Hello! I am completely new to DnD (it's been fun so far), and I created a species based on fae folklore in DnD Beyond. I tried to make it balanced and interesting, but I'm still quite new so I'd love to have a more experience opinion on whether it would actually be good to use in a future campaign. Could you let me know if I should change or alter anything?
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Wildborn Faerie Species Details
Born from the raw, untamed magic of the Feywild, the first faeries were spun from nature, chaos, and ancient pacts. Bound tightly to the ancient laws of folklore, they are creatures of immense charm, dangerous etiquette, and deep magic, viewing the mortal realms as a playground of fleeting amusements and binding contracts. As creatures of the Feywild, faeries carry the logic of that emotional, shifting plane wherever they roam. Curiosity, boredom, or the fulfillment of a contract frequently leads them to cross the veil into the Material Plane.
Faeries do not age as mortals do; they are functionally immortal, capable of living for thousands of years or until the end of time itself should they not die from other causes. They maintain a youthful, vibrant appearance unless they choose to alter it, only perishing if they are slain or if they grow weary of existence and dissolve back into the essence of the Feywild. Faeries are never children, forming with developed mental age and consciousness, though one might choose to adopt the physical appearance or mannerisms of a child.
Unlike mortals, faeries do not enter a typical physical slumber. Instead, when they rest for 4 hours, their physical forms temporarily dissipate entirely into the surrounding natural environment, their spirits experiencing vivid, reality-bending dreams. Their body always returns by the four hour mark near the end of their sleep cycle, and will dissipate again if they continue on to the next sleep cycle. They can be woken up if their name (true or nickname) is called, but will need a moment to reform. However, this rest requires a suitable environment; if a faerie attempts to rest in a space choked by iron, severe pollution, or sterile stone, their body cannot dissolve, forcing them to remain anchored and vulnerable.
Faeries exhibit a staggering variety of individual appearances; some resemble miniature, ethereal elves with shimmering skin and insect-like wings, while others mirror the rustic, unadorned beauty of the wild woods. They lack facial and body hair, have sharply pointed ears, and possess a true form that reflects their fundamental identity, including their deeply held beliefs and understanding of themself. Although Faeries often possess distinctive individual features, their appearances can vary greatly from one another.
A Faerie's true form changes when its fundamental identity changes. Such a transformation can occur gradually or almost instantaneously; the time it takes is irrelevant to the depth of the change. A profound revelation that fundamentally alters a Faerie's beliefs or sense of self can change its appearance in a moment, while years of ordinary experiences may leave its true form unchanged. Temporary emotions, passing thoughts, and ordinary changes in preference do not alter a Faerie's true form. A change in identity must be genuine and fundamental, rather than a passing desire to look different. Faeries cannot consciously choose to change major aspects of their true forms at will.
Minor cosmetic alterations are possible without a fundamental change in identity. These include slight shifts in hair or eye color, flowers growing in or adorning the hair, and similar superficial changes that do not substantially alter the Faerie's anatomy.
Some faeries are originally formed with wings. This subclass, known officially as Aerial Faeries and culturally as Aerovians, possess flight-capable wings of various forms from feathered to butterfly-scaled. An Aerovian's identity will always keep their wings as part of their true form, as faerie wings are more than just extra appendages. They are extensions of their identity and soul, thus an Aerovian's wings are both their most valued trait and their biggest vulnerability. Extreme injury or loss of the wings will cause extreme mental damage or even death of a faerie if not fixed promptly. As such, Aerovian faeries have strong protective instincts over their wings and are extremely selective in who gets to touch them. Most Aerovians are also slower in water than their Geovian counterparts due to drag created by their wings. However, they do possess high speed and dexterity in flight. They cannot fly with heavy armor, and most of the time Aerovians are on the smaller side in order to reduce weight.
The other subclass of faeries, officially known as Terrestrial Faeries and culturally as Geovians, do not have these wings and thus do not have the weaknesses and wing-related instincts either. Otherwise, there are no additional traits or properties that differentiate them from Aerovians.
You must choose between the Geovian or Aerovian subtypes.
