Felkin (5e Race)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race does not follow the conventional shape of an adventurer with two hands. The balance is therefore very skewed because of its interference with otherwise mundane tasks other races can perform normally (unscrewing a lid, using a greatsword, going sword and board, casting a spell with a focus and chanting, etc.).

Felkin[edit]

Physical Description[edit]

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Felkin as a Fighter, Monk, and Wizard, created by https://www.furaffinity.net/user/yo.its.xander13/

Sizeable beasts that seem to be the crossing point between a horse, wolf and dragon, felkin are quadrupeds with colorful fur that roam the wilds. Despite their fearsome appearance, they prefer plants to meat, although they're so omnivorous that they can eat sheet metal. They've a dragon's horns, as well as a thick neck, tail, and limbs, but their muzzle is wider, flatter and smoother than most dragons, and their stance is similarly like a much more stable and sturdy horse. Their bones are quite durable, limbs ending in canine paws similar to a wolf.

Their adult size is most comparable to a horse (either regular, warhorse, or draft horse depending on breed), and although their frame can take a rider easily for casual purposes, their style of run is not suitable for riding during combat.

History[edit]

Some suggest that they were originally a magical civilization's attempt to create powerful workhorses for use on farms, however they were made too intelligent for their creator to be able to stomach them becoming a slave race, and so their original progenitors were cast out into the wilds, unsupported as they had to come to grips with the world. They're keenly aware of their lack of hands and how that has prevented them creating their own civilization, but they are at least quite capable of surviving the wilds and displaying the intelligence needed to come and go in friendly civilizations. Ironically; many of them sign up to help pull ploughs on farms and the carriages of nobles due to their build, the very fate their original creator wished to avert. Of course, doing it of their own volition is much preferable.

Society[edit]

Felkin live in groups of 10-20, forced to roam the wilds due to how poorly suited they are to most work available in towns and cities. In order to survive such a difficult life, teamwork is absolutely paramount, and most Felkin will always give their absolute most to support any cause that they are a part of. Culture is very inconsistent due to their life as small groups in the wild, but there are some consistencies in personality.

Felkin can have a surprising religious leaning, due to their prospensity to devote themselves to the team then it's not uncommon for those who interact with clerics and paladins to join their faith. This devotion means they're generally very popular allies for any who need a literal workhorse to help them reach their goals, however their hardworking nature and attitude does not bely any particular susceptibility to selling themselves into poor deals. Felkin look carefully at groups, companies and larger organizations before deciding to ally themselves to the cause, and their ability to live wild gives them much greater power to reject a bad deal or avoid exploitation at the hands of a malicious employer.

Felkin Names[edit]

Due to lacking large shared culture and the ability to create written works, felkin tend to borrow names from local settlements that they are friendly towards. Often, the name of a felkin can be a giveaway as to where they were born and raised.

Male: (Consult the name table for the nearest civilization)

Female: (Consult the name table for the nearest civilization)

Felkin Traits[edit]

Design Note: Consider Large Player Characters (5e Variant Rule) before using this race.

Powerful, omnivorous monsters that must use their mouth in place of a hand, existing between society and wilderness.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Age. Felkin mature at 3 years old and live up to 50 years.
Alignment. Felkin are usually Lawful Good. However, a felkin that is part of a larger group will almost always place the group above personal morality.
Size. Your size is Large.
Speed. Your base walking speed is 40 feet.
Dexterous Jaws. Your jaws are your only method of interaction with handheld equipment, though your grip is appropriately tough for wielding weapons in this way. You effectively only have ONE HAND with which to hold things. However, you can use your maw to make unarmed strikes, dealing piercing damage equal to 1d6 + your Strength modifier on a hit. You are always considered to have a free hand when considering things like Fighting Style: Duelist or Somatic Components, even when holding something in your mouth. You cannot complete the verbal component of spells while holding anything in your mouth other than a Spellcasting Focus, if the spells require you to hold a focus in a hand.
Omnivore. You completely ignore the harmful effects of spoiled, rotten, and poisoned food. You can consume a metal object weighing between 1 and 2lb in place of a ration.
Beast's Intuition. You gain proficiency in one Wisdom skill of your choosing. Starting at 5th level, when you roll a 9 or lower on the d20 when making a check with this skill, you can treat the result of the roll as 10.
Civil Chimera. While your creature type is Monstrosity instead of Humanoid, your integration with society's ways and lower familiarity with magic means that you are still considered a valid target for spells and other abilities that target humanoids, such as hold person.
Subrace. Select a subrace from northern, southern, or eastern.
Languages. As a beast, writing is much more difficult. You can Speak Common and one language of your choosing from Draconic, Sylvan, and Leonin. You cannot write anything outside of a Long Rest.

Subraces[edit]

Northern[edit]

The biggest, burliest and most beastly of the felkin, the size of a draft horse. Docile as they may be, once roused then male or female, they can smash things with bullish ease.

Ability Score Increase. Your Strength score further increases by 1.
Aggressive. As a reaction to taking damage from a melee attack, you can make a melee attack against the creature who dealt damage to you. If this attack hits, it deals bonus damage equal to your proficiency bonus.

Southern[edit]

Mid-sized felkin who make good all-rounders, about the size of a warhorse.

Ability Score Increase. Your Wisdom score increases by 1.
Lifestyle Balance. You can choose a second skill for your Beast's Intuition at level 1. This skill can also be a Charisma-based skill.


Eastern[edit]

The smallest felkin, the size of a normal horse. This gives them superior agility when compared to the bigger breeds.

Ability Score Increase. Your Dexterity score increases by 1.
Tough Hide. While not wearing armour or holding a shield, you can calculate your AC as 13+ your Dexterity modifier.


Suggested Characteristics[edit]

When creating a felkin character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 Peaceful. I'm not inclined to violence. I fight only because I must.
2 Hardworking. If anything, hauling workloads that would kill others makes me feel good.
3 Loves Nature. All the wonders of the city can't replace the forest's atmosphere.
4 Bullish. Oh, you wanna go? You think that having a brick wall in the way will stop an animal built like a tank?
5 Adventurous. I long for excitement, in the form of new sights, smells, and tastes!
6 Protective. An attack against one of us is an attack on all of us.
7 Serious. We cannot afford to treat life carelessly. Evil could undo our delicate balance all too easily.
8 Focused. Once I have a task, I don't think about anything else.


d6 Ideal
1 Tradition. The balance of living wild and maintaining relations to towns and cities is excellent and must be upkept. (Neutral)
2 Faith. I have come to believe supporting the divine is akin to the ultimate team effort. (Any)
3 Civilization. The other races offer us wonders and crafts beyond our own means, and we ought to fold ourselves into their nations. (Lawful)
4 Family. I want to protect and nurture the family I have created or chosen, at any cost. (Good)
5 Wilderness. The wilds offer us freedom, self-determination, and operate by laws that will treat everyone fairly. (Chaotic)
6 Teamwork. We didn't make it this far alone. Above all else, I support my allies. (Any)
d6 Bond
1 I do everything I can to protect the wonders of the wild places.
2 I want to see what the rest of the world looks like, and roam further.
3 I aspire to be a great parent to not just my own brood, but everyone around me.
4 I want to help those in civilization realize their full potential and build a better world.
5 I want to become not just a member of society, but a pillar of it.
6 I just want to relax with my friends. Woe betide the evils of the land who have disturbed us.
d6 Flaw
1 I've the jittering nerves of a horse, and loud noises are terrifying.
2 I will NOT wear your stupid, chafing, uncomfortable CLOTHES!
3 Sometimes I feel consumed by a dragon's lust for obtaining treasure I can't even use. Or a dragon's regular lust.
4 I am positively green with envy over the fact you people have opposable thumbs.
5 Aspects of society seem so far beyond my comprehension that I don't try to understand them anymore.
6 I'm as territorial as a wolf sometimes, and needlessly standoffish with other groups of people.


Racial Feats[edit]

Created to help bring this race closer in line to the races that recieved such feats from Xanathar's Guide to Everything, as I think Racial Feats help add unique build diversity.


Dragger[edit]

You're exceptionally well-suited to moving heavy loads around, be that supplies, carts, or your enemies. Even a grassy floor can dish out serious damage if you grind someone against it, to say nothing of any other hazards.

When you successfully grapple a target, your walking speed is not reduced. In fact, it increases by 10ft.

Opponents take 1d6 slashing damage for every 15ft you move them against their will while you are grappling them. Additionally, you have Resistance to all damage caused by environmental hazards (but not traps).


Chimeric Wings[edit]

While your kind was never meant to have wings, your creators were only playing at being gods, not actually divine. Some mistakes that might rarely manifest were inevitable, and magic can correct a deformity into a fully realized mimicry of dragons. And with such an immensely powerful frame, you have the rare honour of being able to acheive liftoff while wearing armour... Though your flight is nowhere near as fluid or fast as most in the skies.

You gain a Flying Speed equal to your walking speed. However, you cannot attack or cast spells while flying, and must use a Bonus Action to land or take flight.

You can land without a Bonus Action by falling. You take falling damage based on your height at the start of the turn. As usual, you fall prone on landing, and also drop anything you are carrying in your mouth. Similarly, you do not lose your bonus action if grounded against your will.


Ward of the Wild[edit]

Given your unusual ancestry, home, and nature as a creature that was designed rather than evolved, magical aptitude was not unforeseeable. Perhaps less expected was some members of your species developing an intuitive magical style specifically intended to preserve your freedom and counter those most likely to try and enslave or enthrall you, or to use their powers to threaten the balance which sustains your culture.

All damage you take from spells is reduced by 2 points.

When you see a creature within 60 feet of you casting a spell, you can use your reaction to change the caster's spellcasting ability to Wisdom for that spell. You can use this ability a number of times equal to your proficiency bonus, regaining all use after finishing a long rest.

Additionally, the following spells are added to your class spell list. You must still learn and prepare these spells as you would any other spell per your class' spellcasting feature:

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