Felucidia | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Felucidia

Felucidia are humanoid people with minor cat-like features, including ears, a tail, and a special pair of eyes. While possessing some beastial features, felucidia are not nature spirits themselves, being related to them roughly as closely as half-elves are. Felucidia come from a distant land from the Slightlands, originally travelling from a land beyond the river of glass in eras past. Now, they can be found all over the world, integrated into all but the most insular of societies.   Key to their success is their unique ability to see into the souls of those they meet, allowing them to understand others quickly despite language and cultural differences. Felucidian interrogators and diplomats are some of the very best, but their unique form of empathy often comes at the expense of making their own identities hard to define.   Felucidian culture values empathy and varied perspectives, and emphasizes cooperation with others. Many become adventurers to fulfill that desire to seek out and explore the world, meeting countless new people in the process.   Felucidia range from 4 and a half to 6 feet tall and have slender, petite builds.
ability score increase: Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
age: Felucidia grow and mature at the same rate as humans, but they are not considered adults until they can distinguish their own identities from others. Their lifespans tend to match those of their closest companions.
alignment: Felucidia often struggle to hold extreme alignments, because it's easy for them to see and understand the perspectives of others. Should a felucidia be exposed to souls extreme enough, however, they can lose themselves in that same extremism. It takes a felucidia great mental discipline to hold strong ethics of their own, something that they regard as an awe-inspiring mark of leadership and maturity.
Size: Medium
speed: 30ft
Languages: Common and one language of your choice.
race features:
Darkvision: Reflecting the soul's light in the dark, your cat's eyes give you 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.   Wild Alertness: Your fluffy ears are attuned to detecting danger and hidden prey. You have a +5 bonus to your passive Wisdom (Perception) score while you can hear.   Predacious Proclivity: You can eat raw meat and fish without becoming sick, provided that the food is not rotten or poisoned. Some meats have properties that are lost when cooked, which you can benefit from without risk.   Aerial Twist: You can twist your muscles and swirl your tail in midair to always land on your feet. When you take falling damage, you can use your reaction to twist in the air and land on your feet, halving the damage you take from the fall preventing yourself from falling prone.   Catseye Soulsight: Your felucidian eyes allow you to perceive a part of the true nature of the soul, in the form of its color. As an action, you can focus your attention on a creature, soul, or traces of a soul you can see (including within another plane of existence if you can see into it). Use your Wisdom (Perception) bonus to make a Soulsight check, which cannot benefit from the help action. The results of this check determine how much information you can glean about what you see, which may include details like emotions, alignment, or even memories. If your Soulsight reveals enough detail about a soul, you can identify it later with another check, even if they are disguised, transformed, or reincarnated.   Example DCs below. Add the creature's Wisdom modifier to the DC, which may be further affected depending on other factors affecting the soul's privacy, like protective magic or advantage/disadvantage on Wisdom checks or saving throws.  
  • DC 5: Determine whether there is a soul.
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  • DC10: Determine the current dominant emotion of the soul.
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  • DC15: Determine the prevailing emotions of the soul and infer alignment. You can thereafter identify the soul.
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  • DC20 and above: Witness a memory from the soul. The higher the result, the more detail may be uncovered, and the deeper your immersion into the memory. With sufficient immersion, you are incapacitated while watching the memory. Some souls may have lasting effects upon you, if you immerse too deeply into them.
  Sometimes, a being's emotions, alignment, or memories are apparent to you without you even needing to make a check, and are revealed to you on their own.  

Wildekit

  Some felucidia have stronger hunting instincts than others, especially those that dwell in the wilder parts of the world. Without the ability to rely on their soulsight to get by, outlander felucidia collectively called the wildekits often form their own groups, which prize their ability to hunt. This said, few felucidian communities are insular, and wildekits can be found in equal measure to watsukatsuyans even in urban areas, where their stealthy talents often land them easy work in the clandestine industries.   Wildekits often possess slightly more bestial features than their watsukatsuyan cousins for their closer ties to nature, manifesting in longer tails and ears, sharper teeth, and vestigal claws.   The patron deity of many of the wildekits within the Turspan Slightlands is Braid, the goddess of storms and the hunt, who it is said accompanied them long ago to guide them through the tumultuous Tempest on their long exodus from their homeland.   Prowler's Instincts: You have proficiency in the Stealth skill.   Stalker: You can take the Hide action as a bonus action on your turn. When you start your turn hidden, your movement speed is doubled until the end of your turn.  

Watsukatsu

  Some felucidia have a greater control over their special eyes than others. These felucidia are known as watsukatsu, which form the other major felucidian population. Unlike wildekits, watsukatsu usually don't have groups of their own outside of specific families and neighborhoods, as their stronger soulsight compels them to seek out others unlike them. They fit neatly into other groups, often finding themselves in the position of mediator, seer, and in some cases, even spiritual leaders and magi.   Watsukatsu tend to have deeper access to their soulsight and can even use their mystic eyes to see both magic and the souls of the dead. As a result, watsukatsu often find themselves learning magic just by seeing and interacting with it.   Watsukatsu are more mild and human-like in their appearance than their wildekit cousins. They tend to be shorter on average, and their eyes glow faintly when they use their soulsight and mystic eyes.   The patron deity of many of the watsukatsu within the turspan slightlands is Aya, the goddess of shared meals and sunshine, who is said to have shielded them accompanying them long ago on their long journey through the brilliant Track of the Sun from their homeland.   Keen Vision: You have proficiency in the Perception skill.   Mystic Eyes: You can cast Detect Magic, without expending a spell slot or material components. Starting at 3rd level, you can cast the See Invisibility spell with this trait without expending a spell slot or material components. Once you cast either spell using this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either spell using any spell slots you have of the appropriate level without material components. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

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Lumieos.

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