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Half-fey are the spawn of powerful fey creatures and the mortals they find so intriguing. Often confused by the ignorant with half-fiends, some half-fey grow up tormented by their peers, but a few use their gifts to win over others and become quite popular.

"Half-fey" is usually an inherited template, but it could be acquired through other means as well. Certain mortals who are obsessed with the fey study fey magic and dwell in sylvan places in hopes of gaining power, and a few actually do manage to acquire the half-fey template. Such beings can advance in the half-fey template class, just as natural-born half-fey can if they wish to develop their powers more slowly.

Table SP-23: The Half-Fey Template Class

1st+0Dex +2, Cha +2, Con -2, fey type, low-light vision, saving throw bonuses, spell-like abilities
2nd+1Wis +2, Cha +2, immunity to enchantment, wings

Half-Fey Template Class Features

All of the following are class features of the half-fey template class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

Fey Type: At 1st level, the half-fey completes her metamorphosis, and her type changes to fey. She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids.

Low-Light Vision (Ex): At 1st-level, the half-fey gains low-light vision.

Saving Throw Bonuses (Ex): At 1st level, a half-fey gains a +4 racial bonus on saving throws against spells and effects from the Enchantment school.

Spell-Like Abilities: Starting at 1st level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier).

Spell-Like Abilities Gained
1st1stCharm person at will, hypnotism 1/day
3rdDetect law 3/day
5thProtection from law 3/day
9thEyebite or lesser geas 1/day
13thMass invisibility 1/day
17thInsanity or mass charm 1/day
2nd1stFaerie fire or glitterdust 1/day
3rdEnthrall or sleep 1/day
7thConfusion or emotion 1/day
11thDominate person or hold monster 1/day
15thGeas/quest or mass suggestion 1/day
19thOtto's irresistible dance 1/day

The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a 2nd-level half-fey whose character level is 3rd has charm person at will,detect law 3/day, enthrall or sleep 1/day, faerie fire or glitterdust 1/day, hypnotism 1/day.

Immunity to Enchantments (Ex): At 2nd level, a half-fey becomes immune to all spells and effects from the Enchantment school. This ability replaces the saving throw bonus against these effects included in the half-fey's base racial features.

Wings (Ex): At 2nd level, a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability.