TEXT: EN World EN5IDER | The Fey Kindred
  EN World EN5IDER | The Fey Kindred
   
  writing Brandes Stoddard
   color art Ellis Goodson
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  Fey Kindred
  I
  n addItIon to the many 
  kinds of elves and 
   gnomes commonly 
  known in the Material Plane, 
  there are elves and gnomes 
  who have grown inextricably 
  attached to the Courts of the 
  Feywild, through one of many 
  different means. Perhaps they 
  have lost all memory of how 
  they or their ancestors joined 
  the Courts, and conclude 
  that the fey kindred of elves 
  and gnomes are the original 
  kinds, of which other races 
  are offshoots. Perhaps they 
  were once like their kindred 
  from the Material Plane, but 
  have been changed by the 
  immeasurable time they have 
  spent among the Archfey.
  The
  
  The Fey Kindred | EN World EN5IDER
  The Fey Kindred | EN World EN5IDER
   It is possible, though rare, for one of the Seelie 
  or Unseelie to change their nature, usually 
  through interactions with those they regard as 
  petty mortals. In those circumstances, they might 
  change Courts, such as when an Unseelie elf 
  comes to reject the bitterness and vengeful nature 
  of her Court and embraces love, valor, and beauty. 
  The character’s subrace features change from one 
  Court to the other in an instant. Former allies 
  become bitter foes, and former enemies become 
  new rivals.
   In other cases, the fey kindred might be forever 
  banished from the Feywild, to live among their 
  long-lived but mortal kind. At the moment 
  of banishment, they lose all of their subrace 
  features, but do not gain new ones in their place 
  immediately. Only once they have lived among 
  one of the other subraces of their people for a time 
  or completed a quest to magically transform do 
  they begin to take on the traits of that subrace.
   These four subraces carry dangerous 
  prohibitions along with their beneficial features. 
  These reflect some of the vulnerabilities of the fey 
  in folklore. In most campaigns, such prohibitions 
  would not often be invoked, so it would not 
  significantly unbalance the subraces to remove 
  the prohibitions entirely.
  Seelie Elves
  The Seelie elves exemplify the courtly grace for 
  which all elves are famed. Trained by the treachery 
  of the two Courts and gifted in subtle magic, they 
  discern details of their rivals’ capabilities. Cold 
  iron is a deadly poison to Seelie elves, much like it 
  is to their Unseelie counterparts, though this does 
  not stop them from taking up blades of cold iron 
  with leather-wrapped hilts when their Unseelie 
  foes come calling.
   A Seelie elf looks like an elf of the Material 
  Plane (of any subrace), but with skin that 
  glimmers in the moonlight. Most would describe 
  the Seelie as “like other elves, but more so.” It is 
  their devotion to the Seelie Queen and the virtues 
  she espouses—love, valor, and beauty—that 
  separates them from the Unseelie. But apart 
  from analyzing their motivations, in general, it is 
  only possible to distinguish a Seelie elf from an 
  Unseelie elf if they wish it so.
   Ability Score Increase. Your Wisdom score 
  increases by 1.
   Courtly Graces. If you spend at least 1 minute 
  observing or interacting with another creature, 
  you can glean information about its nature and 
  capabilities relative to your own. The DM tells 
  you if the creature is your equal, superior, or 
  inferior in regard to two of these characteristics:
   
