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Crafting Magic Items

Crafting Magic Items

For those who have reached the height of mundane crafting there is the intricate practice of creating magical items. This can be done during downtime, like crafting mundane items, but is often a more finicky process. Magic items can be as unique as their crafters, ranging from potions to armor sets, and a particular magic item can look different every time someone new crafts it. Unlike crafting mundane items, crafting magic items is rather hit or miss. Crafting a magic item is either successful or it is not.

Player Level. Common magic items are called such for a reason—just about anyone can create them. As the rarity of an item increases however, so does the level of skill required. The Minimum Player Level table shows what level a character must reach before being able to craft magic items of a certain rarity. Unless their statistics state otherwise, an NPC is only able to craft magic items if they have spellcasting levels.

Base Materials. To craft a magic item a character must first acquire base materials equal to half the magic item’s cost; this includes special metals, wood, leather, and other substances which make the basic item, plus a mixture of common alchemical reagents, arcane components, or divine ingredients. These materials can be purchased easily as long as the character has the requisite funds and usually do not need to be accounted for individually.

Special Components. For most magic items, specific additional components are also needed that may not be available for purchase. PCs may need to undertake adventures in order to acquire these components. See the description of the desired magic item to learn what, if any, special items are needed. Special components include exotic items (such as a mirror that a basilisk has seen its reflection in), or creature parts (such as dragon scales). Creature parts can be easily collected from a defeated monster with no special ability checks required; this takes one hour and gives one dose plus one dose per size category of the creature above Medium. Collecting creature parts from any unwilling sentient humanoid is considered an evil act.

Special components generally can’t be bought or sold (the market for them is just too niche), but Narrators may decide that instead of questing for the special components to create a magic item that they can be purchased for 25% of the magic item’s cost.

Item Quality. Common magic items can be made from items of any quality, but uncommon magic items require an item of fine quality, and rare or greater magic items require an item of masterwork quality (see the Craft downtime activity on page 426 in Chapter 7: Adventuring in the Adventurer's Guide). Costs for an item’s quality are included in a magic item’s base cost.

Time Required. The time required to craft a magic item depends on its rarity, as shown on the Magic Item Crafting Time table. To craft a magic item, a character must make multiple ability checks due to the difficult nature of magic item crafting: an initial check and a final check.

Initial Check. At the beginning of the required time, the character makes an ability check against the DC for an item of that rarity. On a success, they can continue crafting the item as normal. On a failure, they have to start over. On a failure by 5 or more, crafting can continue but the final check’s DC increases by 2. Failing this check by 10 or more consumes half the required materials and is considered a failed attempt; however you gain one expertise die that you can use the next time you attempt to craft the same item, as long as it has been no longer than a month.

Final Check. At the end of the required crafting time, the character makes another ability check to complete their magic item against the DC for an item of that rarity. On a success, all the materials are consumed and they make the desired magic time. On a failure, the process consumes half of the required materials and the crafting fails. On a failure by 10 or more, all the materials are consumed and the crafting fails.

Ability Checks. Different types of items, and different rarities, require different ability checks to successfully craft. The Magic Item Crafting Abilities table shows what ability checks are required to craft items of that type. Some magic items may fit in multiple categories, such as an amulet crafted from wood or suits of armor that also allow a character to cast spells. In these cases, which type the item falls under is determined by the Narrator.

Tool Requirements. Crafting anything requires the right tools for the job—this is especially important when crafting magical items. Each type of magic item and the tools associated with those types are detailed on the General Magic Item Crafting table. A character does not require proficiency with the tools needed to make a magic item, only access to those tools.

At the Narrator’s discretion, enough time spent crafting a specific type of magic item may grant a character proficiency with the required tools. This should only be done after a character has successfully crafted multiple magic items, or after they have created an item of very rare rarity or higher.

Table: Crafting and Minimum Player Level
Rarity Minimum Player Level
Common -
Uncommon 3rd level
Rare 5th level
Very Rare 10th level
Legendary 15th level
Artifact 20th level

Campaigns and Crafting

The crafting times listed here are suitable for most groups, but when playing a game that spans years within the campaign setting the Narrator may choose to double, triple, or even quadruple them to match the pacing of the adventures.Alternatively in a campaign that only spans a few seasons within the setting, they may instead be halved. The time needed to craft an item is always at the discretion of the Narrator.

