When an animal dies in Sublanarya, they move onto the afterlife just the same as any other sentient life forms, usually finding an immortal resting place in the Heavens. When animals die in the Feywild, they instead become spirits until they can reincarnate. Being touched by the fey changes these animals and, after many generations, a tribe of these animal spirits became sentient and known as the Yenna-goshi.
The tribe was lost in a strange and dangerous place, but they soon found friends. They had found themselves in a secluded forest, deep in the Dawn realm, protected by the yenna-goshi. Usually anyone foolish enough to step into or, much worse, damage the lands of the yenna-goshi would be scared off or meet some misfortune. It is said the yenna-goshi were bewitched by the colorful garments and tents of the people, the aroma of their tea and food, and the songs played by the young and old. Rather than scaring off the tribe, the yenna-goshi helped the humans and befriended them, allowing them to make the woods their home.
And, as the humans spent time in the Feywild, they changed as they were touched by the spirit of the animals. They gained the ability to shape-change into animals, they learned fey magic and knowledge, and helped protect the forests of the yenna-goshi. In time, they became known as the Tuatha de Yenna-goshi or "tribe of the animal spirits" or tuathans ("the tribespeople") for short.
Their blood, their very heritage, is sought after by any number of powerful magic users and fey lords that seek to tap into the power of their mysterious race.
Tuathans are a race scattered to the four winds with small families, clans and communities hiding themselves away in the corners of the wild. They try to preserve their heritage but mostly want peace from the "wild hunt". A few tuathans either seek adventure or, by tragedy, are forced to seek out their own path in the world.
They resemble humans with fey-like features, often being mistaken for half-elfs or having elf blood, but have features resembling their unique animal form. From unique eye color and shape, such as having the eyes of an eagle, to hair the color of their fur or feathers in their animal form, such as tawny brown hair that turns white in the winter and back in the spring. Their closeness to nature, or at least their kindred animals, often leads them to druidism or ranging.
Ability Score Increase. Increase two ability scores of your choice each by 1 or one ability score of your choice by 2.
It is recommended you base the ability score on your Kindred Animal. EX. A bear would have a +2 to Strength and a +1 to Constitution but a Bat would probably have a +2 to DexterityAlignment. While Tuathans were once the ruling class of an ancient kingdom, since their downfall they have returned to their wild heritage. They tend towards neutrality, focusing on the survival and welfare of their kin, but some take their desire for freedom and turn it into an ideal of allowing themselves and others to live free. They tend towards neutral and chaotic alignments.
Size. Your are similarly sized to a human. Your size is Medium.Speed. Your base walking speed is 30 feet.
Wild Folk. You have proficiency in the Nature skill.
Kindred Speech. You have the ability to comprehend and verbally communicate with beasts similar to your kindred animal as if using the Speak With Animals spell.
The following are the beasts you can choose as your Kindred Animal. If you want to use a different beast, consult with your GM.
Ape, Axe Beak, Baboon, Badger, Bat, Black Bear, Blood Hawk, Boar, Camel, Cat, Constrictor Snake, Crocodile, Deer, Draft Horse, Eagle, Elk, Flying Snake, Frog, Giant Badger, Giant Bat, Giant Frog, Giant Goat, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Rat, Giant Weasel, Goat, Hawk, Hyena, Jackal, Lizard, Mastiff, Mule, Owl, Panther, Poisonous Snake, Pony, Pteranodon, Rat, Raven, Riding Horse, War Horse, Weasel, Wolf, Vulture,
You can pick from the following but must be at least Level 4.
Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Toad, Giant Vulture, Lion, TigerKindred Animal. You can take a bonus action to magically transform into your specific and unique kindred animal. Pick a creature from the list above. You can use this ability for up to four hours. Every time you use this ability to turn into your kindred animal and then turn back into your normal form, it expends at least one hour of your potential time in your kindred animal form. You regain one hour when you take a short rest and all hours when you take long rests.
You can willingly return to your normal form by using a bonus action to do so.
The creature is limited in the actions it can perform by the nature of its new form, and cannot perform spells. Your intelligence, wisdom, and charisma ability scores remain the same and you may choose to use your hit points from your normal form instead of those of the creature. If your hit points become 0 or less in this form or you are knocked unconscious, you remain in this form.
The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
Extra Languages. You may speak, read and write Sylvan and Elven.
Those who still adhere to Dagda see him as a savior who will return to reunite the Tuathans. Some say he is still out there now, helping his people when he can, and punishing the wicked. He is said to take the forms of a beautiful young man or a bearded giant. He is also said to carry a long oak club that could take life or give it with a single swing, a cauldron that never runs empty of whatever drink or elixir he pleases, and a magical harp that can change the seasons as easily as it can change moods.
And yet, if he is still out there, why has he abandoned his throne?
It remains to be seen, but his people still wait for him.
DAGDA THE STAG PRINCE
Title(s)King of the Tuathans, The Mighty and Many-Skilled, The King of the Forests, Cernunnos, The Wild-Eyed Lord
Power LevelLesser Deity
A pair of antlers with a star between them
PortfolioDruids, the forest, tuathans, rangers, talent
Druids, foresters (hunters, trappers, loggers), tuathans, fey, wood elves
Favored WeaponClubs, mauls
Holy Day(s)Festivals and rituals for the seasonal equinoxes