Supernatural Gift: Fey Blessing
Your connection to Faerie is deeper than most. No matter what plane you reside on, the wild energy of the Feywild surges through you. You gain the following benefits:
- Fey Resistance. Choose
oneof the following damage types: fire, cold, lightning, poison, psychic, or thunder. You have resistance to the chosen damage type. If you choose poison, you have Advantage on saving throws you make to avoid or end the Poisoned condition on yourself. - Darkvision. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- Wild Soul. Your creature type is fey, rather than humanoid.
Additionally, choose two of the following secondary traits:
- Mark of the BLANK. ???
- Mark of the BLANK. ???
- Mark of the BLANK. ???
- Mark of the BLANK. ???
- Mark of the BLANK. ???
- Mark of the BLANK. ???
- Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Lastly, choose one of the following detriments:
- Faerie Blood. You are vulnerable to bludgeoning, piercing, and slashing damage from cold iron weapons.
- Geas. Choose a number between 2 and 19. This number becomes representative of your Geas–a special rule you must follow. When you roll this number on a D20 test, you must expend a Willpower (and do not gain a Willpower back if it was a failure). If you do not, you gain one level of Exhaustion. If the d20 test was a success, and you do not expend Willpower, you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left.
- Hospitality. Whenever you fail to observe the rules of hospitality or decency, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left. These breaches of conduct include: attacking a Surprised or Prone creature, or one who does not have an item required to fight, initiating combat against someone who does not wish to fight you, accepting items, gifts, or services without occasion or reciprocation, or refusing a guest or their needs. The DM may enforce this trait under similar conditions if they arise.
- Loyalty. The first time each combat that an effect that can target other creatures restores your hit points or removes a condition, and another friendly creature within 60 feet of you is at the same or lower health threshold or has a condition that could be removed by the same effect is not targeted by the effect, you must refuse it or spend a Willpower. If you don't, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left.
- Summer Blood. You have disadvantage on ability checks and saving throws due to cold environments. Additionally, the first time you take cold damage each combat, you must expend a Willpower (and do not gain a Willpower back if you failed a save to do so). If you do not, you gain one level of Exhaustion. If the damage was not from failing a saving throw, and you do not expend Willpower, you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left.
- Winter Blood. You have disadvantage on ability checks and saving throws due to hot environments. Additionally, the first time you take fire damage each combat, you must expend a Willpower (and do not gain a Willpower back if you failed a save to do so). If you do not, you gain one level of Exhaustion. If the damage was not from failing a saving throw, and you do not expend Willpower, you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left.
Fey Feats
- Half Fey (Requires 3rd level)
- Fair Folk (Requires 9th level)
- Fey Courtier (Requires 12th level)