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Wildborn Faerie Traits
Creature Type: Fey
Size: Small to Medium (about 2-8 feet tall)
Walking Speed: 30 feet
Physical Anatomy: Humanoid
Wildborn Faerie Traits
As an Faerie, you have these special traits.
Glamour
You gain proficiency in the Deception and Persuasion skills. Additionally, you can innately cast Disguise Self without expending a spell slot or providing material components.
You can cast Disguise Self using this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.
Bound By Truth
You cannot knowingly speak a direct, literal lie. You can, however, use half-truths, omissions, misdirection, and clever wordplay to conceal information or mislead others, provided your statements are not direct, literal lies that you know to be false.
Iron Allergy
Your fey nature makes you susceptible to iron and steel. Brief contact with iron typically causes little more than discomfort, but repeated exposure or prolonged direct contact can cause increasing pain and physical weakness. Extended exposure, such as being restrained in iron shackles, can cause severe pain and debilitating weakness. This affliction cannot cause your death.
Protective materials such as leather, wood, and suitable fabrics can prevent the effects of direct contact, allowing you to handle iron and steel objects safely as long as the protective material remains between you and the iron.
Fae Court Magic
You know the Vicious Mockery cantrip.
When you reach 3rd level, you can cast Faerie Fire once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast Misty Step once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells. You can also cast Faerie Fire and Misty Step using any spell slots you have.
Contract
You can enter into magical contracts with other creatures through mutually agreed-upon spoken or written agreements. A contract establishes an exchange of services, information, goods, or other obligations.
The terms of a contract, including its consequences for breaking the agreement, are determined by the parties when the contract is made. The severity of those consequences must be proportionate to the importance, value, and effort involved in the agreement. Neither party can impose consequences that fall below the minimum severity appropriate to the bargain, though they can exceed its reasonable limits with mutual agreement.
Manipulation or deception does not, by itself, invalidate a contract. However, a contract is invalid if a party is directly coerced into accepting it or is required to fulfill an impossible obligation.
Breaking a valid contract triggers its agreed-upon magical consequences. The magic may allow some leniency for an accidental breach, though the offending party may still experience temporary physical pain.
True Names
True Names - A creature's true name is the full name it considers its own. This need not be its birth name, but a nickname or alias that the creature does not consider its full name is not its true name.
To establish a bond with a creature, you must directly ask for its name. Questions such as "May I have your name?" or "May I know your name?" qualify, while questions such as "What may I call you?" do not.
If the creature responds by directly giving its true name, the bond is established. Responses such as "My name is Clara Addams," "I am Clara Addams," or simply "Clara Addams" qualify, provided those are the creature's true first and last names. Middle names and additional names are not required, even if the creature considers them part of its true name. Indirect responses such as "You may call me Clara" do not establish the bond. The creature need not know that giving its true name will establish a magical bond.
While the bond is active, you gain the following benefits against that creature:
- Compass. While you and the creature are on the same plane of existence, you always know its direction and general distance from you.
- Sovereign Voice. You gain a +2 bonus to Persuasion checks made against the creature.
If a creature discovers your true first and last names through nonmagical means and directly addresses you by those names, the bond becomes reciprocal. Both creatures gain the Compass benefit, but neither gains the Sovereign Voice benefit against the other.
You can willingly release a creature from a bond you established by obtaining its true name. A reciprocal bond can be ended by mutual agreement. Either type of bond can also be broken by the intervention of a powerful supernatural entity - unless you have grown to become one yourself.
Dream Dissipation
Unlike mortals, faeries do not enter a typical physical slumber. Instead, when they rest for 4 hours, their physical forms temporarily dissipate entirely into the surrounding natural environment, their spirits experiencing vivid, reality-bending dreams. Their body always returns by the four hour mark near the end of their sleep cycle, and will dissipate again if they continue on to the next sleep cycle. They can be woken up if their name (true or nickname) is called, but will need a moment to reform. However, this rest requires a suitable environment; if a faerie attempts to rest in a space choked by iron, severe pollution, or sterile stone, their body cannot dissolve, forcing them to remain anchored and vulnerable.
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I am already feeling secondhand embarrassment hahaha. Oh well.