Philka (5e Race)

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Philkas are a race of humanoid 'faeries' who are incredibly attuned to nature around them. This mysterious race is capable of coming in and out of the equally mysterious Feywild as if it was second nature.

Physical Description[edit]

Their skin is usually of a blue-ish hue, such as sky blue or magenta, with minor scales of a darker color covering their elbows, knees and knuckles. Their eyes are just as colorful as their skin, despite the black sclera they have. Atop their heads are a pair of antennae who blend with their hair and pop out when in use. A philka's hair color covers a wide range, even extremes such as black or white, and tapers into a thin line along their backs. They possess short tails crested with fur along with it, and end in a large 'feathery' texture, similar to a raptor's. Their feet are plantigrade and possess 4 clawed toes.


Not much is known about the Philkas other than the fact that they started off as a handful of humanoids infused with fey magic, who quickly split up and became more feral as years passed. Extremely primitive at best, without a spoken language of their own, or sophisticated tools. They thrived on hunting and gathering for daily activities, but have never been seen doing many outstanding things. Philkas, however, seemed to be extremely curious and enjoyed the process of learning, which led many to think they're actually a fairly young race, at least in the eyes of the longer-living races in and outside of the Feywild.

The Philkas connection to the mortal and fey realms are what possibilities their coming into the mortal realm, as they are constantly shifting back and forth between their homes and the place they wanted to explore the most.


Philkas live in small, nomadic tribes who thrive through hunting and gathering, never staying in place for too long. They tend to leave plenty of tools behind for future tribes to find and use in case of need, being surprisingly caring of ones they've never met. At first, contact with other civilized, or semi-civilized clans is difficult, given their puzzling way of communicating with their antennae, but quickly show themselves interested and even curious about other cultures and practices, often adopting them into their own.

Their own culture revolves around gathering food, creating tools and disturbing as little of nature as they can, often returning what they take in the manner of seeds, to grow back what they took from the surrounding animals. They live in close attunement to nature, so it isn't uncommon to see a Philka who becomes the leader of a tribe to become a Druid and communicate the tribe's wishes to nature.

Philka Names[edit]

Philkas do not possess spoken word, but their names carry meaning. When naming a Philka, one must think of what their function in the tribe is, and as such, Philka names aren't very long or difficult to understand. Hunters carry names such as Ra or Kav, while Gatherers may be called Re or Rin. Craftsmen carry with themselves the name of Rok or Fa. Below are some examples of names.

Male: Ra'Hiruk, Kav'ahad, Rok'nom, Re'no, Re'ava.

Female: Ra'kena, Rok'neva, Kav'kita, Re'una, Rin'kima.

Philka Traits[edit]

A race of humanoid faeries who are incredibly attuned to nature around them.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Philka mature in a much faster rate than humans do, reaching adulthood at 14 years of age, but living lives as short as 60 years old.
Alignment. Due to their turbulent origins, Philka tend to teeter between chaotic and neutral.
Size. Philkas tend to have a wide height range, from small as 5 feet, to as tall as 6 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet. You have a climbing speed of 20 feet.
Highened Senses. Due to your highly sensitive antennae you have proficiency in the Perception skill.
Wild One. As a resident of the Feywilds, or perhaps someone who spent enough time around your roots, you have found a certain attunement to nature and the creatures of your home plane. You have proficiency in the Nature skill.
Languages. You can speak, write and read Sylvan, and only speak Common.


Also known as 'Scavenging Ones', these Philka possess the innate ability to return to their home no matter where they are in the realms, and often, bring knowledge and discoveries with them. They tend to be good at absorbing and applying knowledge in able time.

Ability Score Increase. Your Intelligence score increases by 1.
Feyshifting. The nature of your body resides between the line of mortal and fey realms. You can cast the misty step spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Flexible Footing. Your clawed feet gives you good support and a better way to fix yourself to the ground. Your climb speed becomes 30 feet.
Magic Prodigy. Your fey nature, as well as a boundless thirst for knowledge, allow you to manipulate the arcane energy within your body. You know one cantrip of your choice from the Sorcerer spell list. Intelligence is your spellcasting ability for it.


Called the 'Predating Ones', Aun'Ras Philkas are a special, less common breed of Philka who possess good physical prowess, at the expense of mental ones. These usually become the protectors of a clan, or renegades, cast off due to their unstable and often violent nature.

Ability Score Increase. Your Strength score increases by 1.
Wild Spirit. Your instincts to overcome and overpower push you to give it your all, allowing you for a huge boost of adrenaline. When you make an attack roll against a creature of Large size or smaller you can knock that creature back 10 feet and take the Dash action as a bonus action. The creature must succeed on a Strength saving throw or be knocked back. Once you use this trait you cannot use it again until you complete a long rest.
Improvised Combatant. Your strong physique paired with superior fighting instinct allows you to take on any foe, at any time. You are proficient in using improvised weapons.

Random Height and Weight[edit]

5′ 0″ +1d12 60 lb. × (1d4) lb.

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

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