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Seelie, are fae the size and shape of humans with large butterfly wings. They are the most powerful fae outside of the gods, and they control the faerie courts and the fae realms. Seelie enjoy manipulating and tricking mortals, often for their own sadistic amusement.


Ability Score Increase. Your Charisma or Intelligence score increases by 2, and the other increases by 1.

Age. Seelie age as elves and are ageless upon reaching adulthood.

Alignment. Seelie chase pleasure and passion. They care little for how their actions affect mortals. Most are chaotic neutral, though those who go out of their way to torment mortals are chaotic evil.

Rarity. Mythical.

Size. Seelie are built like well-proportioned humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Glamour. You know the friends cantrip without material components and the disguise self spell. At 3rd level, you learn charm person, which you cast as a 1st-level spell. Once you cast charm person or disguise self, you must finish a short or long rest before casting that spell again using this trait. Intelligence or Charisma (your choice) is your spellcasting ability for these spells.

Heritage (Fey). You are humanoid, but you are considered to be fey whenever it is detrimental for you.

Weak Wings. You have wings, but they aren’t yet strong enough to grant you full flight. Provided you have space double what you require (usually 10 feet), you can flap your wings to jump as if you had a 10-foot running start. If you can do so and have a 10-foot start, double the distance you jump. When you fall, provided you have double your space to open them, you can use your wings to slow your fall to 60 feet per round, taking no damage from falling. Also, for every 10 feet you fall, you can move 10 feet horizontally. Each foot you move horizontally this way counts as 1 foot of movement. You have access to the Improved Wings and Strong Wings feats (see Appendix A).

Languages. You speak, read, and write Common and Fae.

Sylphs are seelie that have become infused with elemental magic. They can fly, though they might not have wings. For example, Jack Frost is an ice sylph. Consider working with your GM to create a sylph of earth, fire, ice, water, or wind by using the traits of various elemental races found in this book. There are even some sylphs that are born from two or more elements, such as the feyr, sylphs of fire and ice.

Unseelie are a group of seelie that oppose the Faerie Courts and the machinations of the Faerie realms. They are chaotic good, though they still have difficulty showing empathy for mortals.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims