Homebrew Felt͜hu͜ár Species Details
Felthûàr Traits
Age Felt͜hu͜ár reach physical maturity at about 20 years of age and intellectual maturity at about 30. After that, felt͜hu͜ár age at roughly the same rate as humans until reaching old age. However, unlike humans, felt͜hu͜ár can survive into a phase well beyond old age. This final state of decrepitude may persist for many decades, or in particularly tenacious cases, centuries.
Size Felt͜hu͜ár typically stand taller than most humans, most often ranging between 6 and 7 feet and weighing between 160 and 300 pounds. Your size is Medium.
Speed 30 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
Dusk Walker When you start your turn in dim light and subsequently take the Dash or Disengage action, your speed increases by 10 ft until the end of that turn
Bloodscent You may pinpoint, by scent, the location of any living creature that is both adjacent to you and bloodied
Fierce Child When you or an ally adjacent to you becomes bloodied, you may, as a reaction, make one weapon attack, one unarmed strike, or cast the initiate’s bolt cantrip (if known). This ability recharges after a long rest.
Spawn of Dark Sorcery When you hit with an attack, you may change the attack’s damage type to your choice of necrotic or psychic. The attack is considered magical for the purpose of overcoming resistance or immunity to nonmagical damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Regions Cḥâṣmys, Cḥi͜áros, the Glá͜ihrevá͜i, Isbaldīd, the J͜árnfan͡gvildṣ, J̣órex, Mnemêt, Mu͜ar͜réa, Oscúro, Qá͜art͜ha, the Rizīf Berári, Sfáz͜zi, the Skj͜aldanvīldṣ
Felthuar traitsDarkvision
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.
Dusk Walker
When you start your turn in dim light and subsequently take the Dash or Disengage action, your speed increases by 10 ft until the end of that turn
Bloodscent
You may pinpoint, by scent, the location of any living creature that is both adjacent to you and bloodied
Fierce Child
When you or an ally adjacent to you becomes bloodied, you may, as a reaction, make one weapon attack, one unarmed strike, or cast the initiate’s bolt cantrip (if known). This ability recharges after a long rest.
Spawn of Dark Sorcery
Spawn of Dark Sorcery When you hit with an attack, you may change the attack’s damage type to your choice of necrotic or psychic. The attack is considered magical for the purpose of overcoming resistance or immunity to nonmagical damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
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