- Physical Description
- Racial Traits
- Class Skills
- Class Features
Despite looking exactly like humans, fairies are powerful magical beings of the Fey order. With a strong tie with the land and ancient magical forces, they are capable of weaving potent spells and command elemental and occult powers. Their human-like appearance has made many of them act as diplomats and envoys between the Fair Folk and their allies, and the prodigies brought by these creatures are probably what spawned the idea of a fairy godmother.
While fairies lack the pointy ears that are the trademark of the Fey, a trained observer can manage to tell a fairy apart from a human: fairies tend to have a slender build and have a sort of ethereal air to themselves. Their eyes and hair sometimes seem to glow with an inner light, and magical sparks can be seen around them when they lose their temper. Depending on the situation, fairies may want to disguise themselves as mere humans or to accentuate their magical nature, and usually achieve either effect with their choice of garments. Fairies don’t naturally have wings, though many of the most powerful ones may have magical wings on their backs as a symbol of their standing among the Fair Folk. Fairies are predominantly female, with male fairies being rather rare, and they can breed with humans though the resulting offspring rarely has the magical powers of a fairy and is human instead. Despite this, humans and fairies seldom live together, and the offspring of a mixed couple usually grows with only one of their parents, usually the fairy if they hold Fey magic within themselves, or their human parent otherwise.
- Hit Die: a fairy uses a d8 as Hit Die at every fairy HD he or she gains.
- Ability Score Modifiers: a fairy’s strength lies all in her magic, leaving her less developed physically. They gain –2 Strength, +2 Wisdom, and +2 Charisma.
- Size: fairies are Medium creatures and have no bonuses or penalties coming from their size.
- Type: fairies are fey.
- Base Speed: fairies have a base land speed of 30 feet.
- Languages: fairies begin play speaking Common and Sylvan. Fairies with high Intelligence scores can choose any language they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
- Terrain: forest.
- Save DCs: Wisdom-based.
- Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
- Bond to the Land: fairies gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger‘s list of favored terrains. This choice is made at character creation, and cannot be changed.
- Fey Immunities: fairies are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
- Illusion Resistance: fairies gain a +2 racial bonus on saving throws against illusion spells or effects.
- Emissary: once per day, fairies can roll twice when making a Bluff or Diplomacy check and take the better roll.
- Focused Study: at 1st, 8th, and 16th level, fairies gain Skill Focus in a skill of their choice as a bonus feat.
- Integrated: fairies gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
- Dreamspeaker: Fairies gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, fairies with Charisma of 15 or higher also gain the following spell-like ability (the caster level is equal to the fairy’s level):
- 1/day – dream.
- Enclave Protector: Fairies add +1 to the caster level of any abjuration spell they cast. Fairies also gain the following spell-like abilities (the caster level is equal to the fairy’s level):
- Soul Seer: fairies gain the following spell-like ability:
- Constant – deathwatch.
- Weather Savvy: fairies are so in tune with nature around them they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in the area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
- Low-Light Vision: fairies can see twice as far as humans in conditions of dim light.
A fairy’s class skills are: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4+ Int Modifier
|Level||Hit Die||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||1||+0||+0||+0||+2||[Feat], Familiar, orisons, wild empathy||3||1||—||—||—||—||—||—||—||—|
|2nd||2||+1||+0||+0||+3||Nature sense, fairy lore||4||2||—||—||—||—||—||—||—||—|
|3rd||3||+1||+1||+1||+3||[Feat], Woodland stride||4||2||1||—||—||—||—||—||—||—|
|4th||4||+2||+1||+1||+4||[Ability Score Increase], Aura of purity||4||3||2||—||—||—||—||—||—||—|
|5th||5||+2||+1||+1||+4||[Feat], Fairy lore||4||3||2||1||—||—||—||—||—||—|
|6th||6||+3||+2||+2||+5||Resist nature’s lure||4||3||3||2||—||—||—||—||—||—|
|8th||8||+4||+2||+2||+6||[Ability Score Increase], Aura of resistance, fairy lore||4||4||3||3||2||—||—||—||—||—|
|9th||9||+4||+3||+3||+6||[Feat], Venom immunity||4||4||4||3||2||1||—||—||—||—|
|11th||11||+5||+3||+3||+7||[Feat], Fairy lore||4||4||4||4||3||2||1||—||—||—|
|12th||12||+6/+1||+4||+4||+8||[Ability Score Increase], A thousand faces||4||4||4||4||3||3||2||—||—||—|
|14th||14||+7/+2||+4||+4||+9||Aura of vitality, fairy lore||4||4||4||4||4||3||3||2||—||—|
|16th||16||+8/+3||+5||+5||+10||[Ability Score Increase]||4||4||4||4||4||4||3||3||2||—|
|17th||17||+8/+3||+5||+5||+10||[Feat], Fairy lore||4||4||4||4||4||4||4||3||2||1|
|19th||19||+9/+4||+6||+6||+11||[Feat], Aura of protection||4||4||4||4||4||4||4||4||3||3|
|20th||20||+10/+5||+6||+6||+12||[Ability Score Increase], Fairy power||4||4||4||4||4||4||4||4||4||4|
All of the following are class features of the fairy.
