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Sidhe

The Sidhe first Appeared as a PC Race in the Creature Crucible Series (PC1) “Tall Tales of the Wee Folk”
They were a presented as a more fairy version of the elves, as D&D Elves were too mortal to be part of the fairy races. Glen Welch converted them over, with a few other races in his “Mystara Player’s Guide” Those rules have been copied here.


The Sidhe

This is my treasure. This pebble. What good is hoarding coin if you never let it shine? Beauty is meant to be displayed, not locked away in a dark room.
-Aranaeth Greeneyes

In ages past, two groups of immortals existed. One became the Immortals venerated by the clerics. The other became the fey, with their magics owing no allegiance to the other Immortals. Sidhe are the most human of the fey creatures, a separate race of Immortals of Mystara. The sidhe are highly magical creatures that are known for their curiosity of mortal races.

Ethereal and Timeless
The appearance of the sidhe is as varied as the humans. Sidhe appear to be a hybrid of man and elf, though they are related to neither race. They can usually pass as human easily. Sidhe range from 5’8 to well over 6′ on average, though they tend to be of slight build, weighing less than a human of similar size. Hair color for the sidhe can range from standard human colors to unusual like dark green or bright pink. Their eyes are the same way and can be any color and need not even match. Sidhe are virtually immortal, they do not age and if slain instead reincarnate back in the Good Kingdom.
Sidhe skin color tends to be the same shade of humans, though they can go to extremes, with skin white as snow or black as onyx. Facial hair is rare on sidhe men, but not unheard of. Both sexes tend to adorn themselves with jewelry, the more extravagant, the better. Their clothing ranges from simple furs to gowns more beautiful than what emperors could even dream of.

Stranger in a Strange Land
Despite their human appearance, sidhe are foreign to the Known World. For them, everything is quite unusual. The lack of magic, the static nature around them, and the short-lived creatures they encounter intrigue them. Sidhe are driven to experience all they can in the ordinary world. They are not attracted by gold or power, but by new experiences. A sidhe will agree to go on an adventure that pays nothing if it sounds exciting to her.
To outsiders, the sidhe seem overly generous but foolish. Mortals don’t understand the inhuman motivations of the sidhe. They are immortal; they do not need riches or power. When they return to the Good Kingdom, their stories are their currency. To the fey, memories are coin and excitement its reward. Especially confounding is the sidhe’s utter lack of religion. Some are as old as the world itself, and many are older than all but the most ancient Immortals. Sidhe view Immortals as powerful equals, but not worthy of worship.

Eldritch Origins
Sidhe come from another realm called the Good Kingdom. The most well-known portal is in Alfheim, but others do exist. The Good Kingdom is a place without time, where everything seems to change, but nothing truly does. Oberon has been king for longer than man has walked the face of the planet. The sidhe have watched mountains rise and fall; it is no surprise that many of them get bored with their immortal existence. Sidhe have existed since before the Immortals, and as such, need nothing from them. Their power comes from their realm; Immortal magics offer them nothing. They enjoying blending in with human societies, their neighbors none the wiser. Sidhe even get married and learn about love, but they are doomed to watch their spouse wither and die. Because of their alien origins, sidhe have a difficult time adapting to mortal society. They mimic how they think the mortals would act, but fail to grasp the nuances. They tend to dress very garishly and act flamboyantly.

Exploring the new world
Sidhe, when entering the mortal world, tend to seek out the largest population center they can find. Many become adventurers because of the excitement it brings. Their lack of desire for wealth causes many to think they are naive, but few understand the mysterious creatures well. The sidhe’s thirst for adventure is overwhelming

