Homebrew Feykinn Species Details
Feykinn originate from areas that border the material realm and the Feywild, they form small communities which are usually one family. They clans are led by the elders of the family and each generation in guided by the older generations. Feykinn usually never encounter civilization but those who wander far enough may insert themselves into small communities such as villages or traveling groups.
Traits
- Ability Score Increase. Dexterity increases by 2
- Age. Matures at 15 lives up to 500
- Alignment. Usually chaotic neutral
- Size. Small
- Speed. Your base walking speed is 25 feet. 30 feet climbing speed.
- Darkvision. Darkvision of 60 feet.
- Keen Senses. Proficiency in the perception skill.
- Languages. Common and Sylvan
Abilities / Features
- Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
- Environmental Adaption. Each dawn, a feykinn can change their subrace determined by their current location.
Choose one of the following subraces: Coastal, Desert, Forest, Mountain,
Subrace: Coastal
Feykinn that have been changed by the energy in wet environments such as the ocean and swamp lands. In appearance, their hair and fur slicks back and their feet and fingers become lightly webbed.
- Ability Score Increase: Intelligence increases by 1
- Aquatic Adaption: You gain a swimming speed of 30 feet, and you can breathe air and water.
- Ocean Magic: You know the Shape Water cantrip. Wisdom is your spellcasting ability for this spell.
Subrace: Desert
Feykinn affected by the energy in arid environments change to survive in the hot area. In appearance their hair and fur becomes shorter and their skin darkens to accommodate the intense sunlight and high heat.
- Ability Score Increase: Strength increases by 1
- Arid Nomad: You gain a resistance against fire damage. You're also naturally adapted to hot climates.
- Desert Magic: You know the Firebolt cantrip. Wisdom is your spellcasting ability for this spell.
Subrace: Forest
Feykinn that have been changed by the energy running through wooded areas such as forests and jungles. Their appearance in this form is the default for the race.
- Ability Score Increase: Wisdom increases by 1
- Woodland Spirit: You have advantage on ability checks and attacks while within 10 feet of plant life, such as trees or bushes.
- Forest Magic: You know the Druidcraft cantrip. Wisdom is your spellcasting ability for this spell.
Subrace: Mountain
Feykinn that have adapted to high elevation and areas of low temperature. Their appearance changes to thicker hair and fur and they grow extra hair around their face and limbs, they also gain a stockier build.
- Ability Score Increase: Constitution increases by 1
- Alpine Wanderer: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
- Mountain Magic: You know the Frostbite cantrip. Wisdom is your spellcasting ability for this spell.
Feykinn Traits
Feykinn are extremely versatile and flexible creatures. Each ability is tied to the environment they choose to adapt towards.Environmental Adaptation
Each dawn, a feykinn can change their subrace determined by their current location. The four subraces they can become are Coastal, Desert, Forest, and Mountain.
Ability Score Increase
Your Dexterity score increases by 2.
Age
Feykinn reach maturity at age 15, but due to the fey ancestry in their bloodline can live to around 500 years of age.
Alignment
Often viewed as anything from petty pranksters to heartless fiends, Feykinn are often chaotic neutral. They may not always cause problems for others, but they will definitely serve themselves first.
Size
Feykinn are generally around 3-4 feet tall and are often mistaken for being human children due to their initial height and appearance. Your size is Small.
Speed
Your base walking speed is 25 feet.
Your base climbing speed is 30 feet.
Darkvision
Thanks to your more animalistic traits, you have 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 shades of gray.
Keen Senses
You have proficiency in the Perception skill.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Languages
You can speak, read, and write Common and Sylvan. Sylvan was the language of the fey. Its written form used the Espruar alphabet. Sylvan is often seen as the language of nature, as its speakers are often nature spirits and creatures. The language itself is fairly old, and has changed very little throughout the ages. It flows easily, similarly to elven; in fact many linguists believe that the elven language is derived from sylvan. Although it uses the elven script, the language is hardly ever written.
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Posted Jul 29, 2020@GunnE296 Could you uncheck the "Race will have subraces" box? As it is set up now, you cannot select the race in the character creator because it is looking for actual subrace templates, and there are none.
Thanks!