Weapon and Armor Proficiencies
Fairies are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Fairies are proficient with light and medium armor but are prohibited from wearing metal armor; thus they may wear only padded, leather, or hide armor. A fairy may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Fairies are proficient with shields (except tower shields), but must use only wooden ones.
A fairy who wears prohibited armor or uses a prohibited shield is unable to cast fairy spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
A fairy casts divine spells which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. A fairy must choose and prepare her spells in advance.
To prepare or cast a spell, the fairy must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fairy’s spell is 10 + the spell level + the fairy’s Wisdom modifier.
Like other spellcasters, a fairy can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on TABLE: Fairy Spells per Day. In addition, she receives bonus spells per day if her Wisdom modifier is high enough.
A fairy must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A fairy may prepare and cast any spell on the druid spell list, provided she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
At 1st level, a fairy forms a close bond with a familiar, a creature that enhances her skills and senses and can help her with magic. This functions like the wizard‘s arcane bond class feature option. [Wizard – Arcane Bond]
Fairies can prepare a number of orisons, or 0-level spells, each day, as noted on TABLE: Fairy Spells per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
A fairy can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The fairy rolls 1d20 and adds her fairy level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the fairy and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A fairy can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. [Druid – Wild Empathy]
At 2nd level, and every 3 levels thereafter, a fairy can learn a piece of ancient lore to help her on her quests. Every time a fairy gains this ability, she can choose one of the following benefits. Unless specified otherwise, each fairy lore can be gained only once:
Coven Adept: This ability allows the fairy to count as if having any teamwork feat possessed by her allies for the purposes of determining the feat’s bonuses on her allies. She cannot benefit of those bonuses unless she actually has the specific feat.
Healing Gift: Whenever a fairy casts a spell of the healing subschool that heals hit points, the target/s are healed by an additional number of hit points equal to half the fairy’s caster level (minimum 1) + her Wisdom bonus.
Resiliency: This ability grants a fairy the supernatural toughness typical of other fey. She gains 1 point of damage reduction which is overcome only by cold iron. This damage reduction increases by 1 point for every 5 levels the fairy has.
Secret Ritual: This ability allows a fairy to obtain a hex ability like a witch. If she takes it at 10th level or higher, and while already knowing at least one hex, she can choose a major hex instead. If she selects this at 17th level or higher, and while already knowing at least one major hex, she can choose a grand hex instead. Count fairy levels as witch levels for the purpose of determining the power of the fairy’s hexes. This lore can be selected more than once.
Wand Holder: The fairy gains a bonus equal to half her level to Use Magic Device checks made with wands, and can consume a prepared spell of level equal to the wand’s spell instead of spending a charge from the wand when casting spells from a wand.
Wand Master: Whenever the fairy uses her own magical energy to activate a wand through wand holder, she can use her Wisdom modifier and her caster level to determine the save DC and effects of the spell instead of those of the original spellcaster. Furthermore, the fairy gains Craft Wand as a bonus feat. The fairy must know wand holder before selecting this lore.
Wand of Wonders: Three times per day, when the fairy casts a spell from a wand, she can use a swift action to add the effects of any one metamagic feat she knows to the spell. The fairy must know wand master or wand secret before selecting this lore.
Wand Secret: A number of times per day equal to her Wisdom modifier, a fairy can consume a charge from a wand to cast a spell she has prepared without consuming it. In order to do so, the fairy must have the wand in hand when she casts a spell of the same level as the wand’s spell. If the spell the fairy casts in this way is the same spell that the wand can cast, then the effects of the spell are maximized (as though modified by the Maximize Spell feat). The fairy must know wand holder before selecting this lore.
Starting at 3rd level, a fairy may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. [Druid – Woodland Stride]
Starting from 4th level, the healing herbs and incenses a fairy carries around grant her and all creatures within 10 feet from her a +4 alchemical bonus to saving throws against diseases. This is a continuous effect which cannot be suppressed or dispelled.
Starting at 6th level, a fairy gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. [Druid – Resist Nature’s Lure]
Starting from 8th level, the fairy and all allied creatures within 10 feet from her gain a +4 sacred (or profane for evil fairies) bonus to all saving throws against curses, hexes, and similar effects.
Starting from 14th level, the fairy and all allies within 10 feet from her gain a +2 sacred (or profane for evil fairies) bonus to saving throws made against necromancy spells, negative energy effects and saves to remove negative levels.
Starting from 19th level, the fairy and all allied creatures within 10 feet gain a +2 sacred (or profane for evil fairies) bonus to armor class and to saving throws against spells.
A fully accomplished fairy gains the power to increase the efficacy of her auras for a limited time. As a move action, she can choose one of her auras and double the bonuses for the following 5 rounds. In addition, three times per day, she can also add further benefits to the empowered aura by using a free action during the duration of fairy power.
Aura of Resistance: The fairy and her allies gain immunity to one energy type chosen by the fairy.
Aura of Protection: The fairy and her allies gain spell resistance 30.
Furthermore, the fairy learns two fairy lores of her choice.
Of Stranger Bonds, © 2019, Alessandro Passera