Fabled

The Wild Blessed

We are born to a world in ruin, but our plight does not go unnoticed. The Great Spirits of the land, sky and seas have turned their gaze upon us mortals once more. The dead gods have left us little to follow but the old way. Now with the guidance of druidic teachings the Fabled have rose to prominence.   No ones is quite sure who were the first fabled, or when they appeared among the ranks of humanity. It seems that as long as we have given praise to the spirits that guide the wilds and nature so too have they bestowed there aspects onto the people. There numbers however have only swelled in the past five centuries as more folk find faith in the druidic path.  
Weather the Fabled are chosen by these Avatars of nature for some greater purpose, or merely some random fluke of fate, has never been fully determine. Many druids argue that they are bless with some greater destiny, some even show reverence to the fabled as vessels or agents of the spirits will.   These claims are not without some evidence, as many among there kind have a natural affinity to command the forces of nature, and the beasts within.
"She is the feathered monarch. The Queen of plains and the blue sky above, she is fearless and blessed by both the ancestors and Spirits alike..."
- Herald of Queen Lydra The Winged.

Basic Information

Anatomy

The Fabled are a diverse off branch of humanity, infused with characteristics of the wild. Their appearance varies as widely as the creature that walk, fly, and swim across Hune. While predominately human in appearance they inherit features common among their guardian spirit. Feathered hair, fur, and webbed hands are all found among the Fabled.   This Heritage also has the innate power to channel their patron spirits for a brief time. Further enhancing their gifts to aid in moments of crisis. Their teeth grow longer, claws sharpen and senses heighten to the extreme.   They also benefit from an extended life span. A fabled lives well past a century and retains much of their strength and vigor till the very end of their days. The druids attribute this to the fables connect to the life energies of the spirits, bestowing them with a small portion of the lands health.

Genetics and Reproduction

Fabled can reproduce with humans, Half Giants, Alfear and Changelings with no guarantee that the child will inherit any of their forebears heritage. Even when two Fabled procreate its more likely that the child will be human. There is however some common traits that may increase the likelihood of a fabled being born. Most importantly of all being the parents devotion to the spirits, more fabled seem to be born in druid groves and among devoted followers of the old ways then anywhere else in vierda. Leading many to belive that the fabled torular are a gift given to the folk dedicated to druidism.

Civilization and Culture

Naming Traditions

Feminine names

Leighton, Cara, Niamh, Orla  

Masculine names

Eamon, Fintan, Ainmire, Brín
Genetic Ancestor(s)
Genetic Descendants
Lifespan
120 years
Average Height
5 - 6 feet tall
Average Weight
125 to 250 pounds.
Geographic Distribution
Related Ethnicities
Fabled Racial Traits

Fabled

ability score increase: +1 to Dexterity
age: Fableds grow and mature as fast as humans. living on average about the same age as humans
alignment: Fabled have the same morality as humans, though some are driven by more bestial habits imprinted by the great spirt that touched them.
Size: Medium
speed: 30ft
Languages: You can read and write Common and one other language of your choice.
race features:
  • Darkvision. 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.
  • Keen Senses. You have proficiency in the Perception skill.
  • Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest.
 

Beasthide

Source: Eberron - Rising from the Last War   Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.  
  • Ability Score Increase. Your Constitution score increases by 2.
  • Tough. You have proficiency in the Athletics skill.
  • Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.
 

Longtooth

Source: Eberron - Rising from the Last War   Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.  
  • Ability Score Increase. Your Strength score increases by 2.
  • Fierce. You have proficiency in the Intimidation skill.
  • Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 

Swiftstride

Source: Eberron - Rising from the Last War   Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.  
  • Ability Score Increase. Your Dexterity and Charisma scores increase by 1.
  • Graceful. You have proficiency in the Acrobatics skill.
  • Swift Stride. Your walking speed increases by 5 feet.
  • Shifting Feature. While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
 

Wildhunt

Source: Eberron - Rising from the Last War   Wildhunt shifters are sharp and insightful. Some are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.  
  • Ability Score Increase. Your Wisdom score increases by 2.
  • Natural Tracker. You have proficiency in the Survival skill.
  • Mark the Scent. As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest.
  • Shifting Feature. While shifted, you have advantage on Wisdom checks.
 

Razorfin

  Your aquatic nature makes you deadly in the water.  
  • Ability Score Increase. Your Strength score increases by 2.
  • Amphibious. You can breathe both air and water. Additionally, you have a swimming speed of 30 feet.
  • Shifting Feature. While shifted, you can use your rows of razor teeth to make an unarmed strike as a bonus action. If you hit with your bite, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 

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