TEXT: Fey races and notes for Dungeon Masters
  for the world’s greatest roleplaying game
  Fey races and notes for Dungeon Masters
  for the world’s greatest roleplaying game
  Old Gus’ Errata:
  Fey Folk
  Old Gus’ Errata:
  Fey Folk
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  2 
  Designer’s Notes 
   
  Old Gus’ Errata: Fey Folk, v1.62 (September 9, 2019). This 
  document provides rules and mechanics for fey races and a 
  faerie class to supplement Dungeon & Dragons 5th Edition. 
  This material is not officially part of the game and isn’t 
  permitted in Dungeons & Dragons Adventurers League 
  events. This is unofficial Fan Content permitted under the 
  Fan Content Policy. Not approved/endorsed by Wizards. 
  Portions of the materials used are property of Wizards of the 
  Coast LLC.  
   
  Design, Writing, Layout: Old Gus (Partario Flynn) 
   
  Cover Illustration: Marcela Medeiros, 
  https://www.artstation.com/marcelamedeiros-arts 
   
  Special Thanks: Everyone over at Taverns & Dragons, Aboe 
  Snowpea, Beau Brown, Fiona McAlpine, and the other 
  Dungeon Masters and their players whose feedback has been 
  invaluable. 
   
  Contact the Author: partario.flynn@gmail.com 
   
  Updates to this material, and more of 
  Old Gus’ Errata are available online! 
  Beastfolk 
  Expanding on the aaracockra, lizardfolk, tabaxi, tortles! 
   
   
  Heroes of the Multiverse 
  New class archetypes, the faerie class, a battle chef prestige 
  class, dozens of new spells, familiars and more! 
  Plantfolk, Undead and Other Oddities 
  Plantfolk races, awakened undead races and oddity races, 
  including the fiendish rakshasa, and the ikwiikwii! 
  Tales from the Weird West 
  New races, gun-slinging classes, backgrounds, feats, as well 
  as rules for firearms, explosives and ropes! Also, a monster 
  manual with dozens of new creatures and cryptids! 
  TABLE OF CONTENTS 
  Introduction 
  On Fey .................................................................................... 3 
  Fey Races 
  Boggles .................................................................................. 4 
  Darklings ............................................................................... 5 
  Dryads .................................................................................... 6 
  Gelfling................................................................................... 7 
  Korreds ................................................................................ 10 
  Nockers ................................................................................ 11 
  Olassi .................................................................................... 12 
  Pixies .................................................................................... 14 
  Podlings ............................................................................... 17 
  Pooka ................................................................................... 18 
  Redcaps ............................................................................... 19 
  Satyrs ................................................................................... 20 
  Sirens ................................................................................... 21 
  Sluagh .................................................................................. 22 
  Stone Trolls ........................................................................ 23 
  Appendix 
  Old Gus’ Advice ................................................................. 24 
   
  Featured Artists: 
  Adrian Rio, https://www.deviantart.com/adrianriom 
  Alaina E. Milare, https://www.deviantart.com/china-hartz 
  Alessandro Poli, https://www.deviantart.com/alessandro-poli 
  artsangel, https://www.deviantart.com/artsangel 
  Ben Wanat, https://www.artstation.com/benwanat 
  DreamDragonHatchling, 
  https://www.deviantart.com/dreamdragonhatchling 
  Elvira Lopez, https://www.artstation.com/elviralopez  
  Eric Hibbeler, https://www.deviantart.com/sketcheth 
  Giz-Art, https://www.deviantart.com/giz-art 
  grim1978, https://www.deviantart.com/grim1978  
  Kimberley Dawn Robson, 
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  Kirk Quilaquil, https://www.artstation.com/ninjatic  
  Naz Nemati, https://www.instagram.com/naz.nemati 
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  Matt Hubel, https://www.deviantart.com/xwaxwingx 
  MirageMari, https://www.deviantart.com/miragemari  
  Olga Kolesnikova, https://www.deviantart.com/icedwingsart 
  Raphael Massarani, https://www.artstation.com/rmassarani 
  Sam Hogg, https://www.deviantart.com/zephyri  
  Sandara, https://www.deviantart.com/sandara 
  Quentin Castel, https://www.artstation.com/quentincastel  
  Vincent Coviello, https://www.artstation.com/vcoviello  
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  3 
   
  Illustration by Kirk Quilaquil
  ON FEY 
  CHANGE IS ETERNAL 
  Some elves revere fey for their mutability, a trait they 
  associate with their common ancestor Corellon. They 
  might commune with fey in the Astral Plane or if they are 
  brave, enter the Feywild itself.  
  Halfling farmers credit fey for a bountiful harvest, but 
  some also blame them for a poor one. Superstitious 
  gnomes tell tales of child-stealers, evil fey who lure 
  children and travelers into deep woods to their inevitable 
  doom. 
  In truth, fey most often enter the Material Plane out of 
  curiosity or compulsion. They might be called there by a 
  powerful spellcaster, or by deep magic, their returning 
  like a comet on a calendar longer than living memory. 
  These excursions produce bonds of family, love and 
  enmity, echoing down generations. Some fey live a life of 
  adventure in the Material Plane for years, eventually 
  return to the Feywild as if called home, and many are 
  never seen again by the denizens of the mortal world. 
   
   
  Fey are thought fickle and incapable of loyalty, but I 
  have found nothing further from the truth.  
  The Feywild enforces two laws upon its denizens: 
  Firstly, be true, to yourself and to your word. The 
  second, and perhaps more important is:  
  Change, or die. 
  ~Old Gus 
   
  Fey Nature and Fey Hybrids 
  Some fey races have the Fey Nature trait, which assigns 
  them the fey creature type instead of humanoid. Others have 
  the Fey Hybrid trait, which means they become the target of 
  any ability, spell or effect that affects either the Fey or 
  Humanoid create type. 
  DMs can read more about the Feywild in the Dungeon 
  Master’s Guide on page 49, and additional considerations 
  for DMs are provided on page 36 of this document. 
  Spells appear in the Player’s Handbook on page 211.  
  XGE denotes a spell appearing in Xanathar’s Guide to 
  Everything on page 150. 
  Faerie Class and Spells 
  An entire faerie class with four faerie affinities appears in Old 
  Gus’ Errata: Heroes of the Multiverse. A set of entirely 
  original spells also appears, allowing you to create the fey 
  character of your dreams! 
   
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  4 
   
  Illustration from Volo’s Guide to Monsters 
  BOGGLES 
  SMALL, STICKY AND MISCHIEVOUS 
  Boggles resemble monstrous, gnarled gnomes with grey, 
  blue or purple skin and a pungent odor. They lurk in the 
  fringes of the Feywild and are also found on the Material 
  Plane, where they hide under beds and in closets, 
  waiting to frighten and bedevil folk with their mischief. 
  Boggles engage in petty pranks to amuse themselves, 
  which are annoying but usually harmless. Most boggles 
  are cowards and avoid confrontation or combat. A boggle 
  that feels bested by someone else might offer its services 
  to the being that defeated or cornered it, although 
  precious few are strong-willed enough to get the best out 
  of a boggle’s mischievous compulsions. 
   
  Racial Feat: Twisting Space 
  Prerequisite: Boggle 
  As a bonus action, you can create an invisible and immobile 
  rift within an opening or frame it can see within 5 feet of you, 
  provided that the space is no bigger than 10 feet on any side. 
  The dimensional rift bridges the distance between that space 
  and any point within 30 feet of you that you can see or 
  specify by distance and direction (such as "30 feet straight 
  up"). While next to the rift, you can see through it and are 
  considered to be next to the destination as well, and 
  anything you put through the rift (including a portion of your 
  body) emerges at the destination. Only you can use your rift, 
  and it lasts until the end of your next turn. 
  Racial Feat: Mischievous Familiar 
  Prerequisite: Boggle 
  You can serve as familiar to a spellcaster with the Find 
  Familiar spell if their level is equal to or higher than yours. 
  You can access the dimension their spell creates using your 
  action. While inside, you share your master’s hearing and 
  vision, but cannot take any actions other than exit.  
  BOGGLE RACIAL TRAITS 
  Ability Scores. Your Dexterity score increases by 2, 
  and your Intelligence score increases by 1. 
  Age. Boggles reach adulthood at around 20 years and 
  live up to 150 years. 
  Alignment. Almost all boggles are chaotic. 
  Size. Boggles stand between 2 and 4 feet tall, and 
  average about 40 pounds. Your size is Small.  
  Speed. You have a base walking speed of 30 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Darkvision. 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. 
  Uncanny Smell. You are proficient in the Perception 
  skill, and have advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Boggle Oil. As a bonus action, you excrete a non-
  flammable oil from your skin for 1 minute. You choose 
  whether the oil is slippery or sticky, and for the duration, 
  you can change the oil from one viscosity to another as a 
  bonus action. 
  While coated in slippery oil, you have advantage on 
  Dexterity (Acrobatics) checks made to escape bonds, 
  squeeze through narrow spaces, and end grapples. 
  While coated in sticky oil, you have advantage on 
  Strength (Athletics) checks made to grapple and any 
  ability check made to maintain a hold on another 
  creature, a surface, or an object. You gain a climbing 
  speed of 20 feet. 
  You can use this ability a number of times equal to 
  your proficiency bonus, and regain expended uses of it 
  when you finish a long rest. 
  Oil Puddle. While coated in oil, you can use your 
  action to create a puddle of it 1 inch deep and covering 
  the ground in your space. The puddle is difficult terrain 
  for all creatures except boggles and lasts for 1 hour. 
  Saving throw DCs against your oil puddle are 8 + your 
  proficiency bonus + your Constitution modifier. 
  If the oil is slippery, any creature that enters the 
  puddle’s area or starts its turn there must succeed on a 
  Dexterity saving throw or fall prone. 
  If the oil is sticky, any creature that enters the puddle’s 
  area or starts its turn there must succeed on a Strength 
  saving throw or be restrained. On its turn. a creature can 
  use an action to make a new saving throw and extricate 
  itself from the sticky puddle, ending the effect and 
  moving into the nearest safe unoccupied space. 
  Fire Resistance. Your skin is coated in a non-
  flammable oil. You have resistance to fire damage. 
  Fey Nature. Your creature type is fey. 
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  5 
   
  Illustration from Volo’s Guide to Monsters 
  DARKLINGS 
  LURKING IN THE SHADOWS 
  Ancient legends speak of a seelie fey who betrayed the 
  Summer Queen. His true name has been stricken from 
  history, but the stories call him Dubh Catha (“Dark 
  Crow” in common). So great was the Summer Queen’s 
  wrath that she cursed every member of his house. Other 
  fey refer to the descendants of Dubh Catha’s house as 
  the dubh sith- or, in Common, “darklings”. Darklings 
  most often settle in secluded caverns and chambers 
  beneath the towns of other species. From such enclaves, 
  they quietly ply their trades as thieves, spies and 
  assassins. 
  The Summer Queen’s curse causes a darkling’s body 
  to absorb light, and doing so wizens them, much like the 
  effect of rapid aging. For this reason, darklings cover 
  every part of their body with clothing when exposure to 
  light is a risk. 
  Darklings have a particular fondness for beauty and 
  art, and might risk taking a peek at a sunset or lighting a 
  tiny candle to glimpse the colors in a painting or a jewel. 
  DARKLING RACIAL TRAITS 
  Ability Scores. Your Dexterity score increases by 2, 
  and your Wisdom score increases by 1. 
  Age. Darkling reach adulthood at around 20 years and 
  live up to three centuries. 
  Alignment. Most darklings are evil. 
  Size. Darklings stand between 3 and 4 feet tall on their 
  cloven feet, and average 50 pounds. Your size is Small.  
  Speed. You have a base walking speed of 25 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can’t put you to sleep. 
  Superior Darkvision. Accustomed to life in the dark, 
  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. 
  Darkling Movement. You have proficiency in the 
  Stealth skill, and have advantage on checks made with it 
  when in total darkness. 
  Light 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 bright light. 
  Darkling Weapon Training. You are proficient with 
  scimitars, shortswords, and rapiers. 
  Darkling Magic. You know the prestidigitation cantrip. 
  When you reach 3rd level, you can cast the bane spell 
  once; you must finish a long rest in order to cast the spell 
  again using this trait.  
  Death Flash. When you die, nonmagical light flashes 
  out from you in a 10-foot radius as and your possessions, 
  other than metal or magic objects, burn to ash. Any 
  creature in the area and able to see must succeed on a 
  DC 10 Constitution saving throw or be blinded until the 
  end of their next turn. 
  Fey Nature. Your creature type is fey. 
   
