Homebrew Faun Species Details

Under the canopies of the redwoods in Ecedia, the Faun's were created by the Fey to preserve the lands that once acted as a portal into the Feywild.  The Faun's live in small tribal villages on the forest floor and up the sides of the giant redwoods, only using what materials are needed, to preserve the beauty of the wilderness. 
The Fey gifted the Faun's with a special connection to nature, creating a druidic circle within Ecedia to connect all corners of the artificial Feywild, to help preserve their land.

Of the forest

The lower half of a faun's body takes the form of a deer, with a light brown hair, with sporadic white spots, hooves for feet and a deer tail. The upper half of their bodies are same to those of elves, having pointed ears, and males having antlers.

Depending on the tribe the faun derives from, the pigment of their eyes change, those closest to the Fey portal having golden eyes, while those farther away tend to have a dark green shade.

Protectors of the land

Nowhere are the Fauns more comfortable than amongst nature. The are able to not only live, but thrive amongst the wilderness, being able to determine what flora can be used as medicine, food or if it is deadly. Due to living amongst nature, fauns are able to traverse difficult terrains with ease, moving at the same speed as they can walk. In battle, fauns can move with remarkable speed and grace, being able to quickly attack and dodge.

Fauns tend to stay close to large forests, as fauns become exhausted and grow anxious when away from nature for too long. Additionally, fauns are not able to digest many foods cooked in an urban environment, only being able to consume raw foods, on a vegan diet. Fauns also have a low tolerance to alcohol, having to pass a constitution will save of DC 15 to not become intoxicated, and a constitution will save of DC 8 to not become violently ill.

Faun Mannerisms

The resemblance of fauns to deer's isn’t limited to physical features. Fauns display many of the same mannerisms as ordinary deer. Fauns have an advantage when detecting danger. When Fauns detect danger their ears and tail flare upwards, and their body becomes stiff. Fauns additionally tend to stomp their hooves when angry, along with snorting.

Additionally like deer, when fauns are content they turn to grooming, not only maintaining their own appearance but additionally the appearance of others, subconsciously cleaning others clothing and hair, along with braiding hair if long enough.

Unlike deer's however, fauns are dedicated to their mates, often times mating for life. Union is considered sacred to the fauns, and to signify they are devoted to another they pierce the tip of their ear, and wear an earring made half of a soul crystal from the Feywild, the other goes to their partner. The soul crystal allows connection to be formed within the pair. If a partner is downed within 100ft of their partner, they automatically succeed a death saving throw, at the expense of half the others HP. Additionally, within dark places or when blinded, the partners can see each other perfectly, and the crystal will glow if the other is in danger.

Homelands

Most fauns live within the Ecedian Forests. Fauns have a natural drawn to Ecedia, being able to navigate their way home even if they do not know where they are.

The villages within Ecedia lie under the canopies of the trees, often spiraling from the forest floor to the leaves of the canopies. Tree houses that loop with winding paths along the tree line, through the trees. Once tribes of fauns settle in an area, they share a gathering territory that extends across an area up to 100 miles on a side, with each tribe gathering in the lands nearest to their colony.

Great Purpose

Fauns enjoy peace and solitude, while their home is not in danger. Most of them have little interest in dealing with other peoples and less interest in spending time outside of their sacred forest. For this reason, it takes an exceptional circumstance for an Fauns to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the fauns adventurer’s chosen path.

 

Faun Names

 Typically, a fauns name has derives from flora and fauna within their sacred gathering territory, leading to most fauns having one name dedicated to the flora and fauna, and their sir name dedicated to the type of land their family lineage derived from. 

An faun of any gender may have one of these names: Alder, Amaranth, Amber, Briar, Camellia, Elm, Jasper, Juniper, Olive, Reed or Violet.

 

Faun Traits

As an faun, you move with more grace than the average race, moving faster and being able to traverse more difficult terrain. Fauns additionally have an advanced sense when detecting danger.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 2.

Age

Fauns reach maturity by age 16. Compared to humans, fauns usually don't live longer than 60 years.

Alignment

Most faun are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size

Fauns are tallest at 5'8, averaging at 5'2. They have thin, lightweight bodies that weigh between 120 and 180 pounds. Your size is medium.

Climbing and Swimming

Your swimming and climbing speed is equal to your walking speed, 35ft.

Hooves

You have a base walking speed of 35 feet. 

Hoove kick

Your hooves are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning  damage equal to 1d6 + your Strength modifier, instead of a normal for an unarmed strike.

Languages

You can speak, read, and write Common, Druidic, and Sylvan.