  ▶ Intelligence score
   
  ▶ Wisdom score
   
  ▶ Wisdom (Insight) bonus
   
  ▶ Charisma score
   
  ▶ Charisma (Deception) bonus
   
  ▶ Charisma (Persuasion) bonus
   
  ▶ Social status
   
  ▶ Total class levels (if any)
   Languages. You can speak, read, and write 
  Sylvan.
   Prohibition. When cold iron touches your bare 
  skin, you take 1d4 necrotic damage per round of 
  contact. When you take damage from a weapon 
  made of cold iron, you take an additional 1d4 
  necrotic damage.
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
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  EN World EN5IDER | The Fey Kindred
  EN World EN5IDER | The Fey Kindred
  Seelie Gnomes
  Seelie gnomes are among the most purely 
  goodly of all the fey, as they work in secret to 
  aid desperate people and ask almost nothing 
  in return. The most famous Seelie gnomes are 
  those who live hidden in human houses or 
  shops, notably shoe-makers’ shops. Names like 
  “brownie” and “domovoi” are mere cultural 
  variations for this subrace of gnome. Their nature 
  compels them to kindness, as they are stripped 
  of their gifts when they receive payment for their 
  labor instead of a generous gift. Indeed, a crass 
  offer for payment can anger a Seelie gnome and 
  trigger transformation into an Unseelie gnome.
   A Seelie gnome has longer pointed ears 
  than other subraces of gnomes; otherwise they 
  resemble their mortal kin. The trait that makes 
  them Seelie is their industrious aid, given freely. 
  Most take no interest in the dealings of the Courts 
  or the Queens.
   Ability Score Increase. Your Dexterity score 
  increases by 1.
   Gift of Making. You gain proficiency with one 
  type of artisan’s tools.
   Gift of Mending. You know the mending 
  cantrip. Intelligence is your spellcasting ability 
  for it. An object you repair with this gift becomes 
  twice as hard to break or wear out as a normal 
  object of its kind.
   Hidden Folk. Starting at 3rd level, when 
  you roll initiative and are not surprised, you 
  may become invisible as a reaction. You remain 
  invisible for 1 minute, or until you cast a spell 
  other than mending, make an attack, or use the 
  Dash or Help actions. You can’t use this feature 
  again until you complete a long rest.
   Languages. You can speak, read, and write 
  Sylvan.
   Prohibition. When you receive payment for 
  anything you make or mend, you lose your Gift 
  of Making and Gift of Mending features for one 
  month. Receiving a gift thanking you for what 
  you have made or mended does not trigger this 
  prohibition. The difference between payment and 
  a gift is at the discretion of the giver.
  Unseelie Elves
  The Unseelie elves raise treachery and 
  vindictiveness to art forms. They are not 
  intrinsically evil any more than the Seelie are 
  intrinsically good; like all fey, their conceptions 
  of morality are personal and largely alien to 
  mortals. From their own perspective, they have 
  surpassed the often misleading and self-serving 
  concepts of an absolute morality, and do not 
  worry about rationalizing their actions as others 
  do. If something feels appealing, they do it; if 
  something hurts them, they stop it from doing so 
  ever again.
   Objects made of cold iron, especially weapons, 
  are toxic to Unseelie elves, and thus are favored 
  murder weapons when it comes time to purge 
  the Court of one’s rivals, or go to war against the 
  Seelie Court.
   An Unseelie elf could look like any of the 
  elven subraces of the Material Plane, but their 
  skin glimmers in the moonlight. Their features 
  are sharp and disposed toward expressing their 
  disdain, though many of them possess charm 
  and grace equal to their Seelie counterparts. 
  Their terror and admiration of the Unseelie 
  Queen—the Queen of Air and Darkness—drive 
  them to avenge every slight against their honor or 
  their queen’s, and that is ultimately what makes 
  them Unseelie. Most Unseelie elves can make 
  themselves indistinguishable from Seelie elves.
   Ability Score Increase. Your Intelligence score 
  increases by 1.
   Harbinger of Death. You can cast the hunter’s 
  mark spell, as if cast with a spell slot equal to 
  half your character level (maximum 5th). Once 
  you do so, you may not use this feature again 
  until you complete a long rest. Charisma is your 
  spellcasting ability for this spell.
   Languages. You can speak, read, and write 
  Sylvan.
   Prohibition. When cold iron touches your bare 
  skin, you take 1d4 necrotic damage per round of 
  contact. When you take damage from a weapon 
  made of cold iron, you take an additional 1d4 
  necrotic damage.
  
