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Faunlings

The creation of the world's magic mixing with the animals of the world has brought about these majestic beings. Born as the children of deer originally, the Faunlings have become a unique race combining the agility and beauty of the forest with humanoid thought and tool use. Faunlings only believe in their own will to survive as an almighty power. The eyes of prey that has gained the ability to hunt for themselves.    

Dancers of the forest

Faunlings look very similar to satyrs or centaurs, with some Faunlings being born as quadrupeds, while others are more humanoid in stature. Faunlings have graceful, agile bodies that allow them to traverse the forest and other terrains with ease. Faunling fur is highly sought for being extremely soft with wonderful patterns and colors ranging from browns to light reds or more exotic colors of yellow to sea green shades. Faunlings stand around 4-5 feet tall and weighing around 100 pounds. Sometimes male Faunlings will grow antlers on their head in the pattern of their family crest. Females will often have a birthmark of their family crest on a leg or an arm.   sometimes a white fur Faunling will be born, holding within it a special power or unique ability. These rare few are held as priests or spiritualists amongst the other Faunlings

Marks of Family

A mark bestowed unto each family by that magic of the world. This magical mark does not affect most of the Faunling kin, only the shamans and priests having any practical use for them. As a result, most Faunlings just use the mark as a form of family crest or house symbol. A child born between faunlings with two different families takes the symbol of the more magically inclined parent (often the mother). The stronger a family's magical power, the more intricate the mark is. Marks are often some that symbolize a part of nature, with basic ones being a single tree or flower, while more complex ones can be entire forests or an intricate pattern of vines. In often cases a child's mark appears when they turn fourteen. However, sometimes a rare child is born with their mark already imprinted, these marks are more elegant than even the nobles, and shimmer with the power of the leylines.   Nobles of the Faunlings will often flaunt their marks to the peasantry in order to instill jealousy within them, wearing clothes and body paint that highlight their family pride. Nobles don't take their marks for granted, often having a grand party for their children when their mark finally appears. Grand balls, Massive banquets, Sparkling festivals, when it comes to the appearance of the mark, no cost is too high.  

Faunling Names

Faunlings have natural names that often take after types of plants or natural occurrences. Every Faunling has a house name that represents a specialty within their family. Faunlings that never receive a symbol of the Leyline have a name added before their Family name. This extra name is normally some sort of disaster or horrible event.   Male Names: Caladium, Calamint, Fagus, Lighter, Maize, Okra, Rain, Sapper, Thorn, Thunder, Valley, Vine, Wake, Wash   Female Names: Allure, Belladonna, Bell, Briar, Caesalpinia, Calathea, Fallopia, Hawthorne, Magnolia, Oleander, Spring, Wish   Family Names: Arance, Azure, Battler, Caller, Fleeted, Lancer, Mired, Magus, Studied, Wise   Extra Name: Ash, Callous, Burn, Dust, Flame, Raze, Storm, Wilt  

Faunling Traits

Your Faunling ability manifest in traits you share with others of your kin  

Ability score increase

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

Age

Young Faunlings are able to walk as soon as they are born, but don't reach maturity till around 18. They remain the size of a small human until about age 26 and can live to be 150-200 years old  

Alignment

Faunlings tend towards a chaotic alignment, with no sway of good or evil (represented by the god of Fauns and Nature Faetyr). Many Faunlings are born neutral, but can make wonderful heroes or dastardly villains if pushed to the edge.  

Size

Bipedal Faunlings are much smaller than humans, only weighing around 100 pounds and rarely reaching over 5 feet. your size is medium. Quadruped Faunlings stand at a size slightly less than a centaur at 6 feet and weighing 1,500 pounds.  

Speed

Your base walking speed is 45 feet.  

Darkvision

You have darkvision up to 60 feet. 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.  

Born of the Forest

You gain proficiency in your choice of Nature, Survival, Perception, or Medicine skills. (one skill only)  

Grace of the Wild

Whenever you are forced/asked to make a dexterity saving throw, you may add double your proficiency bonus to the saving throw. If you succeeded the throw on an attack or against a save that would cause damage, you take no damage instead of half.  

Languages

You can speak, read, and write Faunling and common. Faunling is a very graceful language that has no hard consonants or sharp-sounding letter pairings. It is often used in the scientific study of fauna and flora.    

Quadruped Faunling Traits

You are a Faunling more akin to your ancestor of the deer than that of you bipedal counter-kin.  

Tyrant of Nature

As a quadruped, you are more adept at handling rougher environments. You ignore rough terrains, and your vision is no longer obscured by natural effects such as fog or smoke, and you may attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.   You may take this new trait instead of Faunlings regular "Grace of the Wild"  

Subraces

Faunling subraces are divided by class and magical power. This reflects in slight physical and intellectual differences. These differences are reflected in your subrace traits.  

High Faunling

High Faunlings are often the nobles and lords amongst society, but it mostly means that the magic power one possesses is greater than average. Your fur is slightly lighter than normal, and your horns are dulled.  

Feeling the Leyline

Once per long rest you can cast Detect Magic without needing components in order to locate the nearest Leyline or source of power.  

Forest Lord

You aren't able to get lost in a forest by non-magical means.    

Stick Bearer

You are a normal faunling with no extra affinity for magic. You have regular fur color and horns. Your common practice reflects in the following traits.  

Forest keeper

You may learn either the Druid craft Cantrip or how to use an herbalism kit.  

Common Place

There is nothing extraordinary about you, but for it, you make up in your common knowledge. You may learn one extra skill of your choice.  

Deepling

Your family is from the deepest and most dangerous parts of the forest. You live in almost pitch-black darkness. Your family knows its way around a tough situation. Your fur is black and deep shades of gray. Your horns look like a thorn bush, and are just as sharp.  

Superior Darkvision

Your darkvision now works up to 120 feet.  

Bramble Hide

As a reaction, when a creature that hits you with a melee attack you may have that creature take damage equal to your Constitution modifier.  

Spriteling

Your fur is as white as the arctic snow. Your eyes see through the layers of mortal deception. The leyline calls upon you to be its guardian. Your horns never grow, and your fur never decays.  

Lady in White

Your physical attributes make it seem like you are female, no matter what your true identity is.  

Heart of the Leyline

The Leyline naturally attracts to you. As such, so to do monsters that seek its power. You can tell the location of any magical beast that is within 60 feet of you.  

Gifted by the Leyline

Each day you learn a random first-level spell or cantrip that is chosen by the DM. You may cast this spell without components, and without expending a spell slot. Charisma is your casting modifier. You may do this 1d4 times.
"The mark of the leyline burrows itself into all the creatures of Nashdaar, but none know it better than the Faunlings. A mark left by the magic to sort the Faunlings, and make it easier for hunters to find thier target."
-Asral, Keeper of tomes, the Grand Arcanum

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