Fae Beings
Fae beings are entities from the Fey Realm and natural world that Druids form relationships with to gain Fae magic. Each fae type represents a category of fey entity, and individual fae within that type may have variations in power, personality, and the specific benefits they grant.
Note: This page lists fae types (categories of fae beings), not specific named fae. Individual fae will have unique names, but they belong to these broader classifications.
Overview
Fae beings are powerful entities from the Fey Realm and natural world who grant power to Druids through relationships. Druids can form multiple relationships with different fae entities, each granting: - Spells: Specific spells from the druid spell list - Spell Slots: Additional spell slots beyond the base half-caster progression - Special Abilities: Unique powers reflecting the fae's nature - Boon Benefits: Various magical benefits or services
Different types of fae offer different combinations of spells, slots, abilities, and boons. Some fae types are more common in certain regions, while others are rare or require specific circumstances to encounter.
Note: This table should be updated as more fae types are discovered in the source material. Fae beings in "The Gods Are Bastards" setting may include fairies, dryads, elemental spirits, nature guardians, and various other fey entities.
Fae Types
| Fae Type | Minimum Level | Typical Powers Granted | Spell Focus | Relationship Benefits | Notes |
|---|---|---|---|---|---|
| Sprite | 1 | Nature guardianship, plant magic, small creature communication, protection | Transmutation (plant), conjuration (nature), abjuration (warding), enchantment (minor) | Additional spell slots (especially plant/nature magic), guardian guidance, plant-related powers | Small, elusive nature spirits that serve as guardians of specific natural areas. Often associated with plants, flowers, and small forest creatures. More numerous but individually less powerful than larger fae types. Serve as protectors of groves, meadows, and wilderness areas. Can work in groups to enhance their abilities. |
| Pixie | 1 | Elemental energy manipulation, flight, mischief magic | Evocation (elemental), transmutation, illusion (minor) | Additional spell slots (especially elemental magic), flight abilities, elemental energy manipulation | Tiny, sentient balls of elemental energy. Can gain power by consuming each other. Typically associated with a specific element (fire, ice, etc.). |
| Nymph/Naiad | 1 | Water magic, healing, aquatic communication, flow manipulation | Evocation (water), transmutation (water shaping), conjuration (water), abjuration (protection) | Additional spell slots (especially water/healing magic), aquatic guidance, healing powers | Water nymphs (Naiads) are nature spirits associated with freshwater bodies like rivers, lakes, springs, and streams. They complement Dryads (trees) and Sylphs (air) in the elemental nature spirit hierarchy. Often depicted as beautiful maidens who protect and embody their water sources. Known for healing abilities and connection to aquatic life. |
| Elementals | 1 | Elemental magic (fire, water, air, earth), elemental form manipulation | Evocation (elemental), transmutation (shaping), conjuration | Additional spell slots (matching element type), elemental form guidance, elemental manipulation | Beings composed of a single element (fire, water, air, or earth). Can be summoned and shaped by practitioners for various purposes. Desire to be one with their elements. Can be formed into various shapes and used for tasks. Sentience varies by element and power level. |
| Satyr | 5 | Music magic, charm, nature magic, revelry | Enchantment (music), illusion (party/revelry), transmutation (nature) | Additional spell slots (especially enchantment/music magic), musical guidance, celebration powers | Half-human, half-goat nature spirits known for their love of music, dance, and revelry. Associated with fertility and the untamed aspects of nature. Often playful and hedonistic. |
| Tanuki | 5 | Shapeshifting, illusion, trickery, playful magic | Transmutation (shapeshifting), illusion, enchantment (charm) | Additional spell slots (especially illusion/transmutation), shapeshifting guidance, trickery magic | Shape-shifting raccoon-dog spirits from Sifan folklore. Known for their playful and mischievous behavior. Often depicted as playful tricksters who use shapeshifting and illusions for entertainment or deception. |
| Sylph | 5 | Air magic, wind control, flight, weather influence | Evocation (air), transmutation (wind), conjuration (weather) | Additional spell slots (especially air/weather magic), flight guidance, wind manipulation | Air elementals or spirits associated with the wind and sky. Graceful, ethereal beings that can influence air currents and weather patterns. Often depicted as elusive and graceful. |
| Dryad | 5 | Nature magic, plant growth, protection, healing | Transmutation (plant growth), abjuration (protection), conjuration (nature) | Additional spell slots (especially plant/nature magic), grove protection, tree-related powers | Female nature spirits associated with trees and forests. Nigh-invulnerable and super-strong but amoral. Deeply connected to the health of their respective trees. May interact with visitors to their groves, sometimes leading to perilous outcomes. |
