Fusilier (5e Race)

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Fusilier[edit]

I saw an Aasimar once, but she was strange, had things coming from her lower back. I thought it was odd, but she told me that the gods had not forsaken me.
—Tavern drunk
She came from above, weaving spells and empowering our warriors against the goblin threat. The next thing we knew, she threw divine light down upon them, killing them with ease while healing our wounded.
—Commoner

Physical Description[edit]

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Astrisk Kome, Winged Fusilier

At first glance, Fusiliers seem like humans, especially when seen from the front with their wings folded. However, they are different in many ways from Aarakocra or Aasimar. Their wings are located on their lower back, accompanied by a large feathered tail that grants them superior aerial skills compared to the other two races. They also lack feathers outside of their wings and tail, and their hands have talons, setting them apart from Aarakocra. While using their wings, they may resemble Aasimar, but closer inspection reveals their distinct nature.

History[edit]

Believing themselves secluded from the other races of Faerun, the Fusiliers have maintained several settlements across the continents. However, this seclusion is far-fetched as they have fought in numerous wars alongside the other races of the realm, considering themselves equals. They do, however, have no respect for laws that cause suffering to others and have ended up stirring up trouble on pilgrimages.

Society[edit]

Fusiliers are more nomadic than other races and prefer to live around mountains and other high areas. While some permanent settlements exist, they are mostly inhabited by elders, children, and parents. At an early age, Fusiliers are encouraged to embark on long journeys, either by visiting other settlements or exploring the lands. Some choose never to return to their villages.

Fusiliers have become adept at trading goods. They engage in trade involving mining, clothing, and lumber with other settlements belonging to various races, as they do not hold malice toward any particular race.

Fusilier Names[edit]

Male: Peilophi, Phesa, Bolinia, Chamea, Menaera, Corrashi, Raebel, Gineny, Undinoe, Kyroe

Female: Kome, Adraenah, Deserin, Nysaene, Myniane, Zeaneano, Xiryana, Urasha, Desophis, Belylis

Fusilier Traits[edit]

A race of winged humanoids with unique abilities.
Ability Score Increase. Increase your Dexterity ability score by 2, and your Charisma score by 1.
Age. Fusiliers are considered mature at the age of 14-16 and reach adulthood at that time, even if not fully grown. The average lifespan is about 90 years.
Alignment. Chaotic Good, Chaotic Neutral, Neutral Good, or True Neutral. They are almost never evil or lawful.
Size. Fusiliers vary widely in height and build, ranging from barely 4 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Flight. You have a flying speed of 30 feet.
Proficiency Bonus. You have proficiency in Acrobatics.
Languages. You can speak, read, and write Common and one other language of your choice.

Variant Fusilier[edit]

Ability Score Increase. Increase two different ability scores of your choice by 1.
Feat. You gain one feat of your choice.
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.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +1d12 100 lb. × (1d4) lb.

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

Suggested Characteristics[edit]

When creating a Fusilier 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 You have a mischievous grin that always gets you out of trouble.
2 Curiosity drives you, and you constantly seek new experiences.
3 You have a quick wit and a sharp tongue, never backing down from a verbal duel.
4 Calm and composed, you always find a way to defuse tense situations.
5 You have a natural talent for making friends and getting along with anyone.
6 You have an insatiable appetite for knowledge and are always seeking to learn something new.
7 You possess a deep sense of justice and stand up for those who can't defend themselves.
8 You have a wild and unpredictable nature that makes others unsure of how to handle you.
d6 Ideal
1 Freedom: You value personal freedom and independence above all else.
2 Exploration: You have an unquenchable thirst for exploration and discovery.
3 Compassion: You believe in showing kindness and empathy to all creatures.
4 Ambition: You strive for greatness and are willing to do whatever it takes to achieve your goals.
5 Harmony: You seek to bring balance and harmony to the world around you.
6 Loyalty: You are fiercely loyal to your friends and comrades, always standing by their side.
d6 Bond
1 You have a deep bond with your fellow Fusiliers, considering them your second family.
2 Your homeland holds a special place in your heart, and you long to protect it from harm.
3 You have a personal vendetta against a specific enemy and will stop at nothing to defeat them.
4 You carry a keepsake from a loved one who has passed away, serving as a constant reminder of them.
5 You have sworn an oath to a higher power or organization and are dedicated to fulfilling it.
6 You have a strong sense of duty and responsibility, always putting the needs of others before your own.
d6 Flaw
1 You become distracted by light breezes, causing you to spread your wings out.
2 Your curiosity often leads you into dangerous situations without considering the consequences.
3 You have a tendency to speak before thinking, often offending or alienating others.
4 You are easily swayed by flattery or sweet words, making you susceptible to manipulation.
5 Your fierce independence sometimes leads to stubbornness, causing conflicts with authority figures.
6 You struggle with trust and find it difficult to open up to others, keeping them at arm's length.
5.00
(one vote)

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