Faun

Faun

Sylvan Name: Asho'qu   Faun are a variety of reclusive Fey folk who dwell in all biomes, but are primarily associated with forests. While many Faun have ventured into cities and left their naturalistic lives behind, most Faun are born in the wild and spend at least a part of their lives in a role as Grove-Guardians. Because of their relative rarity and preference for nature, Faun often have a mutual distrust with organized societies, and they'll resort to trickery to keep themselves safe.  

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: Faun typically have humanoid upper bodies, with their lower half similar to a deer or goat, though they are always bipedal. There are some Faun who have decidedly animalistic markings even on their upper body, such as deer-like fur, though this is somewhat rare, and their face is always strictly human-like. They may have antlers or nubs protruding from their forehead, and regular hair, which is not limited by the coloration of their fur. Most Faun have tattoos across their bodies which are both spiritual and decorative.   Family Structure: Faun, in the wilds, typically do not have families that care for them. Instead, when they are born, they are placed within a stone circle, where they are nourished and protected by the local wildlife. City Faun who give birth often contract Druidic Circles to effectively handle the process, as a Faun raised in a city is often maladaptive, and its development can be stunted. As Faun grow, they explore their local grove, and then venture out to explore its broader stretches. They are trickster creatures and like to play games with those who venture into their territory, though they almost never reveal themselves to strangers. A wild Faun is either a sign of very good or very bad luck, depending on the circumstances, as it either means that they are comfortable enough to reveal themselves to you or that your demise at their hands is imminent.   Attitude Toward Society: Sometimes, when Faun venture out, they stumble upon settlements. Sometimes, settlements encroach upon their lands, and stumble upon them. While Faun are the informal protectors of their homes, they know when they are losing a fight, and will sometimes capitulate and attempt to adapt to civil life rather than remain in the dying wilds. The success of such Faun's lives varies as much as the growth of a Faun raised directly by its parents; it's hit or miss, and its difficulty is amplified by the rumors and stereotypes that swirl around these mysterious Fey.   Attitude Toward Gender: Faun are dimorphic in appearance, but their demeanor, behaviors, and identities change as swiftly as the day, as they prefer to be fluid and ever-changing like the seasons. Faun have a strong sense of empathy, and a strong desire to relate to all creatures, which opens them up to extensive exploration of their own feelings and personalities. This also contributes to the fluidity of their gender.   In general, a Faun's race is so exotic to most other races that it outweighs any glamour or traits that might be associated with their gender. In this respect, gender is one of the least relevant qualities ascribed to a Faun, and they often fall outside of the scope of gender norms in the eyes of others regardless of the gender they identify with or present as.   Attitude Toward Relationships: Faun rarely form relationships, as they rarely have contact with other sentient beings. When two Faun meet in the wilds, a short relationship develops more often than not, but this ends as soon as they part ways to explore other parts of their world. A meeting between Faun and other Fey is more common than one with mortals, and may sometimes sprout into a temporary partnership, but mortals feel far too foreign in their nature for most Faun to relate to.  

Race (5e)

Faun (5e)

ability score increase: N/A
age: Faun typically mature by the age of 12, though they do not physically mature until around 20. Most Faun will live until they are 40 years old, but can live as long as 200 if no other Faun comes to replace them as a guardian (this is especially the case for Mirage Faun).
Size: Medium
speed: 30ft
Languages:
race features:
Spirit Trance: Instead of sleeping, you enter a trance, a communion with the Demi-Plane of Spirits - this communion allows you to see the world ethereal, with an emphasis on reflecting on yourself and others. You only need to rest for half the time of any rest, and may remain attentive to changes in your surroundings throughout this period. In addition, you gain spells so long as you peacefully complete your rest. This gives you access to the Druidcraft cantrip. Additionally, you may cast both Animal Friendship and Beast Bond, each once per day, using the Wisdom casting ability.  

Faun - Variant

Forestsong Trance: Instead of sleeping, you enter a trance, a communion with the Demi-Plane of Spirits - this communion surfaces itself through the music of the world around you, from birdsong to the sound of the wind. You only need to rest for half the time of any rest, and may remain attentive to changes in your surroundings throughout this period. In addition, you gain spells so long as you peacefully complete your rest. This gives you access to the Prestidigitation cantrip. Additionally, you may cast both Hideous Laughter and Sleep, each once per day, using the Charisma casting ability. This replaces Spirit Trance.  

