Long Fei's Legend of Feixu [Part 3: Race]

by MercyHeart

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Long Fei's

Legend of Feixu

Race

In the realm of Feixu, diverse races weave the intricate fabric of existence. Let me illuminate the major races that hold sway over this mystical land.

These races coexist in a delicate balance, their destinies intertwined as they navigate the realms of Feixu, where every action reverberates through the tapestry of existence.

TBC...

Murine

Murines are small humanoid creatures with rodent-like features, standing at an average height of 3 to 4 feet. They have a slender and agile build, allowing them to move quickly and stealthily. Their fur is soft and ranges in colors from earthy browns and grays to more vibrant hues like soft blues and greens.

Communal Living. Murines are known for their close-knit communities, living in burrow-like homes carved into hillsides or constructed in large cities. Their societies are organized, with a deep sense of communal responsibility.

Resilience in Trade. Murines understand the importance of trade with other races and cultures. When engaging in trade, they aim to build strong relationships to other cultures. A few murines have strayed from the communal ethos, accumulating resources beyond their immediate needs. This hoarding has created a subtle but palpable divide within communities, with some families enjoying abundance while others face scarcity.

Favored of the Rodent King. Murines are the favored folks of the year of the Rat's patron in the world of Feixu.

Murine Traits

As a murine, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Murines have lifespans equivalent to humans.

Size. Murines are small humanoid creatures. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkision. 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 discern colors in that darkness only as shades of gray.

Good Company. You can use the Help action as a bonus action.

Murine Resilience. You have advantage on saving throws against poisons and diseases, and you have resistance to poison damage.

Rodent Agility. You have proficiency in the Sleight of Hand and Stealth skills. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Minotaur of Feixu

A formidable and revered creature known as the Minotaur strides with immense power—the favored race of the Bull Demon King. This mystical being is a blend of raw strength, cunning intellect, and a divine lineage that traces its roots to the Bull Demon King himself.

Divine Lineage. The Minotaur holds a unique position in the cosmology of Feixu, embodying the merging of mortal and divine essence. It serves as a living testament to the Bull Demon King's legacy, acting as both a protector and an enforcer of the divine will in the mortal realm. The presence of a minotaur priest is considered a blessing, signifying the Bull Demon King's favor upon the land.

Bull's Might The Minotaur possesses immense physical strength, capable of unleashing devastating charges and wielding colossal weapons with ease. Its presence on the battlefield commands both fear and respect.

Favored of the Bull Demon King. Feixu minotaurs are the favored folks of the year of the Bull's patron in the world of Feixu.

Minotaur of Feixu Traits

As a Feixu minotaur, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Feixu minotaurs have lifespans equivalent to humans.

Size. Feixu minotaurs are Medium creatures. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Battling Ram. Once on each of your turn, if you move at least 20 feet straight toward the target immediately before the hit with a melee attack, you deal additional damage to the target equals to 1d6 per 10 feet of your movement (to the maximum number of d6s equals to your proficiency bonus). The damage type is the same type as your melee attack.

Determination. Whenever you make an ability check that you are proficient with, roll a d4 and add the number rolled to the check's total. You can use this feature a number of times equal to your proficiency bonus. You regain its uses after a long rest.

Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Tabaxi of Feixu

Feixu tabaxis are humanoid beings with a distinctly feline visage. Their bodies are lithe and agile, covered in fur that ranges in colors and patterns reminiscent of various big cat species. Striking eyes, often reflecting the hues of the jungle, express both intelligence and a touch of the wild. Some bear prominent, elegant feline features such as tufted ears and a swaying tail.

Communion with Nature. As favored offspring of the Mother Tigress, the Tabaxi share a profound connection with the natural world. They can communicate with and draw strength from the spirits of the wilderness, fostering a harmonious relationship with the flora and fauna of Feixu.

