Phaedran

Phaedran

Children of Phaedrus

Phaedran are the rare hybrid descendants of Arkadian fae. Sometimes, such children are born without warning to a pair of mortal parents, seemingly a gift — or curse — from the gods. Other such children are the direct result of a mortal mingling with a fae. Some Phaedran claim to be born of Phaedrus themself.

Fae Legacy

Whether concealed or borne with pride, all Phaedran are marked by fae features such as the curled horns of a ram, the talons of a harpy, or the golden eyes of a serpent. These strange features mark them, setting them apart from other mortals. Some believe them cursed, spurned by fate and the heavens, while others see them as sacred creatures, given gifts by the gods and imbued with a special destiny.

Many Phaedran, restless in the great cities, take to the roads and wilds and small villages, never staying in one place for long as their youth stretches on for almost a century. Part human and part fae, they are a stranger in both worlds with a foot in each and a home in neither. As such, many flock to Illyria, the wild and beautiful land of their patron god, but nowhere in Arkadia will you meet a common Phaedran. Touched by fate, they are almost always exceptional individuals, destined for heroism or tragedy.

Psysserian Blood

Though they are perhaps the most numerous of their kind, gorgon Phaedran predominantly live in the hostile, enthralled foreign land of Psysseria, comprising its highest mortal caste, second only to their gorgon masters. As they come from her ancestral enemy across the sea, gorgon Phaedran are met with fear and suspicion in Arkadia. They are seen as spies or assassins, and many are cold or even openly hostile towards them. Too often do they give cause to these suspicions, though not all gorgon Phaedran serve the titan. Some have fled their oppressors, braving foreign seas and war torn lands to start anew in Arkadia. Others are genuinely born to free gorgons who dwell in the Arkadian wilds and have never known the serpent’s lash.

Phaedran Traits

The blood of Arkadian fae flows in your veins, setting you apart from other mortals and granting you strange powers.

Ability Score Increase. Your Charisma score increases by 2 and one other ability score of your choice increases by 1.

Age. Phaedran mature at the same rate as humans but live almost twice as long, their youth stretching on for more than a century.

Alignment. Most Phaedran share the chaotic nature of their fae lineage, preferring the wilds and ruins towalls and cities. They value freedom and individuality, and are often neutral or good. The Psysserians are an exception; beholden to their titan mistress they tend to be cold and cruel, making them more lawful and more evil than their Arkadian cousins.

Size. Your size is Medium; the size and build of a human.

Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Sylvan.

Subrace. Many subraces of Phaedran exist, each rooted in a specific fae lineage. Choose one of the options below.

 

Satyr

Satyr Phaedran are the most common in Arkadia. Out past the shepherds’ walls where the wilds begin, they mingle freely with humans and, on warm summer nights by roaring fires and the flow of wine, find common ground in the love of unbridled revelry. Satyr Phaedran have horns, ridged and curled like those of a ram. Their legs, when transformed, look like those of a goat, doe, or other cloven-hoofed beast, covered in thick shaggy fur.

Satyr’s Hooves. You gain the ability to transform your legs and feet into those of a cloven-hooved goat that double your jump distance and grant you advantage on saving throws against effects that would knock you prone or shove you. You can create these hooves as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

Horns. You can make an attack with your horns to butt a target, causing 1d4 bludgeoning damage plus you Strength modifier. If the target is a creature no more than than one size larger than you, it must succeed on a Strength saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus or be shoved 10 feet away. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

 

Siren

The beauty of siren Phaedran is attested to by thespians and sailors alike. Many an Arkadian has heard the tale of an enamoured youth, lured out into the waves by unearthly song, only later to have friends pull them back from the surf begging to return.

Siren Phaedran wear only the faintest traces of their lineage: thin gill-like scars on the sides of the neck, a pearlescent shimmer on the skin, or a voice whose haunting lilt betrays the underlying magic of the fae.

Siren’s Tail. You gain the ability to meld your legs into a shimmering fishtail, losing your walking speed and gaining a swimming speed of 60 feet. You can create this tail as a bonus action on your turn. It lasts until you dismiss it as a bonus action on your turn. While you have this tail, you can breathe both air and water.

