Homebrew Felk Species Details

Felk resemble large lizzards, most closely resembling iguanas. They are impossing creatures, capable of moving on their hind legs or sprinting on all fours, with a large muscular body, tough skin, and natural weapons at first appear to be natural predators. However, Felk are largely peaceful when left to their own ways - herbivorous, calm, and gentle. When provoked into action, be it via a threat to themselves, their clan, or to their ideas, they can prove to be incredibly dangerous. 

Creatures of the Swamp

Felk are an ancient race, as old as the swamps they call their homes. Most Felk tribes have lived in the same location for the entirety of their recorded history. Due to the dangers of their homes, yet their calm and gentle nature, Felk culture has developed quite uniquely - a people dedicated to peace but with an entrenched warrior culture. This culture stems from a time when the Felk were hunted by a great number of creatures in the native homes, and the only way to survive and have peace was to fight. Felk are physically capable of an omnivorous diet, yet the consumption of meat by a Felk is viewed a sacrilegious and is one of the few crimes in Felk society that is punishable by death. 

Their Swamp living has also ingrained in their culture a deep respect for nature, especially for the trees within which they build their homes. Many plants are viewed as sacred to the Felk, most notably the "Gro'l'sta Root" and the "Felkier Flower", and Felk have often been known to voluntarily starve to death in places where only these plants are available. Felk will react strongly to any harm brought to these sacred plants, regardless of who causes the harm.

Thralls to the Empire

The Felk have long been enslaved to the various High Elf dynasty's of the continent, the most recent and current being the Avv'arini Empire. The Felk however to not see this as slavery, in fact due to the technological superiority, and the longevity of Elves most Felk  view their overlords and deities of various kinds and freely offer their lives in servitude to them.

Despite their peaceful nature Felk are most often seen in the army of the Empire, their imposing size, innate resilience, and natural weapons all making them immensely effective shock troops for the Empires legions. Felk believe that this  violence is sanctioned by divinity and due to that it is acceptable for them to break from their normally passive ways, however this is only allowed so long as Felk perform a number of rituals before and after combat to ask for both blessings and forgiveness from their ancestors.

Tefkarra - Those Who Wander

Though it is a rare occurrence, occasionally Felk will leave their tribes for several years - a significant portion of a Felks lifespan - and shall wander the world as an adventure. To their own people they are known as 'Tefkarra' which translates to common as "those who wander." These individuals often leave their homes to seek a greater understanding of the world, to find harmony, and to seek objects of wealth to aid their tribe. 

Felk who become Tefkarra are often seen as being touched by the divine in one way or another and are expected to bring glory to their tribes. Those who return form their adventures with wealth or other items are often worshipped as deities upon their deaths. Those who fail are often shunned, not due to their failing of the Tribe, but for failing the divine.

Felk Traits

Your Felk character has the following traits

Natural Defences

Felk possess two natural weapons, - their sharp claws, and their strong jaws - and can use these as freely as they can any weapon. 

Your claws are present on both your hands and feet and when used as a natural weapon deal 1d4 + STR slashing damage.

Felk are herbivores and like many lizards lack sharp teeth, however they do possess and incredibly strong jaw that can crush with immense force - your bite attacks deal 1d6 + STR bludgeoning damage. 

Size

Felk are imposing creatures, they tend to stand between 9 and 11 feet on their hind legs and between 5 and 6 feet tall when on all fours. Due to the lengths of their tails, Felk tend to be between 15 and 20 feet long when on all fours. Your size is large

Quadrupedal Movement

Felk are able to move both with bipedal and quadrupedal locomotion. When moving on all fours you are unable to use weapons or spells that require hand actions, however your movement speed is doubled. It takes a bonus action to move onto all fours and to return to standing on your hind legs. When you can leap at an enemy within 15 feet of you and attack with both your front claws dealing 2d6 + STR slashing damage.

Ability Scores

Felk are incredibly resilient creatures, and are particularly agile - due to this Felk gain a +2 bonus to constitution and +1 to dexterity. 

However, due to the lack of established education in Felk society, and their short life spans they suffer a -1 to intelligence and wisdom.

Age

Felk hatch from eggs and are fully grown by the age of 1, they reach full sexual maturity however at the age of 3. Felk are short lived and typically only live to be 25 years old, however some have been known to live into their early 30s

Alignment

Felk have a strong innate sense of good and evil, and are driven to the former. Most Felk are lawful or neutral good, though some are chaotic good. In rare circumstances some Felk may become Lawful or True neutral.  Evil Felk are unheard of and such a creature would exist against its very nature.

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