Homebrew Faellem Species Details

After travelling from their home in Tallallame, the Faellem follow their indomitable leader Faellamor, the greatest of all illusionists. Unable to return home, the Faellem generally keep to themselves amongst the woodlands, always longing to return to their beloved home. If left alone for long enough, the Faellem are prone to become uncivilized, living as wild creatures. Faellem are banned from using Magic Items, though Faellamor herself has been ridiculed for breaking this ban at times.

Faellem Traits

+1 Dexterity, +1 to another ability score of your choice, Darkvision, Innate Spellcasting, Nature Bound, Cunning

Alignment

Most Faellem are Chaotic, living for none other than their own. Though their cunning can have them tend towards more Evil alignments, it is uncommon to see Evil Faellem. Good Faellem can be found, but most have left their kin and live amongst other races.

Age

Faellem live for a few centuries, though some have been report to live for close to a millenia. Faellamor herself is over 800 years old. Faellem mature slightly younger than humans

Size

Faellem are small creatures, averaging between 3 and 4 feet tall. Petite in build.

Speed

Faellem don't move as quickly as others but they make this up with ability in climbing. You have a base walking speed of 20 feet and a climbing speed of 30 feet.

Languages

Faellem can speak, read and write Common, Sylvan and one other exotic language.

Ability Score Increase

Faellem's Dexterity scores are +1 as well as another ability score of your choice +1

Darkvision

Faellem's catlike, golden eyes help them see very well in darkness. They have Darkvision to 120 feet but you can only discern grey instead of colour.

Innate Spellcasting

Master illusionists, Faellem have the ability to cast the following spells. At 1st level, they can cast Minor Illusion as a Cantrip. At 3rd level, they can cast Magic Mouth without expending a spell slot. Once they do so, they cannot do so again until after a short or long rest. At 5th level, they can cast Hallucinatory Terrain. Once they do so, they can't do so again until after a long rest.

Nature Bound

At home amongst the woodlands, Faellem have learned to live in the wild. Some even become uncivilized if left alone from society. They gain proficiency in Nature and Survival.

Wild Camouflage

A Faellem's near transparent skin is a an adaptation to their life in the wild, granting them survival benefits. When in a forest environment, they gain advantage to Stealth and Sleight of Hand checks.

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