User:ZarHakkar/Felrig (5e Race)

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Felrig[edit]

Monsters of the Earth[edit]

It would not be unreasonable for even well-traveled adventurers to dismiss a felrig on first sight as a lumbering, monstrous beast. They are quadrupedal, with dense, scaly hides that glint with a blue, purple, black, green, or gray coloration. Their most prominent feature is their disproportionately-large forelimbs, each tipped with a set of massive steel claws that curve upwards. They have anvil-shaped heads, and are uncomfortably hot to the touch.

They are rarely seen on the surface, preferring to dwell underground. This alongside a conflux of misunderstandings and other situations has not helped their monstrous classification.

Semi-Elemental Biology[edit]

The origin of the felrig is shrouded in mystery. Some say they are a product of magical experimentation on living creatures, others say they were creatures that migrated from the border between the elemental plane of earth and the elemental plane of magma to the material plane. The truth likely lies somewhere in the middle— that they are the results of fusing creatures with the essences of earth and magma elementals.

This is evidenced by their highly unusual biology. Not only are felrigs capable of consuming and metabolizing metals, they are required to as metals (usually iron) make up vital components of their bodies. A felrig's body is like a living foundry, melting down metals as a process of digesting them. The strongest metals in their diet form their bones, claws, and teeth first, then their scales.

Felrigs are also capable of metabolizing conventional fuels, such as wood, oil and coal, consuming them as an otherwise ordinary creature would as food and drink.

The steel claws of a felrig are one the most important parts of their bodies. Not only are they used for digging, but they are also used for hammering and shearing tough metals into pieces the felrig can chew and digest.

Coerced Industrialization[edit]

When undisturbed, felrigs exist in small communities dwelling underground near ore veins which they carve into for sustenance. These communities have strong oral traditions, reciting tales of ancient events, triumphs and tribulations never witnessed by the surface world. These communities are content in their ways, and reluctant to start conflicts except to defend their homes.

However, felrig are not often left undisturbed. Their dependence on ore veins usually leads them into conflicts with more industrious factions desiring access to those ores. To those factions open to negotiation, the felrig happily oblige, learning that their natural abilities make them quite desired to civilization. To factions unwilling to negotiate, the felrig are usually enslaved as nothing more than menial forging beasts. Either way, they are put to work.

Felrig Names[edit]

Male: Stalrik, Rangynr, Dzergr, Dzergik, Eorrdinan

Female: Eorrdinal, Rangalei, Jannelei, Dzerinal, Rangynaes

Felrig Traits[edit]

Design Note: Please consider Large Player Characters (Variant Rule) and Level Adjustment (Variant Rule) before using this race.

Quadrupedal creatures with powerful forelimbs and an affinity for metal.
Ability Score Increase. Your Strength score increases by 3, to a maximum of 20.
Age. Felrig can live for up to two, sometimes three centuries.
Alignment. Felrig can tend to be of lawful or neutral alignment.
Size. Felrig are hulking creatures that occupy a broad space. Your size is Large.
Speed. Your base walking speed is 40 feet.
Darkvision. 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.
Felrig Forelimbs. Your extraordinarily large forelimbs serve a few functions:

  • Natural Weapons. Each of your forelimbs are large and clublike, tipped with massive steel claws, that you can use to make unarmed strikes with. If you hit with them, you deal damage equal to 2d4 + your Strength modifier. This damage is bludgeoning or slashing (your choice).
  • Natural Tools. The steel claws at the end of your forelimbs are not only durable, sharp, and powerful, but capable of great precision as well and shaped in such a way as to be able to mimic the functionality of a variety of forged tools, including hammers, crowbars, vices, tongs, pickaxes, axes, and boltcutters. As an action, you can use your claws to give yourself a burrowing speed of 10 feet and the ability to tunnel through solid rock at a rate of 1 foot per round.
  • Frontal Shielding. The bulk and additional armor of your forelimbs provides a +2 bonus to your armor class and Dexterity saving throws against attacks and effects originating from your front.



Level Adjustment +2. After gaining your first level, you must gain 1,200 amount of experience before being capable of gaining experience and leveling up normally.
Living Furnace. While you can consume normal food and drink, normally inedible substances such as wood, coal, and oil are also a viable source of nourishment for you. You must consume at least 1 pound of metal each week or gain a level of exhaustion.
Monstrous Form. Your creature type is monstrosity. You wield all held weapons with disadvantage, can't wield shields, and can't wear armor unless it is barding. Most clothing and equipment meant for humanoids will not fit you.
Natural Armor. Your thick hide and metallic scales provide incredible protection. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC.
Natural Smith. You are proficient in smith's tools. It takes you a quarter of the time required to craft an item that requires smith's tools.
Languages. You can speak, read, and write Common and one other language of your choice.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 4'' +4d10 600 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


Expanded Options[edit]

Racial Feat: Inner Fire[edit]

Prerequisites: must be a felrig, Constitution 13 or higher, level 4 or higher

Your inner furnace burns hot, and you can concentrate that heat into parts of your body. You gain the following benefits, using the following save DC where applicable (DC = 8 + your proficiency bonus + your Constitution modifier):

  • You have resistance to fire damage.
  • Fiery Overdrive. As a bonus action, you can turn up the heat and channel it into your claws, turning them red-hot. For 10 minutes you have the following benefits:
  • Unarmed strikes with your forelimbs do additional damage equal to your Constitution modifier, and half the damage you deal with them becomes fire damage.
  • Your burrowing speed increases to half your walking speed and you can tunnel through solid stone using it.
You can use this trait a number of times equal to your proficiency bonus, regaining all uses upon finishing a long rest.
  • Molten Breath. You can expend a use of your fiery overdrive to instead release a jet of superheated air and molten metal from your mouth in a line that is 30 feet long and 10 feet wide. All creatures in the area must make a Dexterity saving throw, taking 2d10 fire damage on a failure or half as much on a success. The damage dealt by this breath increases by 1d10 when you reach character levels 11 (3d10) and 17 (4d10).
A puddle of molten metal persists on the ground in the area until the end of your next turn. The puddle is difficult terrain and deals fire damage equal to your Constitution modifier for every 5 feet a creature travels through it.

Racial Feat: Felrig Defense[edit]

Prerequisites: must be a felrig

You're excellent at using your natural gifts for defense. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Interpose Forelimbs. If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw.
  • Living Barricade. As a bonus action, you can assume a defensive stance that lasts until the start of your next turn. You count as one size larger for the purpose of the space you control, and creatures are prevented from entering that space. Additionally, you have advantage on saving throws to avoid being moved.

Racial Boon: Adamantine Claws[edit]

Prerequisites: must be a felrig

Your claws have been augmented with adamantine. You gain the following benefits:

  • Unarmed strikes with your forelimbs against objects are an automatic critical hit if they hit.
  • The burrowing speed you get from your claws is doubled, and the rate at which you can tunnel through stone normally increases to 2 feet per round.


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