Homebrew Zephry Species Details

Zephyr

Close kin to elves with wings similar to pixies, the Zephyr come from the Floating City of Arohold, a plane-shifting city that flickers between the Material Plane and the Feywild. The Zephyr are a naturally curious, intuitive, and passionate people with wings to carry them to all corners of what interests them. While many Zephyr enjoy the company of the city of Arohold, the Zephyr will live in places outside of the city were natural magics thrive and where beauty and wonder reign. The Zephyr are natural adventurers and magic users. Many prove to be stalwart allies in the face of trouble.

Nimble And Lithe

With fine features and a careful touch, Zephyrs seem to be a marvel of otherworldly quality to most other races. They are typically slightly taller than humans, the tallest of them growing to well over 6 feet in height. Similar to their elven cousins, they are typically rather slender in build with weight ranging from 100 to 145 pounds. The Zephyr also have gossamer wings protruding from their backs, typically resembling that of butterflies or dragonflies.

            Their colorations typically encompass that of humans but might include any color of the rainbow depending on an individual’s magical specialization, including the hair and eyes. The Zephyr typically prefer lighter clothing in a wide range of colors and intricate or finely made jewelry.

 

Fluttering Curiosity

Zephyrs are an infinitely curious people, interested in the intricacies of the world’s wonder. Most Zephyr find themselves on adventures to understand the world around them and to take notes of innovation, if only to create for themselves. Zephyrs will often have changes in interests throughout their lives. The very few that find a single passion will focus on that very thing with unwavering dedication.

 

Natural Spellcasters

Zephyrs have a natural inclination towards the arcane arts. The magic in each of their veins develops into different specializations, usually elemental in nature. Each Zephyr has a specific kind of magical specialization that develops and grows over time. As they grow, their control over their element develops in the form of spells that they know innately. Despite this, not every Zephyr will know or understand their element or it’s origins and it could take years for them to fully understand their magic enough to have control over it. Some magic has mysterious origins and some will be as mysterious to the wielders as to the individuals around them.

Shifting Faces

When a Zephyr reaches maturity at the age of 18, the Zephyr in question has the ability to choose an alternate form to take that resembles another humanoid race. Some Zephyr will find themselves entranced with humans and will take a form that resembles a human. Others might find themselves fascinated by tieflings and, as such, will create an appearance to resemble them. While the Zephyr are not typically a shy people about their winged forms, some do prefer to walk on the ground when flying isn’t necessary.

            When a Zephyr takes an alternate form, the form they choose, while it cannot be altered, is initially customizable and only ages as naturally as Zephyr do. The skin, hair, and eye colors of the chosen form’s race typically follow the guidelines presented within the Player’s Handbook.

            As Zephyrs mature and gain more control over their natural magics, their winged forms shift and, for lack of a better term, evolve over the years. When Zephyrs reach certain milestones with their magic, their winged form will change, usually in the shape, color, or design of the wings. The more elaborate the design, the better indication of that individual’s control of their magic.

Zephyr Names

Some Zephyr will take up Elven names, others will have names based on the elements of their magical specialization, and some will adopt a name from the race of their alternate form after they’ve chosen that form. Because of this, the Zephyr rarely, if ever, have any real distinction between male or female names. Similarly, chosen names rarely, in any way, reflect a specific gender identity and are usually the result of an individual’s preference. The names presented here will follow the first two trends.

Elven Names: Daewarin, Zylrie, Urican, Presra, Ravacaryn

Elemental Names: Hydra, Flare, Boulder, Sail, Flute

Zephyr Traits

Ability Score Increase: Your Dexterity score increases by 2 and your Intelligence score increases by 1.

 

Age: Zephyr reach physical maturity at the age of 18 but they have an interesting relationship with the concept of adulthood, as Zephyr can live for hundreds upon hundreds of years after they’ve reached physical maturity.

 

Alignment: Zephyr tend towards good and chaotic alignments.

 

Size: Zephyr range from 5 feet to well over 6 feet in height and have slender builds. Your size is medium.

 

Speed: Your base walking speed is 30 feet. Your base flying speed is 15 feet. You can fly when wearing light armor only; medium and heavy armor weigh you down too much.

 

Darkvision: Your fey ancestry has afforded you superior vision in dark and dim conditions. 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 in shades of gray.

 

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

 

Varying Interests: Because of the Zephyr’s changing curiosities over their years, you have proficiency with three different skills of your choice

 

Shifting Forms: As a bonus action, you have the ability to change between your winged form and your secondary humanoid form.

 

Innate Spellcasting: With their individual specializations, each Zephyr can take on a specific path of magical talent, as presented in the links below. Zephyr are limited to one cantrip and one 1st level spell of innate magic, but can learn other spells depending on their class.

 

Growing Power: As you age and become more experienced with your magical specialization, your power grows, affecting the appearance of your wings both in design and size. The changes to your wings happen at 4th, 8th, 12th, and 16th level. Your base flying speed increases from 15 feet to 30 feet upon reaching 4th level and remains at 30 feet.

 

Language: You can speak, read, and write Common and Elven.

Zephry Traits

Ability Score Increase: Your Dexterity score increases by 2 and your Intelligence score increases by 1.

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