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Faen

“Through the wild woods the two hunters rode, warily watching the shadows. “This is a haunted wood” the
elder of the two hunters said all of a sudden, “perhaps we should hunt elsewhere”. Soon after, the two saw
movement beneath the trees and a voice boomed “Leave this forest or face the consequences, or surely you
will die”. The two swiftly turned and rode back the way they had come.”
Faen (pronounced fey-en) are thought of as spirits of the forest, mainly because they are so aloof from
civilized folk that they are still thought of as mostly a myth. As the guardians of the wilds, Faen seek balance
with the forest and believe that everything in the woods from the trees to the brambles have a spirit. They
despise hunters, and woodcutters, and are quick to be offended by outsiders. For Faen, an intruder could
mean discovery and danger. Those few who know of the Faen, such as druids and rangers – realize that the
Faen are a kindred spirit, and these the Faen tolerate, though never would they lead anyone to their high
canopy top villages.

Small and Aloof


The diminutive stature of the Faen allows them to move swiftly and unseen through the branches of the
forests they call home. The tallest Faen (the Quickfoot) stand at about 3 feet tall, whereas the smallest (The
Fateborn), stand at a little under 1 foot. The Faen have survived for centuries without other races even being
aware of their existence. With the rise of the Dragon Wars, the Faen have been ousted from several of their
forest abodes, and are now seen as members of the greater culture of the Known Worlds.
Those who still find safety in the wilds are more apt to frighten or coerce outsiders than actually cause
harm. The Faen believe that they are the chosen protectors of their wild woods. As such they may attack an
outsider that is harmful to their natural habitats.

Faen Names

Male Names: Aeorn, Bjoren, Cerdren, Faeor, Galgar,, Hanno, Ithmael, Jaekko. Keanan, Matthaeu. Natharen,
Radgest.

Faen Traits
As a Faen you have all of the following features.
Ability Score Increase. Your Wisdom Score increases by 2. Your Strength score is reduced by 1.
Age. Much like Elves, Faen age at about the same rate as a human, reaching physical maturity at around 20 years of age. Also like their
cousin race, Faen live long lives which are blessed with little sickness or disease.
Size. Faen are small versions of their Elven counterparts, standing between three feet and three and a half feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Low-Light Vision. You can see in dim illumination within 60 feet of you as if it were bright light.
Brave. You have advantage on saving throws against being frightened.
Innate Spellcasting. At 1st level, you know the Thaumaturgy cantrip. At 3rd level and higher you learn the Detect Magic spell, which
you can cast once per short or long rest. Beginning at 5th level, you learn the Suggestion spell which you can cast without the material
components. Wisdom is your spellcasting ability for these spells.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll that die, but you must use the new roll (even if
is worse).
Stealthy. You have expertise in the Stealth skill.
Languages. You can speak, read and write Common, Elvish, and Sylvan.
Subraces. There are five major subraces of the Faen: Fateborn, Ghostwise, and Quickfoot. At character creation choose one of these
subraces.

Fateborn [Sprytes]
Ability Score Increase. Your Dexterity and Intelligence each increase by 1. Your Strength score is reduced by 2, instead of 1.
Size. Your size is Tiny.
Affinity for Magic. You have proficiency in the Arcana skill. When you roll to make a concentration check and fail you may choose to
succeed instead. Once you have used this feature you cannot do so again until you’ve finished a long rest.
When you roll for a Concentration check, you gain a +1 bonus to the roll. In addition you have proficiency in the Arcana skill.
Flight. You have a flying speed of 40 feet. To use this feature, you cannot be wearing a medium or heavier armor, nor can you use this
feature if you are carrying a medium or heavier load.

Ghostwise
Ability Score Increase. You choose between your Intelligence or Charisma score, and increase that score by 1.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn, or until you attack, make a damage
roll, or force someone to make a saving throw. Once you’ve used this feature, you cannot do it again until you’ve finished a short or long
rest.
Improved Innate Magic. At 1st level, you also know either the Dancing Lights or Mage Hand cantrips.
Quickfoot
Ability Score Increase. Your Dexterity score increases by 1.
Quick Agility. Your reflexes and agility allows you to move with a burst of speed. When you move on your turn in combat, you can
double your speed until the end of the turn. Once you’ve used this feature you cannot do so again until you’ve moved 0 feet on one of
your turns.
Reactive Awareness. You have a +1 bonus to your Initiative checks. At 6th level this increases to a +2 bonus, and at 13th level, you gain a
+3 bonus to Initiative checks.

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