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"The Faithkind were brought upon us by those who take their religion far too seriously. Although most of these extremists are unmeasurably annoying, I do admit that without them, we would never have such a fascinating race. Their existance is an enigma, and I hope to find everything that makes it possible. Maybe, if I join a temple, or a cult, I could make my own Faithkind to experiment on!" — Darwin Celez, Planar Biologist

Faithkind are a very mysterious race, first brought into the world through the intense devotion of a cleric. They have baffled researchers with this sudden, spontanious apparation, and even more so with the fact that they can reproduce sexually, with almost any creature!



































































































Physical Description The appearance of a Faithkind depends mostly on the Divine Domain they were spawned from. They also take on a vaguely similar appearance to the cleric that spawned them in. These traits are passed down through the generations. Place in the World Faithkind that were manifested from a cleric's religious devotion normally stay near that cleric, and thus are mainly situated in one particular area, in one specific temple. Those that were born from Faithkind parents are more spread out, and take on various jobs independant of a cleric or temple.

Society Faithkind society resides primarily in temples and other religious groups, especially the manifested Faithkind. However, they can be found anywhere society exists, and even where society is a bit more scarce. Faithkind can conceive children with any humanoid creature. If both parents are Faithkind, the domain of the child depends on the domain of the mother. If there is only one Faithkind parent, the dominant genes of the parents determine whether or not the child is Faithkind. The domain is the same as the Faithkind parent.

Relations with other races Faithkind are exceptionally friendly toward all races, but even moreso toward the race of their cleric (manifested), or the races of the community they were raised in (born). Humans. "Humans are a bit... intense about their beliefs, but all in all, they're good people." Elves. "If we are the manifestation of faith, elves are the manifesation of pretentiousness. Like an overzealous noble was too cocky to find a bride, so he made his own." Dwarves. "Fantastic at parties, terrible at religion. Not that there's anything wrong with that."









Faithkind Adventurers The only time a manifested Faithkind will take on an adventuring life is if their cleric also has an adventuring life. Conceived Faithkind are every bit adventurous as humans or elves are. Most never have a reason, they just want to experience the world. But of course, there's always the death of parents, or the viscious takeover of their hometown that prompts them to lead a life of adventure. Faithkind Names Faithkind names are often based off their domain. Clerics often choose their Faithkind's name, but names can be given by the community. They name they are given is their name for life. Their family or clan names are typically derived from their domain, often times, they are literally just the name of the domain.

Male Adult Names: Arcus, Anarkhan, Battle, Delsoll, Direct, Dolbo, Flaricus, Hemorros, Ogam, Prank, Undertake, Zeal

Female Adult Names: Heal, Magi, Menos, Quirk,

Family Names: Arcon, Bleed, Cemetar, Care, Dead, Forge, Librar, Shine, Fleur, Order, Shield, Storm, Illus, War







Faithkind Traits Your Race character shares the following traits with all other varieties of Race. Ability Score Increase. Your Wisdom ability score increases by 2 Age. Manifested Faithkind are considered adults the moment they are spawned, and die the moment the cleric who spawned them dies. Conceived Faithkind age somewhat slowly. They reach maturity at age 20, and live to be about 1000 years old. Alignment. Faithkind normally lean toward the alignment of their cleric, but conceived Faithkind often have different alignments based on the way they were raised. Size. A Faithkind’s size varies depending on the faith they originated from. Most are thin, some are muscular, many are tall, and a few are short. They range from 3ft. - 6ft. tall, and weigh anywhere from 80-200 lbs. Your size ranges from Small- Medium. Speed. Your base walking speed is 30ft. Minor Divinity Once per day, at 2nd level, you can use a weakened version of your domain's Channel Divinity Languages. You can speak, read, and write Common, Celestial, and one other language of your choice. Subraces. There are as many varieties of Faithkind as there are Divine Domains. These include, but are not limited to: Arcana, Blood, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Protection, Tempest, Trickery, War. Skills. You have proficiency in the Religion skill and have advantage on any Religion checks that deal with your domain.