5E Rules

Sidhe Traits
Ability Score Increase. Your Charisma increases by 2, and your Dexterity increases by 1.
Age. Sidhe have no concept of age as they are an immortal race, reincarnating back in their native land after death. The average sidhe appears fully grown after 20 years.
Alignment. Most sidhe are chaotic by nature, though some of their rulers are lawful.
Size. Sidhe average 5’6 to over 6′ tall and have a lithe build. You are a medium creature.
Speed. Your base speed is 30 feet.
Languages. You can speak, read, and write Common, Elven, and Fey.
Eternal Creatures. Your creature type is fey. You are not a creature of this world; your magic is your own; you have no use for the magic of Immortals. You cannot gain or take classes, archetypes, or feats that grant divine magic such as cleric, druid, ranger, or paladin. You generate your magic from your ties to the Good Kingdom, offers of power from outside influences are meaningless to you, so you cannot take levels in the warlock class.
Fey Magic. At 2nd level, you learn a cantrip from the Illusion and Enchantment schools from the wizard’s spell list. At 4th level, you learn a 1st level spell from one of those schools. Every other level after, you learn one spell of the next level until level 20 when you learn a 9th level spell. You can cast each of these spells once per long rest (use Charisma as your spellcasting ability). You lose this ability while wearing or carrying iron.
Water Breathing. You can breathe water as well as you can breathe the air.
Iron Allergy. You cannot stand the touch of iron. You cannot cast spells while wearing or touching iron weapons or armor. Items with a +2 enchantment or better are not considered to be made of iron. You have damage vulnerability against iron weapons.
True Fey. You are immune to nonmagical diseases and can see other fey that are invisible. As you reincarnate quickly into a new form in the Good Kingdom, spells that raise you from the dead only work if cast within 10 minutes of your death. You can never become free-willed undead.

BECMI Rules

Ability Score Modifiers/ Requirements

AbilitiesStrIntWisDexConCha
Sidhe Minimums883333
Sidhe Maximums181818181818

Disease, Death, and Aging: Death is seen in a special light by all fairies. It merely marks a change in the cycle of their existence, when their spirit abandons one body, and is reborn as another fairy (after 0-999 years of mortal time). Age has no meaning for the Good People, and they do not suffer natural diseases. (Magical diseases, such as mummy rot, may affect them.) Death comes either through violence, accident, or magic; or, more typically, a fairy tires of its form, and chooses to give it up and be reborn.
The absence of a fear of death or aging is a notable aspect of fairy character, even more extreme than that of elves. It gives them a truly experimental, adventurous outlook on existence. And, like elves, fairies are immune to the paralysis of ghouls, since this preys on a victim’s fear of death.
In spite of this, few fairies willingly jump into violent deaths; they still feel pain and prefer to avoid it. Besides, adventures are more fun if you can see them through to the finish. (Also, a reincarnated fairy loses the powers and experience, and usually the memories of its previous existence.)

Fairies and Undead: Undead are the great enemies of fairies, as they are of druids. Both the Fair Folk and undead are ageless, and apart from normal, living beings; but while the fairies seek to promote life, the undead wish to destroy it.
Very powerful fairies may learn the secrets of animating dead, but this art has been forever and absolutely forbidden by the Fairy Court. Proof of participation in such heinous evil is sufficient ground for exile from fairy society. Fairies who become involved in necromancy, it is believed, are reincarnated not as fairies, but as incorporeal undead spirits (especially banshees).

Invisibility: All of the fey races have the innate ability of invisibility to mortals. Creatures with second sight (see below), which includes Other fairies, are also able to perceive persons and objects that are invisible to mortals; hence, this is different from normal magical invisibility, which makes its subject disappear to everyone.
Sometimes it is possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a fairy is present. This especially occurs in the evening after sunset, when much of the light is near the violet end of the visible spectrum.
The spell detect invisible will reveal creatures and objects invisible to mortals; dispel magic will cause a fairy to become visible, but after a round the fairy can will itself back to invisibility to mortals.

