Feywild Races (Revised)

by Nyte

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Feywild Player Characters

Centaur

Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them.

Revised by u/NyteShark

Centaur Traits

Ability Score Increase. Your Strength score increases by 2. You then increase any other ability score of your choice by 1.
Creature Type. You are a fey.
Size. Your size is Medium.
Speed. Your base walking speed is 50 feet.
Languages. You know Common, Elvish, and Sylvan.
Charge. If you move at least 20 feet straight toward a target and hit it with a melee weapon attack on the same turn, you can use a bonus action to make one attack against that target with your hooves.
Hooves. Your hooves are natural weapons, which deal 1d6 bludgeoning damage on a hit. You can use your hooves in place of unarmed strikes.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, every 5 feet costs 25 feet of movement.

Different Creature Types

A select few playable races are non-humanoid. These races are unaffected by spells and abilities that only affect humanoids, such as charm person. Playing a character with a non-humanoid Creature Type is only recommended for experienced players, and the DM can choose not to allow different Creature Types entirely. Work with your DM when you choose a non-humanoid race.

If a race's traits don't include a Creature Type trait, then that race is humanoid.

Art Credit

Centaurs by juliedillon

Eladrin

Eladrin are fey native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood. Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting the characteristics and personality of a new season.

Revised by u/NyteShark

Eladrin Traits

Ability Score Increase. Your Dexterity score and Charisma score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Creature Type. You are a fey.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common, Elvish, and Sylvan.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill, and your Proficiency Bonus is doubled for all Wisdom (Perception) checks you make.
Trance. You don't need to sleep, and can instead meditate deeply in a semiconscious state for 4 hours a day. After resting in this way, you gain the benefits of a long rest. Magic cannot put you to sleep.

Seasonal Attunement. You associate with one of the four seasons and show coloration reminiscent of that season, which may also affect your mood. When finishing a long rest, you can change which season you are in tune with.

  • Autumn is the season of peace and goodwill, when summer's harvest is shared with all.
  • Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
  • Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.
  • Summer is the season of boldness and aggression, a time of unfettered energy.


Fey Step. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Art Credit

Otto by @Jessketchin

Fairy

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart.

Revised by u/NyteShark

Tiny Creature Rules

Created by u/KibblesTasty
Tiny Appetite. You require 1/10th as much food and water. A single ration can last you 10 days.
Tiny Armor. You can only wear armor made for Tiny creatures. Though potentially rare, it costs only 1/4th as much and weighs 1/8th as much as its full-size counterpart.
Tiny Build. Your carrying capacity is five times your Strength score. You can only use weapons made for Small or Medium creatures if they have the light property. These weapons gain the two-handed property and lose the light property for you.
Tiny Weapons. Tiny weapons are scaled for Tiny creatures. Their damage dice are reduced by one size, and their weight is 1/4th the weight of their full-sized counterparts. There is no Tiny equivalent for weapons with the heavy property.

Art Credit

Storytime by Inna-Vjuzhanina

Fairy Traits

Ability Score Increase. Your Dexterity score and Charisma score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Creature Type. You are a fey.
Size. Your size is Tiny.
Speed. Your base walking speed is 15 feet.
Languages. You know Common and Sylvan.
Flight. You have two delicate wings that sprout from your back, and you cannot wear armor unless it has been modified to accommodate for them. You have a flying speed equal to your walking speed. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding. Rules of Flight (created by u/NyteShark).
Fairy Magic. You know the druidcraft cantrip. When you reach 3rd level, you learn the faerie fire spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the invisibility spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
One with the Wild. You have proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, Survival.

Fey'ri

The Fey'ri, also known as Demon Elves of Daemonfey, are to elves what tieflings are to humans. They are elves cursed with a demonic bloodline, whether is be due to a pact made with an entity of the Abyss that their family made generations ago, or due to a spiteful demon cursing an elf's birth. Often times, a Fey'ri can be born from a normal elven family, seemingly for no reason, and some can appear as normal elves for years, sometimes even into adulthood. However, their demonic blood will eventually rear its ugly face, and any who see their demonic features will instantly know what they are.