  Racial Feat: Darkling Transformation 
  Prerequisite: Darkling 
  You undergo a ritual transformation, gaining these benefits: 
  • Your Dexterity or Wisdom score increases by 1. 
  • Your size becomes medium and your movement increases 
  to 30 feet. Your hooves become feet, and your overall 
  appearance becomes more elven.  
  • You learn the Elvish language if you do not know it.  
  • You regain use of your Darkling Magic spells when you 
  finish a short or long rest. 
   
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  6 
   
  Illustration by Eric Hibbeler 
  DRYADS 
  KEEPERS OF THE GROVES 
  Dryads dedicate their long lives to watching over, caring 
  for, and living within trees, woods and forests and caring 
  for the beasts that inhabit it. Visitors to their forests 
  would do well to not act foolishly around any tree 
  inhabited or protected by a Dryad. 
  It is rare that a dryad leaves their wood for long, but 
  they will, especially if it is safer to deal with an threat 
  without putting their beloved trees at risk. 
  As traveling companions, Dryads often seem aloof or 
  lost in thought worrying about how their tree or grove is 
  faring without them, but will often display a gentle, 
  nurturing compassion to an ally who needs it. 
  DRYAD RACIAL TRAITS 
  Ability Scores. Your Wisdom score increases by 2, 
  and your Charisma score increases by 1. 
  Age. Dryads reach adulthood at 100 years and live up 
  to three millennia. 
  Alignment. Most dryads are neutral. 
  Size. Dryads stand between 4 and 7 feet tall, and 
  average 180 pounds. Your size is Medium.  
  Speed. You have a base walking speed of 30 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Darkvision. 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. 
  Natural Adept. You are proficient in the Nature skill. 
  Fallow. Dryads don't need to sleep. Instead, they lie 
  fallow, remaining semiconscious, for 4 hours a day. After 
  resting in this way, you gain the same benefit that a 
  human does from 8 hours of sleep. 
  Photosynthetic. You do not eat, but must maintain 
  physical contact with fertile soil for at least 72 hours 
  each week or ingest one handful of fertile soil each day. 
  You must be exposed to direct sunlight for 6 hours each 
  day. Partial sunlight contributes at half the rate, and 
  bright magical light at one quarter of the rate. 
  Natural Speech. You can communicate with beasts 
  and plants as if you shared a language. 
  Dryad Magic. You know the druidcraft cantrip. When 
  you reach 3rd level, you can cast the goodberry spell 
  once; you must finish a long rest in order to cast the 
  spells again using this trait. When you reach 5th level, 
  you can cast the plant growth spell once with this trait, 
  and must complete a long rest before you cast the spell 
  again using this trait. Wisdom is your spellcasting ability 
  for these spells. 
  Tree Bond. As a 10-minute ritual, you can deposit 
  your essence within a tree large enough for your body to 
  fit inside, and are able to see, hear, rest and sustain 
  yourself for the remainder of its lifetime or yours, 
  whichever comes first. If the host is uprooted, damaged 
  or disturbed, you are expelled and also take the damage 
  done to the tree as psychic damage to yourself. 
  Fey Nature. Your creature type is fey. 
   
  Racial Feat: Tree Stride 
  Prerequisite: Dryad 
  Your Wisdom or Charisma score increase by 1. 
  Once on your turn, you can use 10 feet of your movement 
  to step into a living tree and emerge from a second tree 
  within 60 feet of the first, appearing in an unoccupied space 
  within 5 feet of the second tree. Both trees must be large or 
  bigger. You can use this ability a number of times equal to 
  your proficiency bonus, and regain expended uses of it when 
  you complete a long rest. 
   
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  7 
   
  Illustration by Vincent Coviello 
  GELFLING 
  CHILDREN OF THRA 
  Tucked away in a remote corner of the multiverse under 
  the light of three suns, the Gelfling are the people of a 
  land called Thra. Gelfling have four fingers on each 
  hand, and four toes on each foot. They are often 
  described as innocent, naive and forgetful. Their society 
  is composed of seven Gelfling clans, each of which is 
  close to Thra in their own unique way. 
  Each clan is led by a Maudra, a woman of supreme 
  wisdom whose connection to Thra is unrivaled among 
  their clan. Most Gelfling live their lives out in peace 
  among their own clan, but a few end up as adventurers 
  who see the wider world, finding adventure, fame, 
  danger and friendship among the other clans. 
   
  Learning to Dreamfast 
  At the DM’s discretion, a Gelfling can attempt to teach a 
  willing creature whose intelligence score is at least 6 to 
  dreamfast by touching them for 1 minute. The recipient must 
  succeed on a DC 18 Charisma ability check, or the attempt to 
  learn to dreamfast fails, and the pair must complete a long 
  rest before trying again. Once a creature gains master of 
  dreamfasting, they may eventually learn the craft of reading 
  or even creating dreametching with time, training or 
  experience with the art. 
   
  GELFLING RACIAL TRAITS 
  Ability Scores. Your Charisma score increases by 1. 
  Age. Gelfling reach adulthood at around 16 years and 
  live up to 80 years. 
  Alignment. A Gelfling’s innocent and naïve nature 
  makes Gelflins are lawful good, although traumatic 
  experiences or an independent streak may lead a 
  Gelfling to adopt other alignments. 
  Size. Gelfling stand between 2 and 3 feet tall, and 
  average about 60 pounds. Your size is Small.  
  Speed. You have a base walking speed of 25 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Dreamfasting. Gelfling are able to share their 
  memories through physical contact with one another. 
  With time and practice, Gelfling have occasionally been 
  able to teach others this remarkable skill. 
  Dreametching. Gelfling know a secret art called 
  dreametching, which allows them to carve thoughts and 
  ideas into physical shapes. Often used by literate Gelfling 
  for writing, but also used for drawing and abstract 
  divination. The more Gelfling involved in a 
  dreametching, the more powerful the creation. A Gelfling 
  who touches such an etching is able to dreamfast with 
  the etching and experience the dream that was stitched 
  there. When multiple Gelfling dreamfast together, a 
  dreametching may be spontaneously created between 
  them upon a nearby surface of stone or wood.  
  Brave Men. Gelfling males have advantage on saving 
  throws against being frightened. 
  Winged Women. Gelfling females are born with a pair 
  of retractable wings, giving them a flying speed equal to 
  their movement speed. Taking any damage while flying 
  causes them to immediately fall, but a falling Gelfling 
  uses their wings to flutter and slow their descent, 
  suffering only half the falling damage they otherwise 
  would have taken were it not for their wings. The 
  precarious nature of flight makes most Gelfling woman 
  prefer to walk rather than fly, keeping their gossamer 
  wings safely tucked away in their clothing. 
  Fey Hybrid. Your creature type is fey in addition to 
  humanoid. 
  Gelfling Clan. Gelfling are born to one of seven clans, 
  each of which has a unique history and traits. Choose a 
  clan from one of the following: 
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  8 
  Dousan 
  The Dousan live upon sandships— flying constructs of 
  bone and crystal that navigate sandy, crystalline deserts. 
  Their culture is shrouded and unsettlingly quiet 
  compared to the other clans, and their life stories told in 
  intricate, magic tattoos painting their bodies in sparkling 
  green, silver and golds. The Dousan shun materialism, 
  preferring the immaterial and spiritual pursuits. They 
  also have a great love of music and song. 
  Ability Scores. Your Wisdom scores increase by 1. 
  Thoughtful. You are proficient in either the Insight or 
  Perception skill. 
  Songs of Thra. You are proficient with one musical 
  instrument and one gaming set of your choice. 
  Desert Born. You're acclimated to high altitude, 
  including elevations above 20,000 feet. You're also 
  naturally adapted to hot climates, as described in chapter 
  5 of the Dungeon Master's Guide. 
  Dousan Magic. You know the guidance cantrip. Once 
  you reach 3rd level, you can cast the augury spell; you 
  must finish a long rest in order to cast the spell again 
  using this trait. Once you reach 5th level, you can also 
  cast the dust devil XGE spell; you must finish a long rest in 
  order to cast the spell again using this trait. Charisma is 
  your spellcasting ability for these spells. 
  Drenchen 
  The Drenchen clan are a Clan of amphibious Gelfling. 
  They tend to be taller and stronger than other Gelfling, 
  the proud Drenchen wear their hair in long dreadlocks. 
  They are powerful in combat, though they generally 
  prefer to keep to themselves. Their skin is of a yellowish-
  green hue, with orange tinges around their prominent 
  forehead ridges, a unique feature to their clan. 
  Ability Scores. Your Dexterity and Constitution scores 
  increase by 1. 
  Amphibious. You can breathe air and water. 
  Swim Speed. You have a swimming speed of 25 feet. 
  Poison Resistance. You have advantage on saving 
  throws against poison, and you have resistance against 
  poison damage. 
  Drenchen Weapon Training. You are proficient with 
  scimitars, blowguns, and shortbows. 
  Survivalist. You are proficient in either the Animal 
  Handling or Survival skill. 
   