Table: Magic Item Crafting Time and DCs
Rarity Time to Craft DC
Common 1 week 13
Uncommon 3 weeks 15
Rare 8 weeks 17
Very Rare 24 weeks 20
Legendary 25 + 4d8 weeks 25
Artifact Uncraftable, except at the Narrator's discretion. -
Table: General Magic Item Crafting
Type Required Tools Types of Magic Items Item Examples Ability Checks
Alchemical Alchemist's supplies Potions, powders, preserved items

Explorer's chalk, gallow hand

1: Intelligence

2: Wisdom

Woodcraft Woodcarver's tools or carpenter's tools Wooden weapons and trinkets

Message whistle , wood woad amulet

1: Dexterity

2: Dexterity

Smithing Smith's tools Metal armor, weapons, and trinkets

cage of folly , flask of inebriation

1: Intelligence

2: Strength

Apparel Leatherworker's tools or weaver's tools Clothing, leather armor, and some accessories

midnight pearls , tailored suit of armor

1: Wisdom

2: Dexterity

Stone and Gemcraft Jeweler's tools or mason's tools Statues, jewelry, and other trinkets made of stone, crystals, or precious gems jade tiger , maternal cameo

1: Strength

2: Dexterity

Spellcraft Narrator's Discretion Any magic item that replicates the effects of a spell

Skull liqueur , Zlick's message cushion

1: Wisdom

2: Spellcasting ability or Charisma

Cookery Cook's utensils Any edible or drinkable item, that isn't a potion

Bag of cheese , luminescent gum

1: Constitution

2: Wisdom

Pottery Potter's tools Items made of clay such as dishes, jugs, or figures

Dreamscrying bowl , mug of warming

1: Wisdom

2: Charisma

Hobbycraft Calligrapher's supplies, painter's supplies, tinker's tools, or weaver's tools Letters, needlepoint crafts, and other trinkets not covered by the other types

Family scrapbook , library scarf

1: Dexterity

2: Charisma

 

Sentient Magic Items

Sentient Magic Items

Some magic items are sentient and sapient, possessed by a spirit or given life through arcane power. Despite their outward appearances these objects are full fledged characters with their own agendas, desires, and personalities. Unless otherwise specified, sentient items are NPCs under the Narrator’s control, and adventurers must negotiate with and become allies to them rather than simply use them as items. A sentient item’s properties and abilities are under their own control rather than the wielder’s, and accessing them requires the item’s willful cooperation.

Ability Scores

Sentient magic items have a mind and so also possess mental ability scores (Intelligence, Wisdom, and Charisma). Each sentient item has these ability scores defined in their descriptions, and is capable of making checks and saving throws just like any other creature.

Unless otherwise specified, sentient magic items don’t possess a typical body and thus usually don’t have Strength, Dexterity, and Constitution scores. These sentient items automatically fail any checks or saving throws made for these ability scores.

Durability and Hit Points

Most magic items are already far more durable than their mundane counterparts but the enchantments required to encapsulate a sentient mind must be steadfastly reinforced. Some sentient magic items have hit points listed within their description along with other statistics normal for a creature. Sentient magic items without hit points can only be broken by special and specific means detailed within the item’s description.

Senses and Communication

Sentient magic items rely on magical senses and forms of communication that can vary wildly between items. Some items may be able to communicate telepathically with their wielder or see with extranormal senses, or they may be severely limited in their capacity to interact with the world around them. Each sentient magic item’s description details its unique sense and communication abilities. Unless otherwise specified, assume that a sentient magic item can at least speak and understand Common, and can see and hear its surroundings as a typical humanoid creature would.

Personality and Conflict

Just like any NPC, sentient magic items have their own unique personality. Some have very specific goals in mind, while others may operate on guidelines or ideals. Sentient magic items can be as deep and complex as any character with intricate backstories and motivations that cannot be summarized by a single attribute or phrase. However, most sentient magic items have some issue or trait that can lead to conflict.

