3.2 KiB
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| Campaign Builder: Castles and Crowns |
In the realms of summer and night, the fey stand divided. The shadow fey inhabit the dusk and darkness of the Shadow Realm, hatching subtle and devious plots. In the Summer Lands, however, exist the bright fey, also known as the sidhe, seelie, or summer elves. Though related to the elves of the mortal world, these fey are as different from elves as elves are from humans. Tall, slender, and graceful, their movements are disturbingly fluid. Most tend to be incredibly beautiful with hair and skin colors in combinations of the summer shades of gold, silver, green, and red. The eyes of the bright fey can be of any color, but when viewed closely, they all sparkle with tiny flecks of light, like a pool of stars.
The bright fey have lived on their planes of summer and light for centuries untold, ever since the sundering of their people. Many flock to the various fey courts where they amuse themselves in the games of politics and favor. Others prefer a life closer to nature, inhabiting the wild places of the planes or the mortal world. Adventuring bright fey enjoy the risk and thrill of a more active life.
BRIGHT FEY LINEAGE TRAITS
Your bright fey character has certain hereditary traits dictated by their lineage.
Age. Although bright fey reach physical maturity around age 20, mental and emotional faculties reach full maturity around the age of 100. Bright fey can live to be 1,000 years old.
Size. Bright fey range from 5-1/2 to over 6 feet tall and tend toward slender builds, averaging around 100 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Magical Honesty. The magic in your blood makes you incapable of telling a direct lie without terrible pain. When you tell a direct lie, you are incapacitated with pain until the end of your next turn. This lifelong compulsion has taught you to expertly shade and bend the truth to suit your needs while avoiding the repercussions. You have advantage on one CHA (Deception or Persuasion) check to convince a creature you are telling the truth. You can use this a number of times equal to your PB. You regain all expended uses when you finish a long rest.
Path of Sunlight. When you are in an area of bright light, you can use an action to call on the magic in your blood and make your body shine like summer sunlight on a lake. Choose a number of creatures equal to your PB that are within 30 feet of you and that can see you. Each target must succeed on a CHA save (DC equal to 8 + your PB + your CHA modifier) or be compelled to look at you, suffering disadvantage on WIS (Perception) checks made to perceive any creature other than you, until the end of its next turn. You can use this trait a number of times equal to your PB. You regain all expended uses when you finish a long rest.
Magic Ancestry. You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance. Bright fey don’t need to sleep. Instead, they enter a meditative trance state, remaining semiconscious for 4 hours a day. When you meditate, you always dream of the Bright Lands. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep.