Homebrew Blackfaun Species Details
Adaptability and Diversity
Blackfauns are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they may sometimes remain for years. An individual blackfaun might have a relatively short life span, but a blackfaun legion or culture preserves traditions with origins far beyond the reach of any single blackfaun’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, blackfauns are adaptable opportunists, but they tend to stay away from politics and social gatherings.
“We interviewed a couple of different races and asked for their opinions on blackfauns.”
Dwarves. “They can be secretive folk, but get to know one, really know one, and you’ll find that they’re loyal friends, and true to their word. Their greed for gold can be their downfall though.”
Elves. “It’s best not to wander into a blackfaun’s camp. They don’t like intruders, and you’ll likely be kicked as well as lose a couple of coins. Still, if a blackfaun can get past those damned family issues and actually talk to you, you can learn a lot from them.”
Halflings. “What’s that?”
Legions and Lifestyle
Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, blackfauns found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, blackfaun mountain lodges, music, martial arts, and codes of honor fix their seldom viewed, but ever-present traditions in the bedrock of history. Calling them legions, blackfauns will often band together with other outcasts to better their chances of survival. These legions are close-knit and almost familylike. Members of a legion will often train, eat, sleep, and try to thrive in a secluded area. Whether it be an abandoned building or a remote part of the forest, blackfauns will make do. Blackfauns dream of a world where they can have their own cities and wild culture, but most are killed at birth as they’re seen as an omen of death in the several planes of existence.
Although most blackfauns are reclusive, in a collective total, their legions are diverse. Blackfaun legions welcome larger numbers of non-blackfauns compared to the proportion of blackfauns who live in non-blackfaun tribes and countries.
Hunger for Adventure
Blackfauns who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing treasure, knowledge, and fame. More than other peoples, blackfauns champion causes rather than territories or groups.
Blackfaun Names and Ethnicities
Having so much more variety than other cultures, blackfauns have a unique way of naming themselves or their children. At the age of 15, or once they find the skill they’ve been the most successful in, they make a name for themselves based on that talent.
The material culture and physical characteristics of blackfauns can change from region to region with the only constant being the dark eyes and black fur. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the tropical island ports of the Eleric Domain, or the distant Gates of Viponia and to the east—and even more distinctive in far-off Protectorate of Kaza.
The blackfauns’ natural connection to illusion magic has allowed them to adapt to have the most unnoticeable colorations to allow for easier hiding.
In the Lost District, nine blackfaun ethnic groups are widely recognized, though over a dozen others are found in more localized areas of the Outer Crest. These groups, and the typical names of their members, can be used as inspiration no matter which world your blackfaun is in.
Nightstriders
Shorter and slighter in build than most other blackfauns, Nightstriders have black hair and eyes accompanied by dark skin. They’re found primarily in the southwestern states of the Outer Crest. They have an uncanny ability to blend into the shadows.
Tsyatians
Tsyatians are slender, tawny-skinned folk with brown hair, and skin ranging from almost white to almost black. Most are tall and have black or brown eyes, but these traits are hardly universal. Blackfauns of Tsyatians descent roam about in the central lands of the Outer Crest, around the Inner Sea.
Treehoppers
Found primarily in the northwest of Krinn District, Treehoppers are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though black is the most common. They are extremely adept at climbing and jumping between the branches of the giant trees in their native lands.
Icebreathers
Icebreathers are tall, fair-skinned folk with white or steely gray eyes and are the only type of blackfaun to have white fur. Most have stark white hair, but those who inhabit the extreme north have blond or silver hair. Their skin is cold to the touch and their breath emanates an icy fog. They also have incredible resistance to the cold.
Sandwalkers
Dominant in the eastern and southeastern shores of the Inner Sea, the Sandwalkers are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Sandwalkers are most common, they often cover it with golden or yellow hoods to protect from the sun. They have an expected disdain for their cold, northern brethren. They have remarkable heat resistance and don’t need to drink water as much as the rest of their kind.
Blackfaun Traits
Blackfauns are an interesting race, and with their many unique abilities, they just might surprise you.Runic Etching
As an action or bonus action, you can choose to use one of the runes burned into your horns or hooves. You can choose to etch one of each rune per opportunity or etch one rune twice. If a rune has been etched twice, you use them as if they are separate. You are only able to use two runes between long rests.
The runes are as follows:
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2nd Level Selections (1&2) |
4th Level Selections (1&2) |
6th Level Selections (1 or 2) |
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Crushing Brand: Your horns take on a ghostly brown aura, and bludgeoning damage dealt by them ignores resistance and immunity. If you roll the maximum on the damage die or dice, the target of your attack is knocked prone if it is a creature. This effect lasts for 2 hours |
Reconnaissance: When activated, your horns or hooves are able to detect the following information for 30 minutes:
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Dragon’s Sense: After casting this rune, you can now detect the exact amount of gold and gems in a 2-mile radius, and can see a smoky path leading to the best way of obtaining the nearest cluster. These effects last for 2 days. |
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Flame Brand: A glowing sigil separates from your horns onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. These effects last 4 hours or until dispelled and can also be used on your horns. |
Stride: After casting this rune, your speed increases by 15 feet, and your climbing speed increases by 5 feet. Nonmagical difficult terrain smaller than 15 feet across now can be treated as normal terrain. These effects last for 10 hours. |
Demonic Sense: After casting this rune, you can now detect those with evil intentions in a 1-mile radius, and can see a smoky path leading the fastest route to those with the most cursed souls. These effects last for 2 days. |
Chaotic Bloodline
What was the cause of your rarity? Blackfauns are born when a demonic or draconic energy bonds with a newborn satyr's soul.
Knack for Disguise
You can cast Disguise Self once every 24 hours. If you elect not to use this feature for 2 days, you can add 1d4 temporary hit points to your character.
Darkvision
As a race that travels frequently at night, you have darkvision of 50 feet in darkness as if it were daylight
Regional Adaptation
Being a nomadic race, they gain environmentally unique adaptation to increase their chances of survival in their chosen region.
Headbutt or Hoof Kick
You can take an action or bonus action to headbutt one target within 5 feet of you for 1d8 bludgeoning damage or kick one target within 5 feet for 1d6+STR Modifier bludgeoning damage.
Age
Blackfauns reach adulthood in their late 30s and live to around 150 years, that is if they haven't been hunted and killed yet.
Speed
Your base walking speed is 35 feet and your base climbing speed is 15 feet. You can move on steep ledges and rooftops with ease.
Languages
You can speak, read, and write Common, Elvish, and one extra language of your choice. Being a more nomadic race, Blackfauns typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Previous Versions
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