Caution: Untested Content

Feykinn are a small humanoid race from areas heavily influenced by the Feywild. In appearance they resemble humanoid children for most of their lives, with distinctive ears and tails that resemble those of foxes. Feykinn are heavily influenced by the natural world, to a degree that they change appearance and abilities based on their environment.



  • Ability Score Increase. Dexterity increases by 2
  • Age. Matures at 15 lives up to 500
  • Alignment. Usually chaotic neutral
  • Size. Small
  • Speed. Your base walking speed is 25 feet. 30 feet climbing speed.
  • Darkvision. Darkvision of 60 feet.
  • Keen Senses. Proficiency in the perception skill.
  • Languages. Common and Sylvan

Abilities / Features

  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Environmental Adaption. Each dawn, a feykinn can change their subrace determined by their current location.

Choose one of the following subraces: Coastal, Desert, Forest, Mountain,

Subrace: Coastal

Feykinn that have been changed by the energy in wet environments such as the ocean and swamp lands. In appearance, their hair and fur slicks back and their feet and fingers become lightly webbed.

  • Ability Score Increase: Intelligence increases by 1
  • Aquatic Adaption: You gain a swimming speed of 30 feet, and you can breathe air and water.
  • Ocean Magic: You know the Shape Water cantrip. Wisdom is your spellcasting ability for this spell.

Subrace: Desert

Feykinn affected by the energy in arid environments change to survive in the hot area. In appearance their hair and fur becomes shorter and their skin darkens to accommodate the intense sunlight and high heat.

  • Ability Score Increase: Strength increases by 1
  • Arid Nomad: You gain a resistance against fire damage. You're also naturally adapted to hot climates.
  • Desert Magic: You know the Firebolt cantrip. Wisdom is your spellcasting ability for this spell.

Subrace: Forest

Feykinn that have been changed by the energy running through wooded areas such as forests and jungles. Their appearance in this form is the default for the race.

  • Ability Score Increase: Wisdom increases by 1
  • Woodland Spirit: You have advantage on ability checks and attacks while within 10 feet of plant life, such as trees or bushes.
  • Forest Magic: You know the Druidcraft cantrip. Wisdom is your spellcasting ability for this spell.

Subrace: Mountain

Feykinn that have adapted to high elevation and areas of low temperature. Their appearance changes to thicker hair and fur and they grow extra hair around their face and limbs, they also gain a stockier build.

  • Ability Score Increase: Constitution increases by 1
  • Alpine Wanderer: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
  • Mountain Magic: You know the Frostbite cantrip. Wisdom is your spellcasting ability for this spell.

Feykinn originate from areas that border the material realm and the Feywild, they form small communities which are usually one family. They clans are led by the elders of the family and each generation in guided by the older generations. Feykinn usually never encounter civilization but those who wander far enough may insert themselves into small communities such as villages or traveling groups.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License