Old Gus Errata, Fey and Faeries v1.23
Old Gus Errata, Fey and Faeries v1.23
Old Gus Errata, Fey and Faeries v1.23
Old Gus’ Errata: Fey and Faeries, v1.23 (March 11, 2019). This
TABLE OF CONTENTS
document provides rules and mechanics for fey races and a Introduction
faerie class to supplement Dungeon & Dragons 5th Edition.
This material is not officially part of the game and isn’t On Fey .................................................................................... 3
permitted in Dungeons & Dragons Adventurers League
events.
Fey Races
Boggles................................................................................... 4
Design, Writing, Layout: Old Gus (Partario Flynn) Darklings ............................................................................... 5
Cover Illustration: Marcela Medeiros, Dryads .................................................................................... 6
https://www.artstation.com/marcelamedeiros-arts Korreds .................................................................................. 7
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.
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
Illustration by Sandara
swear was real. How and when did you realize your
FAERIE powers, and have you come to embrace them?
The Feywild. Few races native to the material plane
UNCANNY NATURES manage to collectively eke out a living among the harsh
Faeries are part and parcel to magic, wielding it with an wildernesses of the Feywild. They become populations
aptitude that awes druids, inspires jealousy among living out of time, surviving in a plane where the only rule
wizards, and fosters kinship among sorcerers. Faeries is change or die. Tribes embrace this edict of mutability
often manage the spellcasting abilities most gain after might evolve affectations of variation in pigmentation,
years of discipline by the end of their adolescence, hirsuteness, exaggerated ears, or unusually long fingers.
although they often do not yet realize this to be the case. You might even sprout wings as you mature. The
Material Plane might be a world of alien wonders to you:
A faerie’s affinity might express itself as a kinship to
perhaps you’ve drunk sweet nectar from a tulip, but
earth, water, air, or plants. Others become master
never tasted refined sugar. Consider the events that
manipulators, or inexplicably efficient with an otherwise
brought you to the Material Plane.
crude weapon.
Quick Build
CREATING A FAERIE You can make a faerie quickly by following these
Perhaps the most important thing when creating a faerie suggestions. First, Charisma should be your highest
is to consider whether your formative experiences took ability score, followed by Dexterity.
place on the Material Plane or in the Feywild. Choose the Dancing Lights, Sanguine Strike FAE and
The Material Plane. Did you have a fey ancestor or Zap FAE cantrips. Then, select the following 1st-level
parent? Fae-blooded folk have subtle signs of their faerie spells: Dust Dash FAE, Faerie Fire and Witch Bolt.
ancestry upon them: unusual pigmentation, an unusual
birthmark, an auspicious constellation of freckles, or an
imaginary friend even their parents would occasionally
Heroic Glamour
At 2nd level, you can entwine your essence with an ally,
emboldening them. As a bonus action, target an ally
within 30 feet of you that you can see. Until the end of
your next turn, their Armor Class and any saving throws
or damage rolls they make receive a bonus equal to your
Charisma modifier. They resist all damage, and if they
take damage, you take half the amount they take as
psychic damage. The effect ends if the target moves
more than 30 feet away from you.
You gain additional uses of this feature, and can
project it over greater distances as your level increases.
You can use it 3 times at 2nd level, 4 at 6th (35 feet), 5 at
Illustration by Sir Kannario 12th (40 feet), and 6 at 17th (45 feet). You regain all
expended uses of it when you complete a short rest.
Nightmarish Delirium
Roleplaying a Sidhe At 2nd level, you can plunge a creature you have put to
• A clever alliance can overcome any obstacle. sleep, charmed, frightened or confused into a delirious
nightmare.
• You are the wind blowing at your friends’ backs.
As a bonus action, you concentrate (as if concentrating
• Moods, desires and fancies are like the weather: they come
on a spell) and double the remaining duration of the
in wide varieties and are bound to change.
effect upon the creature, which becomes lost in a
nightmare of your design, seeing and hearing only itself
and the nightmare. To the target, time seems to slow
down, and they experience an hour’s passing each six
seconds they endure the nightmare. You can change the
effect upon the creature, (choosing from charmed,
confused, frightened or unconscious) on your turn using
your bonus action.
The nightmare ends if the creature takes damage, or it
makes a saving throw against an effect other than your
spell. The creature then becomes immune this ability for
24 hours.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
Roleplaying a Nixie
• There is no such thing as something for nothing. Favors for
favors, tricks for tricks.
• Trade insult for insult. Always get the last word, but
recognize a good joke, even if you’re the butt of it.
THE SPRIG
You have an intense kinship with living plants, and
preferring to live among or even inside them.
Floral Fortitude
When you choose this affinity at 1st level, you gain the
following benefits:
• You are proficient in the Nature skill.
• You learn the Thorn Whip and Druidcraft cantrips.
• You can cast Speak with Plants once without expending a
spell slot, and regain the ability to do so when you complete a
short rest.
• You resist and have advantage on saving throws against
poison. Illustration by Sandra Duchiewicz
Quickling Attack
At 6th level, your faerie weapon becomes a d6. While in
a Whimsy, if you take the Attack action using your faerie
weapon, you can make an additional attack with it using
your bonus action.
Illustration by Rimma