5e SRD >Races >

Faengel

Faengels are genetically engineered hybrids of Fae and angels, seen as abominations by Heaven and the Faerie Courts alike. Some, such as demons and devils, seek to capture faengels and learn the process of their creation to unlock more power for their realms.

Many fear that faengels could shift the balance in the war between good and evil and bring Heaven, Hell, and the Fae into direct conflict. Faengels wish only to be left alone, hoping to understand who they are and live free from danger.

Traits

Ability Score Increase. Your Charisma score increases by 2.

Age. All faengels have accelerated aging rates in their testing chambers and typically reach adulthood in around three years. They are ageless.

Alignment. Despite their animosity toward their creators, faengels are influenced by their celestial heritage. They do not wish harm to befall others. Most are neutral good.

Rarity. Mythical.

Size. Faengels resemble angels in height and weight. Your size is Medium.

Speed. Your base 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 within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Heritage (Aberration).You are outside the natural order. Your creature type is humanoid, but you are considered to be an aberration whenever it is detrimental for you.

Moonbeam. You know the sacred flame cantrip. Charisma is your spellcasting ability for it.

Necrotic Resistance. You have resistance to necrotic damage. Also, you can add your proficiency bonus to saving throws against necrotic damage. If you have proficiency in such a check or saving throw, your proficiency bonus is doubled against necrotic damage.

Supernatural Resistance. When you fail a saving throw against a spell or any effect created by aberrations, celestials, elementals, fey, fiends, or undead, you can reroll the saving throw, taking the new result. You can do so again only after you finish a short or long rest.

Weak Wings. You have wings, but they aren’t yet strong enough to grant you full flight. Provided you have space double what you require (usually 10 feet), you can flap your wings to jump as if you had a 10-foot running start. If you can do so and have a 10-foot start, double the distance you jump. When you fall, provided you have double your space to open them, you can use your wings to slow your fall to 60 feet per round, taking no damage from falling. Also, for every 10 feet you fall, you can move 10 feet horizontally. Each foot you move horizontally this way counts as 1 foot of movement. You have access to the Improved Wings and Strong Wings feats (see Appendix A).

Languages. You speak, read, and write Common, Celestial, and Fae.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims