Fairy
Common Cultures: Aerial, Artistic, Feywild, Itinerant, Rural
Ancestry Traits
Size. Your size is Tiny or Small (your choice at character creation).
Speed. If you are Tiny, you have a walking speed of 10 ft. If you are Small, you have a walking speed of 30 ft.
You are a Fey.
As in Mordenkainen Presents: Monsters of the Multiverse except enlarge/reduce can be cast starting at 3rd level instead of 5th level.
Because of your wings, you have a flying speed, which varies depending on your size. If you are Tiny, you have a fly speed of 40 feet. If you are Small, you have a fly speed of equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
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. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Paragon Options
Critter Friend
Your friendship with animals mystically deepens. You learn the speak with animals spell and can cast it at will, without spending mana. You also learn your choice of two of the following spells: animal friendship, animal messenger, beast bond, beast sense, conjure animals, or summon beast. You can cast these spells once each without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
You can also cast these spells using mana if you can cast spells of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this ancestry).
Effortless Trickery
When you cast an illusion spell with a concentration duration while already maintaining concentration on another spell, you may choose to combine the concentration of the two spells together. If you do this, the duration of each spell becomes 1 minute if it was longer than that, unless both spells are illusion spells. If you lose concentration on one of these spells, you lose concentration on both spells.
Once you use this ability, you can’t use it again until you finish a long rest.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Squat Nimbleness
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 10 feet.
- You have advantage on saving throws you make to avoid or end the grappled or restrained condition on yourself, and creatures have disadvantage on attack rolls to grapple you.
Increased Wing Strength
Your fly speed increases by 10 feet, and you can now use this flying speed if you're wearing medium or heavy armor.