While a sentient magic item and a creature wielding it are not in conflict, the wielder has access to the abilities and properties of the sentient magic item. While a sentient magic item and a creature wielding it are in conflict, the wielder may lose access to some or all of the sentient magic item’s abilities, and the sentient magic item may even be able to inflict additional negative effects or influence the wielder’s actions.

Exactly what leads to conflict, what happens during conflict, and how these conflicts can be resolved depends on the personality of the sentient magic item (detailed in its description).

For example, a lance containing the soul of a righteous cleric might deal radiant damage to its wielder whenever it is used to commit an evil act, and will refuse to function for that wielder until that evil act is atoned for. Alternatively, a staff haunted by an arrogant wizard may refuse to attune to a wielder unless flattered with a high Charisma check, forcibly ending the attunement if it feels unappreciated or insulted.

Creating Sentient Magic Items

Creating a sentient magic item has elements of both character creation and item creation. Use the Backgrounds , Cultures , and perhaps even the Destinies in Chapter 2: Freelinking: Node title Origins does not exist to develop their personality and the information elsewhere in this chapter to create the sentient magic item’s traits and other statistics. In addition, make sure to include the following features:

Sentience: Include the item’s Intelligence, Wisdom, and Charisma scores. The Narrator can simply select these scores or determine them randomly by rolling 4d6 for each, dropping the lowest roll and totalling the rest.

Then, describe how the item communicates and what languages it knows. Some common forms of communication include:
• Telepathy with the wielder or others.
• An actual audible voice.
• Vague impulses and feelings empathically transmitted.

Finally you’ll need to describe how aware the item is of its surroundings:
• Vision common to most humanoids.
• Darkvision.
• Blindsight.
• Shared awareness using the wielder’s senses.

Personality: The description of a sentient item’s personality can be a simple list of traits or as extensive as a full backstory. Whatever level of detail, the Narrator needs at least some indication of the item’s motivations, what will bring the item into conflict, the repercussions of conflict and how to resolve it.

Common causes of conflict include:
• Going directly against the item’s values.
• Fighting against creatures aligned with the item.
• Insulting or causing the item injury.

Common repercussions of conflict include:
• Damaging the wielder.
• Blocking access to one or more of the item’s features.
• Attempting to control the wielder temporarily through a battle of wills, resolved with a contested Charisma check.
• Forcibly ending attunement.

Common resolutions of conflict include:
• Apologizing with a high Persuasion check.
• Bringing current actions back in line with the item’s values.
• Performing tasks or favors that benefit the item.

Gamemastery Troubleshooting

Gamemastery Troubleshooting

Being the Narrator is a gratifying and rewarding experience, but that doesn’t make it easy. This chapter is a trove of advice for running Level Up to be as engaging, enjoyable, memorable, and worthwhile as possible with a focus on two aspects of play: player archetypes and safety tools. When the group isn’t getting along, the party is led astray, or the campaign goes off track Narrators are encouraged to try to better understand the players, focusing on what they’re enthusiastic about so the story and gameplay better suit their passions. Cooperative games like Level Up are just that: cooperative. Whether gripping with mature themes or much more light-hearted quests, safety tools are an essential part of keeping everyone at the table happy and coming back for more.


Safety Tools

Player Archetypes

Birdfolk

Birdfolk

There are many kinds of birdfolk in the world, all with their own cultures and origin stories.

True to their avian roots, birdfolk have feathers instead of hair, as well as flight feathers along the sides of their forearms. Beyond that, however, their feather coloration can vary greatly, and their skin color runs the gambit of human coloration and occasionally beyond. A birdfolk connected with a kind of parrot may be bright green with deep brown skin and brown eyes without whites to them, while one connected to a gyre falcon may have gray feathers, pale skin, and yellow eyes.

 

Birdfolk Traits

Characters with the birdfolk heritage share a variety of traits in common with one another.

Age: Birdfolk reach physical maturity around age 20, when they shed their drab juvenile feathers for a new, adult coloration. It is very rare for them to live past 100 years.

Size: Birdfolk often have lean builds. They stand between 5 to 7 feet tall, though due to their hollow bones they average 90 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Avian Senses. You gain an expertise die on Perception checks that rely on sight or hearing.