Woodlands

Woodlands Faun are those that live in forests, swamps, and jungles. They tend to carry deer-like features, include deer legs and brown-tinted fur, sometimes with white spots.   Woodlands Faun gain +1 Charisma.   Grove Guardian: You are adept at hiding, and can do so even when only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. You gain advantage on all attempts to hide.  

Highlands

Highlands Faun are those that live in mountains and highlands. They tend to carry goat-like features, and are adapted to the uneven and steep terrain of their homes.   Highlands Faun gain +1 Strength.   Nimble-Footed: You are used to treading difficult terrain and narrow passageways. You ignore the extra movement cost of non-magical difficult terrain. Additionally, you may move through the space of any creature that is of a size larger than yours.  

Prairie

Prairie Faun are some of the rarest kind, preferring to live in open plains and prairies. Their features tend to be more antelope-like, with lengthened but thinner horns, and narrow leg structure.   Prairie Faun gain +1 Dexterity.   Strider: Your movement speed is increased by an addition 10 ft. You are naturally better at jumping, and your jump distance is doubled.  

Mirage

Mirage Faun are those which inhabit deserts, typically guarding the area around an oasis or spring. Their features tend to be reminiscent of the springbok, featuring symmetrically curved horns and very thin fur. They are known as mirages for their magical capabilities, which they often serve both to trick and help travelers who have become lost in the desert, by creating fonts of food, water, and shelter that tangibly exist - but disappear as soon as the traveler awakens refreshed.   Mirage Faun gain +1 Intelligence.   Mysticism: You may cast the minor illusion cantrip. Additionally, starting at 3rd level, you may cast invisibility, as per the spell, on yourself once between long rests. Both make use of your Intelligence ability score.  

Mirage Faun - Variant (Spheres of Power)

Mysticism: You gain access to the Faerie sphere. You do not use its abilities with a casting tradition, unless you are a caster, in which case adding a magical talent to the Faerie sphere forces it to make use of your casting tradition. In addition, non-casters gain access to one spell point per day, which recharges after a long rest.
 

Ancestry (Pathfinder 2e)

Faun feats emphasize their ties to the Faerie Plane, their dedication to the protection of nature, and the array of prophylactic skills they have developed as outsiders in most societies.  

Faun

Hit Points
8
Size
Medium
Speed
30
Ability Boosts
Dexterity, Wisdom, Free
Ability Flaw
Intelligence
Traits
Humanoid, Fey, Faun
Languages
Human Common, additional languages equal to 1 + your Intelligence modifier (if it's positive)
Special Abilities
Heritages
Forest Faun: You are particularly well-adapted to living in forested environments and take on a more deer-like appearance. As long as you are in a forest or jungle, you gain a +2 circumstance bonus to Stealth checks to Hide and Sneak, Survival checks to Subsist, and your Survival DC to Cover Tracks.   Mirage Faun: You come from desert climes and take on a more gazelle-like appearance. While there are few hiding places in the open sands, you have adapted your trickery to the magical kind. Choose occult or primal. You gain one cantrip from that magical tradition's spell list. You can cast this spell as an innate spell at will, as a spell of your chosen tradition. A cantrip is heightened to a spell level equal to half your level rounded up.   Mountain Faun: Navigating mountains and other rocky terrain is second nature to you and you take on a more goat-like appearance. You can ignore non-magical difficult terrain caused by rubble and uneven ground made of stone and earth.   Plainrunner Faun: You've spent your days running and prancing on grassy fields and open plains and take on a more antelope-like appearance. Your movement speed is set at 35 feet instead of 30 feet.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Asho'qu LoreFaun1-You have trained to protect nature and ward off its transgressors.
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You have trained to protect nature and ward off its transgressors. You gain the trained proficiency rank in Nature and Deception. 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 Faun Lore.
Faerie FellowshipFaun1-Your enhanced Fae connection affords you a warmer reception from creatures of Faenor.
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Your enhanced Faerie connection affords you a warmer reception from creatures of Faenor as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against Faeries. In addition, whenever you meet a Faerie creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. Special If you have the Glad-Hand skill feat, you don’t take the penalty on your immediate Diplomacy check if the target is a Faerie.
Illusion SenseFaun1-Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you.
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Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn't spend an action to Interact with the illusion.
StriderFaun1-You move faster over steady ground.
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You move faster over steady ground Your Speed increases by 5 feet.
Precise StepFaun1-You are adept at moving across uneven surfaces.
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You are adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
Unexpected ShiftFaun1-Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies.
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Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. When you would take damage from an attack, spell, or other effect, roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.
Cliff HopperFaun5-You have an unmatched skill at navigating cliffs and near-vertical surfaces.
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You have an unmatched skill at navigating cliffs and near-vertical surfaces. You gain a climb Speed of 15 feet.
Faerie MagicFaun5-You have been exposed to powerful Faerie magic.
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You have been exposed to powerful Faerie magic. You become trained in primal DCs and spell attack rolls. Depending on your heritage, you gain one of the following features which grant an innate primal spell that can be used once per day.
  • Forest: Your body is covered in elegant vines, granting you summon plants or fungus.
  • Mirage: You can throw your voice to fool passerby of sanity lost, granting you lose the path
  • Mountain: You can make great leaps to get from chasm to chasm, granting you jump.
  • Plainrunner: You can run exceptionally fast for short periods, granting you fleet step.
Faerie FontFaun5focus pool, at least one innate spell from a Faun heritage or ancestry feat that shares a tradition with at least one of your focus spellsThe magic within you provides increased energy you can use to focus.
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The magic within you provides increased energy you can use to focus. Once per day, you regain 1 Focus Point, up to your usual maximum.
Flexible TailFaun5-You have a lengthier tail than most Faun, and have greater control over its actions.
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You have a lengthier tail than most Faun, and have greater control over its actions. You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.
Intuitive IllusionsFaun5Illusion SenseIllusion magic comes to you so naturally that you can effortlessly sustain your magical ruses.
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Illusion magic comes to you so naturally that you can effortlessly sustain your magical ruses. Once per day, when your turn begins, you immediately gain the effects of a Sustain a Spell action to extend the duration of one of your active illusion spells.
Marsh BatherFaun5-You have spent enough time in marshy terrains and lakes to be an expert swimmer.
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You have spent enough time in marshy terrains and lakes to be an expert swimmer. You gain a Swim speed of 15 feet.
Natural IllusionistFaun5Illusion SenseBy drawing upon Faenor’s magic, you can siphon a portion of that malleable world to create a convincing illusion.
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By drawing upon Faenor’s magic, you can siphon a portion of that malleable world to create a convincing illusion. Once per day, you can cast illusory disguise, item facade, or ventriloquism. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.
Faerie TricksterFaun9Faerie magicYou've learned a few magical techniques for getting yourself both into and out of trouble unnoticed.
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You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed. You gain misdirection and silence as 2nd-level arcane or occult innate spells. The tradition of these spells must match the tradition you use for your Faun ancestry options. You can cast each spell once per day and can target only yourself.
Fortuitous ShiftFaun9Unexpected ShiftYou have grown more comfortable with your penchant for supernatural disappearance.
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You have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to 11, and you are no longer dazzled if you succeed.
On Your TurfFaun9-You can take advantage of the terrain to bypass foes’ defenses.
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You can take advantage of the terrain to bypass foes’ defenses. Non-Faun in difficult terrain are flat-footed to you. If you have a swim Speed, non-Faun creatures that are in water and lack a swim Speed are also flat-footed to you.
Always AwareFaun13-You notice things that others can't see at all.
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You notice things that others can't see at all. While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you. You only need a successful DC 5 flat check to target a hidden creature.
Razimric SeerFaun13ability to cast the detect magic cantripYou train yourself to be capable of detecting magical effects that occur around you.
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You train yourself to be capable of detecting magical effects that occur around you. When you are Searching, you also gain the benefits of Detect Magic unless you choose not to.
Glare of the Grove-GuardianFaun, Arcane, Concentrate, Divination17-When you focus your eyes carefully, your gaze can pierce through all obfuscations, even magical ones.
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Once per hour, when you focus your eyes carefully, your gaze can pierce through all obfuscations, even magical ones. When you use Glare of the Grove-Guardian, you gain the effects of a 6th-level true seeing spell, using your Perception modifier for the counteract check.
You Might...
  • Seek out clever ways to exploit your environment when overcoming challenges.
  • Make friends slowly, concerned by cautionary tales and personal experiences with exploitative strangers.
  • Be fiercely protective of your home or community.
  Others Probably...
  • Assume you dislike cities and people who live in them.
  • Expect you to know strange fey mysteries and perform fantastical primal magic well beyond your actual abilities.
  • Consider you the prime suspect whenever unexplained hijinks or serendipity comes their way.
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