Nature's Warden. Tabaxi often assume roles as guardians of sacred groves, protectors of mystical artifacts, and skilled guides through the dense jungles and magical landscapes of Feixu. They embody the essence of the Mother Tigress, serving as both fierce defenders and compassionate caretakers of the natural world. In times of conflict, the Tabaxi are formidable warriors, wielding their feline grace and mystical connection to the Mother Tigress to safeguard the delicate equilibrium of the realm.

Favored of the Mother Tigress. Feixu tabaxis are the favored folks of the year of the Tiger's patron in the world of Feixu.

Tabaxi of Feixu Traits

As a Feixu tabaxi, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Feixu tabaxis have lifespans equivalent to humans.

Size. Feixu tabaxis are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

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 discern colors in that darkness only as shades of gray.

Feline's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Feline's Talent. You have proficiency in the Perception and Stealth skills.

Feline's Grace. You have resistance to fall damage, and you don't take damage from falling 20 feet or less if you aren't incapacitated.

Feline Swiftness. You can use the Dash action as a bonus action.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Harengon of Feixu

Feixu harengons dance across meadows and woodlands as the favored race of the White Dancer. Graceful, nimble, and with a deep connection to the cycles of nature, the Harengon bring an air of joy and whimsy to the mystical realm.

Festive Folks. The harengons celebrate life through dance, song, and communal gatherings. They hold a deep reverence for the White Dancer, a benevolent and enigmatic deity associated with the changing seasons, fertility, and the cycle of life. Festivals featuring lively dances and intricate performances are held in honor of the White Dancer.

Moon Festival. Harengons celebrate the enchanting Moon Festival, a joyous occasion dedicated to the celestial dance between the moon and the White Dancer. This festival marks a time of unity, reflection, and the shared appreciation of the cyclical beauty that graces the night sky.

Favored of the White Dancer. Feixu harengons are the favored folks of the year of the Rabbit's patron in the world of Feixu.

Harengon of Feixu Traits

As a Feixu harengons, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Feixu tabaxis have lifespans equivalent to humans.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 35 feet.

Hare-Trigger. You can add your proficiency bonus to your initiative rolls.

Leporine Senses. You have proficiency in the Perception skill.

Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Rabbit Acrobat. You can use the Disengage action as a bonus action. You can use Dexterity instead of Strength to calculate how high or far you can jump. If you have to make an ability check, you can use Dexterity (Acrobatics) to cover the task.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Dragonborn of Feixu

The Feixu dragonborns exhibit a humanoid form with distinct dragonic features. Scales, reflecting the hues of precious gemstones, cover their bodies, providing both protection and a mesmerizing aesthetic. Some Dragonborn have wings reminiscent of their draconic ancestry, and their eyes gleam with an inner fire, mirroring the power within. Horns, reminiscent of dragons, crown their heads, symbolizing their connection to the Dragon Empress.

Natural Leaders. Dragonborn often assume leadership roles within communities, acting as diplomats, generals, or wise counselors. They embody the strength and wisdom of the Dragon Empress, ensuring the stability and prosperity of the regions under their care.

Water Gods. Water holds a sacred place in the cultural practices of Feixu dragonborns. Rituals involving serene lakes, flowing rivers, and the crashing waves of the ocean are integral to their celebrations. Water is seen as a symbol of life, renewal, and the ever-changing nature of existence,

echoing the teachings and aspects of the Dragon Empress.

Favored of the Dragon Empress. Feixu dragonborns are the favored folks of the year of the Dragon's patron in the world of Feixu.

Dragonborn of Feixu Traits

As a Feixu dragonborn, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Feixu dragonborns have lifespans equivalent to humans.

Size. You are Medium.

Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Elemental Ancestry. You have an elemental dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Elemental Ancestry table. This determines the damage type for your other traits, as shown in the table.

Element Damage Type
Fire Fire
Water Cold
Earth Acid
Wood Poison
Metal Lightning

Amphibious. You can breathe air and water.

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Elemental Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Children of the Sea Gods. Aquatic animals have an extraordinary affinity with you. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

Draconic Resistance. You have resistance to the damage type associated with your Elemental Ancestry.

Draconic Vitality. When you fail a Constitution saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Yuan-Ti of Feixu

The Feixu yuan-ti possess a humanoid upper body, but their lower halves transform into sinuous, scaled serpentine forms. Scales come in a variety of colors and patterns, reflecting the diversity of snake species in Feixu.

Agent of Secret. Yuan-Ti often occupy roles as spies, infiltrators, and mystics. Their ability to navigate both the physical and spiritual realms makes them invaluable in gathering information and maintaining the Serpent King's influence.

Mystical Art. The Yuan-Ti are adept in serpent-themed magic, drawing upon the mystic energies associated with serpents. They can manipulate illusions, summon serpentine familiars, and even commune with ancient serpent spirits for guidance.

Favored of the Serpent King. Feixu yuan-ti are the favored folks of the year of the Snake's patron in the world of Feixu.

Yuan-Ti of Feixu Traits

As a Feixu yuan-ti, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Feixu yuan-ti have lifespans equivalent to humans.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 30 feet.

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 discern colors in that darkness only as shades of gray.

Magic Resistance. You have advantage on saving throws against spells.

Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Serpentine Spellcasting. You know the minor illusion cantrip. You can cast disguise self an unlimited number of times with this trait, but you can only disguise yourself as a human. When you do, your serpent's tail temporarily become human's legs.

Intelligence, Wisdom, or Charisma is your spellcasting ability (choose when you select this race).

Serpent's Tail. You are immune to prone. You can use your lower body to grapple creatures. Medium or smaller creatures grappled by you are restrained, and you can deal an amount of bludgeoning damage equal to the number of d6s equals to your proficiency bonus.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Centaur of Feixu

In the expansive realms of Feixu, the Centaur, favored race of the Primordial Steed, gallops across meadows and hills with the grace and strength bestowed upon them by their divine patron. These beings are a harmonious blend of equine majesty and humanoid intellect.

Quests for Righteous Causes. Driven by a sense of duty and justice, centaurs embark on quests to right wrongs, confront malevolent forces, and safeguard the realm from existential threats. Their bravery shines brightest when faced with challenges that demand self-sacrifice for the greater good.

Corruption of Chivalry. In the shadowed corners of Feixu, a twisted reflection of the noble centaur exists—the Corrupted Centaurs. These beings, tainted by malevolent forces, embody the dark side of celestial power and have forsaken the chivalrous code that once defined their kin.

Favored of the Primordial Steed. Feixu centaurs are the favored folks of the year of the Horse's patron in the world of Feixu.

Centaur of Feixu Traits

As a Feixu centaur, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Feixu centaurs have lifespans equivalent to humans.

Size. You are Medium.

Speed. Your walking speed is 40 feet.

Creature Type. You are a Fey.

Celestial Stallion. You can cast searing smite with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Hooves. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Stallion Rush. Once on each of your turn, if you move at least 20 feet straight toward the target immediately before the hit with a melee attack, you gain an advantage on that attack.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Satyr of Feixu

Feixu satyr possess the characteristic features of Satyrs—humanoid upper bodies with the addition of goat-like legs, hooves, and small, curved horns on their foreheads. Their fur varies in rich, earthy tones, reflecting the diversity of the natural landscapes of Feixu. Unlike their counterparts in other realms, the horns of Feixu satyr are not just symbols of revelry but also signify their commitment to the pursuit of knowledge.

Disciplined Knowledge Seeking. Unlike the stereotypical carefree nature of Satyrs, the Feixu satyrs approach their pursuit of knowledge with discipline and order. They establish libraries, archives, and scriptoriums, meticulously organizing and cataloging information for the benefit of future generations.