  Illustration by Kimberley Dawn Robson 
  Grottan 
  The grottan are a mysterious, secretive breed who 
  dwelled in perpetual darkness. Generations in the 
  shadows has left them with an extreme sensitivity to 
  light— and solid black eyes that could see in the dark and 
  large ears to make out even the faintest of echoes. The 
  Grottan clan is the smallest of the clans, numbering only 
  in the dozens. 
  Ability Scores. Your Intelligence and Wisdom scores 
  increase by 1. 
  Age. Grottan reach adulthood like at the same as other 
  Gelfling, but live longer: up to two or three centuries. 
  Superior Darkvision. Accustomed to the depths of the 
  caves of Grot, 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. 
  Keen Hearing. You have advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Herbal Training. You are proficient with the 
  herbalist’s kit. 
  Magic of Stone. You know the magic stone XGE cantrip. 
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  9 
  Sifa 
  The Sifa worship the wind, whose changing whims can 
  mean life or death on the open sea. Most Sifa are well-
  traveled merchants, and the only Gelfling to harvest the 
  bounty of the ocean. When in port, they’re happy to trade 
  anything and everything – including wisdom. Sifa 
  charms enchanted with different spells were highly 
  desired by travelers, craftsmen, and warriors of all clans. 
  Ability Scores. Your Dexterity and Wisdom scores 
  increase by 1. 
  Silver Tongue. You are proficient in either the 
  Persuasion or Deception skill. 
  Sifa Crafts. You are proficient with either water 
  vehicles or navigator’s tools. 
  Stonewood Weapon Training. You are proficient with 
  scimitars, shortbows and longbows. 
  Sifa Magic. You know the gust cantrip. Once you reach 
  3rd level, you can cast the illusory script spell; you must 
  finish a long rest in order to cast the spell again using 
  this trait. Once you reach 5th level, you can also cast the 
  gust of wind spell; you must finish a long rest in order to 
  cast the spell again using this trait. Charisma is your 
  spellcasting ability for these spells. 
  Spriton 
  Age-old rivals of the Stonewood, the Spriton are a 
  warrior race who inhabit rolling, grassy fields nestled in 
  wide valleys. In addition to being the fiercest of Gelfling 
  fighters, the Spriton are also skilled at stitching, fabric 
  and textile working, and beading. Their handiwork was 
  unparalleled and widely sought, and it is said their clan 
  were the first to learn the art of dreametching. 
  Ability Scores. Your Strength and Dexterity scores 
  increase by 1. 
  Capable. You are proficient in either the Athletics or 
  Acrobatics skill. 
  Spriton Weapon Training. You are proficient with 
  light armor and two martial weapons of your choice. 
  Spriton Crafts. You are proficient with either 
  calligraphers’ supplies, leatherworker’s tools, or 
  weaver’s tools. 
  Stonewood 
  The Stonewood clan dwells on fertile lands near and 
  within thick, dark woods. This is the tribe of the hero 
  Jarra-Jen, whose courageous and daring exploits famed 
  the Stonewood as warriors and adventurers, although 
  most are content to live as farmers or cobblers.  
  Ability Scores. Your Dexterity and Intelligence scores 
  increase by 1. 
  Stonewood Weapon Training. You are proficient with 
  handaxes and battleaxes. 
  Naturalist. You are proficient in the Nature skill. 
  Stonewood Crafts. You are proficient with two of the 
  following: cobbler’s tools, mason’s tools or thieves’ tools. 
  Fixer. You know the mending cantrip. 
   
  Illustration by artsangel 
  Vapra 
  Members of the Vapra clan are usually born with white 
  hair, and fair skin. Considered the oldest of the Gelfling 
  clans, the Vapra reside in cliffside villages in sparkling 
  structures of stone. Vapra are skilled at camouflage and 
  illusion, which they can use to become nearly invisible. 
  Ability Scores. Your Charisma and Intelligence scores 
  increase by 1. 
  Mountain Born. You're acclimated to high altitude, 
  including elevations above 20,000 feet. You're also 
  naturally adapted to cold climates, as described in 
  chapter 5 of the Dungeon Master's Guide. 
  Vapra Education. You are proficient in either the 
  Arcana or History skill. 
  Vilyaya Magic. You know the minor illusion cantrip. 
  Once you reach 3rd level, you can cast the blur spell; you 
  must finish a long rest in order to cast the spell again 
  using this trait. Once you reach 5th level, you can also 
  cast the invisibility spell; you must finish a long rest in 
  order to cast the spell again using this trait. Charisma is 
  your spellcasting ability for these spells. 
  
   
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  Illustration from Volo’s Guide to Monsters 
  KORREDS 
  FRIENDS OF THE EARTH 
  Korreds are unpredictable, secretive fey with strong ties 
  to stone. Because of their magical hair and their mystical 
  understanding of minerals, they are sought out by 
  treasure hunters, dwarves and others that desire the 
  wealth of the earth. No one knows the ways of stone and 
  earth better than a korred. Korreds can seemingly feel 
  the rise and fall of bedrock under the earth. 
  Korreds generally prefer to keep their own company, 
  but occasionally consort with creatures of elemental 
  earth, or promising adventurers. Tribes of korreds 
  occasionally gather to perform ceremonial dances, 
  beating out rhythms on stone with their hooves and 
  clubs which can be heard (or felt) for miles underground. 
  They have hair all over their bodies, and the hair that 
  grows from their head is magical, and almost as durable 
  as linked chains of iron. Korreds take great pride in their 
  hair, and equally great offense at anyone who attempts to 
  cut it without permission. 
   
  Racial Feat: Grappling Hair 
  Prerequisite: Korred 
  When you hit a creature with your Hair Whip, you can 
  attempt to grapple the target using your bonus action. You 
  can use your Charisma score instead of your Strength score 
  on checks to make or maintain the grapple. If you succeed, 
  your speed drops to 0. While grappling, your hair has an AC 
  of 10 + your proficiency bonus + your Charisma modifier, 
  and a number of hit points equal to your level + your 
  Constitution modifier. It also has resistance to fire damage, 
  and regains 1 hit point at the start of your turn. If your hair 
  whip drops to 0 hit points, it is destroyed, and you must 
  finish a long rest before using this trait again. 
   
  KORRED RACIAL TRAITS 
  Ability Scores. Your Strength, Constitution and 
  Charisma scores increase by 1. 
  Age. Korreds reach adulthood at around 30 years and 
  live up to three centuries. 
  Alignment. Due to their generally solitary existences 
  and attunement to the earth, most korreds are chaotic, 
  neutral, or both. A few korreds spend their lives aligned 
  with humanoid races take on other alignments. 
  Size. Korreds stand between 3 and 4 feet tall, and 
  average about 80 pounds. Your size is Small.  
  Speed. You have a base walking speed of 25 feet. 
  Languages. You can speak, read and write Common, 
  Sylvan, and Terran. 
  Darkvision. Accustomed to life underground, 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. 
  Stone Adept. You have advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain, and 
  difficult terrain due to stone and rock does not impede 
  your movement. 
  Stone Mover. You count as two sizes larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift in stone. 
  Stone Speech. You can spend 10 minutes to speak 
  with stones. Most rocks have no ears or eyes and a poor 
  grasp of time, but easily reveal information about their 
  mineral composition, or structural integrity. 
  Stone Magic. You know the mold earth XGE cantrip. 
  Once you reach 5th level, you can cast the meld into 
  stone spell once, and regain the ability to do so when you 
  finish a long rest. 
  Hair Whip. As an action, you can extend a long, whip 
  made of your magical hair that lashes out toward one 
  creature you can see within 30 feet of you. Make a melee 
  spell attack against the target. If the attack hits, the 
  creature takes 1d6 bludgeoning damage, and if the 
  creature is Large or smaller, you can pull the creature up 
  to 10 feet closer to you. Charisma is your spellcasting 
  ability for this ability. 
  Your hair whip’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th level 
  (4d6). 
  Fey Nature. Your creature type is fey. 
  
   
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  Illustration by Adrian Rio 
  NOCKERS 
  CURMUDGEONLY CREATORS 
  Nockers are a self-selected race of crossbred fey 
  humanoids. Their pigmentation ranges from brown, pink 
  or grey-blue to muted oranges, yellows and greens. They 
  are lanky and knobby, and enhance their exaggerated 
  features with scars, eccentric makeup, or tattoos. 
  Nockers are master craftspeople. Their skill and 
  inventiveness are legendary, as is their bitter cynicism. 
  They dislike dealing with imperfect things, especially 
  people, and instead prefer to surround themselves with 
  mechanical wonder and ingenuity. Fiercely 
  individualistic, once a nocker selects their tastes in 
  artwork and craft, they condemn all others. Their 
  creations are an expression of identity: if their work is no 
  good, then they’re no good. 
  They have vices and weaknesses, but never admit to 
  them. Eventually, they yearn for an escape from their 
  routine: music, art, romance or adventure might 
  somehow manage to get them out of the workshop.  
  Despite their surly reputation, nockers are sought-after 
  engineers, inventors, artificers and gunsmiths. However, 
  their knowledge often end up dying with them, as few 
  nockers write anything down that is not encoded in a 
  personal cryptic cipher no one else can understand. 
  NOCKER RACIAL TRAITS 
  Ability Scores. Your Intelligence score increase by 2, 
  and your Dexterity score increases by 1. 
  Age. Nockers enter adulthood in their early twenties 
  and live up to 130 years. 
  Alignment. Nockers are contentious and tend toward 
  chaotic behavior, but their understanding of how things 
  work helps them get by in even the most lawful societies. 
  Size. Nockers stand between four to five and a half 
  feet tall and weigh between 85 to 150 pounds. Your size 
  is Medium.  
  Speed. Your base walking speed is 30 feet. 
  Languages. You can speak, read, and write Common, 
  a personal cipher that only you can read and write. You 
  can also choose one additional language, selecting from 
  Gnomish or Goblin. 
  Welder’s Eyes. You are proficient in the Perception 
  skill, and have advantage on saving throws to avoid 
  blindness. Creatures and objects that are lightly 
  obscured by smoke, steam or fog are visible to you. 
  Favored Tools. You have proficiency with one type of 
  artisan’s tools, and can double your proficiency bonus to 
  checks made with it. 
  Operational Ingenuity. When you make an 
  Intelligence (Arcana, History or Nature) check related to 
  magical or technological items, you may add your 
  proficiency bonus twice if you are proficient in the skill. 
  Clever Magics. At 1st level, you can cast the identify 
  spell as once with this trait and regain the ability to do so 
  when you finish a long rest. At 3rd level, you can cast the 
  arcane lock spell once with this trait and regain the 
  ability to do so when you finish a long rest. At 5th level, 
  you can cast the knock spell once with this trait and 
  regain the ability to do so when you finish a long rest. 
  Intelligence is your spellcasting ability for these spells. 
  Fey Hybrid. Your creature type is fey in addition to 
  humanoid. 
   
  Racial Feat: Unseelie Insight 
  Prerequisite: Nocker 
  Your Intelligence score increases by 1. 
  As a bonus action, you can command an ally with 60 feet 
  of you who can see or hear you to immediately make an 
  attack against a creature you designate, exploiting an 
  enemy’s momentary weakness. Your ally can use their 
  reaction to immediately make one weapon or spell attack 
  against the target, adding your proficiency bonus to the 
  attack roll. If it hits, they also add your Intelligence modifier 
  as additional damage. 
  Once you use this ability, you can’t use it again until you 
  complete a short rest. 
   
