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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)

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