdom is your spellcasting ability for these spells. **Feline Agility.** Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. **Keen Sight.** You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve sight. #### Gnome Gnomes call the forests and mountains of the North and are known as the largest of the fairy races of Alfheim. Their capital city city is a riddled with a vast cave system and is situated between Pooka and Leprechaun territories to the West and East respectively. They have a strong affinity for Earth magic and are revered as expert miners. **Ability Score Increase.** Your Constitution score increases by 2. Your Strength score increases by 1. **Cultural Magic.** You know the Mold Earth cantrip. When you reach 3rd level, you can cast the Earth Tremor spell once per day. When you reach 5th level, you can also cast the Earthbind spell once per day. Wisdom is your spellcasting ability for these spells. **Darkvision.** 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. **Stonecunning.** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. #### Imp Imps call the south eastern alpines home, bordered by the southern deserts of the Salamanders and the Eastern wetlands of the Undine. Often pale in complexion, their skin is often tinged with a purple hue which matches the colouring they prefer to use in their fashion. They have learned to summon their ability of flight in the dark away from the light of the sun and moon, taking the form of bat wings. **Ability Score Increase.** Your Charisma score increases by 2. Your Constitution score increases by 1. **Cultural Magic.** You know the Toll the Dead cantrip. When you reach 3rd level, you can cast the Ray of Sickness spell once per day. When you reach 5th level, you can also cast the Darkness spell once per day. Charisma is your spellcasting ability for these spells. **Dark Wings.** You are able to use Luminous Flight underground. If you do so, your wings last for 5 minutes instead of 10 minutes. \pagebreakNum **Darkvision.** 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. **Superior Darkvision.** You have superior vision in dark and dim conditions. You can see in dim light within 120 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. **Sunlight Sensitivity.** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. #### Leprechaun The Leprechauns call the Northern forests their home alongside the Gnomes and Pooka. Their domain lies in the north east and is know as the reclamation area. Their capital is a large factory like structure, reflective of their proud reputation as blacksmiths. **Ability Score Increase.** Your Strength score increases by 2. Your Intelligence score increases by 1. **Cultural Magic.** You know the Mending cantrip. When you reach 3rd level, you can cast the Grease spell once per day. When you reach 5th level, you can also cast the Heat Metal spell once per day. Intelligence is your spellcasting ability for these spells. **Darkvision.** 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. **Societal Crafters.** You have proficiency with Smith’s tools. #### Pooka The Pookas call Northwestern forest their home, where they live in a never ending carnival. They specialize in using music in combat to confuse and attack opponents and support allies. **Ability Score Increase.** Your Charisma score increases by 2. Your Dexterity score increases by 1. **Cultural Magic.** You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell once per day. When you reach 5th level, you can also cast the Enthrall spell once per day. Charisma is your spellcasting ability for these spells. **Keen Hearing.** You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve listening. **Musician Society.** You have proficiency with a musical instrument of your choice. \columnbreak #### Salamander The Salamander make their homes in a desert region and control access to the World Tree via Dragon Valley. They suffer from a lack of resources in their homeland which leads to constant conflict with the neighbouring Sylphs. They are often regarded as the most potent combatants of the fairy races, but through alliances the balance of power is maintained. **Ability Score Increase.** Your Strength score increases by 2. Your Constitution score increases by 1. **Brave.** You have advantage on saving throws against being frightened. **Cultural Magic.** You know the Fire Bolt cantrip. When you reach 3rd level, you can cast the Burning Hands spell once per day. When you reach 5th level, you can also cast the Aganazzar's Scorcher spell once per day. Charisma is your spellcasting ability for these spells. **Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. #### Spriggan The Spriggans hail from the east, a territory heavily dotted by ancient ruins, which inspired their culture as a whole to be interested in treasure hunting. They often have darker complexions compared to their fellow fey and are masters of illusion magic. Their capital city is in the shape of a large Ziggurat. **Ability Score Increase.** Your Intelligence score increases by 2. Your Dexterity score increases by 1. **Cultural Magic.** You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Silent Image spell once per day. When you reach 5th level, you can also cast the Invisibility spell once per day. Intelligence is your spellcasting ability for these spells. **Darkvision.** 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. **Dark Wings.** You are able to use Luminous Flight underground. If you do so, your wings last for 5 minutes instead of 10 minutes. **Skilled Explorers.** You have proficiency in the Investigation skill. \pagebreakNum
#### Sylph The Southwestern grasslands are the home of the Sylph, whose capital city Swilvane sits at the entry to an ancient forest. The Slyph are in constant competition with the Salamanders over the limited resources of their lands, but with their alliance with the Caith Sith they are able to keep the Salamanders from launching a full scale invasion of their lands. They are masters of wind magic and are renown as the fastest of the fey races. **Ability Score Increase.** Your Dexterity score increases by 2. Your Charisma score increases by 1. **Cultural Magic.** You know the Gust cantrip. When you reach 3rd level, you can cast the Thunderwave spell once per day. When you reach 5th level, you can also cast the Warding Wind spell once per day. Charisma is your spellcasting ability for these spells. **Wind Walker.** You walking speed increases by 5ft. When you use Luminous Flight your flying speed increases by 10ft. \columnbreak #### Undine The Undine hail from the Wetlands of the East and claim the final path to the World Tree, the Rainbow Valley. Their captial is located in the Crescen Gulf and sports a castle like structure bordered by Spriggan and Imp territories. They are well known masters of healing magic and water magic when compared to their fellow fey. **Ability Score Increase.** Your Wisdom score increases by 2. Your Constitution score increases by 1. **Amphibious.** You can breathe air and water. **Aquatic Specialists.** You do not experience disadvantage when making weapon attacks underwater. **Cultural Magic.** You know the Shape Water cantrip. When you reach 3rd level, you can cast the Healing Word spell once per day. When you reach 5th level, you can also cast the Protection from Poison spell once per day. Wisdom is your spellcasting ability for these spells.