Tressym (5e Race)
From D&D Wiki
|“||A race of small, bipedal, winged cats. That's all you need to know.||”|
Tressym resemble beasts that look like the ordinary house cat. However, this cat has wings and a tendency to stand on its hindlegs bipedally. Tressym wings resemble that of a bat, but the leathery parts in between the bones are actually covered in feathers. These feathers are often described to look as extravagant as a peacock. Their tails are much longer than usual, also. Tressym also differentiates from ordinary cats with their wide range of fur colors. Their fur and feathers often follow a similar color palette. So you won't just see orange tabbies, but green and purple ones as well. Even their eyes host an exotic range of hues. Their fur is also actually an extremely thin feather. Looking at it closely, you would see they are not regular fur hairs. The feathers on their wings can grow very long and harden as they age.
Tressym originate from experiments of wizardry which were supposed to find the perfect familiar. After their conception and favorable reception among the magic community, they became a favored familiar. It is said only the smartest can tame them, or they risk being duped by their own summon. Not only did mortal wizards favor tressym services. Immortal beings found them in favor as well. In fact, a small group of tressym came to be the personal pets of the elf goddess Aerdrie Faenya. She supposedly loved the animals so much that she granted them the gift of speech and allowed them to walk on hind legs. Eventually, she blessed every tressym. The tressym have thrived as a true race under the care and protection of their patron goddess. Some that sought to strike off on their own retained the goddess' gifts even when they went solo.
Tressym thrive in small communities of about 50 members or smaller and are a very rare nomadic race. Within their small groups is a general community dynamic, where they all try to share resources and help one another. They are usually glimpsed soaring the skies, always looking for warmer climates like avians. They build small huts out of twigs and leaves, almost like a bird's nest. However, they are naturally declined towards settling and so, eventually, they always move on. Tressym also get along with many other flying creatures. They mostly favor aarakocra since they too can speak. Their origin from the Plane of Air also intrigues the tressym. Tressym also are compatible with griffins, which they love playing games with or using them to hitch a ride on any time they are tired from flying.
Tressym names are based on an old civilization of the desert. Tressym are sometimes present in the hieroglyphs there and they are believed to have once been worshipped there. For the player's convenience, use the Egyptian names found in Xanathars Guide to Everything.
Male: Amenemhet, Bek, Henenu, Imhotep, Kawab, Meketre, Nebamun, Pawero, Rudjek, Sabaf, Thaneni
Female: Amunet, Bunefer, Dedyet, Hatshepsut, Itet, Joba, Kemanub, Maia, Nedjemmut, Neferu, Pypuy, Qalhata, Redji, Sitre, Takhat, Werenro
Familiars that have gained freedom
Ability Score Increase. Your Dexterity, Intelligence and Charisma scores each increases by 1.
Age. Tressym reach adulthood at 1 year old and live to be around 25 to a maximum of 30 years.
Alignment. Tressym tend toward the neutral side of life. They are mischievous at times but have strong loyalties to those they trust.
Size. Tressym vary from 1 and a half to 2 feet tall, have a 6-foot wingspan and weigh 20-30 pounds. Your size is Tiny.
Speed. Your base walking speed is 30 feet.
Keen Sense. You have proficiency in the Perception skill.
Poison Resistance. You have advantage on saving throws against poisoned, and you have resistance against poison damage.
Tressym Magic. You can cast detect poison and disease with this trait. Starting at 3rd level, you can cast see invisibility with it, and starting at 5th level, you can also cast fly with it. You can only cast these spells on yourself and at will. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Winged. When you would take falling damage, you can extend out your wings and instead take no damage as a reaction. You cannot use this trait if you are grappled or restrained.
Languages. You can speak, read, and write Common.
Random Height and Weight
|1′ 3″||+1d12||30 lb.||× 1 lb.|
*Height = base height + height modifier