Wind Rider. Your arms function as protowings that allow you to glide safely to the ground. Each round you can move horizontally 5 feet for every 5 feet you descend, up to a distance equal to your speed. You cannot hover and so must move your full Speed each turn or land. Otherwise, you fall as normal. To use this movement, you cannot be encumbered and cannot wield a weapon. At the Narrator’s discretion you may be able to hold a small weapon, such as a dagger, or a small item, such as a potion, but cannot use them while gliding. Whenever you spend 3 full consecutive rounds gliding without landing, you gain a level of fatigue . Any fatigue gained in this way is removed upon finishing a short or long rest.

Additionally, you have resistance to falling damage as long as you are not incapacitated .


Birdfolk Gifts

Birdfolk can vary greatly from each other. In addition to the traits found in your birdfolk heritage, select one of the following gifts.

Aspect of the Hunt

Birdfolk especially in tune with birds of prey are never unarmed. You gain the following trait:

Sharp Talons. Your talons are sharp enough to be used as deadly weapons. The talons are natural weapons with the finesse trait, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength or Dexterity modifier. They do not require an empty hand to use.

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 can’t discern color in darkness, only shades of gray.

Wind Mastery

Rarely, a birdfolk is born with true wings sprouting from their back, as well as tail feathers to help them fly. While not capable of sustained flight, such chicks are considered blessed and often go on to hold roles of spiritual or political significance. You gain the following trait:

Flight. You gain a fly speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. Whenever you spend 3 full consecutive rounds airborne without landing, you gain a level of fatigue . Any fatigue gained in this way is removed upon finishing a short or long rest .

You can use your Wind Rider trait to glide on a following round, but if you resume flying before landing you gain fatigue as normal. Similarly, you can begin flying during a glide but are still subject to gaining fatigue if you resume gliding.


Birdfolk Paragon

As a birdfolk matures, they achieve their full potential, boosting their innate abilities to higher levels. When you reach 10th level, your heritage gift improves considerably.

Greater Aspect of the Hunt

The range of your darkvision increases to 120 feet and your talons’ damage die increases to 1d8. Additionally, you can now make an attack roll with your talons as a bonus action.

Greater Wind Mastery

Your fly speed increases to 40 feet and you can fly while wearing medium or heavy armor. When you would suffer fatigue from using your fly speed, you make a Constitution saving throw (DC 10 + 1 per previous save in the last minute). On a success, you do not suffer fatigue from flying that round and you do not suffer fatigue from flying that round.


Birdfolk Culture

Often deeply attuned to the spirits and small gods of nature, most birdfolk flocks are a reverent people culturally encouraged to consider the effects their actions will have on the greater web of the community and the land around them. No matter where it is found, community is the most important pillar of a birdfolk’s life, with protection of and service to the flock seen as the highest calling. Birdfolk who strike out as adventurers or settle among other peoples tend to consider party members and neighbors as part of their personal flock.


Suggested Cultures

While you can choose any culture for your birdfolk character, the following cultures are linked closely with this heritage: crag-keeper simirengo , far-flyer simirengo , nomad , sky-seeker simirengo , wildling .

 

 

Variant Birdfolk Gifts: Flightless

These birdfolk resemble ostriches, emus, and cassowary on the larger end, as well as kiwis and kakapo on the smaller. A rare few even resemble penguins. In addition to the traits granted by your heritages, choose one of the following.

Aquatic Avian


While some birdfolk are comfortable swimming or diving, these birdfolk have truly adapted to the water and its dark, icy depths. You replace your Wind Rider trait with the following:

Deep Diver. You have a swim speed of 30 feet and can hold your breath for up to 15 minutes. 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. In addition, your eyes are perfectly adapted for spotting movement at depth, and the radius of your darkvision increases to 120 feet underwater.

You also have the following traits:

Cold-Hardened. You have resistance to cold damage.

Countershaded. You gain an expertise die on Stealth checks made in the water.

Resolute Marcher. You gain an expertise die on saving throws made to resist fatigue for marching longer than 8 hours.
 



Forest Forager

Birdfolk with this gift have adapted to life on the forest floor. You replace your Wind Rider trait with the following:

Diminutive Dodger. Your size is Small, and you can move through the space of any creature that is of a size category larger than yours.

You also have the following traits:

Darkvision. Your kind developed to find 
safety in a nocturnal lifestyle. You have darkvision to 60 feet.

