Homebrew Fellkin Species Details

Originating from the Abyss, the Fellkin are a race of demon-blooded humanoids, known for their harsh, caste-based society and their striking, chromatic blood colors. Though they dwell in the chaotic depths of the Abyss, their behavior is notably more structured and civilized compared to the savage nature of other demons. Their culture revolves around a strict caste system determined by the color of their blood, which dictates their societal roles, powers, and status. Despite their infernal origin, the Fellkin have developed a culture steeped in tradition, honor, and survival.

Physical Appearance

Fellkin bear demonic traits that manifest in their horns, sharp teeth, and claws, though they resemble humanoids far more than typical fiends. Their skin tones are often various shades of gray and their horns tend to be yellow and orange with matching yellow sclera, however it's not unheard of to have Fellkin with solid colored eyes. One of their most defining features is their blood, which can range in color from deep burgundy to bright fuchsia, marking their place in society.

Society and Culture

Fellkin society is organized around a strict caste system, with the color of an individual's blood determining their place in the hierarchy. This system is both rigid and deeply ingrained in Fellkin culture, shaping everything from their occupation to their level of authority. Their culture also emphasizes survival, as they are constantly at odds with the chaotic and dangerous environment of the Abyss.

Despite their demonic origins, the Fellkin have established a complex and ritualistic society. Their communities are often ruled by the highest blood castes, who are seen as closer to the chaotic will of the Abyss, and thus more fit to lead. Lower castes serve in more physical or labor-intensive roles, while mid-castes often serve as artisans, scholars, and diplomats.

Caste System:

  1. Highbloods (Purple, Violet, Fuchsia): The rulers and leaders of Fellkin society, often seen as the closest to the Abyss' true power. These Fellkin possess the strongest magical abilities and are revered for their connection to the chaotic energies of the Abyss. They often serve as priests, generals, and rulers.

  2. Midbloods (Olive, Jade, Teal): The mid-tier of Fellkin society, these individuals often occupy positions of intellect and artistry. They are the engineers, scholars, and spellcasters of Fellkin civilization. Midbloods are also the most likely to interact with other races, as they are often tasked with diplomacy.

  3. Lowbloods (Burgundy, Bronze, Gold): The laborers, warriors, and workers of Fellkin society, Lowbloods are the backbone of the caste system. They are often physically tougher and more adaptable, having to survive the harshest conditions in the Abyss. Lowbloods are seen as resilient and scrappy, often displaying traits of endurance and cunning.

The Lusii Guardians

Fellkin young are not raised by their biological parents, but by ancient and monstrous creatures known as lusii. These guardians are often large, animalistic beings native to the Abyss, chosen by the Abyss itself to watch over and guide the young Fellkin. The bond between a Fellkin and their lusus is sacred, with each lusus possessing abilities that help ensure the child’s survival.

Lusii are fiercely protective, often guiding the Fellkin through their early trials and shaping their understanding of the world around them. The relationship between Fellkin and lusii is symbiotic—while the lusus protects and nurtures the child, the young Fellkin is expected to care for and respect their guardian in return. This bond lasts into adulthood, with many Fellkin maintaining close ties to their lusii even after leaving the guardian's care. It is not unheard of for lusii to remain in a Fellkin family for various generations before eventually passing away from old age and nominating another lusii to care for the bloodline.

Fellkin Traits

Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet

Fellkin Traits

As a Fellkin, you have these special traits.

Darkvision

You have Darkvision with a range of 60 feet.

Demonic Resistance

You have resistance to fire damage.

Caste System

Your blood color signifies your place in Fellkin society and shapes your abilities. Choose your blood color from the following options:

  • Lowbloods (Burgundy, Bronze, Gold):

    • Survivor’s Endurance: You gain proficiency in the Survival skill.
    • Demonic Resilience: You have resistance to acid damage.
    • Abyssal Camouflage: You can cast Disguise Self once per long rest without using a spell slot. This disguise is often rugged or monstrous in appearance to blend into demonic or wild environments. Charisma is your spellcasting ability for this feature.
  • Midbloods (Olive, Jade, Teal):

    • Nature’s Whisper: You can cast speak with animals once per long rest without using a spell slot.
    • Demonic Magic: You know one cantrip from the Druid or Sorcerer spell list. Charisma is your spellcasting ability for it.
    • Mental Fortress: You have advantage on saving throws against being charmed or frightened.
  • Highbloods (Blue, Indigo, Purple):

    • Commanding Presence: You gain proficiency in the Intimidation skill.
    • Psionic Talent: You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30 feet when you cast it. Charisma is your spellcasting ability for it.
    • Mental Fortress: You have advantage on saving throws against being charmed or frightened.
  • Royalbloods (Fuchsia):

    • Abyssal Aquatics: You can breathe air and water, and you have a swimming speed of 30 feet.
    • Royal Authority: You can cast command once per long rest without using a spell slot. Charisma is your spellcasting ability for this spell.
    • Psionic Mastery: You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Charisma is your spellcasting ability for this spell.

Comments

Posts Quoted:
Reply
Clear All Quotes