  
   
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  Illustration by Raphael Massarani 
  OLASSI 
  THE GARDEN THAT KNOWS ITSELF 
  Olassi are awakened fey plants. Some are born from 
  their own kind, but most are elevated to sentience, 
  awakened by a transfer of fey life force from pollinating 
  fey, pixies or dryads, whom most olassi regard as 
  treasured grandmothers. Once awakened, they gradually 
  assume more mobile shapes, but retain many of the 
  affinities, affectations, and even nutritional requirements 
  of their pre-awakened selves. 
  Olassi grow “clothing” naturally from their bodies to 
  suit their needs or desires for self-presentation. This is a 
  slow process, but it is not unusual for one to change their 
  appearance over time, utilizing all the shapes and colors 
  their body is capable of producing. 
  Few olassi enter the material plane, rife with its 
  machetes, axes and sawmills, and most prefer to remain 
  in the Feywild and among their own kind. 
   
  OLASSI RACIAL TRAITS 
  Ability Scores. Your Wisdom score increases by 2. 
  Age. Olassi reach physical maturity at about the same 
  age as humans, and with proper nourishment can live 
  over three centuries. 
  Alignment. Fey love freedom, variety, and self-
  expression, so they lean toward neutrality or chaos, but 
  those who serve in fey courts might be more lawful. 
  Size. Olassi are most often humanoid in shape, but 
  range in height from 4 to 8 feet tall. Your size is Medium. 
  Speed. You have a base walking speed of 30 feet. 
  Darkvision. Accustomed to 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. 
  Fallow. Olassi don't need to sleep. Instead, they lie 
  fallow, remaining semiconscious, for 4 hours a day. After 
  resting in this way, you gain the same benefit that a 
  human does from 8 hours of sleep. 
  Languages. You can speak, read, and write Common 
  and Sylvan. 
  Natural Affinity. You are proficient in the Nature skill. 
  You can discern the purity of water and the fertility of 
  soil by making contact with it, and may be affected by it 
  as any other plants in the area would at the Dungeon 
  Master’s discretion. 
  Leaf Speech. You can communicate with plants as if 
  you shared a language. 
  Hybrid Nature. You have two creature types: fey and 
  plant. You can be affected by a spell or ability that targets 
  either of your creature types. 
  Subrace. Olassi have inherited traits from the earliest 
  offshoots of their kind, who settled in different biomes. 
  Choose one of these subraces: Almandil, Fanalos, Sundo 
  Talma, or Taan Tiin. 
   
  Olassi do not eat! 
  Like dryads, olassi do not eat, but they do need to meet their 
  nutritional needs by being exposed to proper soil, water and 
  sunlight. Magical light will do in a pinch. Player and dungeon 
  masters should ensure they are equipped to survive their 
  adventure by bringing soil and water with them the same 
  way other adventurers would bring foot.  
   
  
   
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  13 
  Almandil 
  Passionate and competitive, flower fey display a 
  stupefying range of colors and affectations. They give 
  their fruits as gifts to close friends and allies, and make 
  for thorny adversaries when wronged or mistreated. 
   
  Ability Scores. Your Charisma score increases by 1. 
  Photosynthetic. You do not eat, but must maintain 
  physical contact with fertile soil for at least 72 hours 
  each week or ingest one handful of fertile soil each day. 
  You must be exposed to direct sunlight for 6 hours each 
  day. Partial sunlight contributes at half the rate, and 
  bright magical light at one quarter of the rate. 
  Efflorescence. As an action, you create a grand 
  display with your petals for 1 minute. For the duration, 
  you can add your Wisdom modifier, rounded up 
  (minimum: 1) as a bonus to Charisma checks and saving 
  throws. Once you use this trait, you can’t use it again 
  until you finish a long rest. 
  Almandil Magic. You know the Druidcraft cantrip. 
  Once you reach 3rd level, you can cast the goodberry 
  spell once, and must finish a long rest in order to cast the 
  spell again using this trait. Once you reach 5th level, you 
  can cast the spike growth spell once, and must finish a 
  long rest in order to cast the spell again using this trait. 
  Wisdom is your spellcasting ability for these spells. 
  Fanalos 
  Mushroom fey live in deep dark of fey woods and caves, 
  lurking in rotting tree carcasses or caverns. Their close-
  knit mycelial families are fiercely territorial. 
   
  Ability Scores. Your Intelligence score increases by 1. 
  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. 
  Fey Darkvision. You have superior vision in dark and 
  dim conditions. You can see in darkness within 120 feet 
  of you as if it were bright light, and in color. 
  Sporelinguistics. You can communicate with 
  mushrooms and myconids and other creatures that use 
  spores to communicate if they are within 120 feet of you.  
  Nutritional Requirements. You require a diet of 
  decayed plants or animals, and require twice the water 
  intake of a human, which you can absorb directly from 
  your skin. If you become dehydrated, your size decreases 
  to Small, and your movement speed decreases to 20 feet.  
  Fanalos Magic. You know the message cantrip, and 
  can target a number of additional creatures with it equal 
  to your Wisdom modifier (minimum: 1). Once you reach 
  3rd level, you can cast the dissonant whispers spell once, 
  and must finish a long rest in order to cast the spell 
  again using this trait. Once you reach 5th level, you can 
  cast the ray of enfeeblement spell once, and must finish a 
  long rest in order to cast the spell again using this trait. 
  Wisdom is your spellcasting ability for these spells. 
  Sundo Talma 
  The towering sundo talma prefer swamps or wet jungles 
  and resemble mounds of moss, vines or roots, and 
  incorporate loose soil or other plants into themselves.  
   
  Ability Scores. Your Strength score increases by 1. 
  Hydrophyte. You can sustain yourself on a steady diet 
  of leaves or other dead plant matter, or must remain in 
  contact with fertile soil or water for 48 hours each week. 
  You require twice the daily water intake of a humanoid. 
  You can breathe underwater. 
  You must be exposed to direct sunlight for 4 hours 
  each day. Partial sunlight contributes at half the rate, 
  and bright magical light at one quarter of the rate.  
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift. 
  Talma Magic. You know the thorn whip cantrip. Once 
  you reach 3rd level, you can cast the ensnaring strike 
  spell once, and must finish a long rest in order to cast the 
  spell again using this trait. Once you reach 5th level, you 
  can cast the barkskin spell once, and must finish a long 
  rest in order to cast the spell again using this trait. 
  Wisdom is your spellcasting ability for these spells. 
   
   
  Illustration by Quentin Castel 
  
   
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  14 
  Taan Tiin 
  The taan tiin resemble succulents and cacti. Their hardy 
  nature is often paired with insatiable wanderlust. 
   
  Ability Scores. Your Constitution score increases by 1. 
  Xerophyte. You require one drink of water each week, 
  and you must remain in contact with fertile soil for 1 
  hour each week. Alternately, you can meet all your 
  nutritional requirements on a diet of fresh fruit.  
  You must be exposed to direct sunlight for 8 hours 
  each day. Partial sunlight contributes at half the rate, 
  and bright magical light at one quarter of the rate.  
  Spines. You have flexible spines on your body. As a 
  bonus action, you can harden your spines for 1 minute. 
  For the duration, you gain the following benefits: 
  • Your spines deal piercing damage equal to your proficiency 
  bonus.  
  • You can use a bonus action to make one melee weapon 
  attack with your spines at a target within 15 feet of you. You 
  use your Wisdom modifier for the attack roll. 
  • If a creature makes a melee attack against you with a 
  weapon that lacks the reach property, it must succeed a 
  Dexterity saving throw DC 8 + your proficiency bonus + your 
  Wisdom modifier or be damaged by your spines. 
  Once you use this trait, you can’t use it again until you 
  finish a long rest. 
  Taan Tiin Magic. You know the Dancing Lights 
  cantrip. Once you reach 3rd level, you can cast the Blur 
  spell once, and must finish a long rest in order to cast the 
  spell again using this trait. Once you reach 5th level, you 
  can cast the Cordon of Arrows spell once without 
  providing material components, and must finish a long 
  rest in order to cast the spell again using this trait. 
  Wisdom is your spellcasting ability for these spells. 
   
  Illustration by Alessandro Poli 
  PIXIES 
  TINY LIGHTS IN THE CANOPIES 
  There exists a most diminutive people native to the 
  kaleidoscopic wildernesses of the Feywild. They enter 
  our world through secret portals, frequenting the 
  Material Plane’s forest glades, mushroom growths, 
  unique stones or unusual trees, graveyards, barrows and 
  ruins they find appealing for reasons known only to 
  themselves, subtly marking them in ways noticeable to 
  the observant or faithful.  
  At auspicious moments, murmurations of pixies gather 
  in these areas in a function known as an eisteddfod 
  where they dance, play games, chase, tell tales, wrestle 
  and copulate with one another in dazzling displays of 
  light and flight.  
  CYCLICAL LIVES 
  Infant pixies are given their true names by their sires, 
  usually according to their sires’ aspirations. A second 
  soon follows, given to them by their peers, usually an 
  affectation based on their appearance or demeanor. This 
  name is used by all but their most trusted friends. 
  For the most part, the wee folk caution their young 
  against interactions with mortals, but adventurous young 
  pixies make regular travels to the Material Plane all the 
  same, if only to attempt a clever prank that will make a 
  worthy tale at the next eisteddfod.  
  Prestige is everything to a pixie: their short seasons 
  and long years are an endless game of acquisitions and 
  losses played among their tribe, or troop. They are 
  taught to defend territory with ferocity, when a tactical 
  retreat will serve them best, and how to exact revenge 
  upon those who wronged them. Throughout this 
  education, a strong sense of fair play is stressed, and 
  cunning and creativity are considered virtues. 
  When a pixie performs a deed worthy of their troop’s 
  remembrance, an elder bestows upon them a use-name 
  reflective of the event, and the pixie wears it as a mantle 
  of adulthood, usurping or supplementing their childhood 
  name as if it were a title or surname.  
  As they mature, they might find themselves dedicated 
  to a particular person or cause of grave concern, even 
  risking their own essence in its defense. If a pixie 
  survives such an experience, they usually return home. 
  They may one day be accorded the title of Elder, 
  ushering new lights through into the limitless canopies 
  of the Feywild. 
  Elder pixies at the end of their lives make public 
  displays of dissipating their bodies and essences, 
  willingly abandoning both in prismatic tendrils of dust 
  and light to be reshaped by the ceaseless churning tides 
  of life, death and rebirth. Their friends and troop are left 
  behind to celebrate, and contemplate what legacy they 
  will leave when their time to turn the wheel arrives.  
  
