Homebrew Zephyr Species Details
Sculptures of Wind
Zephyrs are very unique creatures, especially in their physiology. Rather than possessing a body of flesh and bone, their bodies are composed of air, held together by a core in the middle.They appear as small, child-like humanoids with a monochrome green, cyan or light blue coloration, and are often described as glass-like to the touch. It is also noteworthy that a Zephyr doesn't bleed. Rather, its wounds manifest as cracks.
No-one truly knows the origins of their race, though most scholars speculate that they came from air-elementals, which they bear a striking resemblance to.
A Zephyr's age doesn't really show on their appearance, so, most don't have a way to tell how old they actually are. Another Zephyr, however, can tell instinctually.
Concealed by Nature
Most Zephyrs are born and grow up in small colonies of no more than 100 individuals. These colonies are located in secluded areas surrounded by nature, like forests or mountains, and concealed by magical means. Zephyrs are extremely protective of their home. So much so, that they would never speak of its location to any outsiders, no matter how trusted.
Despite those colonies being so reclusive, Zephyrs have a natural curiosity, which usually reaches its peak around the time they mature. It is almost customary for their young adults to travel the lands and return when their curiosity is satiated. However, some of them come to enjoy the adventuring life, and continue to explore for most of their lives. When traveling, Zephyrs are generally very open, social and polite. Though, they will still clam up on the subject of their home.
Safety in Secrecy
Zephyr colonies are seen by its people as safe-havens, where they can retreat to whenever they feel the need to. Therefore, the importance of hiding them is taught early on. Leading outsiders to a colony would mean exile for a Zephyr.
Different colonies are often very far apart, and thus often have different traditions and culture, though there are always a few constants. Every Colony has an elder, who acts as a leader figure. Elders are decided through a discussion by the population, and have previously displayed leadership qualities and great wisdom. Each Colony also has at least one magic-user, in most cases a Druid, tasked with keeping outsiders out and concealing their home.
Zephyr Names
Zephyrs usually only have one given name, as last names are unnecessary within their colonies. However, to adapt to the outside world, a traveling Sylph might take on the name of their colony.
A Zephyr's given name does not give indication of their gender, and is often derived from the nature around them, including, but not limited to fauna, flora, ores or weather. Similarly, a colony is named after the landscape around them. Generally, Zephyr names tend to be very straightforward and uncomplicated.
Given Names: Twig, Fern, Dewdrop, Orchid, Sparrow, Silver, Granite, Flintstone, Pebble, Cloud, Sunshine, Breeze
Colony Names: Greenwood, Sunvalley, Mistfield, Arrowpeak, Stonewall, Mosspath
Overflowing Curiosity
There are various reasons for a Zephyr to leave their colony and start to adventure. Some may set out with a task bestowed upon by their elder, or they take up adventuring once again to learn more about the world, while others may have been cast out, with no choice but to search for a new home. The most common, however, are young adults, who set out to travel the world for their first time.
One way or another, a Zephyr's actions are always influenced by their curiosity, which leads them to explore and observe. Zephyrs are particularly interested in other races and their technology, customs and other aspects, but also the new plants and animals they have never seen before.
Zephyr Traits
As a Zephyr, nature has gifted you with following traits:Ability Score Increase
Your Wisdom increases by 2 and your Charisma increases by 1.
Age
Zephyrs physically mature at 3 years of age, when their body has fully manifested, but are still treated as children until their mid- to late teens, when they reach mental maturity. A Sylph can live up to 250 years.
Alignment
As extremely open and friendly creatures, Zephyrs generally tend to be good, though not all end up as such.
Size
Zephyrs grow to a height of about 3 feet and are unusually light, weighing 20-30 pounds. Your size is small.
Speed
You have a base walking speed of 25 feet.
Hover
You can float up to 5 feet above a surface which can support your weight. While floating, you retain your regular movement speed, and you ignore difficult terrain. In turn, ability checks and saving throws against being pushed away or knocked prone have disadvantage. When you get knocked prone while floating, you fall to the ground. It takes 5 feet of your movement to transition between walking and floating.
Heirs of The Wind
You can control the air around you to create harmless effects, such as small gusts of wind or a weak whirlwind. At their strongest, these winds can pick up or move especially light objects like leaves, feathers or pieces of parchment, and move doors, shutters and windows that aren't closed or held in place. You can control this wind in a 30-foot-radius around you.
Updraft
With all your might, you create a current of air wich slows your fall. When you use this feature, you gain the same benefits you would when casting the Feather Fall-spell. You cannot use this feature again until you've completed a long rest.
Nature-Bound
You gain Proficiency with Intelligence (Nature)-checks.
Languages
You can speak, read and write Common and Primordial.
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Posted Jul 29, 2019Author's note: I just noticed an editing mistake in the Names-chapter where it says Sylph instead of Zephyr. This is a remnant of the race's working title/old name. Please don't pay it any mind.
I hope you have fun with my creation!