Darting Dash. While your legs are short, you can move quickly if the situation calls for it. When you take the Dash action, your movement this turn does not provoke  opportunity attacks. During this movement, you gain an expertise die on Acrobatics checks made to avoid hazards and Dexterity saving throws. Once you use this trait, you cannot use it again until you finish a short rest. Ground-Level. You’ve evolved to live—and hide—on the forest floor. You gain an expertise die on Stealth checks made to hide in a forested area and when using your sense of smell.


Longstrider

Birdfolk with this gift have long, powerfully built legs and feet with dangerous claws. You replace your Wind Rider trait with the following:

Ratite Runner. Your base walking speed is 35 feet.

You also have the following traits:

Deadly Kick. Backed by hard muscle, you can deliver a staggering attack with your talons. Choose bludgeoning or slashing when you select this gift. The claws are natural weapons, which you can use to make unarmed strikes that deal damage of the chosen type equal to 1d6 + your Strength or Dexterity modifier. As these claws are on your feet, they do not require an empty hand to use. Tireless. The first time between each long rest you would gain a level of fatigue, you do not gain that level of fatigue. You still suffer a level of fatigue from finishing a long rest without any Supply.

 

 

Suggested Flightless Cultures

While you can choose any culture for your birdfolk, these variants are linked closely to the following cultures:

 

Aquatic Avian: Mariner, reef singerwaterflow

Forest Forager: Forgotten folx, mischief makerwildling 

Longstrider: Caravanner, itinerant, nomad


Variant Birdfolk Gifts: Mystic

Certain kinds of birds have long been  considered omens of death, signs from the gods, or spiritual guides. Whether this belief first stems from the birds or or the birdfolk, some of this heritage do have a touch of the mystic to them. These birdfolk in particular vary wildly across lands and cultures, as does the magic they are blessed with. A simple answer for those that want a different theme for their birdfolk’s magic abilities is to work with their Narrator to choose an appropriate cantrip, 1st-level spell, and 2nd-level spell, to be learned at 1st, 3rd, and 5th level, respectively, as well as a related type of bird. For example, some may resemble migratory birds and have a penchant for travel magic, while those that look like sea birds may innately know water-based spells.

Mystic Gift: Protection

Often resembling vultures, eagles, or cranes, some birdfolk are capable of preservative magic.


Protective Magic. You learn the shield of faith spell and can cast it without using a spell slot once per short rest. Charisma is your spellcasting ability for this spell. In addition, you can use an action to touch a willing creature and restore a number of hit points equal to your level. Once you use this trait, you must finish a long rest before doing so again.


Undaunted. You are immune to the effects of the frightened condition, whether caused by magic or natural phenomena.

 

Mystic Gift: Psychopomp

Typically resembling crows or ravens, these birdfolk have a connection to death and the worlds beyond.

Touch the Other Side. You know your choice of chill touch or spare the dying cantrips. Once you reach 3rd level, you can cast detect evil and good once per long rest. At 5th level, you can cast speak with dead once per long rest. Charisma is your spellcasting ability for these spells.

 

Suggested Mystic Cultures

While you can choose any culture for your birdfolk, these variants are linked closely to the following cultures: godbound, ethereal scoutforsaken, keeper of the land.


Variant Birdfolk Paragon Gifts

When you reach 10th level, you can choose from one of the following new paragon gifts.

Deepest Diver

You have no fear of the darkest depths. You gain a swim speed of 30 feet. If you already had a swim speed, it increases by 15 feet. You can breathe underwater, and you gain darkvision to 60 feet, or 120 feet under water. If you already had darkvision, your darkvision increases by 60 feet (or by 120 feet while underwater). Additionally, while underwater you gain an expertise die on saving throws and weapon attack rolls.

Gift of Fear

You haven’t lived this long without being keenly aware of the dangers around you. You gain a +5 bonus to initiative, can’t be surprised while conscious, and attacks against you do not gain advantage from the attacker being unseen or otherwise hidden from you. You can also try to hide even while you are only lightly obscured.

Lightning Stride

Nothing can stop you while you’re on the move. Your Speed increases by 10 feet. You ignore difficult terrain when you Dash. When you make a melee weapon attack against a creature, until the end of your turn you do no provoke opportunity attacks from it.

