Faerfolk
Faerfolk
Faerfolk are the children of The Firstglow Dame, and they are born into Eashavar appearing as full-grown adults. Faerfolk grow for some time in coccoons before they come alive. These coccoons are typically planted by agents of the Dame, or they can be grown by Faerfolk themselves, provided that they are fertilized by another of Eashavar's ancestries.General Information
Rarity: Uncommon. (You may play this race only after consulting with the DM. There may be limits on the number of players able to play this race in a single party.) Physical Description: Faerfolk are plant-like creatures who can shift their shape over the cycle of seasons. Their skin, eyes, and hair can range from all sorts of vibrant colors, and their appendages and features can similarly vary, but typically take on a humanoid form. This form is often the height of an average human, as well, though some Faerfolk prefer to replicate the figures of other races, and Faerfolk born from pairings with other races will match that races' features. Family Structure: Faerfolk are born in the depths of great forests, primarily The Rainy Country, Everaldimor, and Althraxia. They grow in cocoons upon trees, until they hatch, already adults. As such, they don't quite have families, but consider all Faerfolk their siblings, and all plant life their child. Faerfolk typically have a name that they choose for themselves, but also possess an identity. The identity is spoken in Sylvan, but functions more than just a name. All Faerfolk know another's name upon spending a mere few minutes with them, even if it is left unspoken, and a Faerfolk who knows another Faerfolk's identity understands who they are as a person and personality. Some Faerfolk can mask their identities, making them unreadable to other Faerfolk. Attitude Toward Society: Faerfolk prefer to live in the wilds, where they staunchly defend nature from trespassers. Some Faerfolk do, however, integrate into normal society, especially those who lose their homes or who feel especially curious about the world they were born into. These Faerfolk can adapt quite effectively, though they will always feel outrage at harm towards plants or Faeries. Attitude Toward Gender: Faerfolk have no conceptualization of gender, but may prefer to present in a specific way. Others prefer to change up their presentation every season, associating different genders with different seasons. Attitude Toward Relationships: Faerfolk have a great love for the plant world, as well as for Faeries of all kinds. This can come off as a romantic or familial attachment to other races, which can be perceived oddly. Faerfolk rarely enter relationships, but when they do, they are most commonly with Fey. Faerfolk sometimes share their identity with non-Faerfolk, which is considered very intimate, but doesn't reveal aspects of their personality as it might when shared with a Faerfolk. Faerfolk do not normally have sex characteristics, but can grow them as they can grow any part of their bodies, making them fully functional. Aside from being directly planted and grown by the agents of The Firstglow Dame, Faerfolk can reproduce by growing their own seeds; these seeds require a male partner of another race to be viable, after which they are left upon a tree to grow, resulting in a Faerfolk who begins with features of the partner race, and who has a preference for that race's features.Race (5e)
Faerfolk (5e)
ability score increase:
+1 Constitution
age:
Faerfolk emerge from their seeds as, physically, adults. They typically require two years to adjust to the world and mature, as well as to perfect their physical form as appropriate. Faerfolk do not seem to age, but will feel a pull towards ending their own existence, usually after 40-60 years alive. At this point, they wither and grow into a new tree, from which future Faerfolk seeds may be grown.
Size:
Medium
speed:
30ft
Languages:
race features:
For the purposes of multiracial ancestries, Faerfolk must take the Faerchild subtype, and not the other race directly. Faerfolk do not take a cultural trait, and strictly retain their racial abilities. Plantshape: You have the capability to change your shape. You may choose an image, which is what you are working to appear as. Depending on the divergence of the image from your current form, it can take up to an entire season, but no longer. Changes come in increments. Photorespiration: You do not need to breathe, getting all of your necessary nutrients from the sun and plants around them. You cannot drown, nor do you take damage if you are in an area without air to breathe. In addition, you take hit point drain equivalent to your hit die for every day that you go without spending at least an hour in sunlight. Seedsleep: As you fall asleep, a cocoon grows around you, creating a thin sheen which covers you after an hour of sleep. After three hours, the cocoon is impenetrable. You cannot be awoken after this time, unless your cocoon is damaged by extreme blunt force; in such a case, the cocoon is replenished over the next 1d7 days, and you must deal with fatigue from poor sleep. After a successful seedsleep, you are attuned to nature, and may speak with plants.
For the purposes of multiracial ancestries, Faerfolk must take the Faerchild subtype, and not the other race directly. Faerfolk do not take a cultural trait, and strictly retain their racial abilities. Plantshape: You have the capability to change your shape. You may choose an image, which is what you are working to appear as. Depending on the divergence of the image from your current form, it can take up to an entire season, but no longer. Changes come in increments. Photorespiration: You do not need to breathe, getting all of your necessary nutrients from the sun and plants around them. You cannot drown, nor do you take damage if you are in an area without air to breathe. In addition, you take hit point drain equivalent to your hit die for every day that you go without spending at least an hour in sunlight. Seedsleep: As you fall asleep, a cocoon grows around you, creating a thin sheen which covers you after an hour of sleep. After three hours, the cocoon is impenetrable. You cannot be awoken after this time, unless your cocoon is damaged by extreme blunt force; in such a case, the cocoon is replenished over the next 1d7 days, and you must deal with fatigue from poor sleep. After a successful seedsleep, you are attuned to nature, and may speak with plants.
