In the 5e Campaign I stopped running not long into the Covid-Era one of the players asked to play a pixie rogue. I figured why not, it wouldn’t be hard to homebrew up some rules for it. Since then WOTC has released their fairy race so this could be seen as redundant, but I like it still. It’s weirder than the WOTC fairy and I like weird. This race has more negatives than you usually see in a race due to trying to mimic the feeling of a Tiny character.
The descriptive text for the pixie is sufficient to get the idea of how to play one with a slight addition.
Pixie Adventurers
Not all pixies are content to stay in the forest and play tricks, some seek grander adventurers and to see far away lands. These brave few are looked at as odd among the pixies but still accepted for who they are. These pixies rarely hold to the same pacifistic practices as their more home bound cousins, fighting when required instead of running. Some even have taken to training dogs and other similar sized creatures to serve as mounts, effectively becoming dog mounted cavalry. Unfortunately for these more adventurous pixies, some of their magic fades if they are away from their glades for too long, forcing some to rely even more on violence to remain safe. When these pixies finally return home they are welcomed as heroes and must tell and retell the stories of their adventures many many times until all have heard them. The treasures won on tese adventures often become cherished family heirlooms.
Pixie Names
Pixies go through several names over the course of their long lives. They are given a name by their parents usually based on their appearance or the circumstances of their birth. Pixies choose their own names when they are old enough to have an opinion, a process that can repeat several times over the life of a pixie.
Pixie names have no difference by gender:
Pixie Names:Peaseblossom, Cobweb, Moth, and Mustardseed, Elabigathan,Lilitte, Twig, Willow Pinch, Patch, Gull, Grim, Sib, Tib, Licke and Lull, Hartha, Hyacinth,Raindrop.
Pixie Traits
Ability Score Increase: Increase one ability score by 2, and increase a different one by 1.
Age: Functionally immortal.
Creature Type: Fey
Size: Tiny. As a tiny character the following are true:
- You may occupy a square also occupied by an ally character.
- You can move through the space of any creature that is of a size larger than yours.
- All normal-sized weapons with the Light property lose it when you wield them. All other normal-sized weapons have the Two-Handed property for you and you cannot use any normal-sized weapons that already have the Heavy property. You can get Tiny-sized weapons that you may use with the weapon’s normal stats but do damage of two die types smaller than the normal-sized version, so a Tiny Longsword does 1d4 damage.
- You can move through any opening of 3 inches or more in size.
- Halve your carrying capacity and the amount you can push, drag, or lift.
Speed: 10 feet, Flying 30 feet.
Ageless: Any attack or ability that ages the target has no effect on you.
Darkvision: 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.
Fey Ancestry: You have advantage on saving throws against charm and cannot be affected by magical sleep.
Flying: You can fly while wearing no or light armor and you are not encumbered.
Innate Spellcasting: You know the druidcraft cantrip. When you reach 3rd level, you can cast sleep as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait, but may only target yourself when doing so, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Optional Disadvantage
In my campaign fey are bothered by iron. Touching any iron requires the fey to make a Constitution save DC 15 or call out in pain and drop or pull back from the iron object. If they could not break contact (such as being bound in iron manacles), the fey would suffer 1 necrotic damage each round they stayed in contact. Fey also had vulnerability to weapons made of iron.
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