  The Fey Kindred | EN World EN5IDER
  The Fey Kindred | EN World EN5IDER
  Unseelie Gnomes
  Driven by an overdeveloped sense of mischief, 
  Unseelie gnomes bring chaos and property 
  damage into the lives of those around them. In 
  some lands, they are called names like boggart 
  and gremlin, but they are all simply Unseelie 
  gnomes. They are petty and vindictive, and 
  have a poor sense of proportional response. 
  What they can do, they reason that they should 
  do. Only those who have shown kindness 
  and consideration by invoking ancient laws of 
  hospitality avoid this. Even the most depraved 
  Unseelie gnome does not raise a hand against 
  one who has offered food and drink, unless they 
  proceed to break that bond of hospitality by 
  attacking the gnome.
   Unseelie gnomes have ears that are longer and 
  more finely pointed than those of other gnomes, 
  though they are otherwise indistinguishable 
  from their mortal kin. The thing that makes 
  them Unseelie is their casual malice, though 
  even they have friends that they exempt from 
  their pranks—a prankster with no friends 
  is in grave danger. Sometimes they receive 
  sufficiently generous gifts of food, drink, and 
  other considerations that they let go of their 
  destructiveness and become Seelie.
   Consider carefully how you will play out an 
  Unseelie gnome’s destructive tendencies. Work on 
  directing your character’s mischievous tendencies 
  against common enemies, especially those who 
  have clearly deserved some chaos in their lives. 
  Needling your friends may be fun, but alienating 
  your allies is disastrous.
   Ability Score Increase. Your Strength score 
  increases by 1.
   Gift of Haunting. You know the mage hand 
  cantrip. Intelligence is your spellcasting ability for 
  it. When you cast mage hand, the spectral hand is 
  invisible. It may lift a number of pounds equal to 
  10 or your Strength score, whichever is greater. 
   Gift of Ruin. Starting at 3rd level, when a 
  creature within 30 feet of you activates a magic 
  item, you may spend a reaction to force the 
  creature to roll an Intelligence saving throw. 
  The DC is 8 + your Intelligence modifier + your 
  proficiency bonus. On a failure, the item’s magic 
  is negated, but not expended. The wielder may 
  not attempt to activate it again for 1 minute. You 
  must complete a long rest before you use this 
  feature again.
   Languages. You can speak, read, and write 
  Sylvan.
   Prohibition. When you make an attack or cast 
  a damaging spell against any creature that has 
  offered you food or drink, you lose your Gift 
  of Haunting and Gift of Ruin features for one 
  month. This prohibition is lifted if the creature has 
  made an attack against you or forced you to roll a 
  saving throw.
  
  EN World EN5IDER | The Fey Kindred
  EN World EN5IDER | The Fey Kindred
  New Feats
  These feats are intended for Seelie and Unseelie 
  elves and gnomes, but other characters might earn 
  knowledge and power from the Courts in their 
  adventures. For those characters, selecting these 
  feat might carry additional complications, such as 
  accepting a fey prohibition along the lines of the 
  ones described above.
  Fey-Court Noble
  You have been transformed by your time in the 
  Courts of the fey, gaining the following benefits:
   
  ▶ Increase your Charisma score by 1, to a 
  maximum of 20.
   
  ▶ If you are part of the 
  Seelie Court, you may 
  cast enthrall and sanctuary 
  once each. You regain the 
  ability to cast these spells 
  when you complete a long 
  rest. Charisma is your 
  spellcasting ability for these 
  spells.
   
  ▶ If you are part of the 
  Unseelie Court, you may 
  cast enthrall and bane 
  once each. You regain the 
  ability to cast these spells 
  when you complete a 
  long rest. Charisma is 
  your spellcasting ability for these spells. You 
  cast bane as if using a 1st-level spell slot.
  Fey Talent
  You have inherited or awakened the magic of the 
  fey within yourself. You can cast unseen servant 
  without expending a spell slot. Further, you can 
  cast misty step once. You regain the ability to cast 
  misty step when you complete a long rest.
  Playing Heroic Unseelie
  The Unseelie generally do not align with heroic 
  virtues, and unlike other races with tarnished 
  histories, they are not looking for redemption; 
  those who seek redemption typically become 
  Seelie. With these characters, it is particularly 
  important to talk to the other players at the table 
  to make sure that your character shares goals with 
  theirs, so that you have reasons to stay together as 
  a team.
   Here are some possible motivations for heroic 
  Unseelie:
   
  ▶ The destruction of a different 
  Unseelie fey, particularly an 
  Archfey
   
  ▶ Pure profit—make sure you 
  have a clear contract of who 
  gets what share of the haul
   
  ▶ Preventing an existential 
  threat to mortals and Unseelie 
  fey alike
   
  ▶ A doomed romance with a 
  more ethical character – all 
  the better if the Queens 
  of the Courts oppose your 
  relationship
   
  ▶ Fulfilling a contract with 
  another party member, or 
  between a party member and 
  an Archfey
  Again, it’s important to remember that no 
  character choice, no matter how interesting, gives 
  one player permission to ruin the game for others. 
  Discuss your Unseelie character with the GM and 
  the rest of the players before your first session as 
  the character. E
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 095 - Fey Kindred.pdf