Created by u/NyteShark

Fey'ri Traits

Ability Score Increase. Your Dexterity score and Charisma score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Creature Type. You are a humanoid (shapechanger).
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common, Elvish, and Abyssal.
Darkvision. You can see in dim light within 60 feet of you as if it was 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.
Keen Senses. You have proficiency in the Perception
skill, and your Proficiency Bonus is doubled for all Wisdom (Perception) checks you make.
Trance. You don't need to sleep, and can instead meditate deeply in a semiconscious state for 4 hours a day. After resting in this way, you gain the benefits of a long rest. Magic cannot put you to sleep.
Dexterous Tail. Your tail is an appendage, which you can use to perform tasks. It cannot perform somatic components, wield shields or weapons without the light property, or hold weight greater than five times your Strength score (in lbs.).
Elven Mask. As an action, you can transmute your appearance and hide your demonic features and tail, or revert back to your true form.

Shapechangers

Some races can transmute their body to a different form. Most shapechangers only have one alternate form, but each has a true form that they revert back to upon death. If a spell or feature targets shapechangers, then you are subject to its effects.

Art Credit

Character Sculpt by Samantha Roberts

Firbolg

Firbolgs are fey-oriented half-giants. Their tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.

Revised by u/NyteShark

Firbolg Traits

Ability Score Increase. Your Strength score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Creature Type. You are a humanoid.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common, Elvish, and Giant.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Firbolg Magic. You learn the detect magic and disguise self spells and can cast them each once without expending a spell slot and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for these spells. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Powerful Build. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with 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.

Art Credit

Thicket the Firbolg Druid by rboldador

Harengon

Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

Revised by u/NyteShark

Harengon Traits

Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Creature Type. You are a humanoid.
Size. Your size is Medium or Small (your choice).
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Hare-Trigger. You can add your Proficiency Bonus to your initiative rolls.
Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your Proficiency Bonus, without provoking opportunity attacks. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Art Credit

The Nest - Sapling I by Feedington

Kodama

Kodamas are seedling spirits dispersed from the mystical trees that serve as Dryads’ life force and home. While the Dryads of their family tree are bound to stay with it, Kodamas venture throughout the realms to plant and ensure the growth of the family tree’s seeds. Kodamas love collecting small objects to craft temporary homes to protect them and their seeds from unruly weather.

Created by u/Skill-Arbor, revised by u/NyteShark

Kodama Traits

Ability Score Increase. Your Dexterity score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Creature Type. You are a plant.
Size. Your size is Tiny.
Speed. Your base walking speed is 15 feet.
Languages. You have the ability to communicate with Plant creatures and plants, even if they don’t know a language. You also know Common and Druidic.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
One with the Wild. You have proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, Survival.
Photosynthesis. If you finish a short rest while in sunlight, you recover one expended hit die.
Tree Stride. Once on your turn, you can use 10 feet of your movement to step magically into one living tree and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Small or bigger. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Owlin

Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other humanoids, as well as wings that extend from their back and shoulders. Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on others.

Revised by u/NyteShark

Owlin Traits

Ability Score Increase. Your Dexterity score and Intelligence score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Creature Type. You are a humanoid.
Size. Your size is Medium or Small (your choice).
Speed. Your walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Superior Darkvision. You can see in dim light within 120 feet of you as if it was 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.
Flight. You have two feathered wings that sprout from your back, and you cannot wear armor unless it has been modified to accommodate for them. You have a flying speed equal to your walking speed. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding. Rules of Flight (created by u/NyteShark).
Naturally Stealthy. You have proficiency in the Stealth skill.

If you select this race, you do not receive a feat as a part of your background.

Satyr

Originating in the Feywild — a realm of pure emotion — satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.

Revised by u/NyteShark

Satyr Traits

Ability Score Increase. Your Dexterity score and Charisma score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Creature Type. You are a fey.
Size. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Languages. You know Common and Sylvan.
Mirthful Leaps. Your jump distance is doubled, and you don't require a running start to make a high jump or long jump.
Ram. Your head and horns are a natural weapon, which deals 1d6 bludgeoning damage on a hit. You can use your horns in place of an unarmed strike.
Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
Satyr Resistance. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Art Credit

Owned by Wizard of the Coast - Artist Unknown
Featured in Strixhaven: A Curriculum of Chaos
Satyr at dusk by bobgreyvenstein

Woad

Woads are often viewed as the guardians or protectors of many forests. They tend to have a much deeper connection to their surroundings than other sentient plants. This connection grants them very powerful abilities such as self-healing, colossal overgrowth, or even animating plants around them to fight.