   
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  15 
  FEY COMPANIONS 
  Pixies who interact with mortals consider them amusing 
  playthings, or even potential allies. A few find kindred 
  spirits in dreamers, idealists, musicians, poets, and 
  hopeless romantics, and if their affections are returned, 
  they can form an intense, long-lasting, even dangerous 
  bond with their favored. Most races of the Material Plane 
  consider pixies benign and childlike at best, and 
  mischievous or unpredictable at worst. 
  Adventurers bonded to a pixie companion often find 
  themselves spurred to new heights of heroism, mischief 
  or both… or they die, as all things must do one day. Then 
  again, as the pixie elders say, a life lived in fear is a life 
  half-lived. 
  Pixie Flight 
  d8 
  Light 
  Sound 
  1 
  Red 
  Musical notes 
  2 
  Orange 
  Gentle breeze 
  3 
  Yellow 
  Rustling leaves 
  4 
  Spring 
  Babbling brook 
  5 
  Green 
  Insect buzzing 
  6 
  Blue 
  Tinkling chimes 
  7 
  Indigo 
  Soft singing or humming 
  8 
  Violet 
  Child’s laughter 
   
   
  Illustration by Naz Nemati 
  PIXIE RACIAL TRAITS 
  Appearance. Pixies vary in appearance, and it can 
  change as they age. Most folk picture a colorful 
  miniature elf with the wings of an insect, but they might 
  share features with plants, animals, dragons, or even 
  mephits and imps.  
  Age. Pixies reach adulthood at around 50 years and 
  live three to five centuries. 
  Ability Scores. Your Charisma score increases by 2. 
  Size. Pixies are 4 to 10 inches tall, have a wingspan of 
  6 to 15 inches, and weigh 2-6 pounds. Your size is Tiny. 
  Speed. You have a base walking speed of 15 feet, and 
  a flying speed is 25 feet. If you are wearing medium or 
  heavy armor or exhausted, you cannot fly. 
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and darkness as if it were 
  dim light. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Fey Cunning. You have advantage on Wisdom and 
  Charisma saving throws against magic, and magic can’t 
  put you to sleep. You are vulnerable to thunder damage. 
  Flight Light. While flying, you emit dim light in a 5-foot 
  radius and emit a soft noise. While flying on the material 
  plane, you have disadvantage on Dexterity (Stealth) 
  checks. 
  Alighting. You can alight on a creature of small or 
  larger size by moving into their space and using 5 feet of 
  additional movement. If the creature is an ally, you may 
  use them as half cover. While alighted, if the creature 
  moves, you move with them, releasing your grip as a 
  reaction. A creature aware you have alighted on them 
  can remove you using an object interaction, making an 
  opposed Strength (Athletics) or Dexterity (Acrobatics) 
  check against you. 
  Feywild Access. You know the exact location of any 
  portals to the Feywild within 100 feet of you at all times, 
  and can access them at will. When you reach 5th level, 
  you can cast the divination spell once to discover the 
  location of the nearest Feywild portal within 7 miles of 
  your current location. You must finish a long rest in 
  order to cast the spell again using this trait. 
  Naive. You do not gain the benefits of a background, 
  instead choosing one skill, and one artisan’s tool of your 
  choice. 
  Fey Nature. Your creature type is fey. 
  Subrace. Service to the fey courts (or avoidance 
  thereof) molds pixies into three main tribes: seelie pixies, 
  unseelie pixies and wild pixies. Choose one of these 
  subraces. 
   
  Pixies use weapons and armor with the same restrictions 
  that apply to small races. 
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  16 
  Seelie Pixie 
  Ability Scores. Your Dexterity score increases by 1. 
  Well Mannered. You are proficient in the Persuasion 
  skill. 
  Courtly Magic. You know the friends cantrip. Once 
  you reach 3rd level, you can cast color spray once as a 
  2nd-level spell. You must finish a long rest in order to 
  cast the spell again using this trait. Charisma is your 
  spellcasting ability for these spells. 
  Consort of Correllon. You can speak, read, and write 
  Elvish. 
  Unseelie Pixie 
  Ability Scores. Your Wisdom score increases by 1. 
  Menacing. You are proficient in the Intimidation skill. 
  Spiteful Magic. You know the vicious mockery cantrip. 
  Once you reach 3rd level, you can cast compelled duel 
  once. you must finish a long rest in order to cast the spell 
  again using this trait. Charisma is your spellcasting 
  ability for these spells. 
  Inexecrable Vulgate. You can speak, read, and write 
  Infernal. 
  Wild Pixie 
  Ability Scores. Your Constitution score increases by 1. 
  Animal Affinity. You are proficient in the Animal 
  Handling skill. 
  Instinctive Magic. and know the primal savagery XGE 
  cantrip. Once you reach 3rd level, you can cast the 
  animal friendship spell once as a 2nd-level spell. You 
  must finish a long rest in order to cast the spell again 
  using this trait. Charisma is your spellcasting ability for 
  these spells. 
  Consort of Silvanus. You can speak, read and write 
  Druidic. 
  PIXIE NAMES 
  Pixie True Names: Ainsel, Asteria, Cirno, Cyrena, 
  Erana, Fiona, Franjeen, Iolanthe, Higbee, Kaya, Mab, 
  Memim, Mofurun, Nuala, Peri, Pirikia, Phoebe, Tabit, 
  Vix, Wanda, Zooey 
  Child Pixie Use-Names: Acorn, Aspen, Basil, Beedle, 
  Belbel, Bulb, Cappy, Crysta, Flutter, Ginger, Knot, 
  Lilac, Mipple, Pearl, Pech, Prickle, Poppy, Rere, Rool, 
  Ru, Shar, Sunny, Razzle, Root, Spore, Tattle, Thistle, 
  Tup, Trow, Twig, Winkie 
  Adult Pixie Use-Names: Flytrapper, Froghopper, 
  Longvine, Mossfoot, Mudlump, Pollenpuff, Rosebloom, 
  Sapwick, Shinebright, Starchaser, Tangleroot, 
  Waterdancer 
  Racial Feat: Glamorous Familiar 
  Prerequisite: Pixie 
  You can serve as a familiar to a spellcaster with the Find 
  Familiar spell if their level is equal to or higher than yours. 
  You can access the dimension their spell creates using your 
  action. While inside, you share your master’s hearing and 
  vision, but cannot take any actions other than exit. 
  Racial Feat: Shrouded Glamour 
  Prerequisite: Pixie 
  You can fly without giving off light or sound. Additionally, 
  you can cast each of the following spells once without the 
  need to provide material components: Nondetection, 
  Invisibility, and Pass Without Trace. You regain the ability to 
  cast these spells when you finish a long rest. 
  Racial Feat: Mortal Wish 
  Prerequisite: Pixie, 17th Level 
  You can grant a single wish. As an action, designate a living 
  humanoid you know. That creature can cast the Wish spell 
  once without expending a spell slot. If the wish is fulfilled, it 
  consumes your body and essence. You can retract your boon 
  using your reaction. 
   
   
  Illustration by Sandara 
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  17 
   
  Illustration by Marion Poinsot 
  PODLINGS 
  GENTLE POD PEOPLE 
  Along with the Gelfling, Podlings are also natives of 
  Thra, living simple, honest lives in harmony with the 
  plants and animals, although they have eyes and facial 
  features reminiscent of humanoids, they are born from 
  pods, and are, in fact, plants. Most Podlings are gentle, 
  kind, enthusiastic and all too happy to share what little 
  they have with others. 
  PODLING RACIAL TRAITS 
  Ability Scores. Your Wisdom score increases by 2 and 
  your Constitution score increases by 1. 
  Age. Podlings mature at around 4 years, and can live 
  up to be 25 years of age. 
  Alignment. Podlings’ affinity with the natural world 
  and their low inhibitions make them chaotic, but they are 
  kind and well-meaning creatures, giving them a strong 
  bent toward good. 
  Size. Podlings stand 18 inches to 2 and a half feet in 
  height, and weigh an average of 40 pounds. Your size is 
  Small.  
  Speed. Your base walking speed is 25 feet. 
  Languages. You can speak, read and write Common 
  and Podling. 
  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. 
  Domestic Arts. You are proficient with the Animal 
  Handling skill, and one set of artisan’s tools of your 
  choice. 
  Podling Magic. You know the friends cantrip. At 1st 
  level, you can cast the speak with animals spell as once 
  with this trait and regain the ability to do so when you 
  finish a long rest. At 3rd level, you can cast the locate 
  plants or animals spell once with this trait and regain the 
  ability to do so when you finish a long rest. Wisdom is 
  your spellcasting ability for these spells. 
  Fey Plant. You have two creature types: fey and plant. 
  You can be targeted by a spell or ability that effects 
  either of your creature types. 
   
   
  Illustration by grim1978 
   
  Fizzgig 
  Tiny monstrosity, unaligned 
   
  Armor Class 12 
  Hit Points 7 (2d4 + 2) 
  Speed 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 
  12 (+1) 
  10 (+9) 
  13 (+1) 
  11 (+0) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages ⁠— 
  Challenge 1/4 (50 XP) 
   
  Keen Hearing and Smell. The pup has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 2) piercing damage. 
   
  Fizzgigs are quadrupedal creatures that are kept as pets 
  Podlings, guarding their homes and keeping them 
  company. They will bark incessantly at anyone they do 
  not know or recognize, and may even attack strangers. 
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
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  Illustration by Giz-Art 
  POOKA 
  INVETERATE LIARS 
  Pooka resemble halflings or gnomes with pronounced 
  animal features: eyes, fur, tails, whiskers, feathers, 
  beaks, paw or talon-like hands or feet, unusual ears, or 
  even tails. Pooka have the remarkable ability to become 
  the animal with which they share this affinity of 
  appearance. They have a reputation as liars and 
  mischief-makers, but this lying is, in fact, a kind of 
  language unto itself: the bigger the feeling a pooka has, 
  the bigger the lie they will tell on the subject. Once one 
  knows a pooka well enough to see the truth behind their 
  lies, a lasting friendship can form. 
  POOKA RACIAL TRAITS 
  Ability Scores. Your Dexterity score increases by 2 
  and your Charisma score increases by 1. 
  Age. Pooka vary a great deal in lifespan. Some live 
  only a few decades, others several centuries, and they do 
  not seem to inherit this trait from their parents. They age 
  at a rate proportionate to their natural lifespan, making 
  telling the age of a pooka nearly impossible, as it is not 
  uncommon for one pooka to appear older than both of 
  their grandparents. Pooka find this endlessly amusing, 
  and love to tease folk uninitiated to the ways of their 
  kind. 
  Alignment. A pooka’s tendency to speak in lies makes 
  maintaining a lawful alignment difficult. 
  Size. Pooka vary from three to four and a half feet tall. 
  Your size is Small.  
  Speed. Your base walking speed is 25 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Heightened Sense. Choose one of the following three 
  options: 
  • Darkvision. 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. 
  • Keen Hearing. You have advantage on checks you make 
  with the Wisdom (Perception) or Intelligence (Investigation) 
  skills that rely on hearing. 
  • Keen Smell. You have advantage on checks you make with 
  the Wisdom (Perception) or Intelligence (Investigation) skills 
  that rely on smell. 
  Natural Liar. You have proficiency with the Deception 
  skill. 
  Confidant Magic. You know the friends cantrip. At 1st 
  level, you can cast the charm person spell once as a 2nd-
  level spell with this trait and regain the ability to do so 
  when you finish a long rest. At 3rd level, you can cast the 
  calm emotions spell once with this trait and regain the 
  ability to do so when you finish a long rest. Charisma is 
  your spellcasting ability for these spells. 
  Affinity Shape. You can use your action to assume the 
  shape of your affinity animal, choosing from the 
  following: badger, bat, cat, camel, deer, eagle, frog, goat, 
  hawk, hyena, jackal, lizard, mastiff, mule, octopus, owl, 
  pony, rat (or giant rat), raven, vulture, weasel (or giant 
  weasel). You can select other animals with your 
  Dungeon Master’s approval. 
  You can stay in your animal shape for a number of 
  hours equal to your proficiency bonus, and can revert to 
  your normal form using your bonus action on your turn. 
  You automatically revert if you fall unconscious, take any 
  damage, or die. While you are transformed, the following 
  rules apply: 
  • Your game statistics are replaced by the statistics of the 
  beast, but you retain your alignment, personality, and 
  Intelligence, Wisdom, and Charisma scores. You also retain 
  any saving throw proficiencies you have. 
  • While in your animal shape, you can only cast or maintain 
  concentration on Confidant Magic spells. 
  • Your equipment merges into your new form, and has no 
  effect until you leave the form. 
  • Once you assume your affinity shape, you can’t do so again 
  until you finish a long rest. 
  Affinity Speech. You can communicate with beasts of 
  your affinity type as if you shared a language. 
  Fey Hybrid. Your creature type is fey in addition to 
  humanoid. 
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  19 
   
