The free faeries sometimes single out people for whom they develop a liking. These lucky chosen receive aid and comfort from the Fair Folk in times of need. At other times, they follow you around, peppering you with questions and playing harmless tricks on you. This companionship might vex you at times, but soon you come to understand what it means to live among the free spirits. You might even enjoy the ways they find to surprise you.
Attributes: Increase two attributes by 1 each
Health: +8
Bonus Damage: +1d6
Traditions: One
Spells: One novice
Languages: Any one
Distracted: Your faerie friends distract you by talking to you, poking you, and crawling all over you. The distraction imposes 1 bane on attribute rolls you make outside of combat.
Favor of the Fair Folk (Magical): If not already under the effects of this talent, you can use an action to call upon the faeries’ aid. Flashing lights, the chiming of bells, and children’s laughter fill the air around you for 1 minute. When you use this talent, each enemy that can see you becomes vulnerable until the end of your next turn. Until this effect ends, faeries make no attempt to harm you unless you harm them first.
Fey Step (Magical): While under the effects of Favor of the Fair Folk, you can expend 1 yard of movement to teleport to an empty space within 5 yards. You then lose access to this talent (luck ends).
Riotous Colors (Magical): While under the effects of Favor of the Fair Folk, you can use an action to hurl multicolored streamers from your fingertips. Target one creature within 5 yards and make an Intellect roll against the target’s Agility. On a success, the target takes 1d6 damage and becomes confused until the end of your next turn. The damage increases to 3d6 at level 4, 5d6 at level 6, and 8d6 at level 9. On a critical success, each enemy within 1 yard of the target also takes 1d6 damage.
Health: +8
Spells: One novice
Faerie Mischief (Magical): While under the effects of Favor of the Fair Folk at the start your turn—and if you lack the confused, stunned, and unconscious afflictions—each confused enemy within 3 yards of you becomes confused until the start of your next turn. An enemy that is already vulnerable instead falls prone.
Health: +8
Spells: One expert
Whisked Away to Safety (Magical): While under the effects of Favor of the Fair Folk, you can use an action—or a reaction when harmed—to teleport to an empty space you can see within 10 yards of you. You then lose access to this talent (luck ends).
Health: +8
Bonus Damage: +1d6
Spells: One expert
Fury of the Fair Folk (Magical): While under the effects of Favor of the Fair Folk, you can use an action to call upon your faerie allies. Target any number of creatures within 10 yards of you, all inside a Size 10 space. Each target makes a Strength roll, Agility roll, and Will roll. On a failed Strength roll, the target falls prone and becomes held for 1 minute or until it overcomes the affliction with a successful Strength roll. On a failed Agility roll, the target takes 6d6 damage. And on a failed Will roll, the target becomes confused and vulnerable (luck ends both). You can use this talent three times, regaining expended uses after you rest.
Swift Favor: When you use your Favor of the Fair Folk talent, you gain one action. You must use it during the same turn or lose it.