Homebrew Farseadwer Species Details

Farseadwer are a massive amphibious winged reptile-like race that inhabit various planes worlds but are only "commonly" seen in the damper streets of sigil. 

they are one average 17'6" to 22'6" feet tall, and while almost always heavily muscled, even the heaviest ones rarely weigh more than 600 lbs. with the average beings 250-375 lbs.

their wings are able to fold almost completely flesh to their skin making so that most would not notice the wings at all while they are folded, but the wings are almost impossible to ignore when unfolded as the are often twice if not three times as wide as the Farseadwer is tall.

their tails are quite thick near the base and long, on average 4'6"-8' in length, and become very thin towards the tip making them particularly strong and whip like. (hey are able to attack with their tail once per turn as a free action. they deal 1d6+str mod. but roll to hit with dex mod.

having both webbed hands and feet, as well as being naturally inclined towards swimming allows them to move at a unique impressive speed in the water. 120 swim speed.

being a race that enjoys swimming in and against current their bodies are quite strong and dexterous. +1 str, +1 con, +1 dex. and can breath underwater. they also have some minor magic that prevents clothes or armor from affecting their ability to swim, in fact when they get out of water they are as dry as when they went in, for a while this was thought to be their skin being hydrophobic but was dismissed when they themselves later explained it is simply a minor cantrip their race can inherently cast. they can choose not to cast this cantrip as they usually choose not too when cleaning. only a fool chooses not to when swimming in armor or clothing as there is no advantage to allowing water to drench their equipment. though beyond this cantrip, they are a magically inept people, rarely able to cast any magic. though they often make unusually good artificers even with this.

 they are also uniquely flexible allowing them to fit into spaces much smaller than them, can fit into spaces as small as would require a small character, but all rolls in spaces smaller than fit for a large character are rolled with disadvantage. while in very open spaces fit for characters gargantuan and bigger they roll with advantage on athletics, acrobatics, and any non-magical combat roll.

they are also only ever feminine hermaphrodites, though the reason for this is unknown and has confounded scholar's for centuries. and while being primarily reptilian, they share many traits with mammals, such as mammaries and the ability to give live birth (they also lay eggs), they also do not have any scales to speak of, and their skin is usually shades of earthy brown or faded green, and due to the amount of time they spend in salt-water, seeing one with any skin blemishes is extremely rare. they actually have relatively few reptilian traits such as being cold blooded, and having hemipenes (two *****), scholars will constantly argue that they are a reptilian race, even argue with themselves quite often.

they know, common, draconic, and abyssal languages. + a choice of one other language.

Farseadwer Traits

you receive the following traits

Well-Trained and tested body

due to your races love of swimming in amongst and against tides and current even when very young, your body is very tough and you have great natural dexterity.

add +1 to str, dex, and con.

you have expertise in athletics.

 

Demi-harden skeleton

due to your races skeleton being made of a semi harden cartilage. you are uniquely flexible allowing you to fit into spaces meant for much smaller beings, you can fit into spaces that are meant for a small character,  but all rolls in spaces smaller than fit for a large character are rolled with disadvantage. while in very open spaces fit for characters gargantuan and bigger they roll with advantage on athletics, acrobatics, and any non-magical combat roll.

tail strike

they are able to attack with their tail as a free action once per turn.

roll to hit is made with dex mod.

damage roll is 1d6+ str mod.

languages

you can speak common, draconic, and abyssal. as well as choose to speak one other language.

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