Prestige Ancestry: Archfey
Powerful manifestations of nature, the Archfey manipulate the natural world within their domain using immense innate magic and great influence over the fey. Their status as archfey is earned through claim alone, and only kept as long as they can defend it, but as long as their title persists, the archfey hold the reigns of nature in their grasp, drawing from their domain like a source of power.
By whatever means you managed to achieve it, you have claimed a domain of nature and have assumed the title of Archfey as you rule it. Whether you can maintain your authority is yet to be seen.
Prestige
The Dhampir is a Prestige Ancestry. It can be taken after character creation at any point when you would receive a Feat in place of taking a regular Feat. A character must meet the following prerequisites to do so:
- You must have a Constitution score of 15 or higher.
- You must have 30 or more hit points.
- Your creature type must be only Humanoid or Fey (or both).
- You can't already have a Prestige Ancestry.
Your DM might allow you to ignore one or more of these prerequisites, and may allow you to take this Prestige ancestry at 1st level.
Regardless of when you gain this ancestry, its features modify or add onto your base ancestry's. If a feature is present on both the prestige ancestry and the base ancestry, you take the version of the feature in the prestige ancestry unless specified otherwise. If your DM allows you to gain more than one prestige ancestry, you use the newest version of any feature it has that you previously gained.
Rules of the Fey
While other fey creatures are often beholden to the rules of the fey, this is especially the case for the Archfey, as your position relies on you following nature's order. As an Archfey, you must follow the following Rules of the Fey. If you willingly break one of these rules, all benefits of this prestige ancestry are lost for 1 month.
- Hospitality. A guest's rights are unbreakable law, and should be treated with absolute respect according to their own customs so long as those customs don't violate yours or infringe upon other guests. Even if you host an arch nemesis, they will be safe until such time as they prove, by their words or actions, undeserving of hospitality. In return, you will be accommodated as well.
- Reciprocity. If you make a promise, you must keep it, and if you take something, you must exchange something in return. Likewise, creatures must keep their promises to you, and must exchange something in return for your goods and services.
- Honesty. Lies hurt your guests and future guests. As such, you cannot willingly speak a lie. In return, others cannot lie to you, lest they break the rules of hospitality.
- Names Have Power. Names have power- never tell yours. If a creature tells you their true name, you can steal it, holding the power over their identity.
Archfey Traits
Creature Type. You count as a Fey in addition to any other creature types you gained from your base ancestry.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Darkvision. Accustomed to fey 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.
Greater Gift of Reciprocity. When you use the Help action, you can also grant the creature you help 1d12 hit points.
Once you use this feature, you can't do so again until the creature you help heals you in return.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
If your base ancestry is Eladrin, you use the Fey Step feature from your base ancestry instead, as well as its modifications from your heritage.
Identity Theft. If a creature tells you their true name, you can choose to steal it as an action. Until you return its name, no creature can willingly speak the target's name, and the target has disadvantage on saving throws againt being Charmed by you.
Nature Magic. You know the Druidcraft cantrip. When you reach 3rd level, you can cast Faerie Fire once as a 1st level spell. When you reach 5th level, you can cast the Acid Arrow spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability for these spells.
Languages. You can speak, read, and write Sylvan.