Faunus (5e Race)
From D&D Wiki
Faunus are a race of forest-dwelling fey with greenish skin, hooved feet, slim bodies, long fingers with small claws, long and pointed ear, eyes that glow with a variety of colours and their most unique quality, they possess a gem that rests inside their bodies, this gem is filled with primal magic, making them adapt magic users. The gem is visible when a faunus is born, they are extremely valuable for not only being precious gems, but for being filled with magic, when a faunus dies their gems comes out of their chests, the gem stay there for 30 minutes, after that time it sinks into the ground, unless someone takes it. The area where one of these gems sink into becomes blessed by the magical powers inside it, making the land more prosperous.
The faunus were once an extremely populous race, they could be found in almost any forest, but greed is a powerful enemy. The moment other races found about the gems inside the faunuses they were hunted down, many were killed for the treasure in their hearts, but they were still in great numbers until the dragons came. Chromatic dragons sought faunusy tribes with a hunger that many people though not even dragons possessed, they were the main force in the near extinction of the race.
After being hunted like that the faunusy kept to the most secluded parts of forests. They almost never traveled too far from the tribes. But now a change is brewing. The shamans of all of the villages have been receiving visions of a grand gem, considered a sacred object of the faunusy folklore, that they believed was lost for centuries seems to be returning to the material plane. Now every tribe is sending their best men and women on quests to retrieve the grand gem, said to be the salvation of the faunusy.
The small number of tribes remaining in the world can hardly be called a society, but they do have a very specific organization in every tribe. The gems determine the position of each faunus in the tribe:
The sapphire faunus are the shamans, using their crystals as catalysts for their communal with nature spirits and the healing the sick, they guide the tribe giving direction, predicting outcomes and ensuring the prosperity of the people through thick or thin.
The emerald faunus are the artisans and farmers of the tribe, their crystals are adept at using natural magic and are naturally skilled at crafts, which helps them take care of the land so they always have the best harvest throughout the seasons.
The topaz faunus are the hunters, providers of food with great tracking and perceptive ability.
The ruby faunus are the warriors, they are the protectors of the tribe, training the power they hold in their chest and in their physic.
When the children become 5 years old they receive a necklace with a gem of the same type as that of their own. This gem signifies their position in the tribe.
Their names sound like elf names, but they don't have last names, and their names tend to be bigger than normal elvish names, so they tend to call each other by the first few syllables of the name.
Male: Calamis, Félhiasis (Félhias), Khinlanas (Khin), Klauskinsky (Klaus), Malfyndoriel (Mal), Mitelus, Razlenryar (Raz), Syrionllas (Syrion)
Female: Nielendorane (Niele), Tanyantalaria (Tanya), Loriane, Nichaela, Sorenienth (Sorien)
The forest dweller with an aptitude for magic from a natural crystal inside their bodies
Ability Score Increase. Your Wisdom score increases by 2.
Age. Faunus live until they're 350 then mature at the age of 18 and age proportionately to their lifespan.
Alignment. They tend to be good or neutral alignment and while evil faunus are rare, faunus can be vengeful of races that hunt them. They also sway towards being lawful, due to their society.
Size. Faunus are anywhere from 5 to 6 feet tall and a little heavier than normal humanoids of this size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, 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 grey.
Nature Magic. A faunus is naturally able to use magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the barkskin spell once per day. Once you reach 5th level, you can also cast the conjure animals spell once per day. Wisdom is your spellcasting ability for these spells.
Born Catalyst. The crystal in your chest is considered an arcane focus and as such you can cast spells from it.
Languages. You can speak, read and write Common and Sylvan.
Subrace. The subraces of the faunusy are determined by the type of crystal they hold within.
Ability Score Increase. Your Charisma score increases by 1.
Medicine Training. Your communal with the spirits grant you insights into the very act of preserving life itself. You are proficient with the Medicine skill.
Spiritual Reach. You spend a short rest communing with the nature spirits around you briefly becoming one with nature and gaining knowledge of the surrounding territory. In the outdoors, the spirits tell you about the land within 1 mile of you. In caves and other natural underground settings, the radius is limited to 300 feet. You can't reach the spirits where nature has been replaced by construction, is scarce or has been desecrated, such as in dungeons and towns. Once completed you instantly gain knowledge of one fact of your choice about any of the following subjects as they relate to the area:
- Terrain and bodies of water.
- Prevalent plants, minerals, animals, or peoples.
- Powerful celestials, fey, fiends, elementals, or undead.
- Influence of other planes of existence.
You regain use of this trait when you complete a long rest.
Ability Score Increase. Your Constitution score increases by 1.
Artisans Craft. You are proficient with an artisan tools of your choice.
Blessed Consumption. Through your crystal you thank the spirits for the meal you are about to receive, blessing your meal. While you short rest any food you consume is blessed granting creatures that consumed the food for 1d6 + your Wisdom modifier in temporary hit points. You can bless enough food to heal up to 5 people. The blessing lasts for 24 hours and you can only use this rite once before you must complete a long rest to do so again.
Ability Score Increase. Your Dexterity score increases by 1.
Hunter. You are proficient in one skill of your choice from: Athletics, Nature, Perception and Survival.
Provider. You find twice as much food when foraging.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Ability Score Increase. Your Strength score increases by 1.
Faunus Weapon Training. You are proficiency with the longsword, glaive, handaxe, and spear.
Crystalline Blast. Your crystal can manifest a concentrated blast of energy that you can fire from your chest, as an bonus action. The target must be within 10 feet of you and must make a successful Constitution saving throw or take 1d12 force damage. The DC for this save is 8 + your proficiency bonus + your Wisdom modifier. If they pass they instead take no damage. This damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). The use of your crystal in this way depletes you greatly and as such you only regain use of this trait when you complete a short rest. <-- poison spray as a bonus action -->
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′||+1d12"||55 lb.||× (2d2) lb.|