  Illustration by Ben Wanat 
  REDCAPS 
  THE GNASHING OF TEETH 
  Redcaps have rubbery skin, pointed ears, bony noses, 
  bloodshot eyes, and large, flat, yellow teeth. Their bodies 
  are built for combat, with muscular limbs and stocky 
  builds. Redcap gang leaders tend to be rude, brash, bully-
  types. Redcaps do not like sudden movements. Keep 
  your arms and hands away from redcaps at all times. 
  Redcaps that manage to live in cities and keep their 
  noses clean are usually employed in professions that 
  take advantage of their natural tendencies: pit-fighting, 
  working in clubs and bars as bouncers, training in gyms, 
  or even as rough guardsmen. Civilized redcaps are an 
  endangered species, and are actively hunted down by 
  wilderness-dwelling gangs of redcaps called corbies. 
  Thankful few leaders over the centuries have manage 
  to maintain discipline over a redcap army. Redcaps that 
  get fed up with society might retire to a life of solitude or 
  join a feral corbie to live out their final years. 
  REDCAP RACIAL TRAITS 
  Ability Scores. Your Constitution score increases by 2, 
  and your Strength score increases by 1. 
  Age. Redcaps breed and mature by age 8. They are 
  able to live for four decades, but few ever manage to live 
  long enough to see their third. 
  Alignment. Almost all redcaps are evil. 
  Size. Redcaps vary from 4 to over 6 feet tall. Your size 
  is Medium.  
  Speed. Your base walking speed is 30 feet. 
  Languages. You can speak Common and Sylvan. Most 
  redcaps never bother to learn to read, and trust their 
  senses more than the written word. 
  Darkvision. 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. 
  Bad Attitude. You are proficient in the Intimidation 
  skill, and if your class gives you proficiency in this skill, 
  you may add twice your proficiency bonus to it. However, 
  no one likes a redcap: not even other redcaps. Many 
  cultures ostracize or even kill redcaps on sight.  
  Redundant Organs. You have advantage on saving 
  throws against disease and poison, and you have 
  resistance to poison damage. 
  Omnivore. If you have the time, you can eat almost 
  anything. Your teeth are brutally flat and as hard as steel; 
  and your digestive system (thankfully) remain a mystery. 
  Most redcaps prefer meat, but when hunger strikes, 
  anything can and will do. As long as you can put your 
  mouth around something, for the most part, you can eat 
  and subsist on it. 
  Redcap Savagery. You know the primal savagery XGE 
  cantrip. Strength is your spellcasting ability for the spell. 
  When you cast it, you can choose to deal slashing, 
  piercing or bludgeoning damage instead of acid, and the 
  spell is capable of dealing siege damage. 
  Eat the Victim. You can spend 1 minute to consume 
  the entirety of a corpse of creature no larger than one 
  size category larger than yourself, recovering a number 
  of hit dice equal to your proficiency bonus, although you 
  do not expend hit dice when you do. Once you use this 
  ability, you can’t use it again until you complete a long 
  rest. 
  Fey Nature. Your creature type is fey. 
   
  Racial Feat: Eidetic Epicurean 
  Prerequisite: Redcap 
  Your Wisdom score increases by 1. 
  You have the knack for remembering everything you’ve 
  ever eaten, and the ability to sense where the nearest supply 
  of that taste is. Being able to tell where the nearest batch of 
  chocolate mousse doesn’t really do much in the grand 
  scheme of things, but if you have gotten a bite of someone, 
  the ability is an excellent way to track that particular meal. 
   
   
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
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  Illustration by Olga Kolesnikova 
  SATYRS 
  LIMITLESS PASSION AND ENDURANCE 
  Satyrs are lean and furry. Men and women alike sport 
  longer hair and shave only to sculpt, and never to hide 
  their hirsute affectations. Their strong, fur-covered legs 
  resemble those of a goat, sheep or deer, and antlers or 
  tight curled horns protrude from their foreheads. They 
  are passionate sensual beings, many of whom do not 
  know the concept of restraint. The few clothes they wear 
  are durable and- more importantly- easily removed. 
  While passion is something satyrs understand innately, 
  most do not grasp the emotional bond that comes with 
  lust. They rarely keep a partner for long, which, while 
  normal to them, can bring terrible heartache to their 
  lovers. 
  Satyrs are born into clans called tragos, which are 
  made up of extended families. Lovers come and go, but 
  tragos stay the course, providing support and shelter in 
  times of need. When a satyr dies, the trago holds a wake 
  complete with mourning and frenzied dancing. 
  Music and storytelling are prized skills among satyrs, 
  and many pursue careers related to music. Clubs, pubs, 
  bars, and breweries are potent attractors to them. With 
  their store of impressive stamina, jobs requiring hearty 
  individuals also suit satyrs nicely. 
  SATYR RACIAL TRAITS 
  Ability Scores. Your Dexterity, Constitution and 
  Charisma scores increase by 1. 
  Age. Satyrs enter adulthood in their early teens and 
  live up to three hundred years, but their proclivity for 
  excess reduces the average lifespan considerably. 
  Alignment. A lack of impulse control makes most 
  satyrs of chaotic. 
  Size. Satyrs stand four to six feet tall and weigh 110 to 
  220 pounds. Your size is Medium.  
  Speed. Your base walking speed is 30 feet. 
  Languages. You can speak, read and write Common 
  and Sylvan. 
  Sylvan Living. You are proficient with longbows, 
  blowguns, the survival skill, and one musical instrument. 
  Limitless Endurance. You have advantage on saving 
  throws against paralysis and exhaustion. 
  Shared Passions. When you make direct physical 
  contact with a humanoid or fey, you can use your action 
  to attempt discern their surface thoughts and emotional 
  state. If the target fails a Charisma saving throw DC 8 + 
  your proficiency bonus + your Charisma modifier, it is 
  under the effect of the detect thoughts spell by you while 
  you remain in contact with them, and you also learn the 
  creature’s alignment. 
  Ramming Speed. If you move at least 10 feet in a 
  straight line toward a Large or smaller creature and then 
  hit it with a melee attack, you can use your bonus action 
  to ram it with your horns. The target must succeed a 
  Strength saving throw DC 8 + your proficiency bonus + 
  your Strength modifier or be pushed 5 feet away from 
  you or knocked prone (your choice). 
  Sylvan Magic. You know the friends cantrip. At 3rd 
  level, you can cast the charm person spell as a 2nd-level 
  spell once with this trait and regain the ability to do so 
  when you finish a long rest. Charisma is your 
  spellcasting ability for these spells. 
  Fey Hybrid. Your creature type is fey in addition to 
  humanoid. 
   
  Racial Feat: Pandemonium 
  Prerequisite: Satyr, 8th level 
  You can cast the confusion spell once without expending a 
  spell slot or providing material components for the spell. 
  Charisma is your spellcasting ability for the spell.  
  At 13th level, you cast the spell as a 5th-level spell, and at 
  17th level, you can cast it as a 6th-level spell. 
  You regain expended uses of this ability when you finish a 
  long rest. 
   
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  21 
   
  Illustration by Matt Hubel 
  SIRENS 
  SONGSTRESSES OF THE SHORES 
  The torso of a siren resembles that of an elf, but the 
  lower body resembles a sea creature: iridescent scales 
  and the wide tail of a fish, and sharing other features 
  with sea creatures is not unheard of. 
  Sirens are blamed for floods, storms, shipwrecks, and 
  drownings, but many sirens are simple curious 
  romantics. An infatuated siren will risk life and limb to 
  follow it onto land to learn about the object of their 
  desire, assuming an elven visage. Sirens find walking 
  uncomfortable, however, and when they become wet or 
  immersed in water, their body reflexively returns to its 
  native aquatic form. 
   
  Racial Feat: Stupefying Touch 
  Prerequisite: Siren 
  As an action, you touch a creature you can see within 5 feet 
  of you. The creature must succeed a Wisdom saving throw 
  DC 8 + your proficiency bonus + your Charisma modifier or 
  take a number of d6s equivalent to your proficiency bonus in 
  psychic damage and be stunned until the start if your next 
  turn. This feature has no effect on constructs or undead. 
  You can use this ability twice, and regain expended uses of it 
  when you finish a long rest. 
  SIREN RACIAL TRAITS 
  Ability Scores. Your Charisma score increases by 2 
  and your Dexterity score increases by 1. 
  Age. Sirens enter adulthood in their early teens and 
  can live up to two hundred years. 
  Alignment. Siren alignments vary by individual. 
  Size. Sirens stand five to six feet tall and weigh an 
  average of 140 pounds. Your size is Medium.  
  Speed. Your base walking speed is 25 feet. 
  Darkvision. Accustomed to life under the water, 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. 
  Child of the Sea. You have a swimming speed of 30 
  feet, and can breathe air and water. When dry, you can 
  use your action to split your tail into legs. If you are wet, 
  you immediately revert to your aquatic form. You can use 
  your action on your turn to re-form your tail. While you 
  have a tail, your movement speed is 5 feet. 
  Additionally, if you have not fully submerged yourself 
  in water for a number of days equal to your proficiency 
  bonus, you take one level of exhaustion, which cannot be 
  alleviated until you complete a long rest while 
  submerged. 
  Languages. You can speak, read and write Common, 
  Sylvan and Aquan. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can’t put you to sleep. 
  Friend of the Sea. Using gestures and sounds, you 
  can communicate simple ideas to any beast that has an 
  innate swimming speed. 
  Siren Training. You have proficiency with spears, 
  tridents and one musical instrument of your choice. 
  Siren Magic. You know the friends cantrip. At 3rd 
  level, you can cast the fog cloud spell as a 2nd-level spell 
  once with this trait and regain the ability to do so when 
  you finish a long rest.  
  Siren Song. As an action, you concentrate (as if 
  concentrating on a spell) and fill the air (or water) 
  around you with music, spreading around corners up to 
  100 feet away for up to 10 minutes. The music moves 
  with you. For the duration, you make Charisma 
  (Performance) checks with advantage, and can use a 
  bonus action to force a living creature you can see that 
  can hear the music to make a Wisdom saving throw DC 
  8 + your proficiency bonus + your Charisma modifier. If 
  the target is in combat, it succeeds its saving throw. If it 
  fails, the creature is charmed by you for as long as it can 
  hear the music and for up to 1 hour. You can charm a 
  number of creatures equal to your Charisma modifier. 
  Once you use this trait, you can’t use it again until you 
  complete a long rest. 
  Fey Nature. Your creature type is fey. 
   
