Homebrew Alfcena (Fey Goblins) Species Details

When the conquerer god Maglubiyet stole the goblinoids from their home in the feywild to unleash upon the material plane, the gods of the fey courts did their best to hide some of their subjects while hiding from the conquerer gods wrath. Their goblin subjects that managed to escape were able to repopulate and continued to thrive in the feywild, with their prolongued stay in the feywild having altered their biology. These goblinoids have grown distinct from their yellow and green counterparts of the material plane, being named the Alfcena (Bright spirits in Sylvan). The Alfcena are very loyal to the gods of the Unseelie and Seelie courts, and those that aren't still find themselves deeply connected to the cycles of the feywild. The Alfcena have developed an ability to walk in and out of the feywild, appearing to simply move from one place to another in the blink of an eye. Each Alfcena resonates with the power of one of the courts of the feywild, which are captured in the circadian form of day and night Alfcena. Alfcena are incredibly emotional, and can change their forms based on strong emotions, however some choose to remain in one form indefinitely as a show of loyalty to one of the fey courts. Alfcena have been blessed, living twice as long as goblins and reaching up to 130 years of age. Alfcena reach maturity around age 16. 

Day Alfcena tend to embody firey and excitable emotions. They can be overcome with happiness, anger, passion, and stubborness. They appear yellow or beige.
Night Alfcena tend to embody mellow and somber emotoins. They can be filled with sadness, calm, reverence, and quiet calculation. They appear grey or blue. 
Dusk and Dawn Alfcena are rare states. An Alfcena in these states may feel neither calm or fired up, but may enter a state of perfect focus and balance. They appear orange or pink.

You can change your circadian form once per long rest. 

Alfcena (Fey Goblins) Traits

The effects of the feywild have given you the following traits.

Ability Score Increases

Your Dexterity score increases by 2. Your Wisdom or Charisma score increases by 1. 

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 discern colors in that darkness only as shades of gray.

Fey Ancestry

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Nimble Movement

Your tail and legs give you different movement options not available to other goblinoids. You have a climbing speed equal to your walking speed and are not affected by non-magical difficult terrain.

Fey Step

 As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • When you reach 3rd level, your Fey Step gains an additional effect based on your circadian form; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
    • Day. Immediately after you use your Fey Step, one creature of your choice that you can see within 5 feet of you must succeed on a saving throw or take fire damage equal to your proficiency bonus and gain exhaustion until the end of your next turn.
    • Night. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or take cold damage equal to your proficiency bonus and be frightened of you until the end of your next turn.
    • Dusk/Dawn. When you use your Fey Step, you or one willing creature within 5 feet of you gains advantage on their next attack roll.  If you choose to use this on an willing creature, that creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

Fury of the Wilds

When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

  • You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
  • Starting at Level 8, your fury receives an additional effect based on your circadian form:
    • Day. Light blinds and distracts the enemy as you strike, dazing and confusing them. The creature you're attacking must roll a constitution check equal to your charisma, wisdom, or intelligence + proficiency + 8 or be blinded until the end of your next turn. 
    • Night. Dark and Shadow cloak your form, helping you disappear after a strike. When you apply your fury on an attack against a creature, you can immediately afterwards take the Disengage or Hide action as part of the Attack action.
    • Dawn/Dusk. Your focus allows you to analyze weak spots in the enemy. If your attack missed, add 4 to your initial attack roll. You can reroll your initial damage roll for the attack you are applying fury to and take the higher number. 

Languages

You can speak, read, and write Common and Goblin or one language of your choice. 

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