Fey Ancestry. You have advantage on saving throws against being charmed and magic can't put you to sleep.
Trance. Faeries don’t sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Child of Nature. You have proficiency in the nature and animal handling skill. Faeries can gain energy from local plants, sunlight or moonlight replacing the need for food and water. Faeries may still eat and may need to if there is no sources to gain energy from. In addition druids are allowed to teach you there secret language or you may bring it as the chosen language this race provides.
Fae Wings. Faeries have a pair of wings in which they may use to fly up to 10ft in the air. While flying they emit a glow imposing disadvantage on stealth checks midflight. The flight is counted as non-magical. If their wings are removed or damaged after a long rest they regrow. If you are more than 10 feet off the ground when you end your turn you will fall until you are within the 10 feet of the ground.
Faery Magick. As beings of innate magic you know the druid craft cantrip. When you reach 3rd level, you can cast Invisibility once, and it recharges after a long rest. When you reach 5th level, you can cast Fly once, and it recharges after a long rest. Wisdom is your spellcasting ability for these spells. If you have spell casting ability or pact magic you may instead expend both or one of your Faery Magick charges to add the spells to your prepared spells for the day. These don’t count against your number of prepared or known spells and you may cast them with spell slots like a normal spell. After a long r
Shrink. You can touch an object meant for a medium or small creature and use your fae magic to shrink it so it’s appropriate for your size. If a weapon is shrunk its damage die decreases by d3. ex Mace does 1d6 upon shrinking it deals 1d3. You may only shrink 5 unowned objects at a time. The limit doesn’t apply to objects you own and you may shrink an infinite amount in your possession. If a weapon is shrunk the damage die decrease of d3 is the only damage reduction applied and other tiny weapon rules are negated ,also the weapons damage cannot go under 1. In addition if you become small or larger the
Frail. due to being tiny you disadvantage on Strength checks and Strength saving throws. If you somehow become small sized or larger these disadvantages don’t apply for the duration you’re that size.
Iron Weakness. Iron hurts Faeries and they cannot wield or don anything made from pure iron. If a Faery touches iron it takes 1d6 fire damage initially and then reapplies after being in contact every 6 seconds (1 turn), it cannot reduce your hp below 1+(Your Level). This damage also applies to being struck by iron weapons(The fire damage happens before the weapon damage). If encased in a net of iron or some other iron encasement faeries get disadvantage on all rolls. If a faery ingests iron or has it engraved in their flesh after a long rest or 24 hours has passed it disappears.(Iron mixed with other metals