Powerful Mystic Gift

The mystic powers of your bloodline have fully matured. Choose one of the following:

Powerful Protection Gift: You can cast guards and wards once per long rest. Charisma is your spellcasting ability for this spell.


Powerful Psychopomp Gift: You can cast circle of death once per long rest. Charisma is your spellcasting ability for this spell.

 

 

Dreamborn

Dreamborn

Dreamborn

The beings known as the fey possess a magical nature that abhors clarity and definition. Their behavior and even biology can follow a strange dream-like logic, where beliefs grounded in superstition hold merit, and where clever wordplay is more powerful than reason and logic.
Fey appearance can be almost anything a person could imagine, though most are some mix of humanoid with perhaps some plant, animal, or elemental thrown in. What unifies them is more the fact that their sensibilities are a bit askew from normal mortals.

 

Dreamborn Traits

Characters with the dreamborn heritage share a variety of traits in common with one another. 

Type. Fey.

Age. Age means little to dreamborn. Some age like humans, while others have seemingly always been wrinkled and old, and others are perpetually young, or even go in cycles, returning to youth every spring.

Size. Usually Medium or Small. Some dreamborn can be smaller, but see Fey Logic below.

Speed. Your base walking speed is 30 feet.

Fey Logic. While you may appear to be Tiny, Small, or Medium size, you interact with the world as if you were Small or Medium (chosen at character creation). Spells such as enlarge/reduce mean the size category you appear to be increases or decreases as appropriate, though your stats change according to the size you interact with the world as.

Even if your body has no limbs with opposable thumbs, you can hold and manipulate items as if you had humanoid hands, perhaps wielding things with a tail or wingtips. You can talk even if your mouth normally wouldn’t permit it. In turn, though, efforts that would thwart a humanoid thwart you, such as a gag to mute you or bonds to confine you.

Knack for the Unexpected. Once per short rest you can add an expertise die (+1d4) to a skill check you’re not proficient in.

The Power of Words. If you promise something to a creature, that creature intuitively senses that it can use a reaction to compel you to fulfill a promise you made to them as though they had cast suggestion . The DC to resist this is 10. Succeeding the save represents you devising a way to wiggle out of the promise. A given creature can only levy one such obligation per day.

Once you are 3rd level, you can cast suggestion once per long rest , but only on a creature that has agreed to the stated course of action in word or text. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).

Aversion. Since dreamborn are protean beings, they often loathe things that ‘define’ them or the place around them. Other fey just develop a deep distrust or resentment of some random type of thing for reasons perhaps only they understand. Choose a fairly common thing from the Waking you are averse to, such as ticking clocks (the Dreaming hates when time is orderly), measuring rulers (or national rulers too, since rules are just the worst, aren’t they?), mirrors, iron, or laughing babies. You cannot willingly touch that thing, come within 5 feet of it, or even use tools to manipulate such items.

You can attempt a DC 20 Wisdom saving throw to ignore this aversion from a particular item—and anything similar within 30 feet of it—for one hour. If you fail, your turn ends and you cannot try to ignore that particular aversion for a day. However, if you or an ally is attacked in any way by a creature protected by a repellant item or creature, you can freely ignore the repellant effect as though you had succeeded on your saving throw.


Dreamborn Gifts

Fey are notoriously diverse, even among a given court or community. In addition to the traits found in your dreamborn heritage, choose two of the following dreamborn gifts.

Aquatic. You have a swimming speed of 30 feet and you can hold your breath for up to 15 minutes at a time.

Animate Objects. Once per short rest you can cast animate objects , but only to animate a number of Tiny objects equal to your proficiency bonus. These objects have a speed of 30 feet and cannot fly. Additionally, you must spend your action to maintain concentration on the spell each round. Once you reach 3rd level, you can instead spend your reaction to maintain concentration. At 5th level, you can animate Small objects as though they were 2 Tiny objects.

Change Size. You can spend an action to become Small or Medium size as though you had chosen that option with Fey Logic. All items you are wearing or carrying also change size; however, any items that you drop, sell, or give away return to their original size if it has changed because of this gift.

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 cannot discern color in darkness, only shades of gray.

