5E Fey Reincarnation
I've been running a campaign of 5th Edition D&D since the day it reared its head in the form of the Lost Mines of Phandelver boxed set. Over the years we've had a number of deaths, and a few cases of ressurection via Raise Dead, but recently one of the founding characters, Kerri, died in a way that Raise Dead couldn't fix (spontaneously dissected by the Headmaster of the Nothic College).
Enter the party Druid, Arra, and Reincarnate, which sent me off to think about how I wanted Reincarnate to work in my campaign.
The Original D&D reincarnate could bring you back as a variety of monsterous and animal forms, with plausible Player Character races being very much in the minority. Delta's Spells Through the Ages has a great run down of what reincarnate (in both Wizard and Druid forms) used to do. The 5E version, on the other hand, brings you back as a normal adult member of one of the standard player character races.
Boring! I thought.
My own take was that, as a Druid spell, Reincarnate should create fey things, natural things — sprigans and boggans and banshees, oh my! (Not any of those actual things, as it turned out, but natural things nevertheless). More than influenced, I admit, by Ortwine's reincarnation in the fantastic Tales of Wyre. So I set out to comb through the official and fan fey races and compile a list I was more comfortable with, and this is the result.
Reincarnate
The following table substitutes for the Druidic reincarnation table.
Roll d100 | Race | Stats | Abilities |
---|---|---|---|
1-13 | Nymph | +2 Cha, +1 Wis | Darkvision. Fey Ancestry. Elvish & Sylvan. Swim 30. Unarmoured AC = 10 + Cha Mod Nymph's Charm: Friends cantrip. Charm Person 1/long rest at 3rd. Suggestion or Enthrall 1/long rest at 5th. Charisma. If the target is not attracted to females, or is a child, the spell fails. |
14-26 | Faun | +2 Dex | Darkvision. Fey Ancestry. Sylvan. Forest: +1 Wisdom, Druid Cantrip, Natural Camoflage (can hide in natural phenomenon). Mountain: +1 Strength, Nimble footed (ignore diff terrain), increased spear damage Plains: +1 Con, double jumping, adv. on Init in plains. |
27-39 | Satyr | +2 Cha, +1 Dex | Fey Ancestry. Sylvan. Panpipes: Vicious mockery cantrip. Entangle 1/long rest at 3rd. Suggestion 1/long rest at 5th. Charisma. Adv. vs. getting drunk |
40-52 | Dryad | +2 Wis | Natural Armour 12+Dex. Forest Blend (Adv. hide in plants). Sylvan. Female. Tree Stride: Once a turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger. Guardian: +1 Con. Increased carrying capacity Watcher: +1 Dex. Speak to plants |
53-64 | Genasi | +2 Con | Primordial. Air: +1 Dex, Hold Breath. Levitate 1/long rest. Earth: +1 Str, Nimble footed (ignore diff stone terrain), Pass without Trace 1/long rest Fire: +1 Int, darkvision, resist fire, produce flame and burnings hands 1/long rest (con) Water: +1 Wis, resist acid, amphibious, 30ft swim, shape water create water 1/long rest (con). |
65-74 | Wood Elf | +2 Dex, +1 Wis | Darkvision. Trance. Keen Senses. Fey Ancestry. Elvish. Move 35. Mask of the Wild (hide in natural phenomena). |
75-84 | Eladrin | +2 Dex, +1 Int or +1 Cha. | Darkvision. Trance. Keen Senses. Fey Ancestry. Elvish. Fey Step (30ft teleport) 1/rest. Seasonal cantrip (choose after each rest) Int or Cha: Autumn: Friends Winter: Chill touch Spring: Minor illusion Summer: Fire bolt |
86-100 | Awakened Animal | - | Darkvision. Natural attack (1d8+Stat bonus, proficient). Badger: +2 Con, +1 Str. Keen Scent. 10ft Burrow. Claws Stag: +2 Str, +1 Con. Charge 20ft +2d6 damage, DC13 knock prone. Headbutt Wolf: +2 Dex, +1 Wis. Keen Scent and Hearing. Pack Tactics 1/rest. Bite Bear: +2 Str, +1 Con. Keen Smell. Natural Armour 12 + Con Bonus. Claws |
Note that I've used the following standard abbreviations:
- Darkvision
- Standard 30' Darkvision
- Trance
- Instead of sleeping, you can enter a trance for 4 hours, as an Elf.
- Fey Ancestry
- You have advantage against effects that would charm you, and are immune to spells that make you sleep, as an Elf.
- Keen Senses
- You have advantage when making a perception check (possibly with only some senses)