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  22 
   
  Illustration by MirageMari  
  SLUAGH 
  ETHEREAL FEY 
  Sluagh are pallid, waiflike fey that have an infamously 
  ashen complexion, sunken eyes and slight odor of decay 
  makes them seem vaguely… dead. Most folks fear or hate 
  the sluagh, but they take this fact in stride, and many 
  sluagh take a special delight in unnerving others. 
  Their prowess with stealth, and ability to keep secrets 
  makes them natural information brokers, assassins, and 
  oracles. They have strong, sentimental attachments to 
  their possessions, which others often think rubbish, and 
  prefer these items as payment to ordinary wealth. 
  Sluagh relate best amongst themselves. They are 
  territorial, and demand rigid adherence to standards of 
  etiquette that others don’t understand. They love formal 
  clothing and occasionally hold a high Tea, gathering 
  their friends to drink watered down tea and eat moldy 
  crumpets, and discuss the latest gossip.  
  SLUAGH RACIAL TRAITS 
  Ability Scores. Your Wisdom score increase by 2, and 
  your Intelligence score increases by 1. 
  Age. Sluagh live for over four centuries. As they age, 
  their odor grows pungent and their skin droops, which 
  they seem to enjoy. 
  Alignment. In proportion to their longevity, most 
  sluagh tend toward neutral alignments. 
  Size. Sluagh are similarly statured to humans, but 
  weigh considerably less. Your size is Medium.  
  Speed. Your base walking speed is 25 feet. 
  Darkvision. 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. 
  Languages. You can speak, read and write Common, 
  Sluagh Telegraph Cipher, and two other languages of 
  your choice. 
  Gelatinous Bones. You are proficient with the Stealth 
  skill. If your class or background also grants you the 
  Stealth skill, you may add twice your proficiency bonus 
  to rolls with it. You can squeeze into one size space 
  smaller than other medium creatures (Tiny), but are 
  unable to do anything other than move at a speed of 5 
  feet while doing so. 
  Messages in the Leaves. Using a ritual tea set, you 
  can serve the favorite tea of someone you know who also 
  owns such a set. You can contact them by tapping your 
  teacup with a teaspoon. The effects of this are as 
  described in the sending spell, and the connection lasts 
  until the tea has gone cold or is consumed. The tapping 
  is the only information transferred. If the owner of the 
  other tea set hears it, they respond by tapping their cup 
  in kind. You own, are proficient with and attuned to such 
  a tea set. 
  Psychometry. You are proficient with the Insight skill. 
  You focus your thoughts on an object and make an 
  Intelligence (History) check to learn historical detail 
  about an object. The knowledge comes in the form of a 
  vision where the object was the center of, or in close 
  proximity to a strong emotion. Once you use this ability, 
  you can’t use it again until you complete a long rest. 
  Friend to the Dead. You can see into the ethereal 
  plane up to a distance of 30 feet, and you can apply twice 
  your proficiency bonus to Charisma (Persuasion) checks 
  when in conversation undead creatures who are not 
  hostile to you. When you reach 5th level, you can cast the 
  speak with dead spell once, and regain the ability to do 
  so when you complete a long rest. 
  Fey Nature. Your creature type is fey. 
   
  Racial Feat: Nightmarish Form 
  Prerequisite: Sluagh, 8th level 
  As an action, you can assume the form of a slithering tracker 
  for a number of hours equal to your proficiency bonus. You 
  can revert to your normal form using your bonus action on 
  your turn. You automatically revert if you fall unconscious, 
  are reduced to 0 hit points, or die. While you are 
  transformed, the following rules apply: 
  • Your game statistics are replaced by the statistics of the 
  Slithering Tracker, but you retain your alignment, 
  personality, and Intelligence, Wisdom, and Charisma scores. 
  You also retain any saving throw proficiencies you have. 
  • While in your Slithering Tracker shape, you cannot cast 
  spells. 
  • Your equipment merges into your new form, and has no 
  effect until you leave the form. 
  Once you use this ability, you cannot use it again until you 
  finish a long rest. 
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
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  Illustration by Alaina E. Milare 
  STONE TROLLS 
  STRENGTH IN HONOR 
  Stone Trolls are hirsute, horned fey whose skin and hair 
  pigmentations range from white or grey-green, to deep 
  blue (a particularly revered shade). 
  The most ancient of stories make mention of trolls 
  (although sometimes under a different name). Trolls 
  often play two roles in these stories: the first as 
  powerfully strong monster, the second as extremely 
  honor-bound protector. They have a long tradition of 
  joining organizations or groups and protecting them until 
  the end, or they may choose to be the protector of the 
  weak or oppressed, or simple those who fate seems to 
  have abandoned.  
  This duty-bound nature cam put them at odds with an 
  adversary who is all too happy to paint the troll as a 
  monster to be slain, which complicates their reputation. 
  In actual fact, nothing is more important to a troll than 
  their honor. This is both a cultural institution and a 
  supernatural compulsion imposed by their fey nature. A 
  troll who breaks an oath loses some of their strength 
  until they have redeemed themselves. 
  Trolls can be found doing work wherever they can take 
  advantage of their natural-born talents. They prefer work 
  over relaxation, and tend to lead simple lives of duty and 
  service. 
  TROLL RACIAL TRAITS 
  Ability Scores. Your Strength score increases by 2, 
  and your Constitution score increases by 1. 
  Age. Stone trolls enter adulthood in their early thirties 
  and live up to two centuries. 
  Alignment. Clear roles and tasks makes most stone 
  trolls Lawful. A sense of fair-play, and emphasis on 
  personal accountability pushes them toward neutrality. 
  Size. Stone trolls are seven to eight feet tall and weigh 
  between 280 and 340 pounds. Your size is Medium.  
  Speed. Your base walking speed is 30 feet. 
  Darkvision. 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. 
  Natural Athlete. You are proficient in the Athletics 
  skill. 
  Languages. You can speak, read, and write Common 
  and Giant. 
  Crushing Weaponry. You are proficient with mauls, 
  morningstars, and warhammers. 
  Mountain Adept. Rocky or snowy terrain usually 
  considered difficult is treated as normal for you. 
  Strength of Honor. You can shrug off injury. When 
  you take damage from a creature, you can use your 
  reaction to roll a 1d6 and add your Constitution modifier, 
  and reduce the incoming damage by the total. You can 
  add the amount reduced to the damage roll of the first 
  melee attack you hit with on your next turn.  
  Once you use this ability, you can’t use it again until 
  you finish a short or long rest. 
  Thundering Stomp. As an action, you stomp your foot 
  down, thundering sound, audible at 100 feet away. All 
  creatures within 5 feet of you must make a Constitution 
  saving throw DC 8 + your proficiency bonus + your 
  Strength modifier. A creature that fails its saving throw 
  takes 1d8 thunder damage and is deafened until the start 
  of your next turn. This damage increases at 5th level 
  (2d8), 11th level (3d8), and 17th level (4d8). A creature 
  that succeeds its save takes half damage and isn’t 
  deafened. Once you use this ability, you can’t use it again 
  until you finish a long rest. 
  Fey Hybrid. Your creature type is fey in addition to 
  humanoid. 
   
  Racial Feat: Stone Skin 
  Prerequisite: Stone Troll 
  When you take damage, you can use your reaction to harden 
  your skin, resisting all damage except thunder and psychic 
  until the end of your next turn, including the triggering 
  attack. You can use this ability once, and regain expended 
  uses of it when you finish a short rest. 
   
  
   
  Old Gus’ Errata: Fey Folk - v1.62 
  24 
  OLD GUS’ ADVICE 
  FOR DUNGEON MASTERS 
  Fey and Faeries in your Game 
  Tiny, flying player characters or custom races and 
  classes – especially those of a creature type other than 
  humanoid – can be challenging, especially for 
  inexperienced Dungeon Masters.  
  What follows should not be considered a part of the 
  official rules, and players using this material should not 
  expect any of them to be utilized by their Dungeon 
  Master. They are provided here to assist DMs who are 
  incorporating fey and faeries into their game’s world. 
  Before you read further, consider the nature of your 
  setting, how you want magic- especially interplanar 
  magic- to function, and how much bleed there is between 
  the Feywild and the Material plane. 
  Mythic Settings 
  A mythic campaign takes place in the material plane and 
  the Feywild (and perhaps even other planes) in equal 
  measure. You desire to impress upon players the 
  dichotomy between mundane and extraplanar 
  existences, and are unafraid to tell high-weird stories 
  that require unconventional mechanics like time dilation. 
  Faeries in this setting exist as more a matter of course, 
  and some might have regular contact with some groups 
  of mortals on the material plane. 
  Low-Magic Settings 
  A faerie that leaves their native Feywild is taking a big 
  risk. When using this rule, you (and the players) will 
  want to continuously keep an eye on both the calendar, 
  the location of the nearest Feywild portal and avoid any 
  unnecessary attention! The clash of worlds between 
  mortals and fey could become a concern in either 
  location.  
  Fey and True Fey 
  The following rules might apply to pixies, to fairies or 
  both. The inclusive term fey is used, and ruling their 
  applications is at the Dungeon Master’s discretion. For 
  example, a pixie or dryad are true fey, and subject to a 
  particular effect, whereas a fey-blooded halfling born on 
  the Material Plane might not. As you read through these 
  rules, consider how they might play out in either of these 
  two settings. Creatures with the Fey Hybrid trait are 
  excellent candidates for not being considered true fey. 
  COMMON CONCERNS 
  Armor and Weaponry 
  Allow pixies the use of weapons and armor identical to 
  that of other Small races, although you might want to 
  consider how creating such items might require fewer 
  materials but a higher skill to produce.  
  The faerie class uses magical items similar to those of 
  a wizard or sorcerer, but have access to faerie dust as a 
  spellcasting component as a matter of course. Review 
  their spells, and be prepared to restrict their spellcasting 
  them through other means! 
  Creature Type 
  All of the races in the Player’s Handbook are of the 
  humanoid creature type. Some races contained in this 
  document have a creature type in addition to, or other 
  than humanoid. Creatures with multiple creature types 
  can be targeted by any spell or ability that affects either 
  of their creature types. 
  Pixie Flight and Armor 
  Like most flying races, pixies cannot fly in medium or 
  heavy armor, and wearing any armor of any kind pre-
  empts a faerie’s Glamorous Defense feature. If a pixie 
  takes a class that is proficient in armor that requires 
  them to give up their flight, consider allowing them a 
  movement speed of 25 feet as part of that training. 
  Spells and Abilities 
  Some faerie spells or abilities include mind-bending 
  magic that might make you reluctant to include in your 
  game. This is perfectly normal, and DMs should not 
  hesitate to disallow abilities or faerie spells if they 
  believe it would be disruptive or unsafe to include in 
  their game. In these instances, appropriately leveled 
  spell or ability from the Wizard class’s Arcane Traditions 
  (especially the Illusion, Enchantment and Transmutation 
  schools) make suitable substitutes for undesired faerie 
  affinity abilities. 
   
  Don’t be afraid to say “no”!  
  Some spells and abilities might serve as important plot 
  points, or even the basis of an entire quest or campaign, or 
  they might just get in the way of everyone’s ability to have a 
  good time. Before allowing a new spell, give it a close 
  reading and determine whether or not it’s right for your 
  game! 
  
