Playbook: Fae Foundling

You were found in swaddling clothes beneath an ancient standing stone near the village, a fae token on your breast. Some of the villagers were kind and took you in to raise you as their own. You have a natural gift with magic and, while some are still distrustful of your strange appearance, you have made fast friends with some of the other village children.

Prerequisites: May not be Human. Must be able to cast spells.
Starting Stats: You are quick and inquisitive. Your Dexterity and Intelligence begin at 10, and all of your other ability scores begin at 8.
Initial Equipment: Peasant’s Outfit, Leather Armor, a Dagger, a Loving foster family, and 4d6s.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

What was your childhood like?

1d12 What did your adopted parents do in the village? What did you learn from them? Gain
1 A strange hermit raised you just outside of the village. +2 Wis, +2 Con, +1 Int, Deformed trait
2 Your father was an outcast, rightfully or not. +2 Int, +1 Str, +1 Con, +1 Wis, Prideful Temper trait
3 Your parents were sailors or fishermen and you grew up on the sea. +2 Dex, +1 Str, +1 Wis, +1 Cha, Pearl Diver trait
4 Your family worked a small farm outside the village. +2 Con, +2 Wis, +1 Cha, Child of Nature trait
5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Int, +1 Cha, Bladed Magic trait
6 You led the sheep out into the cold mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str, Winter’s Soul trait
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis, Community Minded trait
8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +2 Wis, +1 Cha, Curse in the Blood trait
9 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +2 Wis, +1 Cha, Trifler trait
10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Con, +1 Wis, +1 Cha, Light Sleeper trait
11 You went on journeys into the woods to gather herbs and berries. +3 Wis, +1 Dex, +1 Con, Green-Blooded trait
12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +1 Int, +1 Wis, +1 Dex, Trade Talk trait

Add one location to the village (typically your family’s home or place of business).

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Magic in the Blood trait
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Fortunate trait
3 You were the toughest kid around. +2 Con, +1 Cha, Blighted Physiology trait
4 No secret escaped you. +2 Int, +1 Dex, Dismantle Order trait
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Elven Serenity trait
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Inner Beauty trait
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Solidarity trait
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Failed Apprentice trait
1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, a Cold Iron One-handed Martial Weapon (your choice).
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, a Rowboat and oars.
3 You went camping with the hunters. +2 Con, +1 Int, a Masterwork Survival Kit.
4 The colonial governor allowed you to use his library. +2 Int, +1 Dex, one Adventurer’s Chronicle (your choice).
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str, a Sanctified Ring and a house under construction.
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con, a Disguise Kit.
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha, her husband’s Alchemical Silver Dagger.
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis, an Armored Coat.

Add an NPC to the village.

As you grew up you learned more of your faerie heritage. What have you learned?

d6 What marks you as a child of the fae? Gain
1 Strangely shaped or colored ears. +3 Wis, Big Ears trait
2 You have a tail. +3 Cha, Nine-Tailed Scion feat
3 A wicked strength in your gnarled hands. +3 Str, Iron Grip trait
4 Your skin subtly shifts its hue. +3 Dex, Color Thief trait
5 You had a wizened and clever look, even as a babe. +3 Int, Old Before Your Time trait
6 You have a third eye on your forehead. +3 Con, Mutant Eye trait
d6 What sort of fae magic do you wield? Gain
1 The woods cover your tracks in honor of your ancestors. +2 Wis, Seen and Unseen feat.
2 You befuddle mortals with glamour and beauty. +2 Dex, Effortless Trickery feat.
3 Your lineage is one of darkness and the fae realms beneath the earth. +2 Int, Primal Ancestry feat.
4 Mortals tremble before the light of your presence. +2 Cha, Dazzling Display feat.
5 You can heal your wounds with great efficacy. +2 Dex, Fey Foundling feat.
6 The unseen is clear before your eyes. +2 Wis, Divination Bullseye feat.

Add a location to the village.

d6 As you came of age, your faerie heritage created an unexpected problem for you. What was it? The player to your right was there when it happened. Gain
1 While wandering in the woods near the village, a trickster faerie took a liking to you and decided to follow you everywhere you went. The friend to your right helped you trick the mischievous sprite into leaving you be. +2 Cha, You and the friend to your right both gain the Deadly Troupe feat.
2 A Puritan took you for a desperate soul under the sway of a demon and attempted an exorcism. The friend to your right helped you escape. +2 Dex, You and the friend to your right both gain the Escape Route feat.
3 The Erl King himself held court in a hidden grove and sent an emissary to invite you. The friend to your right came to learn of the fae. +2 Int, You and the friend to your right both gain the Echoes of the First World feat.
4 A wicked fae knight rode into the village from the forest and challenged you to a duel. The friend to your right acted as your faithful second. +2 Str, You and the friend to your right both gain the Tag Team Fighting feat.
5 The sluagh flew into the village and you protected your friends and loved ones from their attack. The friend to your right stood beside you against their onslaught. +2 Con, You and the friend to your right both gain the Back to Back feat.
6 When a babe went missing last winter, suspicious villagers whispered that you had taken it to your faerie family. The friend to your right reminded everyone that you had always been fair and kind. +2 Wis, You and the friend to your right both gain the Diplomatic Ruse feat.
d6 When your foster parents found you, what token was left in your swaddling clothes? Gain
1 A finely engraved silver leaf. +2 Wis, a Snapleaf.
2 A frightening figure made of twigs and human hair. +2 Int, a Summoner’s Idol.
3 The skin of a winter wolf. +2 Str, Furs (which grant Cold Resistance 5).
4 A beautifully carved goblet of ivory. +2 Dex, a Hallowed Chalice.
5 Three golden hairs. +2 Cha, a Nymph’s Inspiration
6 A stone rose. +2 Con, a Drowned Rose

Add an NPC to the village.

Playbook: Fae Foundling

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