Homebrew Felkinn Species Details

Felkinn are commonly found in the high mountains living in dens in amongst the roots of trees, although it is rare to see one at all. With the ancestry of aarakocra and dragons, they instil fear and disgust everywhere they go. Unsurprisingly, because of their heritage most felkinn are seen as a shameful mistake occurring between two blind races that were never meant to be together.

They are outcasts everywhere they go. Insults, fights and walks of shame are common for these species, so they tend to wander around never staying in one place for too long, or stay hidden in the mountains’ caves where no one will find them.


Snout and Claw

From below, felkinn look much like dragons. Only when they descend to roost on a branch or walk across the ground does their feathered appearance reveal itself. Standing on four legs, felkinn might reach 4ft tall, and they have long, narrow legs that extend into sharp talons. Standing upright, felkinn might reach 6ft tall.

Feathers cover their bodies where scales might have a dragon, but beneath these feathers lay a few hidden scales under the feathers specifically around the face, legs, chest, neck and underbelly protecting it from spears and swords. Males’ feathers can vary in colours such as silver, gold, blue, orange, copper or red. Females are more likely to gain silver, ash-grey, black, midnight blue, or lush green with dapples of brown in their plumage. Unlike the aarakocra their plumage does nothing to gain advantage and/or disadvantage over membership in any tribes. Their heads can vary between reptilian and/or avian or even can become a mixture of both features.

Like dragons, felkinn have the ability to use breath weapons.

Sky Wardens

The felkinn are comfortable in both sky and ground, although some may be more inclined to the air. They enjoy the wind ruffling their feathers and the fresh breezes and thermals that keep them above the ground. Like aarakocra, felkinn can go up to days of just gliding in the air. In battle, they prove themselves to be dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with their breath weapon, their fangs or talons.

Reptilian Mannerisms

The resemblance of felkinn to dragons isn’t limited to physical features. Felkinn display many of the same mannerisms as ordinary lizards. They enjoy sunbathing and even go so far as to sleep in the treetops during the afternoon sun. When they choose to descend from the treetops, they often do so near natural clearings where they can bathe themselves in the sun’s light.

Many felkinn punctuate their speech with chirps and/or growls, sounds they use to create more emphasis, much as a human might through facial expressions and gestures. A felkinn will use certain growls to portray frustration, rage and anger, as well as use chirps to emphasise joy, happiness and excitement.

Ownership confuses most felkinn, to them nothing is truely owned by anyone because everything has it’s own life to get along with. Even when ownership is explained to them, they refuse to see such a thing as possible. A felkinn who spends decades among other races can learn to resist the impulses, for those few who live amongst other races have more of an understanding of the situation compared to the majority who live on their own away from most civilisations.

Homelands

Most felkinn do not have a permanent homeland, but those that do are generally on the Material Plane and establish nests in high mountains, deep caves or in the canopies of old forests. Once a felkinn settles into an area, it learns to share it’s hunting range with the other creatures in the territory. Their hunting range can get as large as 100 miles in circumference or even ranging farther should game become scarce.

Most felkinn live alone, but can grow in families up to four members before the parents leave the children to fend for themselves at the age of four years.

Great Purpose

Felkinn enjoy peace and solitude. Most of them have little interest in dealing with other peoples because of the way they are commonly treated as. They have little interest in spending time on other races’ politics and laws. For this reason, it doesn’t take much for a felkinn to leave his or her den and undertake the adventurer’s life.

Like aarakocra, the felkinn are sworn foes of the elemental earth. Felkinn leave their dens to lend aid to any humanoids committed to fighting earth cults, and sometimes even gain a little begrudging respect from their race parents.

Felkinn Names

As with much of their speech, felkinn names include clicks, trills, whistles and growls. Because of this other species have a difficult time pronouncing them. Typically, a felkinn name has two to four syllables with the sounds acting as connectors. When interacting with other races, felkinn may use nicknames gained from people they meet or shortened forms of their full names.

A felkinn of either gender may have one of these short names: Aera, Aial, Aur, Greeleh, Safeerla, or Kekiko. 

FELKINN BACKGROUNDS

Backgrounds that are most appropriate for felkinn include the outlander, the criminal/spy, the rouge, the hermit and the sage.

Felkinn Traits

As an aarakocra subrace, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing as a felkinn requires special consideration by your DM.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age

Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

Alignment

Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size

Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet.

Flight

You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons

Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

You can speak, read, and write Common, Aarakocra, and Auran.

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