   
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  25 
  TINY, FLYING AND FEY - OH MY! 
  Tiny Size 
  A pixie who is not flying can hide easily, or reach areas 
  most folk cannot. Keep a close eye on a pixie’s Strength 
  score limitations when carrying items around, especially 
  while flying. 
  Flight Light 
  Unless additional magic is used or they acquire the 
  Shrouded Glamour feat, pixies give off light and noise 
  while flying, giving them disadvantage on any Dexterity 
  (Stealth) checks. A light in the dark attracts attention 
  fast. Ensure your monsters and NPCs are constantly 
  informed by their senses. 
  Flying Conditions 
  Strong winds, extreme cold, debris or particulate matter 
  in the air might interfere with faerie flight. Remember to 
  impose appropriate Strength (Athletics) or Dexterity 
  (Acrobatics) checks for complicated maneuvers or 
  difficult conditions, leveraging advantage and 
  disadvantage on them accordingly. 
  Faerie Class 
  Faerie class abilities are designed to keep them close to 
  allies and enemies. However, they are fragile and lack 
  important saving throw proficiencies. 
  PREPARING ENCOUNTERS 
  Altitude and Spatial Awareness 
  Consider each creature’s movement, height and reach at 
  all times. Even a simple goblin with a 10-foot running 
  start and a melee weapon can make a jumping attack 
  and reach a pixie at 15 feet altitude. A taller creature like 
  an ogre or giant might be within reach of a pixie hovering 
  above a battalion of goblins. Polearms, javelins and 
  thrown spears are solid, mundane options. 
  Flight and Combat 
  • Skilled archers are a threat to a flying creature, and are 
  deadly when hidden, utilizing sneak attack, or spells like the 
  hex and hunter’s mark spells. 
  • Flying creatures can harry a pixie, and are deadly if utilizing 
  pack tactics.  
  • Don’t forget that pixie flight gives off light and sound! 
  Magical Detection 
  Pixies and faeries are magic incarnate, so they are 
  clearly visible to anyone under the effects of the detect 
  magic spell when not otherwise hidden from it. You 
  might also want to consider whether fey are detectable 
  through use of the detect magic spell. Faerie spells like 
  lie fallow, minor glamour, major glamour and 
  nondetection can help them counter this vulnerability. 
  Rest Frequency 
  Consider experimenting how much combat occurs 
  before the party can take a long rest. Like all spellcasters 
  who require a long rest to regain spell slots, faeries will 
  eventually tire when pushed to their limits, allowing 
  other party members to take center stage. 
  Spell Selection 
  Spells and abilities that specifically target fey creatures, 
  like banishment, dispel evil and good, earthbind XGE, 
  magic circle, wind wall and the Oath of the Ancients 
  paladin’s Turn the Faithless feature are also effective 
  against fey. Spells that deal thunder damage exploit a 
  pixie’s racial vulnerability to thunder damage. 
  BELIEF AND GLAMOUR 
  Fey are affected by intense emotions, dreams, and the 
  beliefs of nearby mortal humanoids can have a profound 
  effect upon them. 
  Belief 
  Any humanoid who sufficiently believes in the existence 
  of fey can perform the Magic Circle spell as a ritual using 
  salt, chalk as the material components for casting the 
  spell. 
  Disbelief 
  If a mortal creature that can see or hear the fey and says 
  aloud, “I do not believe in fairies,” the fey must make a 
  DC 15 Charisma saving throw. If they fail, they take 1d4 
  psychic damage. If they succeed, they take half the 
  amount. This ritual may take place over any distance. If 
  used intentionally against a pixie in combat, treat the 
  Disbelief ritual as a bonus action. 
  Spell Targeting and Awareness 
  Consider the effects belief and disbelief might have on 
  fey magic, especially requested saving throws. A 
  commoner who believes a simple circle of salt will 
  protect them from a fey might gain all the benefits of the 
  Magic Circle spell. 
  Free Glamour 
  In certain situations, a faerie can benefit from the hopes, 
  dreams, aspirations, fears or admirations of mortals, and 
  the presence of sufficiently intense emotion directed 
  toward the fey might imbue them with additional 
  glamour. For example, a pixie hiding behind (or inside) a 
  painting at a gallery opening might be able recover an 
  expended trait, feature or a spell slot while benefiting 
  from the painting’s many admirers. You can quickly also 
  quickly quantify this by granting the player an 
  appropriately sized inspiration die. 
  
   
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  26 
  VULNERABILITIES 
  A fey creature’s origin often does not prepare them for 
  life upon the material plane, and they may be unaware of 
  their own vulnerabilities. Consider including any of the 
  following additional vulnerabilities to fey: 
  Bells 
  The ringing of iron or silver bells harms any fey who 
  hear them. If a hand-held bell rung 5 feet away from a 
  faerie, the sound forces them to make a DC 10 Charisma 
  saving throw. If they fail, they take 1d4 thunder damage. 
  If they succeed, they take half the amount. Volume, 
  proximity, size or other enchantments can increase the 
  damage or DC at the Dungeon Master’s discretion. 
  Citrus Toxicity 
  Lemons, limes and other citrus fruits are toxic to certain 
  fey. If ingested, the faerie makes a DC 14 Constitution 
  saving throw. If they fail, they become poisoned for 24 
  hours. 
  Dairy Intoxication 
  Butter, cream and cheese have intoxicating effects on 
  fey. They enjoy the taste and sensation, and must 
  succeed a DC 14 Constitution saving throw or become 
  intoxicated, with effects similar to alcohol upon humans. 
  Imprisonment 
  If bound by an iron or silver collar or fetters, or trapped 
  in a container of fine glass or crystal (with a silver or iron 
  flooring or stopper), fey are unable to speak or use 
  material components for spells, use class abilities or 
  break the bonds of their imprisonment. However, their 
  scrying effect on and shared telepathy with their Mortal 
  Anchor is maintained. Once during their captivity, a fey 
  can cast the sending spell, even if they do not know the 
  spell, without expending a spell slot, using their Mortal 
  Anchor as the target. 
  Metallurgy 
  Certain alloys can be toxic to fey, most notably cold iron 
  and silver. Such weapons could have advantage on 
  attack rolls against, or deal additional psychic damage or 
  poisoning an unlucky fey. 
  Vampires 
  Vampires are pleasantly intoxicated by imbibing fey 
  blood, and consider it a rare delicacy. A vampire that 
  drinks one hit die of fey blood can comfortably withstand 
  direct sunlight for 4d12 hours. 
   
  Illustration by DreamDragonHatchling 
  ALCHEMICAL INGREDIENTS 
  Faerie Dust 
  Faerie dust is a rare and valuable commodity. An 
  alchemist can attempt to contain the substance, making 
  a DC 15 check with their alchemist’s supplies (cast the 
  spell at a higher level and add 1 to the DC when 
  extracting more potent or specific types of dust). If the 
  check fails, roll a 1d2 to determine if the faerie (1) or the 
  attempting alchemist (2) become the target of the 
  random effects of the dust dash FAE spell. 
  Fey Blood 
  Fey blood, when imbibed by humanoid races, can delay 
  and even reverse the aging process. A fey bled of one hit 
  die with a silver or iron blade produces enough blood 
  from which a tincture of rejuvenation can be produced by 
  a successful DC 14 check with alchemist’s supplies. 
  When consumed by a living humanoid or beast, the 
  imbiber becomes younger by 1d4 years per hit die of 
  blood in the potion. 
  Evil spellcasters, unscrupulous alchemists or wealthy 
  individuals who keep them in their employ might hunt 
  down an attempt to imprison a fey for its alchemical 
  potential, once they become aware of its existence and 
  proximity. 
  
   
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  27 
   FEY MORTALITY 
  Mortal Anchors 
  Fey must return to the Feywild after one week or 
  eventually feel the sting of mortality, making a DC 12 
  Charisma saving throw at dawn on the eighth day. If they 
  fail, they subtract a hit die from their maximum hit 
  points, and gain one level of exhaustion. Neither resting 
  nor the Greater Restoration spell can ameliorate this 
  exhaustion. The faerie rolls a new saving throw each 
  following day at dawn, and each failure adds additional 
  levels of exhaustion, continuing until death. 
  Fey can extend their stay on the material plane 
  indefinitely if they have a Mortal Anchor. If their Mortal 
  Anchor dies, leaves the plane without their pixie or 
  faerie, or somehow loses their own mortality, fey 
  mortality sets in beginning at dawn. 
  When they return to the Feywild, any exhaustion 
  incurred by fey mortality is immediately dispelled. If they 
  are unconscious, they immediately return to 1 hit point. 
  Clapping 
  While exposed to the harsh banality of the Material 
  Plane, fey (especially pixies) might have disadvantage on 
  their death saving throws. This penalty is negated if they 
  are within 10 feet of a humanoid who is performing a 
  ritual, by clapping their hands and chanting “I do believe 
  in fairies!” A creature can begin participating in this 
  ritual using their reaction. The radius increases by 10 
  feet and the pixie receives a +1 bonus to its next death 
  saving throw for each mortal participating in the ritual. 
  Death, Resurrection and Reincarnation 
  The raise dead and resurrection spells have no effect 
  upon a dead fey. If the body is intact, perhaps they can be 
  targeted by the reincarnation spell. In this instance, their 
  fey essence is lost, they lose all levels in the faerie class, 
  and remember their previous life only as a confusing 
  dream. 
  In the Feywild, death is part of a kind of reincarnation 
  for fey: their essence might be devoured, transferred or 
  temporarily dispersed, but it is recycled in the endless 
  churning magic of the Feywild, and never truly lost 
  forever. 
   
  Fey Mortality and Mortal Anchor rules are best suited for 
  ensembles, or campaigns where a mortal and pixie (or a 
  faerie) are the primary focus of the story. Consider the needs 
  of all your players! 
   
  Mortal Anchor 
  Prerequisite: Fey creature type 
  You can perform a 1-minute ritual, binding your essence to a 
  willing living creature that can see or hear you. You can have 
  only one Mortal Anchor at a time, and a creature may only 
  serve as Mortal Anchor for one fey. The bond has the 
  following properties: 
  • You can communicate telepathically with your mortal anchor 
  if you are on the same plane of existence and within a 
  number of feet equal to 5 × your level. Your Mortal anchor 
  has can disable or re-enable or telepathic link using their 
  bonus action. 
  • You can cast the scrying and sending spell targeting your 
  Mortal Anchor once each without expending a spell slot, 
  even if you don’t know the spells, and regain the ability to do 
  so when you finish a long rest. Your mortal anchor can 
  choose to succeed a saving throw against these spells. 
  • The bond is an enchantment of the highest-level spell a 
  spellcaster of your level can expend. You are aware of any 
  attempts to break it, and may make a DC 14 Insight check to 
  discover the perpetrator. Your mortal anchor can revoke the 
  bond at any time using their action. When the bond is 
  broken, you must succeed a DC 20 Charisma saving throw 
  (without advantage) or take one level of exhaustion. 
   
   
  Illustration by Sam Hogg 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Old Gus - Fey Folk v1.62.pdf