Felathill (Fell - Uh - thill)

Inspiration taken from /u/EmperorAiselore and his Folivoran Race

The Felathill are a reclusive race that reside in the forests of Melgia. They while away their days as caretakers of the natural world and wish for nothing but peace. They are well known and sought after for their unyielding wisdom, and for this reason are often taken in by the Kingdom of Melgia's Queen as confidants and advisors. The Felathill race is held with high esteem in Melgia, and that knowledge has been spread beyond borders.

Basic Information

Anatomy

Stands upright and is bipedal.

Biological Traits

All Felathill share some similar traits thanks to their unique physical form.   Ability Score Increase. Your Wisdom score increases by 2.   Age. Felathill reach maturity at a fast rate, usually around 15 years of age. Some however will retain their childish nature well into their late 20s. The average lifespan for a Felathill is hard to pin down, as it depends highly on their level of activity. A languid Felathill can live to be 150 or more, however, those who are more of the adventuring type will age much more rapidly, typically dying of old age around 65.   Alignment. Felathill are a calmer and more laid back society. They do not worry themselves with the more difficult parts of life. The forests they call home are lush, and there needs are as easy to take care of as climbing the nearest tree. Because of this they are often a much more neutral nature. They are very gregarious and kind creatures and are often more good than not.   Size. Felathill are on the larger range when it comes to size. There isn't a ton of variation in overall size from one Felathill to the next, usually ranging from about 4 to 6 and a half feet tall depending on the species. They are considered medium creatures.   Speed. Your base walking speed is 25 feet.   Lesser Dark-vision. Most Felathill spend a large portion of their time awake during the night and sleeping during the day. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.   Heavy Sleeper. You must sleep at least 7 hours of a long rest and 30 minutes of a short rest that you take. After finishing either, you gain temporary hit points equal to your proficiency bonus. While sleeping, you have disadvantage on Wisdom (Perception) checks.   Clawed Hands. Because of your claws, you have a climbing speed of 25 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Speak With Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.   Languages. You can speak, read, and write Common. You can also speak the Felathill language, which is very slow and relaxed. There is no written form of Felathill.   Subrace. Two subraces of Felathill are found in the world of Veth'arden two-toed Felathill and three-toed Felathill.   Two-toed Felathill As a two-toed Felathill, you are more active. On the larger side of the Felathill spectrum, you are stronger and faster than your three-toed cousins. You are also more aggressive and fierce than other Felathill and will protect those you care about without hesitation.   Ability Score Increase. Your Dexterity score increases by 1.   Aggressive Protector. As a reaction when a friendly creature you can see is attacked by a hostile creature, you can move up to your speed towards that hostile creature. You must end this move closer to the hostile creature than you started. You have a number of uses of this ability equal to your Dexterity modifier, and regain all expended uses when you finish a long rest.   Three-toed Felathill As a three-toed Felathill, you are more thoughtful. You are on the smaller side, with larger eyes and a kinder face. You are more likely than your two-toed cousins to take things in, and you tend to think through your decisions before acting on them.   Ability Score Increase. Your Charisma score increases by 1.   Head On A Swivel. You can turn your head almost completely around and are rarely caught off guard. If you are surprised, you can still act in the first round of combat, but your turn for that round comes last, regardless of your initiative check result.   Extra Adorable. You have proficiency in the Persuasion skill.

Ecology and Habitats

Forest habitat.  Lives among regular sloths

Dietary Needs and Habits

Eats native foliage and insects.  Forages for all food only when needed.

Additional Information

Perception and Sensory Capabilities

Average hearing and sight.

Civilization and Culture

Naming Traditions

Felathill Names Felathill names are chosen by the individual themselves after long meditation and many years pondering. The names tend to fall into two categories: simple, or exotic. Those with simple names want their actions to be the thing remembered about them while those that choose more exotic names wish to leave a more immediate mark wherever they go.   Male Names: Abbot, Alric, Banderontidus, Bert, Cirrin, Claus, Frank, Grand, Harry, Helemariartus, Jelexian, Karl, Mark, Nibbardirildi, Paraskevas, Peter, Randall, Rimbalintioc, Steve, Terrence, Victor, Vorpal Blade, William, Xandimantid, Zeke   Female Names: Aria, Azarius, Balantivia, Cathy, Denise, Diamond, Francy, Glorious, Henrietta, Ishtarishia, Jane, Janet, Kim, Kindradelle, Mary, Mistyriana, Opal, Penny, Quindariola, Rachel, Rivulariet, Sue, Swan Song, Tilly, Uvilnaristra, Vicky, Zara, Zinia
Genetic Ancestor(s)
Origin/Ancestry
Two Toed Felathill , Three Toed Felathill
Lifespan
100 years
Conservation Status
Not a protected species
Average Height
4' 5" - 5' 0" for Three Toed 5'5" - 6'5" for Two Toed
Average Weight
140 - 180 lbs for Three Toed 160 - 230 lbs for Two Toed