Cultural Significance. Feixu satyrs stand as not only embodiments of freedom and adventure but also as distinguished academics, researchers, poets, and lorekeepers. They meticulously preserve ancient manuscripts, oral traditions, and mystical artifacts, safeguarding the collective wisdom of the realm from the ravages of time and oblivion. Even at the cost of their own life.

Favored of the Horned Scribe. Feixu satyrs are the favored folks of the year of the Ram's patron in the world of Feixu.

Satyr of Feixu Traits

As a Feixu satyr, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Feixu centaurs have lifespans equivalent to humans.

Size. You are Medium.

Speed. Your walking speed is 35 feet.

Creature Type. You are a Fey.

Knowledge Seeker. You have proficiency in the Arcana and History skills, and you have proficiency with one artisan's tool of your choice.

Magic Resistance. You have advantage on saving throws against spells.

Mystical Leaps. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.

Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Hadozee of Feixu

Feixu hadozees possess agile, monkey-like bodies with expressive faces and prehensile tails. Their fur varies in vibrant colors, reflecting the kaleidoscope of the jungle. With dexterous limbs, they navigate the treetops with ease, and their eyes gleam with an insatiable curiosity. Some may have antler-like horns as a symbol of their connection to the First Liberator.

Curious Minds. Feixu hadozees possess insatiable curiosity and a boundless thirst for adventure. They explore every nook and cranny of Feixu, seeking out hidden treasures, forgotten ruins, and the untold stories that weave through the mystical realm.

Tail Strength and Utility. In the vibrant tapestry of Fèixū, the Hadozee possess a unique adaptation that sets them apart from their counterparts in other realms. While they lack skin membranes for flight, their prehensile tails are endowed with remarkable strength, serving as versatile appendages that aid them in their adventures.

Favored of the First Liberator. Feixu hadozees are the favored folks of the year of the Monkey's patron in the world of Feixu.

Hadozee of Feixu Traits

As a Feixu hadozee, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Feixu hadozees have lifespans equivalent to humans.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 30 feet, climb equal to your walking speed

All-Purpose Tail. Your tail works as a slightly smaller secondary arm. It can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Dexterous Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.

Hadozee Dodge. The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).

You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Wanderlust. Your spirit of adventure gives you an edge against danger, you gain proficiency in Survival and Perception.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Gallari

Gallari have feathers covering their bodies, which come in a variety of vibrant colors such as red, gold, green, and blue. The coloration often indicates individual or family traits. Some Gallari have striking patterns on their feathers, reminiscent of intricate plumage.

Unlike their distant cousin, the Aarakocra, they lack the ability to fly. Their wings and feathers are mostly for expression, dancing, and combat.

Clan of Birds of Feather. Gallari are organized into clans, each with its unique crest and traditions. Clan loyalty is strong, and conflicts are often resolved through elaborate rituals and symbolic gestures rather than physical confrontation.

Artistic Expression. Gallari have a deep appreciation for artistic expression. They create intricate feathered garments, elaborate headdresses, and vibrant masks. Artistic competitions and festivals are common, where individuals showcase their talents to gain recognition and status.

Favored of the Feathered Queen. Gallari are the favored folks of the year of the Rooster's patron in the world of Feixu.

Gallari Traits

As a gallari, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Gallari have lifespans equivalent to humans.

Size. Your size is Medium or Small. You choose the size when you select this race.

Speed. Your base walking speed is 35 feet.

Cultural Diplomacy. You have proficiency in the Performance and Persuasion skills

Dawn Song. Gallari possess a unique ability known as the Dawn Song. This melodic vocalization, often performed collectively during the breaking dawn. Once per long rest, as an action you can perform the Dawn Song to creatures of your choice within 30 feet of you who can see or hear your Dawn Song gain an advantage on the next first saving throw against charmed or frightened.

Feather Blade. Your feather is a natural weapon, it deals 1d4 piercing damage on a hit and has the finesse, light, and thrown properties (range 20/60).

