The Faye Children "Halfmen"

Stats: +2 Dex Size: Small 3ft 40-50lb

Speed: 25

Age: maturity=20 Lifespan 125-150ish

• Languages. You can speak, read, and write Common and Halfling.

Description

Halfmen skin and hair come in a full RGB color spectrum. They are short in stature and have long pointy ears (longer than elves even). They have proportionate human like bodies but bigger doe like eyes. Some are born with more Faye like genetics which can include them having gills, scales, barkskin, or other strange mutations.

Abilities

• Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

• Brave. You have advantage on saving throws against being frightened.

• Nimble. You can move through the space of any creature that is of a size larger than yours.

Lore

The Halfmen have both elder and faye ancestry (i.e Gori Elves). In otherwords they are the product of the Aklirnarmaparxai a precursor of both sun and star elves, and an ancient Gori Elf lineage which is more in touch with the Welir Everforest Faye which look far less humanoid than the Gori Elves (who are truly 24+) distinct races classified as one. This specific ancient Faye race looks similar to imps that are made of wood and vines. A banished group of the Aklirnarmaparxai found their way to Welir Everforest plane where they started using sexual magic to hide their traces for their Elder Plane peers. They both accidentally and purposefully reproduced with these impish creatures. However generation after generation was unable to survive either the Elder plane or the Welir Everforest. The banished Aklirnarmaparxai eventually died off due to the same issue but the Everforest took much longer to deteriorate them. These children were sent to the Mortal Plane where they were able to survive, however the native races built their own lore around the sudden appearance of these tiny humanoids that love nature. They were hunted, captured, eaten, and even kept as pets. Fast forwards tens of thousands of years in the future and these Halfmen are now highly valued members of all noble races society. However the echoes of the past remains, and their natural draw to nature causes most Halfmen to become hermits living amongst nature. They can interbreed freely but since the Aklirnarmaparxai went extinct no more come directly from the Everforest. The Elderplane is mostly destroyed, and if a Halfman ever enters the Everforest they will slowly start to decay. They usually live alone in pairs mating for life, if they do form communities its often no more than 25 couples.

As mentioned before the Halfmen have their ancient name “ The Faye Children”, and their Half Men is due to their short stature and similar but not exact resemblance to humans. They love nature and beautiful vistas setting up their homes normally in tall trees or cliff sides. However like all races this is a generalization and plenty of Halfmen find their ways living in city life, often due to their small stature they easily are convinced to live a life of crime specifically burglary. They make bad merchants typically and amazing farmers! There is no Halfmen cities, and any village that forms is not worth citing on a map because as soon as their privacy is violated they just move. Privacy, Food, nature, and spirituality are the most important things to a Halfman. They typically don’t enjoy violence but they also are more than capable of defending themselves!

Faith

The halfmen worship the elements and their respective dragons, but true to their roots they also worship Welir the guardian of the Welir Everforest. However due to these practices being rare in Loria, and really the entirety of the Mortal Plane. Halfmen easily adopt both human and elven beliefs. With Welir roots being very distant however this has turned into general Druidism where almost every Halfman worshiping beauty and life itself (even if the life part is death), incorporates nature worship into their beliefs, although it may no longer be Welir.

Welir - Many Forms Most Commonly A HUGE Green Dragon with Antlers, or a Giant  Half Moose/Bear with Fungi Growing On It

The Fire Dragon Igfis

The Earth Dragon Urklan

The Wind Dragon Hyrinlar

The Water Dragon Agalapir

Welir Everforest

The Welir Everforest does not contain various planets, instead like the name suggests it is a never ending forest mimicking ginormous jungles and dense woodlands. It is said the Welir Everforest gains a plant when any other plant dies in any of the other 6 Mortal Planes.



Subraces

Urchinwalker

These Halfmen live in large shells, makeshift huts, or even shipwrecks along the coast.

They love the sea and their homes often have a large pile of junk that they have scavenged from beaches. They believe whenever you need something in life just wait for the tide to provide.


 * Ability Score Increase. Your Intelligence Score Increased by 1.
 * Collectors Discount- 1/LR you have double advantage in a persuasion when haggling with a shop clerk. A Nat 20 when this is used = a 50% off discount.
 * Ocean Breath- Hold Your Breath for up to 8 mins at a time

Knollwalker
These Halfmen live in grasslands or meadows inside of large mushrooms or tiny hill houses. They love food, drinking and are by far the most charismatic of the Halfmen. They are the most likely to start communities or take up urban living. These Halfmen make amazing farmers, and are above and beyond for DIY.


 * Ability Score Increase. Your Charisma Score Increased by 1.
 * King of DIY - Choose a second crafting line
 * Advantage on all nature/plant checks
 * Reduce Reuse Recycle- 2/LR you can take any item and make a performance roll and attempt to extract raw materials from it. DM discretion

Forestwalker
These Halfmen spend their times in tree houses. They live modest lives living off of the land the best they can. What makes this subrace unique is no only their emerald green eyes and opposable big toes, but also they

• Ability Score Increase. Your Wisdom score increases by 1.

• Children of the Woods. You know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast Spike Growth spell once per long rest. These spells don't require the material components normally required. Wisdom is your spellcasting ability for these spells.

• Timberwalk. Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.


 * Fancy Feet-  2/LR When Barefoot you can use your feet as a second set of hands giving you a second free action that MUST involve your feet only. Your Feet can’t make a proper strike with a weapon but action can be used to do 1 single kick that does 1d6+Dex dmg. The Enemy must make a DC10 save or fall prone. Separate Passive : Also gain advantage on all saving throws while in a tree or within 10 feet of one.

Spiritwalker
These Halfmen are specifically more attuned to the spirit realm. While other halfmen enjoy nature and beautiful vistas,  you will see these halfmen more commonly occupying their time with gravekeeping. This proximity to cities is unusual but allows them to practice their rituals on corpses.

• Ability Score Increase. Your Wisdom score increases by 1.

• Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.


 * Soul Tap- Once a week touch the temples of a corpse that died within the last 5 mins, roll a 1d20 and DM will discern what level of communication you can achieve with its soul.