Homebrew Felkin Species Details
Felkins, beautiful creatures born from magic, called by the wilds. Fool of us willing to make them so perfect they turned their back on us.
- Master Xaldin
Physical Description
Sizeable beasts that seem to be the crossing point between a horse, wolf and dragon, Felkin are quadrupeds with colourful fur that roam the wilds. Despite their fearsome appearance, they prefer plants to meat, although they're so omnivorous that they can eat sheet metal. They've a dragon's horns, as well as a thick neck, tail, and limbs, but their muzzle is wider, flatter and smoother than most dragons, and their stance is similarly like a much more stable and sturdy horse. Their bones are quite durable, limbs ending in canine paws similar to a wolf.
Their adult size is most comparable to a warhorse, although their frame could take a rider easily for casual purposes, their style of run is not suitable for riding during combat.
Born as Slaves
Some suggest that they were originally a magical civilization's attempt to create powerful workhorses for use on farms, however they were made too intelligent for their creator to be able to stomach them becoming a slave race, and so their original progenitors were cast out into the wilds, unsupported as they had to come to grips with the world. They're keenly aware of their lack of hands and how that has prevented them creating their own civilization, but they are at least quite capable of surviving the wilds and displaying the intelligence needed to come and go in friendly civilizations. Ironically; many of them sign up to help pull ploughs on farms and the carriages of nobles due to their build, the very fate their original creator wished to avert. Of course, doing it of their own volition is much preferable.
Call of the Wild
Felkin live in groups of 10-20, forced to roam the wilds due to how poorly suited they are to most work available in towns and cities. In order to survive such a difficult life, teamwork is absolutely paramount, and most Felkin will always give their absolute most to support any cause that they are a part of. Culture is very inconsistent due to their life as small groups in the wild, but there are some consistencies in personality.
Felkin have a surprising religious leaning, due to their propensity to devote themselves to the team, then they're actually very popular candidates for those who need a literal workhorse to help them reach their goals. However their hardworking nature and attitude does not bely any particular susceptibility to selling themselves into poor deals. Felkin look carefully at groups, companies and larger organizations before deciding to ally themselves to the cause, and their ability to live wild gives them much greater power to reject a bad deal or exploitation at the hands of a bad employer.
Felkin Names
Due to lacking large shared culture and the ability to create written works, Felkin tend to borrow names from local settlements that they are friendly towards. Often, the name of a Felkin can be a giveaway as to where they were born and raised.
Female Names: Ayrin, Elex, Thalkho, Enhu, Ukhae, Agne, Illuli, Handoth
Male Names: Nozex, Ekroz, Udren, Usogg, Oberad, Oskro, Zersho
Felkin Traits
Your felkin character has the following racial traits.Ability Score Increase
Your Constitution score increases by 2, your Strength and Dexterity scores increases by 1.
Age
Felkin mature at 3 years old and live up to 60 years.
Alignment
Felkin are usually good and lawful. However, a felkin that is part of a larger group will always place the group above personal morality.
Size
Felkins are typically 4-6 feet tall, with some standing over 7 feet, and can mesure 6-9 feet long. Your size is Large.
Here’s how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 2d10
Height = 4 feet + 6 inches + your size modifier in inches
Weight in pounds = 220 + (2d6 × your size modifier)
Speed
Your base walking speed is 40 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fangs and Claws
Your fangs and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal :
- Fangs. Piercing damage equal to 1d6 + your Strength modifier.
- Claws. Slashing damage equal to 1d4 + your Strength modifier.
Dexterous Jaws
Your jaws are your only method of interaction with handheld equipment, though your fangs are appropriately tough for wielding weapons in this way. You effectively only have ONE HAND with which to hold things. You are always considered to have free hands for Spellcasting, even when holding something in your mouth. You cannot complete the verbal component of spells while holding anything in your mouth other than a Spellcasting Focus.
Beast's Intuition
You have proficiency in one Wisdom skill of your choice.
Natural Hide
While you're not wearing armor, your Armor Class is equal to <strong>12</strong>{{modifier:dex}}. You can use a shield to wear on your back and still gain this benefit.
Beast Type
Your creature type is beast instead of humanoid. As such, you are immune to spells that specifically target humanoids.
Omnivore
You completely ignore the harmful effects of spoiled, rotten, and poisoned food. You can consume a metal object weighing between 1 and 2lb in place of a Ration.
Languages
As a beast, your intelligence is a bit hampered when it comes to effective speech. You can Speak but not write Common and one language of your choosing from Draconic, Sylvan, and Leonin.
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