Fey Whimsy. You know one of the following cantrips: dancing lights , druidcraft , mage hand , minor illusion , prestidigitation , thaumaturgy . Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (whichever is highest).

Flight. You gain a fly speed of 30 feet as long as you are no more than 10 feet off the ground. To use this speed, you can’t be wearing medium or heavy armor. Additionally, if you attempt to go higher, or if you have spent 3 full consecutive rounds flying, on your next turn you instead fall safely for 30 feet or until you touch the ground. All falling damage beyond 30 feet (if you exceeded your height restriction by flying over a cliff, for instance) is still calculated.

Nature Skin. Whether stone, wood, or some other element, your magical skill grants you an AC of 13 + your Dexterity modifier when you’re not wearing armor. You can use a shield and gain this benefit.

Speak with Beasts. Choose one: birds, fish and amphibians, mammals, reptiles, or creepy crawlies (like bugs and spiders). You can cast speak with animals a number of times per day equal to your proficiency modifier, but only to speak with the chosen animal type.

Vanish. As a reaction immediately after taking damage, you can turn invisible . The invisibility lasts until the end of your next turn, and it ends early if you attack, deal damage, cast a spell, or force a creature to make a saving throw . Once you use this feature, you must finish a long rest before doing so again.

Wild Senses. You gain advantage on skill checks that rely on hearing or smell.


Dreamborn Paragon 

When you reach 10th level, you are an exemplar of the fey, and you gain one paragon gift from the following list.

Improved Flight. If you chose Flight as a fey gift, you gain a fly speed of 40 feet even if you are wearing medium or heavy armor. You have no height restrictions, though you will still fall after 3 full consecutive rounds of flight; however, you can now ignore up to 60 feet of falling damage when falling in this manner.

Metamorphosis. Whenever you complete a long rest , you may choose a fey gift you don’t normally possess. Your nature shifts to gain that gift until you use this ability again.

Now I’m Over Here. A number of times per day equal to your proficiency bonus you can, as a bonus action, teleport to a space you can see within 30 feet.


Dreaming Culture

Depending on where in the Dreaming they hail from, fey cultures can vary greatly. Just as the Dreaming reflects the real world, fey seem to reflect whatever the residents of the Waking think the fey should be. Some set up in courts with strict hierarchies and elaborate games of manners and trickery. Others live more simply in small communities, while a few choose a solitary existence, carving out their own little spot in the Dreaming.

Suggested Cultures

While you can choose any culture for your dreamtouched character, the following cultures are linked closely with this heritage: Dreaming Wilds, Fey Court.

Zombies

Zombies

Zombies are animated corpses stripped of any spirit or intelligence they bore in life. Most often, zombies are created by necromancers or other evil spellcasters, although it’s not unheard of for zombies to arise spontaneously in areas marked by profound evil or unholy energy.

Death In Action. Zombies bear whatever wounds or decay they suffered before their animation. Although the necromantic energies involved in animating a zombie greatly slow further decay, all zombies eventually molder away.

Unlive To Serve. Zombies can be given basic orders by their creators. “Guard this door,” “attack that creature,” and “defend me” are common commands. A zombie attempts to execute its orders in the most straightforward way possible, heedlessly exposing itself to danger. Without orders, a zombie either attacks nearby creatures or remains entirely motionless.

Undead Nature. A zombie doesn’t require air, sustenance, or sleep.

Wraiths

Wraiths

A wraith is an incorporeal spirit of pure hatred and malice. Its very existence destroys life around it. It leaves a trail of desiccated plants in its wake, and fleeing wildlife precedes its passage.

Vile Transformation. A wraith is formed when a humanoid with an evil alignment dies. The humanoid’s spirit, dedicated to cosmic evil and warped by depravity, becomes so suffused with negative energy that it is transformed at the moment of death into a font of cold, nullifying force. It turns its back on its former ambitions, dedicating itself to a new goal: the destruction of all life.

Sire of Specters. A wraith can create a specter from the spirit of a humanoid creature that has recently died by violence. This specter obeys the commands of the wraith that created it. A wraith left unchecked can create an army of undead that can devastate a countryside, leaving behind nothing but dead land and rotting corpses.

Undead Nature. A wraith doesn’t require air, food, drink, or sleep.

Pagination