This playable race was written by the newest member of the Mage College, Archdruid Tahina, or as some of you may already know her, Tahina Andale!
Archdruid Tahina started playing TTRPG’s in 1994. Her first game was “Das Schwarze Auge” a German RPG. She has been playing and GM/DM-ing for well over two decades. You can find her on Twitter under @Tahina_Andale and over on the Twitch channels, the Scratticus Academy, Goldhart Gaming, and Fumbles and Fame where she is a permanent cast member for livestreamed DnD5e campaigns. There you can also catch her, as she DMs one-shots placed in her homebrew world “Steranesti” now and then.
We’re happy to announce that over time you will see more of her work and influence here on the Mage College, and after Goldeneye’s Guide to Warlocks, you can expect to see this race, the Sidhe with many more Fey options in a new supplement coming in the near future. Let us know what you think of this in the comments below, or over on Twitter, as this is playtest material for a future release on DMsGuild, we’d love your feedback!
Without further ado and a huge thanks and welcome to our new Archdruid, we present the Sidhe!
Art: The Riders of Sidhe by John Duncan (1911)
Playable Race: Sidhe
In so called “Fairy tales”, the Feywild, is an invisible world that coexists with the human world. But the initiated scholars know, that the Feywild is another plane of existence, that closely coexists with the Prime Material Plane As a parallel plane it reflects it’s geography, but it deviates in other aspects.
It’s inhabitants are called the Fey. The Sidhe (pronounced “she”) are the highest ranking and most powerful members of the fey and considered their reigning nobles. They dwell in the deep parts of the ever shifting Feywild.
They have supernatural abilities and are closely connected to nature. If they create residences or “courts” they fabric them from walls woven from moon- and starlight, brightly glittering snow, sunshine falling through tree leaves that never feel the touch of winters cold and the shimmering of light on water.
They are noble and wild, calculating and capricious, curious and powerful. They love to trick and bargain and to have the upper hand. They deal in secrets and to own ones true name means to hold power over them. The Sidhe are easily offended and will go to great lengths to avenge a real or imagined slight.
Ability Score Increase. As a people the Sidhe are stunningly beautiful. They resemble humans and elves in the same sense as an Arabian horse resembles a draft horse. But their beauty has a ferocity and sharpness to it that cuts the unprepared to the quick. They are graceful charming and svelte if it pleases them, but heartbreakingly savage if their ire is stirred.
Your Charisma score increases by 2.
Age. Although fey reach physical maturity at about the same age as humans, the fey understanding of adulthood goes beyond physical growth to encompass worldly experience. A Sidhe typically claims adulthood and an adult name around the age of 100 and can live to what amounts to virtually forever. They differ from the mortal races in that they are more in danger to die under obscure circumstances. The saying goes that they are more likely to die of world-weariness, or a broken heart than of old-age.
Alignment. Sidhe love freedom, variety, and self-expression. Like all inhabitants of the Feywild they are capricious and can be in turn vicious and dangerous, or capable of random acts of kindness. Their alignment tends to be chaotic. Whether they are good, evil, or neutral is often dictated by their courtly allegiance.
Size. The Sidhe range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests, the night sky, and the shifting light of the Feywild 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.
Attuned to Magic. The life and magic are one in the Feywild, granting you an unparalleled knowledge of the workings and movement of magic. You are proficient in the Arcana skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
Iron Sensitivity. Due to iron and steel’s direct opposition to the natural energies of the Feywild, overwhelming contact with these metals weakens you. If you are surrounded by iron or steel, you are poisoned. You’re considered being surrounded by iron if you are imprisoned in a cage made out of iron/steel or if you are wearing a suit of armour made out of iron/steel (such as a full plate or chain mail). Other metals like mithril can be tolerated and worn by the Sidhe.
Courtier’s Step. Sidhe can command the mist of the feywild to surround and move them in the blink of an eye. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see using this trait. You regain the ability to do so when you finish a short or long rest.
Noble of the Fey Courts. You have two creature types: humanoid and fey. You can be affected by a game effect if it works on either of your creature types.
Additionally, you have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. Sidhe do not need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. 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. Sylvan is the language of the fey creatures that inhabit the Feywild. Sylvan uses the same script as the elven language.
Sidhe are divided into three subraces based on their allegiances in the Feywild: The Seelie Sidhe, the Unseelie Sidhe, and the Fair-minded Sidhe. Choose one of these subraces.
The Summer Court or Seelie Court is one of the Courts in the Feywild. The members of that court are called the Seelie host, or Seelie Sidhe, Summer Sidhe, or Summerfae. They are ruled by Titania the Queen of Light and Life, also called the Queen of Summer.
Appearance. The Seelie Sidhe have pale skin, with a rosy glow of life, that always feels warm to the touch. Their hair is either golden blonde, fiery red or auburn. They commonly have either green or blue eyes in shades of turquoise, jade, emerald, cobalt or hazel. They are tall with regal bearing, a zest for life and are easily offended.
Ability Score Increase. Your Constitution score increases by 1.
Summer’s Child. You have resistance to fire damage.
Midsummer Night’s Magic. Your rank in the Summer Court allows you to channel the heat of Summer.You know the produce flame cantrip. When you reach 3rd level, you can cast th faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the flaming sphere spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
The Winter Court or Unseelie Court is one of the Courts in the Feywild. The members of that court are called the Unseelie host, or Unseelie Sidhe, Winter Sidhe, or Winterfae. They are ruled by Mab the Queen of Air and Darkness, also called the Queen of Winter.
Appearance. The Unseelie Sidhe have extremely pale skin, that always feels cold told the touch. Their hair is either black or stark white or smoky grey. They commonly have either completely back or very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They are smaller and thinner than most elves.
Ability Score Increase. Your Dexterity score increases by 1.
Winter’s Child. You have resistance to cold damage.
Midwinter Night’s Magic. You are able to channel the deep bite of winter cold and wind at your enemies. You know the frostbite cantrip. When you reach 3rd level, you can cast the armor of agathys spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the gust of wind spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
The Fair-Minded Sidhe
The Fair-Minded Sidhe are comprised of unaligned Nobles who have either not sworn an allegiance or have broken allegiance to either of the Queens and do not belong to Winter or Summer Court. They are also called the Green Sidhe, Green Fae or the Unaligned Fae.
Appearance. The Green Fae Sidhe closer resemble their smaller kin like sprites, pixies or slyphs. The colour of their skin and hair are more varied than those of the nobles in their respective courts. In addition, they sometimes sport traits that are more animalistic, so Green Fae can have deer- shaped ears, fox-like tails or hooves.
Ability Score Increase. Your Wisdom score increases by 1.
Flight of the Unfettered. You can use your action to rejoice in your freedom and manifest the energy of the Feywild, causing your eyes to glow a soft green and two diaphanous, insect like wings to sprout from your back, granting you a fly speed is 30 feet. You can make the wings disappear again as a bonus action.
Missing feature “Iron Sensitivity” added.