Homebrew Calygraunt Species Details
Calygraunts, also known as feystags, are often whispered of in taverns where adventurers and miners gather, for they are found only in the deepest woods, caverns, and delvings. A calygraunt resembles a bipedal deer with a cat-like head and stag-like, frond-branched horns. Calygraunts stand 4 feet high at the shoulder. A calygraunt’s furry coat is dusty-brown in hue, and it has two clawed forearms capable of wielding weapons (albeit awkwardly).
Faerie Ringmasters
Calygraunts are typically found in sylvan forest settings strong in magic. They are sometimes found in subterranean grottoes strong in fey magic. Calygraunts are restless creatures, often scouting out new springs, caverns, and hiding places.
Calygraunts are poor combatants and eschew combat whenever possible. Given access to magic wands and similar devices, calygraunts will preposition them so that they can employ them if attacked. Given time, feystags will also set numerous traps in the immediate environs to snare the unwary.
Calygraunts are omnivores, but they prefer plants, particularly mint and mistletoe. A calygraunt deprived of magic (either magic items or permanent spell effects) in its immediately vicinity for extended periods of time (more than 1 month) will slowly wither and die over 1d4 months. Calygraunts regain vigor and vitality at the same rate if they are reexposed to magic in any form on a regular basis.
Sylvan Sages of Magic
Calygraunts are usually solitary creatures, but they sometimes
ally themselves with other fey beings. When possible, they align themselves with non-evil fey, exchanging their knowledge for protection. On rare occasions, a calygraunt will choose to live amongst other humanoids (usually amidst elves or in a temple of Mystra). Such calygraunts make their living as sages, bartering information they learn from studying items brought to them for study for food, shelter, and magic items they can use.
Calygraunts typically worship Mystra, the Lady of Mysteries. They are considered holy to the faith, and Mystra’s faithful are commanded to come to their defense, if asked.
Calygraunt Names
Calygraunts usually have two names, one given to them by the Lady of Mysteries and one common name by which they are known.
Typical given names include Aeniira, Feyrinthym, Pelarunn, and Wystlaar.
Typical common names include Fae Ringking, Chasing Starfall, Moss Antlers, or White-Tailed Hornstar.
Calygraunt Traits
Calygraunts are sages who delight in acquiring new knowledge. They usually augment their considerable sagecraft skills by advancing as sorcerers, although some advance as bards or wizards. A few also take levels in rogue.Ability Score Increases
Your Charisma score increases by 2 and your Dexterity increases by 1.
Age
Feystags age slowly, reach maturity around age 75, and can live to be 150 years old.
Alignment
Most calygraunts are chaotic neutral. Feystags are typically independent thinkers, unwilling to bend to society’s mores. Calygraunts care only for magic that they can use. They are largely disinterested in moral issues or other creatures.
Size
Not including their antlers, which can stretch a full twelve inches, feystags are usually between 4 and 5 feet tall and weigh 90 to 120 lbs. Your size is Small.
Speed
Your base walking speed is 30 feet.
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Omnivorous Gut
As a connoisseur of many edible and semi-edible plants, you have advantage on saving throws against any plant-based poison, and you have resistance against plant-based poison damage (explained in chapter 9 of the PHB).
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 ld4 +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.
Instinctive Magic
You can cast detect magic as an action. You can do this a number of times equal to your proficiency bonus until your next short rest.
You can cast identify as a ritual at will without requiring material components.
Use Magic Device
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You can ignore all class, race, and level requirements on the use of magic items for one magic item.
Natural Attunement
While using identify as a ritual, you can automatically attune with the item if you so choose.
Erudite
You have proficiency in the Arcana skill.
Languages
You can speak, read, and write Common and Sylvan.
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