Siren’s Song. As an action you can attempt to charm a humanoid that can hear you by singing an unearthly song. It must succeed on a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus, with advantage if you are currently fighting it, or it becomes charmed by you for one hour or until someone in your party harms it. It will know it has been charmed when the effect ends. You must finish a long rest before using this ability again.

 

Gorgon

Not technically the children of Phaedrus, these creatures are born of another powerful Fae, the titanic Mother of Monsters. They are no product of lust or fate; they are bred and birthed in the serpent temples of Psysseria. Human slaves are offered as ritual sacrifice to the gorgons within. It is said all gorgons and their children are descended from the Mother of Monsters, the first gorgon, a titan beautiful and terrible who rules the Psysserian Empire, feared and worshiped by all beneath her gaze and lash.

Their features are often less immediately apparent, such as fangs, a forked tongue, or the golden slitted eyes of a serpent. Some, however, have coiling serpents for hair. Those from Psysseria share the features of their human kin, with tawny or bronze skin and black hair.

Gorgon’s Coils. You gain the ability to meld your legs into a serpentine tail, increasing your base walking speed by 10 feet and allowing your movement to ignore difficult terrain. You can create this tail as a bonus action on your turn. It lasts until you dismiss it as a bonus action on your turn.

Petrifying Gaze. As an action, you can try to petrify a creature you can see, and that can see you, within 60 feet by turning it to stone. The target must succeed on a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus or be petrified. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends. You must finish a long rest before using this ability again.

 

Harpy

Harpy Phaedran are believed to be the result of a curse or ill-fated bargain. There are myths of old harpy crones striking deals with mortals and replacing human children with their own. Often more slender and slight of build, harpy Phaedran are marked by avian features such as large inquisitive eyes, long talon-like nails, or soft feathers in their hair.

Harpy’s Wings. You gain the ability to sprout a pair of feathered wings from your back, gaining a flying speed of 25 feet. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. If you are wearing heavy armor or are encumbered, you cannot use your flying speed. Instead, your wings can slow your fall and allow you to glide. When you fall and aren’t incapacitated, you can slow your rate of descent to 50 feet per round, and you can move up to your speed horizontally as you descend.

Talons. You are proficient with unarmed strikes. Due to your talons, your unarmed strikes deal 1d4 + your Strength or Dexterity modifier slashing damage on a hit.

 

Centaur

Centaur Phaedran are a rare breed, born of the crossing of mortal and centaur. Centaur are proud solitary hunters and trackers of the Arkadian wild, often viewing mortals as little more than weak prey. Some, however, come to be impressed by the strength and skill of a mortal hunter or huntress and take them as a mate, especially among the Oreyan Elves for whom they hold a begrudging respect.

Centaur Phaedran are often of strong build, with thick mane-like hair. Some have the tails of horses. Their eyes are typically dark, seeming to be entirely irises with wide pupils.

Centaur’s Form. You gain the ability to transform the lower half of your body into that of a horse. While you have these aspects of a steed, your walking speed is increased to 60 feet but your climbing speed is reduced to 0. Additionally, your carrying capacity and the amount of weight you can push, drag, or lift is doubled as if you were one size category larger. You can create this change as a bonus action on your turn. This form last until you dismiss it as a bonus action on your turn.

Hunter’s Charge. While transformed, If you move at least 30 feet in a straight line, the first creature of your size or smaller whose space you move through must make a Strength or Dexterity saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone and take 2d4 + your Strength modifier in bludgeoning damage. A creature takes half as much damage on a successful save and is not knocked prone. You may not end your movement on another creature’s space. Once you use this ability, you can’t use it again until you finish a short or long rest.

Minotaur

Though monstrous children begot of minotaurs do exist, they are almost always abominations. Twisted by the gods, they bear the heads and horns of bulls and are most often dumb as beasts. Unteachable and untameable, some are thrown into arenas and fighting pits for sport, while other are abandoned, consigned to the labyrinthine depths of forgotten catacombs or crumbling sewers. Legend tells of a queen of old Krytan who bore such a son, and had for him a sprawling maze built beneath her city.