Created by u/SonixverseLabs, revised by u/NyteShark

Woad Traits

Ability Score Increase. Your Constitution score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Creature Type. You are a plant.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You have the ability to communicate with Plant creatures and plants, even if they don’t know a language. You also know Common and Druidic.
One with the Wild. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, Survival.
Photosynthesis. If you finish a short rest while in sunlight, you recover one expended hit die.
Subrace. Choose one of the following subraces: spriggan or treantkin.

Spriggan

Plant Camouflage. You are adept at traveling through the forest unnoticed. You have advantage on any Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Spriggan Magic. You know the druidcraft cantrip. When you reach 3rd level, you learn the entangle spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the pass without trace spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Rapid Regeneration. You can draw upon the ambient life magic in the world around you as an action to heal your wounds. For 1 minute, you recover a number of hitpoints equal to your Constitution modifier (minimum of 1 hit point) at the start of each of your turns as long as you have at least 1 hitpoint and are below half your hitpoint maximum.

Once you use this feature, you cannot do so again until you finish a long rest.

Art Credit

Tribus by Bachzim

Treantkin

Barkskin. Your skin is made of hardened bark giving you natural armor. As long as you're are not wearing armor, your armor class is equal to 13 + your Dexterity modifier. You can use a shield and still gain the benefits of this trait.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Soul of the Treant. You can fully embrace your inner treant heritage. Upon using this feature, you gain the following benefits for 1 minute.

  • Your size becomes Large.
  • The reach of your melee attacks are increased by 5 feet.
  • You have advantage on Strength and Constitution saving throws.
  • You gain temporary hitpoints equal to your level + your Constitution modifier.
  • Your weapon attacks deal double damage to buildings and objects.

Once you use this feature, you cannot do so again until you finish a long rest.

Feywild Feats

Fey'ri Magic

Prerequisite: Fey'ri
You inherit some of the primal magic of the Daemonfey.

You learn the produce flame cantrip. You also learn the alter self spell and can cast it on yourself at will and without expending a spell slot. Charisma is your spellcasting ability for these spells.

Heartsight

Prerequisite: Fey creature type
You can use an action to touch a creature and attempt to read its current emotional state. Make a Wisdom (Insight) check against it's passive Charisma (Deception) score. On a success, you learn the target's alignment and its surface level emotions. Celestials, fiends, and undead automatically fail. Creatures are unaware you attempted to read their heart.

If you already have the Heartsight feature, your attempts to read a creature's heart always succeed, unless it is immune to divination magic.

Rooted Rest

Prerequisite: Plant creature type
As a bonus action, you can plant your roots in dirt or soil, or retract them. While planted, your speed is 0, and you cannot be moved against your will.

If your roots are planted for the duration of a short rest, any hit dice you would roll instead use the highest number possible for each dice. If your roots are planted for the duration of a long rest, you regain all expended hit dice.

Seasonal Step

Prerequisite: Eladrin
Your Fey Step gains an additional effect based on your attuned season. If the effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Charisma modifier. Additionally, you can now use your Fey Step a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Autumn. Immediately after you use your Fey Step, up to a number of creatures equal to your Proficiency Bonus of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

Winter. When you use your Fey Step, up to a number of creatures equal to your Proficiency Bonus of your choice that you can see within 10 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within reach. That creature teleports with you, appearing in a space of your choice adjacent to where you appear.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 10 feet of you takes fire damage equal to your Proficiency Bonus.

Tiny Power

Prerequisite: a Tiny race
Your tiny size can't reduce the ferocity you fight with. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with simple weapons, or martial weapons if you are already proficient with simple weapons.
  • The damage dice of any weapon you are proficient in increases by one size. This does not affect unarmed strikes.

Edited Feats

Elven Accuracy

Prerequisite: Elf, fey'ri, or half-elf
The accuracy of elves is legendary... [RAW]

Fade Away

Prerequisite: fairy, firbolg, or gnome
Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away from sight. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • As a bonus action, or a reaction immediately after you take damage, you can magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw, and then move up to half your speed without provoking opportunity attacks. Once you use this ability a number of times equal to your Proficiency Bonus, you can’t do so again until you finish a long rest.

Fey Teleportation

Prerequisite: the Fey Ancestry racial trait
Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn Sylvan.
  • You learn the misty step spell and can cast it a number of times equal to your Proficiency Bonus without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.
 

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