Homebrew Elkin Species Details

The elkin- sometimes called "deer folk"- are a secluded race found only in the frigid climes of the far north of Faerun who rarely venture south of the Spine of the World. Descendants of Silvanus, god of wild nature, they are most similar in build to satyrs and fauns, though with a stockier build reflecting their natural (and preferred) habitat. Thanks to their divine heritage, all elkin naturally know the Druidcraft cantrip.

Elkin tend to live in enclaves amongst the wilderness of the northern reaches and have only limited contact with other peoples, whether they be nomadic or settled; many local legends of strange beasts in the woods turn out to be sightings of elkin folk out and about during periods of low visibility. So much so do the elkin value their privacy that it's possible to walk through an elkin village without even realizing it due to camouflage both magical and mundane. When they do make contact with non-elkin groups, it is almost entirely for trade of goods and services. Enclaves also have no individual headperson or other kind of governor, instead maintaining a rotating council of its members to deal with disagreements. This council also moderates larger meetings when issues impacting the entire enclave come to bear.

Like satyrs, elkin look similar to humans but with furred lower bodies and hooved feet. Unlike satyrs, however, all elkin have a fully elk-like head complete with a fully-functional set of antlers that start growing in during the elkin puberty. These antlers are not part of any gender dimorphism and are customized and/or adorned to fit each individual's tastes; some elkin even keep old sets of fully kitted-out antlers for display rather than transferring any decorations to the new pair as they grow in.

Those who have met both elkin and firbolgs may note cultural similarities between the two, but the similarities tend to stop after the strong respect and love for the natural world. Where the firbolgs are caretakers of their environment, the elkin take a much more passive stance and typically take action only when directly threatened. "Who are we to change the wilds?"

Elkin Traits

Your elkin character has the following racial traits.

Ability Score Increase

Your Constitution score increases by 2, and your Dexterity score increases by 1.

Age

Elkin mature and age at about the same rate as humans, though they can live almost twice as long.

Alignment

The connection Elkin have with nature and their preference for isolation matches their typical preference for neutral alignments.

Size

Satyrs range from a little under 6 feet to about 7 feet in height, with generally solid builds. Your size is Medium. Antlers can be 2 to 3 feet in length and spread.

Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d8

Height = 5 feet + 5 inches + your size modifier in inches

Weight in pounds = 150 + (2d4 × your size modifier)

Speed

Your base walking speed is 35 feet.

Fey

Your creature type is fey, rather than humanoid.

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Bounding Leaps

Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Horns

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

Goring Rush

Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

One with the Wilds

Your connection to the wilderness runs soul-deep; you are proficient in the Survival skill.

Languages

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

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