Fanalis (5e Race)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing subraces.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Physical Description[edit]

The Fanalis Corps.
All Fanalis have varying shades of red hair and eyes. Most Fanalis have a piercing under their lower lip.


The Fanalis are originally from Alma Torran. They were a species known as Red Lions and had the form of a strange beast with a skin like steel and a deep crimson red. After they were teleported to the new world, they took the form of humans with red hair and eyes and with exceptional strength. They only take their original form in the Great Rift, and it is known that if a Fanalis goes back to the Great Rift, they cannot come back because they finally found their original form and their homeland.


Not much is known about the Fanalis' society, as all outsiders are unable to enter the Great Rift. However, we do know they are exceptional fighters and are therefore one of the few races actually able to survive in the Great Rift.

Fanalis Names[edit]

Male: Yaqut, Masrur

Female: Morgiana, Lo'lo', Razol

Fanalis Traits[edit]

Ability Score Increase. Your Strength score increases by 2 and your Dexterity increases by 2.
Age. Fanalis mature at about the same rate as a human, but have a significantly larger mortality rate due to their
Alignment. Fanalis often have no preference for alignment, due to their constant
Size. Fanalis vary widely in height and build, from barely 5 feet to well over 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 40 feet, and you have a jumping height of 30 feet.
Enhanced Senses. Also Fanalis have superior senses giving you Darkvision out to 60 feet, and advantage on perception checks when hearing or smelling.
Strong Legs. Your legs are incredibly powerful because of this you don't take fall damage up to 200 feet. On larger falls, roll a Constitution saving throw. On a succesful save, you only take half the damage you normally would.
High Impact. Once per short rest you can strike the earth with your powerful legs, causing an earth tremor. You can travel in a 30-foot line or when falling you can affect all creatures in a 10-foot radius around you that must make a Dexterity saving throw DC equal to your proficiency + Strength. On a failed save, they take 1d6 of bludgeoning damage and are knocked prone. If the ground in that area is loose earth, it becomes difficult terrain until cleared.
Languages. You can speak, read, and write Common and one other language of your choice.

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!
system ref. documents

admin area
Terms and Conditions for Non-Human Visitors