Glide. When you fall at least 10 feet above the ground, you can use your reaction to spread your wings to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide. A rate of descent slows to 60 feet per round.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Lupin

Lupins are humanoids with dog-like appearance. Some historians believe them to be a result of crossbreeding between humans and gnolls. They are intelligent and productive craftsmen and are friendly towards most races.

Built like humans with the heads of dogs, many creatures mistake lupins for gnolls or werewolves from a distance. A short coat of fur covers a lupin from head to toe, while longer, silkier hair (much like a human’s ) grows from the top of their heads.

Honor and Loyalty. Lupins place great importance on honor and loyalty. They have a strong sense of personal and collective honor, and loyalty to the pack is considered one of the highest virtues. Breaking this trust is seen as a grave offense.

Lycanthrope Bane. Regardless of their origin, lupins have always had a tie to werewolves. The day after a lupin child proves itself weaned by eating solid foods, the village werewolf hunters, called hruffs, begin teaching it the basics of killing lycanthropes.

Favored of the Fire Guard. Lupin are the favored folks of the year of the Hound's patron in the world of Feixu.

Lupin Traits

As a lupin, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Lupins have lifespans equivalent to humans.

Size. Lupins are medium-sized humanoid creatures, standing between 5 and 7 feet tall. They possess a well-muscled, athletic build, reflecting their agile and predatory nature.

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 cannot discern colors in darkness, only shades of gray.

Hunter's Instinct. You have proficiency in Stealth and Survival.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Moonset. Lupins are natural born hunter, but they are also the bane of all lycanthropes. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

If the target is a lycanthrope, this damage is double.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Natural Weapons. Your claws are natural weapons in which you are proficient with, it has finesse property. You can make a melee attack with your claws. On a hit, you deal 1d6 + your Strength or Dexterity modifier slashing damage.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Porcari

Porcari are medium to large-sized humanoid creatures, ranging from 5 to 7 feet tall. They have a stout and muscular build, reflecting their resilient and tenacious nature. Porcari have a natural resilience, making them sturdy and capable of enduring physical challenges.

Porcari build sturdy, communal burrow settlements, often situated near fertile lands. These burrows serve as both homes and places of communal gathering, reflecting their strong social bonds.

Backbone of the Kingdom. Skilled farmers and foragers, porcari have a deep understanding of agriculture. They cultivate a variety of crops, including tubers, grains, and fruits, and have a symbiotic relationship with the land. More than half of the harvest to sustain one kingdom is most likely came from their porcari citizens.

Trade Networks. Porcari settlements host vibrant marketplaces where a variety of goods are exchanged. These marketplaces are not only hubs for economic transactions but also serve as cultural exchange centers, fostering relationships between different races. Porcari are known for their sharp negotiation skills. They approach trade with a fair and principled mindset, aiming for equitable exchanges. Their reputation for honesty and integrity enhances their standing in the business world.

Favored of the Boar Queen. Porcari are the favored folks of the year of the Boar's patron in the world of Feixu.

Porcari Traits

As a porcari, you have the following racial traits.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age. Porcari have lifespans equivalent to humans.

Size. Porcari are Medium or Small. You choose the size when you select this race.

Agricultural Magic. You know the druidcraft cantrip.

Starting at 3rd level, you can cast the purify food and drink spell with this trait. Starting at 5th level, you can also cast the lesser restoration spell with this trait. Once you cast purify food and drink or lesser restoration with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Foraging Insight. You have proficiency in Animal Handling and Nature.

Money Pot's Luck. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Porcari Resilience. Porcari have a natural resilience. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Long Fei's

Legend of Feixu

Welcome to the mystical realm of Feixu, a world steeped in the rich tapestry of Eastern mythology. Here, ancient legends come to life, and the boundaries between the mortal realm, the spirit realm, and the divine are often blurred.

Version 1.0.0

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My other Homebrew contents, including spells, subclasses, and playable races, can be found for free on u/dimijung41.

 

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