Truechild
A Truechild is a daughter of The Firstglow Dame, grown upon a tree through planted by one of her agents. You gain +1 Constitution. Vibrant Growth: You have the ability to grow plants and flowers in a region of desolation. Your touch can cause life to sprout rapidly, depending on the region's level of blight and the DM's discretion. You may also grow Goodberries upon yourself a number of times per day equal to your level, as per the Goodberry spell.Faerchild
A Faerchild is a Faerfolk that results from the seed of an extant Faerfolk, which must be fertilized by another race (typically Fey). Genetic Diversity: Choose a single racial trait from the other race which makes up your ancestry; alternatively, choose any single cultural trait that fits with your backstory.Versatile Heritage (PF2e)
Faerfolk
- Versatile Heritage
- Your bloodline has been influenced by the powers of The Firstglow Dame and you take on a plant-like appearance. You gain the Faerfolk trait, in addition to the traits from your ancestry. You can choose from Faerfolk feats and feats from your ancestry whenever you gain an ancestry feat. Additionally, you gain Photosynthetic Feast and Seedlink. Photosynthetic Feast: You gain nourishment through exposure to sunlight. You typically do not need to pay for food. You may still experience starvation, but instead of eating to stave it off, you must spend an hour in sunlight. You may still enjoy food if you wish, but it will not nourish you in any way; it is junk food. Seedlink: You have an uncanny knack of communicating with other Faerfolk without speaking, though this habit is often uncomfortable to observers. You can cast mindlink as an innate occult spell once per day, but you can target only other Faerfolk.
- Ancestry Feats
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Name Traits Level Prerequisites Benefits Details Seedsleep Faerfolk 1 - You can commune with the collective knowledge of all Faerfolk by entering a meditative sleep. Show spoilerYou can commune with the collective knowledge of all Faerfolk by entering a meditative sleep. When you choose to seedsleep, a coccoon extends from your body to form around you, and you cannot take on watch duty or engage in leisure throughout your full resting period. You cannot be awoken without extreme blunt force upon your coccoon. When you emerge from your seedsleep, you gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.Faerie Lore Faerfolk 1 - You have a deep understanding of your people's purpose and are connected more closely with the First-Glow Dame. Show spoilerYou have a deep understanding of your people's purpose and are connected more closely with the First-Glow Dame. You gain the trained proficiency rank in Nature and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Faerfolk Lore.Plantshape Faerfolk 1 - You have the capability to change your shape with the seasons. Show spoilerYou have the capability to change your shape with the seasons. You may choose an image, which is what you are working to appear as. Depending on the divergence of the image from your current form, it can take up to an entire season, but no longer. Changes come in increments.Step with Care Faerfolk 1 - It’s difficult to notice your passage through wild areas. Show spoilerIt’s difficult to notice your passage through wild areas. As long as you’re not in an urban environment, you’re always considered to be Covering Tracks, even if you chose a different activity in exploration mode.Climate Adaptation Faerfolk 5 - Like evergreen trees, which stay healthy and vibrant from winter through summer, you too can adapt to a variety of extreme climates. Show spoilerLike evergreen trees, which stay healthy and vibrant from winter through summer, you too can adapt to a variety of extreme climates. You're unaffected by mild cold or heat environmental effects, and when you're in severe cold or heat, you take the effects of mild cold or heat instead (see Table 10–13). This doesn't protect you from extreme or incredible cold or heat.Defensive Needles Faerfolk 5 - You bear needles and spines within your flesh. Show spoilerYou bear needles and spines within your flesh. Each time you become grabbed by a creature or an adjacent creature hits you with an unarmed attack, you twist and thrash your body around, dealing 2 piercing damage to that creature. This damage increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.Kindred Speech Faerfolk 5 - You have a connection with creatures that share your physiology. Show spoilerYou have a connection with creatures that share your physiology. You can ask basic questions of, receive basic answers from, and use the Diplomacy skill with plants.Bark and Tendril Faerfolk 9 - You wield primal magic. Show spoilerYou wield primal magic. You can cast barkskin and entangle as 2nd-level primal innate spells once per day each.Lifelink Faerfolk 9 - Your seedlink extends to other races, allowing you to gather unspoken information. Show spoilerYour seedlink extends to other races, allowing you to gather unspoken information. You can cast mind reading as an innate occult spell once per day.Solar Rejuvenation Faerfolk 9 - If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. Show spoilerIf you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from Treat Wounds.Regrowth Faerfolk 17 - Your command over your vital essence allows you or an ally to recover from grievous wounds. Show spoilerYour command over your vital essence allows you or an ally to recover from grievous wounds. You can cast regenerate as a 7th-level primal innate spell once per day.
You Might...
- Act as a traveling agent for natural guardians who are unable to leave their territories.
- Encourage civilizations you encounter to cooperate with nature and build their cities in ecologically friendly ways.
- Become attached to new friends you make on your journeys.
- Assume you know only about nature and are unfamiliar with civilization and society.
- Have problems understanding your perspective, as well as trouble reading your body language.
- Assume you have secret knowledge about alchemy or primal magic.
by PGT Creative
by PGT Creative