| Ancestral Spirits | 5 | Guidance magic, protection, wisdom, death-related magic | Divination (guidance), abjuration (protection), necromancy (communication) | Additional spell slots (especially divination/necromancy), ancestral knowledge, protection blessings | Spirits of deceased ancestors who offer guidance, wisdom, and protection to the living. Often revered and called upon in rituals. Can influence the world of the living through guidance and protection. |
| Valkyrie | 10 | Battle magic, death magic, judgment, fate manipulation | Evocation (combat), necromancy (death-related), divination | Additional spell slots (especially combat/death magic), battle guidance, judgment powers | Created by Naiya to balance the kitsune. Spirits associated with death and judgment. Serve as counterbalance to kitsune's playfulness and deceit. |
| Phoenix | 10 | Fire magic, rebirth, resurrection, flame transformation | Evocation (fire), transmutation (rebirth), conjuration (flame) | Additional spell slots (especially fire/transmutation), resistance to fire, rebirth blessings | Immortal birds of flame that die and are reborn from ashes, symbolizing eternal cycles of death and renewal. Their presence brings hope and transformation. Extremely rare and powerful fae creatures that only bond with those who have faced great trials and emerged renewed. Their flames can both destroy and purify. |
| Unicorn | 10 | Healing magic, purification, protection, holy light | Abjuration (protection), evocation (holy light), conjuration (healing) | Additional spell slots (especially healing/protection), disease immunity, purification powers | Pure and noble fae creatures embodying innocence and healing. Extremely selective about forming bonds, only choosing those with pure hearts and dedication to protecting life. Their horns contain powerful healing magic. Can detect poison and evil. Rare and difficult to find, often dwelling in untouched wilderness. |
| Kitsune | 15 | Shapeshifting, illusion magic, charm, fire magic | Illusion, enchantment, evocation (fire) | Additional spell slots (especially illusion/enchantment), shapeshifting guidance, connection to Sifan | Eldest daughters of Naiya. Spirits of play, passion, and deceit. Even Naiya could not control them, leading her to create Sifan as a land for them to inhabit. Primarily found in Sifan. Known for their cunning and magical abilities. |
| Giants | 15 | Mountain magic, earth manipulation, territorial protection, weather control | Evocation (earth/stone), transmutation (earth shaping), abjuration (territory), conjuration (weather) | Additional spell slots (especially earth/mountain magic), territorial protection, mountain guidance, weather control | Solitary fae beings who live high in the mountains. Fully sentient with their own cultural values and morality that differ from mortal understanding. Fiercely territorial, they protect their mountain domains with great determination. Known for their connection to earth, stone, and mountain weather. |
How to Use This Table
When creating a Druid character or forming a new Fae relationship:
- Choose a Fae Type: Select from the available fae types
- Individual Fae: Work with your GM to create or select a specific fae being of that type (fae have individual names and personalities)
- Relationship Terms: Establish the relationship's terms through roleplay, quests, offerings, or protection of natural areas
- Benefits Granted: The fae grants spells, spell slots, and special abilities based on the strength of the relationship
- Additional Relationships: Druids can form multiple relationships with different fae entities, each contributing to their overall power
Bond Strength Tiers
See Fae Bond Tiers for complete details on the tier system and mechanics.
Fae relationships are measured in bond strength tiers ranging from 1 to 4, representing the depth and power of the connection between a Druid and their Fae patron.
| Tier | Description | Spell Slots | Abilities & Spells |
|---|---|---|---|
| 1 | Initial Bond | Defined by Patron | 1 special ability + 2 granted spells |
| 2 | Growing Bond | Additional Slots | 1 additional ability + 2 additional spells |
| 3 | Strong Bond | Further Slots | 1 additional ability + 2 additional spells |
| 4 | Deep Bond | Max Slots | 1 additional ability + 2 additional spells |
Key Points: - Each tier grants 1 special ability unique to the Fae patron type - Each tier grants 2 spells (can be from any magic system) - Bonus spell slots are fixed per patron and tier, not dynamic - All rewards are cumulative - you keep previous tier benefits - For Pixies and Elementals, choose an element variant (Fire, Water, Air, Earth, Ice) during character creation
Relationship Progression
Fae relationships strengthen over time through: - Roleplay: Extended interaction and positive relationships with fae entities - Quests: Completing tasks or missions for fae beings - Offerings: Gifts, sacrifices, or establishing shrines - Protection: Defending natural areas, fey realms, or specific fae entities - Character Development: Advancing as a Druid and demonstrating commitment to nature
As bond strength increases (from tier 1 to 4), Druids gain: - Higher level spell slots - Access to more powerful spells - Additional spell slots per day (as shown in the Bond Strength table) - More potent special abilities unique to their Fae patron - Greater boon benefits
Default Relationships
Druids automatically gain relationships at 1st, 5th, 15th, and 20th level (as noted in the Druid class table). These represent the Druid's deepening connection to nature itself and the Fey Realm. Additional relationships beyond these defaults must be earned through roleplay and character development.
Related: Mechanics/Classes/Druid | Fae Magic Overview | Mana | Magic System Interactions