Second Sight: Second sight is a peculiar ability, common to all fairies, that sometimes occurs among mortals. It enables one to recognize a fairy’s true form, even if the fairy is invisible to mortals, polymorphed, or shapechanged.
This ability (has been theorized to be) is an extra-sensory perception or intuition involving time. Basically, from perceiving the fairy’s visible, normal shape at another point in time, the seer recognizes the magical being for what it is.
Second sight is often associated with prophetic visions; a funeral, for example, might be seen weeks, even years, before it actually occurs. The prophetic workings of second sight seem sporadic and are not well understood; and, further, a seer is often unable to tell when he is seeing normally or with second sight. Hence a gifted seer may greet a sidhe, thinking him a normal person, though the fairy is invisible to everyone around him; or a prophetic vision may be thought an occurrence in the present. In game terms,
the DM may use second sight to pass on cryptic information to players, but be careful not to abuse or overuse the power.
Some exceptional mortals may have this ability from birth (perhaps on account of a fairy ancestor); or it may be bestowed magically. The Good People jealously guard its bestowal. Human folklore describes a woman who accidentally smeared ointment of second sight on one of her eyes. When she later greeted a fairy in a marketplace, not even realizing he was invisible to the other people, he asked with which eye she could see him. After she told him, he removed it, and she of course never again perceived the Fair Folk (or anything else, for that matter) with it.

Spellcasting: All Sidhe are natural Fairy Spellcaster and can cast Fairy Charms after the Normal Monster Level. Fairy Charms are a special type of spell that only members of the Fairy Folk races can cast.

Warrior or Rogue? All sidhe beyond normal monster level combine their fairy spellcasting ability, with either fighting or thieving skills; they may therefore be warrior sidhe or rogue sidhe. Most are the former; to be a rogue sidhe, a minimum Dexterity of 8 is required.
Both class combinations progress on the same level advancement table; but while warrior sidhe have
eight-sided Hit Dice, those of the rogue sidhe are four-sided.
Warrior sidhe can make multiple attacks at higher levels, like fighters. Rogue sidhe have the special skills of thieves of equal level (lockpicking, backstabbing, etc.).

Weapons / Armor Restrictions: No sidhe may use weapons or armor fashioned of iron. Otherwise, warrior sidhe can use any weapons or armor open to fighters, and rogue sidhe may use any open to thieves. Sidhe may use any magic item permitted to magic-users and either fighters or thieves, according to class combination.

Saving Throws: Warrior sidhe make Saving Throws as fighters, and rogue sidhe as thieves, of the same level.

Breathing: All sidhe, since they often have underwater homes, may breathe water and air with equal facility.

LevelExperienceWarrior HDRogue HDLv 1 Ch.Lv 2 Ch.Lv 3 Ch.Lv 4 Ch.Lv 5 Ch.Lv 6 Ch.Lv 7 Ch.
NM*01d41d4
12,5001d8*1d4*1
25,0002d82d42
310,0003d83d421
420,0004d84d422
540,0005d85d432
680,0006d86d4321
7160,0007d87d4322
8320,0008d88d4332
9620,0009d89d43321
10920,000+1hp**+1hp**3322
111,220,000+2hp**+2hp**3332
121,510,000+3hp**+3hp**33321
131,800,000+4hp**+4hp**33322
142,090,000+5hp**+5hp**33332
152,380,000+6hp**+6hp**333321
162,670,000+7hp**+7hp**333322
172,960,000+8hp**+8hp**333332
183,250,000+9hp**+9hp**3333321
193,540,000+10hp**+10hp**3333322
203,830,000+11hp**+11hp**3333333
214,120,000+12hp**+12hp**4433333
224,410,000+13hp**+13hp**4444333
234,700,000+14hp**+14hp**4444443
244,990,000+15hp**+15hp**4444444
255,280,000+16hp**+16hp**5544444
265,570,000+17hp**+17hp**5555444
275,860,000+18hp**+18hp**5555554
286,150,000+19hp**+19hp**5555555
296,440,000+20hp**+20hp**6655555
306,730,000+21hp**+21hp**6666555
317,020,00+22hp**+22hp**6666665
327,310,000+23hp**+23hp**6666666
337,600,000+24hp**+24hp**7766666
347,890,000+26hp**+26hp**7777666
358,180,000+28hp**+28hp**7777776
368,470,000+30hp**+30hp**7777777
* Note: When warrior sidhe reach first level, they gain an additional 1d4 hp—in effect a 1d8 Hit Die total. Any Constitution bonus or penalty is applied to both d4 hp rolls. Rogues gain no hit points for reaching 1st level.
** After 9th level, Constitution bonuses no longer apply.

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Thank you to Mr. Welch for the Sidhe Writeup for 5th Ed

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