Feywights are a race of powerful fey creatures that blend nature’s patience and power with the ambition and aggression of humanoid races. They are the product of the untimely deaths of other fey, the instruments of revenge for the natural world. When fey are killed, sometimes their remaining magical energies coalesce into a humanoid form and become a feywight. While not necessarily good or evil, all feywight tend to be extremely militant in response to acts against nature.
Feywight are plant-like humanoids that superficially resemble elves with green or tan skin the texture of a supple, young leaf. Their limbs, though long and slender compared to those of other humanoid races, are as sturdy and reliable as darkwood trees. Feywights have no organized kingdoms and maintain only a few scattered communities. Feywight are able to live comfortably in nearly any climate. Their homes blend in with the natural world around them.
- +2 Constitution, +2 Charisma: Feywight are durable with intense personalities.
- Fey-Type: As fey, feywight are not affected by spells such as charm person and hold person. Though long lived, feywights are not immortal. They breathe, eat, and sleep.
- Medium: Feywight have no special bonuses or penalties due to size.
- Normal Speed: Feywight have a base speed of 30 feet.
- Low-light Vision: Feywight can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Feywight Immunities: Immunity to magic sleep effects and a +2 racial bonus on saves against enchantment spells or effects.
- Nature’s Child: +2 racial bonus to Knowledge (nature) and Survival checks.
- Cold Iron Anathema (Ex): Feywight have a difficult time wielding weapons made of cold iron. Feywight take a -2 penalty on any attack roll they make with a cold iron weapon or a weapon made only partially out of cold iron, such as a cold iron spear or a bow firing cold iron arrows.
- Aspects of Nature: Feywight are bound to the raw forces of nature, manifesting this bond even in their physical form. Feywight change form based on which particular natural aspect of nature they choose (from the three described below). Each morning, a feywight can spend 10 minutes in meditation, filling her spirit with the manifestation of nature’s might that is most needed for her current tasks. Once a feywight chooses an aspect, she manifests that aspect until the next morning, when she chooses again which aspect to manifest. Many feywights favor one aspect over the others and rarely choose to manifest one of the other two aspects.
Aspect of the Ancient: While manifesting the aspect of the ancient, a feywight embodies the deep and ancient secrets of nature itself. With this bond to nature’s secret lore, a feywight gains a racial bonus on Knowledge (nature) checks equal to her level and gains an additional +2 bonus on saving throws against enchantment effects. This bonus stacks with the feywight’s normal racial bonus on saving throws against enchantment effects. Feywight with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day— detect poison , faerie fire, pass without trace, speak with animals. The caster level for these effects is equal to the user’s level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. While a feywight manifests the aspect of the ancient, her hair turns as white as fresh snow and her eyes turn to the color of a blue summer sky.
Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a feywight manifesting the aspect of the destroyer. The feywight gains a +1 racial bonus to all attack rolls, a +2 racial bonus to all damage rolls, and a +2 racial bonus on initiative checks while manifesting the aspect of the destroyer. A feywight manifesting the aspect of the destroyer can make a special smite attack that deals extra damage to the foes of nature. They may do this up to a maximum number of times per day equal to the character’s Charisma bonus, (minimum 1.) When making this smite attack, a feywight adds her Charisma bonus to her attack roll and deals an extra 1 point of damage per Hit Die. This smite attack works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. (Which means it DOES NOT work on animals, dragons, fey, magical beasts, monstrous humanoids, or vermin) If a feywight accidentally smites a creature that is not one of the creature types listed above, the smite has no effect, but the ability is still used up and counts against the total uses per day. While a feywight manifest the aspect of the destroyer, her hair and eyes turn a deep, lusterless black; many find the gaze of a feywight destroyer’s coal-black eyes to be unnerving.
Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the cycle of life. A feywight manifesting the aspect of the hunter is bound to nature’s ancient tradition of the hunt, and her senses sharpen to an amazing degree. While manifesting the aspect of the hunter, a feywight gains the scent special quality, a +10 foot racial bonus to movement speed, a +2 racial bonus on Initiative, Perception, and Stealth checks and the benefits of the Track feat. While a feywight manifests the aspect of the hunter, her hair and eyes turn a deep forest green, and her skin tone becomes a deep chestnut brown.
- Languages: Feywights begin play speaking Common and Sylvan. Feywights with high Intelligence scores can choose from the following: Aklo, Auran, Aquan, Celestial, Draconic, Elven, Giant, Gnome, Ignan, Terran.