D&D players just got four more races to choose from.
Wizards of the Coast dropped a brand new Unearthed Arcana doc on Thursday, March 11, which included four Folks of the Feywild playable races.
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The newest addition to the company’s playtest material was put together by Taymoor Rehman, Ari Levitch, and Jeremy Crawford, with input from the rest of the D&D design team, according to the PDF document, and delves into the mechanics of playing Fairies, Hobgoblins, Owlfolk, and Rabbitfolk.
The start of the doc notes — as we’ve seen in previous UA and Tasha’s — that D&D players are now encouraged to choose their own ability score increases instead of having them tied to a character’s race as they once had been. The same goes for determining what languages your character may know.
So let’s jump right into it.
Fairy
The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. Infused with the magic of the Feywild, fairies
share a few commonalities with one another but can differ widely in appearance, behavior, and attitude. Many fairies have a special physical characteristic that sets them apart from other creatures of their kind. For your fairy, roll on the Fey Characteristic table or choose an option from it. The Feywild is a wild place, so come up with your own characteristic if none of these fit your character.
These Small Fey creatures have both a walking and a flying speed of 30, can hover, and know both the Druidcraft and Fairie Fire spells, the latter of which they can cast once per long rest.
Their Fey Passage ability allows them to squeeze through spaces as small as 1 inch.
Hobgoblin of the Feywild
Hobgoblins trace their origins to the Feywild, where they first appeared with their goblin and bugbear kin. That history has left its mark, for though hobgoblins are found throughout the Material Plane, they continue to channel an aspect of the Feywild’s rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to each other. In the Forgotten Realms, vast hobgoblin legions have emerged, with ranks upon ranks of devoted soldiers noteworthy for how effective they are at fighting as a unit. Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn red or blue during displays of emotion.
These Medium Humanoids have a walking speed of 30, Darkvision, and Fey Ancestry, which gives them advantage on avoiding or ending being charmed.
Their Fey Gift ability allows them to use the Help action as a bonus action, and at 3rd level then can choose from a number of different options to bolster the support:
- Hospitality. You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
- Passage. You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.
- Spite. Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute.
The Hobgoblin’s Fortune of the Many ability allows them a bonus to failed roll equal to the number of allies within 30 feet, to a maximum of five.
Owlfolk
Distant kin of giant owls, owlfolk come in many shapes and sizes, from petite and fluffy to widewinged and majestic. Owlfolk have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders. Because of their ancestral tie to the Feywild, owlfolk can innately see the magic of their surroundings. Like owls, owlfolk are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library. Your owlfolk character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.
These Small or Medium Humanoids have Darkvision, a walking speed of 30, and Magic Sight, giving them the ability to cast Detect Magic either as a ritual or with any spell slots they may have.
Silent Feathers gives Owlfolks proficiency in the Stealth Skill, and Nimble Flight allows them a flying speed equal to their walking speed.
They can also use a reaction while falling to stop (Dex save DC10) and fly in place instead.
Rabbitfolk
Bounding across the wilds, rabbitfolk from the Feywild embody a spirit of freedom and travel. Rabbitfolk are bipedal, with the characteristic long feet of the animal they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Rabbitfolk are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.
These Small or Medium Humanoids have a walking speed of 30, can add their proficiency bonus to their initiative rolls, and have proficiency in perception.
Lucky Footwork allows them to use a reaction to add a d4 to a failed Dex save, potentially altering the outcome.
Their Rabbit Hop ability gives them an additional d12 worth of extra movement, though they have to have travelled at least 5 feet prior to making the jump.
The new Folks of the Feywild PDF can be found at Wizards of the Coast’s website or by clicking the link here.
Be sure to let us know your thoughts on the four new races in the comments below!
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