Filgaian (5e Race)

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Humans inhabiting the decaying world of Filgaia, Filgaians are a rugged, Wild bunch.

Physical Description[edit]

While as variable in appearance as humans, the harsh realities of their world often shape Filgaians in the direction of rugged. They tend toward rough, tan skin from long hours in the sweltering sun, and their bodies are large and dense compared to an analogous human; Even a child or a seemingly delicate priestess will be far less frail than they appear. Hair is typically black, brown or dark red, with blonde as well as more exotic colors like blue or green sprinkled through the gene pool


The history of Filgaia is hazy, and many versions of the world exist concurrently, linked by a handful of common trends. The common people rarely bother to preserve these histories, and unless you find the right scholar or the right book, learning anything from them except the heavily filtered versions that pass into legend is a fool's errand. As such, the wildly different histories tend to produce the same sorts of Filgaians; Common clay toiling to survive.

In most cases, a race known as the Elw came before. A people deeply tied to the life force of the planet, they possessed both powerful magic and incredibly advanced technology, capable of wonders far beyond what little has been scraped back together by the folk of today. Unfortunately, their tie to the planet proves their undoing when Filgaia experiences whichever calamity has begun to kill it in the 'current' dimension. Sometimes this is an invasive force, and sometimes it stems from the actions of the Filgaians or even the Elw themselves; In all cases, the planet is dying and they must leave or die with it. Their wonders are lost, and the less advanced peoples of Filgaia are left behind to make the best of it.

The other common threads are the existence of Guardians and Arms. The Guardians, power fading and names are all but forgotten by the common people, are still served and worshipped by some version of the people known as Baskar, if those people still exist; the exact nature of the Guardians fall likewise varies. In some cases, they are weakened by the loss of faith in the virtues they embody, and in others, they are have expanded or are expending the vast majority of their power trying to keep Filgaia alive, or in battle with an outside threat.

Arms, technological weapons of incredible power, are remnants of past technology. Often related to the Golems that lay buried below, they require a strong fighting spirit or some unspeakable compatibility to utilize, and are gravely feared by those that see them as demonic weapons or reminders of a calamity; An Arm itself however is entirely neutral. Like any weapon, it is the guiding hand behind it that determines whether it will be for well or for weal.


Vying for survival in an unforgiving world, Filgaians struggle to find a balance between nature, which both helps and hinders, and technology, which toes a dangerous line between making their lives easier and making their lives impossible. Some choose to survive by simply keeping their heads down and living simple lives as craftsmen or traders, but an adventuring Filgaian is most likely a 'Drifter'. A common fixture in society, they walk a line between reviled and required; They have the strength and guile to strike down out of control monsters or deal with other dangers beyond the typical town guard, but for that same strength are feared by the common folk, who believe that such individuals can bring as much trouble as they solve.

Beyond this, Filgaian society is very similar to that of humans, particularly of societies on the western frontier or Victorian age. More concerned with the here and now, they have little time to chase the past or contemplate the future. This likewise translates into stunting of religion, which most consider being merely a collection of fables and tall tales despite the very real nature of the Guardians watching over them in silence. Preservation and advancement of higher knowledge are thus left in the hands of an exceptional few, while those seeking the spiritual life must find it in far off abbeys or among the Baskar. Sadly, this often leads the people of Filgaia to make the same mistakes again and again, or by the opposite extreme to overly fear the things that they do not understand.

Filgaian Names[edit]

Filgaian names are often short and sharp for men but lean toward beauty and elegance for females. A surname is just as likely to be made up or bestowed as a title as it is to be an actual family.

Male: Rudy, Jack, Tim, Jet, Clive

Female: Cecilia, Clarissa, Raquel, Rebecca, Carol

Filgaian Traits[edit]

Rough and tumble humans from a Wild world.
Ability Score Increase. Your Constitution score increases by 1.
Age. Filgaians must grow up quickly and are considered adults by their mid-teens. They live less than a century.
Alignment. A typical Filgaian keeps their head down and is generally neutral. Drifters chasing more than just a living usually have at least one strong conviction toward good, law, or chaos.
Size. Filgaians tend to be on the tall side of the human average, reaching over 5 feet even in their teens and not uncommonly passing 6 or 7. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages. You can speak, read, and write Common and one other language of your choice. Your choice of starting bonus languages depends on your chosen subrace.
Subrace. Pick one from Common, Machinist, Living Metal, Shaman.


