Featherkin (5e Race)

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Featherkin[edit]

The chaotic magic of the Feywild has long-reaching and unpredictable effects on anything that wanders into its realm and remains there. Over generations, common animals that wandered into the realm of the Feywild who had little choice but to carve out a living for themselves began to slowly change, becoming smarter and more humanoid while retaining some of their bestial features.

Physical Description[edit]

Featherkin are Kin who evolved from birds or other animals capable of flight, such as hawks, sparrows, and bats.

History[edit]

There are many places where the barrier between realms thins and fluctuates, and it is not uncommon for many to accidentally wander into an alternate plane without realizing it. The same is true of any animal. Over generations of survival and breeding in the naturally magical realm of the Feywild, groups of animals that had becomes lost or who were stolen into the realm began to slowly change. They became smarter, gaining the power of speech, and started to walk upright. Tenuously at first, and then fully bipedal. They formed societies, learned languages, built homes. Until the First Sundering.

A group of Archmages attempted to tear open the veil that separated the Prime Material Plane from the Feywild in an bid to claim the natural magic of the realm for themselves. They miscalculated, however. The magic of the Feywild was not something they could control, even as a group, and it destroyed them. The rift between the planes was left open long enough for many Fey creatures to escape into the Prime Material plane, including the creatures that had become known as "The Kin." The scar from the Sundering of the veil still remains, but is hidden deep within a forest and guarded over by a city of Kin that surround it.

The Kin were not well-received by the more common races (humans, elves, dwarves, and the like), however. Many viewed them as monsters or new breeds of lycanthropes. The Kin were hunted by the common races, either to try and wipe them out, or take them as slaves and trophies.

Society[edit]

Kin often keep to their own. Most people are uncomfortable with them, unable to distinguish them from Lycanthropes. Although much younger than other races of the Material plane, they are as advanced culturally due to their accelerated evolution. They usually live in tribal villages appropriately located near where their more wild counterparts can be found. Wolfkin and Snakekin, for example, prefer forests, while Heronkin and Otterkin prefer rivers and lakes. Those kin that live with the more common races are almost always slaves or live in city slums where they can hide more easily. Kin in positions of power or nobility are almost completely unheard of, and are very rarely treated with the same respect their peers demand.

Featherkin Names[edit]

Kin often take tribal-sounding names once they come of age. Names are generally agender in nature. Those few kin who grew up in other societies, either in slums or as slaves, are given names more appropriate to their surrounding culture.

Example Names: Redfang, First Light, Earthborn, River Flower, Night Sky, Greeneye, Yellowtail, Ravenclaw

Featherkin Traits[edit]

Humanoid creatures that evolved from animals exposed to the chaotic magic of the Feywild.
Ability Score Increase. Featherkin have evolved from creatures that soared the sky on graceful wing. Featherkin have +1 Dexterity.
Age. Due to the evolutionary effect of Feywild magics, Kin live longer than their animal counterparts, but not as long as humans. Kin reach adulthood at around 10 years and can live to be around 50 years.
Alignment. Kin encompass every alignment, but due to their tight knit sense of community, most tend towards the gentle side of Lawful.
Size. Kin run a wide gamut of body types. Your size is either Small or Medium as determined by your subrace.
Speed. Kin run a wide gamut of body types. Your speed is determined by your subrace.
Fey Resistance. Due to the magic of the Feywild infusing their being, all Kin, no matter what kind, have advantage on saves against being charmed and being frightened effects.
Glide. You can spread the wings on your back if you begin to fall and safely glide at a rate of 30 feet for every 5 feet fallen. You cannot fly this way, though you can remain aloft if you catch an updraft.
Languages. Common, Sylvan

Heronkin[edit]

Ability Score Increase. Heronkin are graceful and elegant. You get +1 Dexterity and +1 Charisma.
Galdrar. Heronkin are renowned for their amazing singing skills, and some people claim their songs are magical. A heronkin can, as an action, sing to empower his allies. One ally within 30 feet who can hear the heronkin's song has advantage on their next saving throw before the end of their next turn. Once you use this ability, you can't do so again until you finish a short or long rest.
Beauty and Grace. You are proficient with Charisma (Persuasion) and have advantage on such rolls to improve another person's attitude towards you.
Beak Thurst. You have a long, thin beak with which you can make unarmed strikes. Your beak deals 1d6 plus your Strength modifier points of damage and has the reach property due to your long neck.
Size. You are tall and slender. Your size is Medium.
Speed. Your base walking speed is 30 feet.

Crowkin[edit]

Ability Score Increase. Crowkin are known for telling tall tales, and generally not to be trusted. You get +2 Charisma.
Ventriloquism. If you hear a creature speak for at least one minute, you have advantage on Charisma (Performance) to mimic the sound of their voice, and you are able to make it sound like your voice is originating from any spot within 30 feet of you you can see.
Fast Talker. You are proficient with Charisma (Deception) and have advantage on such rolls to improve another person's attitude towards you.
Carrion Inheritor. You know the toll the dead and spare the dying cantrips. Charismais your spellcasting modifier for these spells.
Size. You are skinny and have scruffy black feather. Your size is Medium.
Speed. Your base walking speed is 30 feet.

Eaglekin[edit]

Ability Score Increase. Eaglekin are swift and powerful. You get +1 Dexterity and +1 Strength.
Talons. You have sharp talons on the end of your hands that can be used to make unarmed attacks. The talons deal 1d4 + your Strength modifier points of damage.
Rend. As an action, you can make a special melee attack with your talons. If you hit with a talon attack, the target starts to bleed for 1d4 points of damage at the start of each of its turns. This bleeding persists until the target receives a DC 10 Wisdom (Medicine) check or magical healing.
Dive. You have advantage on attack rolls against any creature on a lower elevation than you.
Size. You have a large, imposing statue. Your size is Medium.
Speed. Your base walking speed is 30 feet.

Batkin[edit]

Ability Score Increase. Batkin are naturally off-putting to most people, but have heightened senses. You get +2 Wisdom.
Horrifying Creature of the Night. Even if you're not particularly mean, most other people tend to find you unsettling. You have proficient with Charisma (Intimidation) and double your proficiency with it.
Echolocation. You have advantage on Wisdom (Perception) checks that involve hearing.
Life Drinker. As an action, you can make an unarmed attack with your bite that deals 1d6 points of piercing damage and gain that many temporary hit points.
Size. You are lithe and somewhat off-putting. Your size is Medium.
Speed. Your base walking speed is 30 feet.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 8″ +2d8 125 lb. × (2) lb.

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


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