Arcana Arcana Faithkind are exceptionally magical. They take on a very lightly-colored skin tone, normally white or gray, and are often the people you would want to talk to concerning magical items. Ability score increase. Your Intelligence ability score increases by 1. Minor Arcane Initiate. Gain half proficiency to Arcana, and gain one Wizard cantrip of your choice. Intelligence is your Spellcasting ability for this. Minor Divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, you can channel your innate divine energy through your body, and one celestial, elemental, fey, or fiend of your choice that is within 15 feet of must make a Wisdom saving throw. If it fails, it is turned until the end of your next turn, or until it takes damage. Blood Blood Faithkind are normally a bit sadistic. They love blood, gore, and violence. Their natural skin color is a deep, dark red, and most of the time, so is their clothing. Ability score increase. Your Strength ability score increases by 1. Minor Proficiency. Gain proficiency in one martial weapon of your choice. Minor divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, you can channel your innate divine energy through your body, and a Medium or smaller creature that has blood within 30 ft. of you must make a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction OR make one weapon attack against one creature within range. Death Death Faithkind are either as every bit as sadistic as the Blood Faithkind, or very solemn, soft-spoken people. They have a darker skin color, which is often times coal black, or dark gray. Ability score increase. Your Strength ability score increases by 1. Minor Reaper. Gain one necromancy cantrip from any spell list. Minor divinity. At 2nd level, you gain access to a pool of divine energy. Once per day, when you hit with a melee attack, you can channel your innate divine energy through your body, and deal extra necrotic damage equal to 3 + your character’s level. Forge Forge Faithkind are strong, reliable smiths who can really throw a punch. They are naturally skilled at creating weapons, so good, in fact that there rarely ever be a time when you worry about your weapon in combat. They have a smokey, tanned skin color, and are often covered in scars or burns. Ability score increase. Your Strength ability score increases by 1. Minor Proficiency. Gain proficiency in smith’s tools. Minor divinity. At 2nd level, you gain access to a pool of divine energy. Once per day, you can channel your innate divine energy through your body, and conduct an hour-long ritual that crafts either 10 pieces of non-magical ammunition, or a set of tools. The objects need to have metal included in them. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. Grave Grave Faithkind are numb to the idea of death. From the moment they were brought into existance, they knew death was inevitable, and that no one will ever truly be able to prevent it. As such, they have VERY extreme opinions on undeath and necromancy. Most absolutly hate it for messing up their domain, others embrace it, with the mentality of 'might as well.' Their skin color has many grey undertones. Ability score increase. Your Constitution ability score increases by 1. Minor Circle of Mortality. You gain the Spare the Dying cantrip. Minor Divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, you can channel your innate divine energy through your body, cursing a creature within 15ft. of you that you can see until the end of your next turn. The next time you or an ally hits that creature with an attack, it takes an additional 1d4 necrotic damage, then the curse ends. Knowledge Knowledge Faithkind are very factual. They act like they're smarter than everyone, and most of the time, they are. Their skin color takes on various shades of blue. Ability score increase. Your Intelligence ability score increases by 1. Minor Blessings of Knowledge. You gain 1 proficiency in either Arcana, History, or Nature. Minor Divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, you can channel your innate divine energy through your body, choose one skill or tool, and become proficient with it for 3 minutes. Life There are two kinds of Life Faithkind: very protective and parent-like, or extremely lustful and provocative. They enjoy helping anyone in need (in more ways than one ( ͡° ͜ʖ ͡°)) and always keep an optimistic outlook. Their skin color ranges from pink to purple. Ability score increase. Your Constitution ability score increases by 1. Minor Life Boost. Gain an additional 1d4 hit die to add to your Max Hit Points every level. Minor Divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, you can channel your innate divine energy through your body, and restore hit points equal to twice your character level to any creatures within 20ft of you. You can’t use this on an undead or construct.

Light Light Faithkind are often friendly and optimistic toward everyone. Their inner being shines with a brilliantly positive light that never seems to go out. Their skin color is very bright, ranging from yellow to light orange. Ability score increase. Your Charisma ability score increases by 1. Minor Warding Flare. When you are attacked by a creature within 20ft. of you that you can see, you can use your reaction to impose disadvantage of the attack roll, causing light to flash in front of the attacker before it hits or misses. A creature that can't be blinded is immune to this feature. You can use this feature only once per day. Minor Divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, you can channel your innate divine energy through your body, and any magical darkness within 15 feet of you is dispelled. Additionally, each hostile creature within 20 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 1d12 + half your character level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. Nature Nature Faithkind embrace the gifts mother nature has given the world, and try to get others to see that. Their skin color is normally a light green, dark brown, or otherwise provides some kind of natural camoflage in nature. Ability score increase. Your Dexterity ability score increases by 1. Minor Acolyte of Nature. You gain proficiency in either the Animal Handling, Nature, or Survival skills. Minor Divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, you can channel your innate divine energy through your body, and each beast or plant within 15ft. of you must make a Wisdom saving throw. If the creature fails, it is charmed by you until the end of your next turn or until it takes damage. Order Order Faithkind are strict about following some kind of rule set, either made by a community, or by themselves. They often urge others to follow the same regimen as well. Their skin color is very bright, vibrant, and noticable Ability score increase. Your Charisma ability score increases by 2. Minor proficiency. You gain proficiency in either the Intimidation or Persuasion skills. Minor Divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, you can channel your innate divine energy through your body, and all creatures that can see or hear you must make a Wisdom saving throw. If they fail, they must throw whatever they are holding at least 5ft. away from themselves. Protection Protection Faithkind tend to be very overprotective of anyone they consider to be a friend or of higher authority. They generally have cold, steely skin, with some kind of decorative warding marks traced on their body. Ability score increase. Choose one ability score between Dexterity and Constitution to increase by 1. Minor Shield the Faithful. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to add your Dexterity modifier to the target’s AC. To do so, you must be able to see both the attacker and the target. You throw your entire body in the way of the attack to try to block it from the target. If the attack still connects, you take the attack’s damage instead of the target. Minor Divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, you can channel your innate divine energy through your body, and give it to an ally that you can see within 20ft. of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 1d12 + half your character level. Tempest Tempest Faithkind are loud, roudy, cocky, and brash. They are easily the most aggressive Faithkind, and can be just as violent as their domain. Their skin color is typically gray, with many yellow streaks. Ability score increase. Your Dexterity ability score increases by 1. Minor Proficiency. You gain proficiency in one type of martial weapon. Minor Divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, when you roll lightning or thunder damage, you can channel your innate divine energy through your body, and deal an additional 1d8 lightning or thunder damage. Trickery Trickery Faithkind are swift, agile, and mischievious. They seem to know everything they need to know to pull off their stunts without getting caught. As such, they normally aren't trusted in large cities, and are often used as a scapegoat for when something goes wrong. Ability score increase. Your Dexterity and Charisma ability scors increase by 1, and your Wisdom ability score decreases by 1. Minor Proficiency. You gain 1 proficiency in either Deception, Stealth, or Investigation. Minor Divinity. At 2nd level, you gain access to a pool of divine energy. As an action once per day, you can channel your innate divine energy through your body, and create a convincing illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 20ft. of you. As a bonus action on your turn, you can move the illusion up to 15ft. to a space you can see, but it must remain within 50ft. of you. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.