The common man or woman of Filgaia has endured more in peace than some have in war. The common clay of Filgaia, you are not the most cunning linguist, and are limited to Dwarven, Gnomish, Halfling, or Orc; The typical languages an average person might have to use in day to day life.

Ability Score Increase. Your Strength score increases by 1.
Desert Walker. You’re acclimated to extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.


A genius tinkerer who refuses to let things continue on as they are. Some settle down to fill the role of the blacksmith in sleepy towns or bustling cities, but just as common that they spend their lives looking for trouble. As archaeology and machining go hand in hand, you have likely spent enough time poring over dusty old tomes to learn 'ancient' languages such as Elven, Draconic, Deep Speech, and Primordial.

Ability Score Increase. Your Intelligence score increases by 1.
Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Knowledgeable. The expertise of a machinist comes from a combination of natural aptitude and retro-engineering. You are proficient in the History skill.

Living Metal[edit]

An artificial human created with ancient Elw science. They are a magnum opus of science comparable to Arms or Golems, and virtually indistinguishable from a regular human, discounting their incredible strength. For reasons you may or may not be aware of, you were programmed with knowledge of exotic languages. You may choose any bonus language aside from those that are intrinsically secret.

Ability Score Increase. Your Dexterity score increases by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Living Construct. Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day.


Contrary to a machinist, some Filgaians have a deep, innate connection to the planet and its Guardians. Most Shaman are Baskars or children of royal blood, but sometimes the pulse of the planet just comes to you. Conduit to the whispers of the beyond, you may choose to learn a language of the planes; Celestial, Abyssal, Infernal, or Sylvan.

Ability Score Increase. Your Wisdom score increases by 1.
Extension. You know one cantrip and one first level spell of your choice from the druid spell list which you can cast at will. You regain use of this first level spell when you complete a long rest. Wisdom is your spellcasting ability for these spells.
Deep Rooted. You are proficient in the Nature skill.

Random Height and Weight[edit]

4′ 8″ +2d10 110 lb. × (2d4) lb.

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

Suggested Characteristics[edit]

When creating a filgaian 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 I strive to be very concise with my words, and never speak without carefully considering them.
2 I have a particular interest that I am incredibly excitable with regards to.
3 I have a flair for the dramatic and tend to exaggerate, especially in regards to myself.
4 I get lost in thought at the strangest times and for the strangest reasons.
5 I believe strongly that every legend contains at least a fragment of truth.
6 I am not that pious, but sometimes make tribute or adulation to the Guardians. Just in case.
7 I am exceedingly pious, and place lack of piety chief among the troubles facing Filgaia.
8 I am fascinated by the Elw.
d8 Ideal
1 Hope. Nothing is impossible, as long as you're willing to go as far as it takes.
2 Love. If you want to be loved by someone, you have to love other people yourself.
3 Courage. Real Power is the power to protect what is dear.
4 Desire. If heroes can turn hope into power, perhaps I can turn desire into a blade.
5 Destruction. Pure power does not discriminate; all power is destined to destroy. (Chaotic)
6 Preservation. I must preserve the past, for the sake of the future. (Lawful)
7 Selflessness. I won't gain anything, but I will not lose anything. Protecting something important is not a waste of life. (Good)
8 Pragmatism. At the end of the day, all that matters is that I survived. (Neutral)
d6 Bond
1 I don't remember much, but my dreams are haunted by the face of an old man/woman. I must find out who they are and what their connection to me is.
2 I was taken in my a master Drifter when no one else wanted me. I owe them everything, and want nothing more than to make them proud.
3 I am descended from an ancient hero whose spirit speaks to me in my dreams.
4 I failed to save the life of a friend a long time ago. Even all these years later, their death both haunts and drives me forward.
5 I spent my childhood in an abbey where my magical talents were nurtured. The abbess is like a second mother to me.
6 Another member of the party and I are childhood friends. We made a pact to chase down our dreams together.
d6 Flaw
1 I will not speak up about slights or injustices against myself, no matter how much I'm suffering.
2 I project my fear or hatred of others, onto others.
3 I plan too far ahead and fail to consider the ramifications of my actions in the interim.
4 I have no patience at all for those whose ideals run contrary to mine.
5 I always shoot first if I have any reason to expect a fight.
6 I am addicted to dirty magazines.

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