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Sidhe

Sidhe are beautiful fey creatures native to the Feywilde. They have pointed ears and occasionally animalistic features that enhance rather than detract from their beauty. Sidhe society is deeply rooted in intricate rules and traditions, and they are known for their trickery with words due to an inability to directly lie. Sidhe align with either the Summer or Winter court, or remain neutral as Wildfae. They possess supernatural abilities like glamour magic and an aversion to iron.
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0% found this document useful (0 votes)
302 views2 pages

Sidhe

Sidhe are beautiful fey creatures native to the Feywilde. They have pointed ears and occasionally animalistic features that enhance rather than detract from their beauty. Sidhe society is deeply rooted in intricate rules and traditions, and they are known for their trickery with words due to an inability to directly lie. Sidhe align with either the Summer or Winter court, or remain neutral as Wildfae. They possess supernatural abilities like glamour magic and an aversion to iron.
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Sidhe

Appearance Unearthly Grace. You have proficiency in the Acrobatics


skill.
Native only to the Feywilde, Sidhe are typically beautiful Compulsion. A Sidhe cannot tell a direct lie, however they
beyond any mortal dream, with pointed ears reminiscent of can twist the truth in such a way to mislead and decieve. E.X
elves, and occasionally possess feline or otherwise (questioner: Am I safe here? You: I have no intention of doing
animalistic traits, such as cat-like eyes and pointed teeth. you harm (as the party rogue prepares to stab them in the
Rather than detract from their normal beauty, these features back.))
tend to enhance them. Summer sidhe have hair, eyes, and As such, you have Expertise in the Deception skill, and may
skin that feature warmer tones; while Winter sidhe tend use Deception in place of Persuasion so long as you do not
toward cooler tones, Wildfae tend more to earthy tones. use direct wording.
Thrice I Ask and Done. Should you choose to answer, you
Society must give a direct answer to any question that is asked of you
The Sidhe society is deeply rooted within the rules that three consecutive times by one creature, and are bound to
govern them. They are very tricky with words due to their your word in such case. They must allow you to answer
inability to lie, and the nature of their deals, and love to make before asking again, and the may adjust wording so long as
mischief and toy with mortals. The Summer Sidhe are the question remains the same.
generally viewed as being kind and benevolent due to their Iron Adversion. The touch of iron and iron alloy metals,
association with warmth and growth, but this perception can such a steel, burns you. If you touch these metals with your
be misleading. While Summer does seem warm, they are still bare skin, and when you suffer piercing or slashing damage
dangerous and can be vicious, perhaps doubly so because it from weapons of such metal, you take 1d4 necrotic damage.
can be unexpected. The Winter Sidhe are seen as malevolent This damage causes you to have disadvantage on
and dangerous, giving in to their more predatory nature. They Constitution saves to maintain Concentration on a spell.
are associated with the cold, death, and decay. There are also Your starting metal weapons and armors are made of an
a portion of the Sidhe who are unaligned, known asWildfae. equivalent material, but weapons you find in dungeons and
They are more neutral in nature, though their actions can other encounters count as steel unless otherwise stated.
shift closer to those of the aligned courts. Fey Nature. You have advantage on saving throws against
being Charmed, and magic can’t put you to sleep. You do not
Sidhe Names need to eat, drink, or breath to survive.
Trance. Sidhe don’t need to sleep. Instead, they meditate
Sidhe tend to have names that are rather long and eloquent, deeply, remaining semiconscious, for 4 hours a day. (The
but these are their True Names, which they do not share. Common word for such meditation is “trance.”) While
Their given names are not their True Name, but a name by meditating, you can dream after a fashion; such dreams are
which are known, or a title. Some examples: Male: Ankou, actually mental exercises that have become reflexive through
Cluricaun, Dagda, Fenoderee, Oberron, Talos. Female: Aival, years of practice. After resting in this way, you gain the same
Aine, Cliodhna, Corrigan, Morgana. benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Common and
Sidhe Traits Sylvan.
Your Sidhe character has a number of traits in common with Glamour. You can spend 10 minutes weaving magic to
all other Sidhe. change your appearance. You must appear as a humanoid of
Ability Score Increase. Your Charisma score increases by your size category. The features look and feel real.
2, and your Dexterity score increases by 1. Creatures who can see through illusions see your true
Age. The Sidhe live for eons, never dying of natural means form, and this ability can be dispelled with magic if the caster
or seeming to age. Many have seen great civilizations rise and succeeds on a DC 20 Spellcasting check when casting the
fall in their lifetimes. spell.
Alignment. Sidhe are almost always Lawful due to their
obsession with customs and inabilityto lie, although this
means little to mortals. Their alignment in relation to Good
and Evil tends to come with Court affiliation, but the terms
are relative as even those who are perceived as good are wont
to cause harm out of boredom.
Size. Sidhe range from under 5 to over 7 feet tall with
slender builds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit 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.
Courts
Summer
Ruled by Queen Titania, the Summer Court is associated
with growth and life. Generally perceived as the closest to
"Good" among Sidhe.
Warmth. You gain resistance to fire damage, upgraded to
immunity at 15th level. Additionally your touch can stave off
the harmful effects of cold as a bonus action.
Natural Spellcasting. You know the Firebolt cantrip, and
use Charisma to cast it.
Winter
Ruled by Queen Mab, the Winter Court is associated with
death and darkness. Generally perceived as the most "Evil"
among Sidhe.
Frost. You gain resistance to cold damage, upgraded to
immunity at 15th level. Additionally you are able to freeze (or
harden in lava's case) up to 1 gallon of any liquid as a bonus
action.
Natural Spellcasting. You know the Icebolt cantrip, and
use Charisma to cast it.
Wildfae
Unofficially ruled by the Erlking, king of goblins, the Wildfae
are those that do not serve either main court. Generally
perceived as being Neutral.
Nature. You gain resistance to lightning damage upgraded
to immunity at 15th level. Additionally, you have advantage on
checks to see through illusion.
Natural Spellcasting. You know the Lighting Lash cantrip,
and use Charisma to cast it.
*note- Icebolt (cold) and Lightning Lash (lightning) are
elemental re-flavoring of Firebolt.

Optional Feature (requires DM


approval due to balancing):
Fae Bargain:
The Sidhe are capable of making deals which are
magically binding, refuse to accept gifts as they
leave the Sidhe indebted to the giver, and likewise
enjoy giving gifts to incur favors owed. The extent
of these deals is limited only by the DM's
discretion, and can range from to an answer for an
answer to the knowledge of a skill in exchange for
memories, or another skill.
Breaking a Sidhe deal, or attacking a Sidhe to
which you are indebred, holds the same penalty as
resisting the Geas spell. Additionally, creatures
have disadvantage on attacks against a Sidhe to
which they are indebted, and a Sidhe has advantage
on saves against spells and abilities from an
indebted creature.
A Sidhe always know the location of an indebted
creature, but only while they are on the same plane
of existence. While you have this knowledge, the
target can’t become hidden from you, and if it’s
invisible, it gains no benefit from that condition
against you.

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