D&D 5E: Mark of the Wild Hunt - Fey Elf PC

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Sidhe Kin[edit]

The Sidhe Kin are the Elves who never left the Feywild for the mortal realm. Tall and lithe, with exceptional physical senses and intuition, they have an uncanny knack for seeing through illusions and glamours.

Elf002.jpg

Sidhe Kin live in great sprawling communities within the canopies of the living forests of the Feywild and tend to hold themselves aloof from other races, though they will often curry favor with the Sidhe themselves if they can manage it, and most are openly aligned with the Seelie or Unseelie court.

Almost none actively align themselves with the Hunt. But many hold their alignment in hopes of later finding a more advantageous entrance to one court or the other.

Ability Score Increase: As a racial trend, Sidhe Kin are typically known for their dexterity and intelligence. but player characters may prove exceptions to the rule. Increase any one ability score of your choice by two points and another by one point. Alternatively, increase three ability scores by one point each.

Size: Sidhe Kin stand between five and a half and six and a half feet tall and have slender builds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: 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 cannot discern color in darkness, only shades of grey.

Keen Senses: You are proficient in Perception and Investigation. You have advantage on Investigation checks to see through illusion and glamours.

Fey Blooded: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Communion: Sidhe Kin do not sleep. Instead their consciousness mingles with the wilds around them in a peripheral sort of way throughout the day, with deeper periods of communion when they rest. Entering this deeper state of communion for four hours grants the same benefit as 8 hours of sleep.

Languages: Common, Elven, Sidhe


Player's Choice: Additionally, choose two of the following four racial features:

Sidhe Weapon Training: You may select one weapon you are proficient with that does not have the Two Handed or Heavy property and treat it as a finesse weapon.

Glamor: You are able to cast the Disguise Self spell. Choose Intelligence, Wisdom or Charisma as your spellcasting ability for this feature. This choice cannot be changed. Total level determines the DC of the spell. You can use this ability again after a short or long rest.

Gloaming Step: You can cast Misty Step once per short rest.

Sidhe Magic: You know two cantrips of your choice from any list. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for this feature. This choice cannot be changed.

Halfkin[edit]

The offspring of Sidhe Kin and Humans are known as Halfkin. In appearance, Halfkin most often resemble their Sidhe Kin parent, but may have some human features. Halfkin do not have access to the Player's Choice racial features [though the DM may allow features from that section to be purchased individually by Halfkin characters as Racial Feats].