![[R_Fellian.png|120]]
*Fellians have a rather interesting history. There are a couple different histories that describe how they came to be. Some believe that they were created as worshippers to Alegra. Their pale skin and their acclimation to blood causes other races to be wary of diplomatic relations with the Fellian.*
*The Fellian believe that they are a race that was meant to absorb and bear the weight of the world’s lust and that they Drain Blood so that those whose minds are clouded with lust can be clear and that Alegra would want this so that her people are the most dedicated to her. With that clarity though they believe that other races can create and because of that they push themselves to achieve engineering greatness.*
*Fellians around 5120 created and harnessed an explosive compound with which can fire projectiles. This “gunpowder” gave them a huge advantage in combat, and because of that, they find little conflict with other races. They suspect that gunpowder is the future of warfare and peacekeeping.*
# Names
A society deeply rooted in tradition and lore, perhaps an ancient civilization with a rich history of mythology and supernatural occurrences. This culture values strength, wisdom, and a connection to both the natural and the supernatural world, implying a people who coexist with powerful forces and maintain a balance between the two. Phonetically, these names have a strong, assertive quality, often incorporating robust consonants and fluid vowels.
### Sample Names
Dmitrik ♂, Elisara ♀, Kaelith ♀, Kyrin ♂, Liora ♀, Mordred ♂, Rhiannon ♀, Tiberius ♂, Vasilia ♀,Zephros ♂,
*Each name has a generally associated gender, however, this is not a restriction.*
# Pathfinder 2
**Age.** Fellians reach adulthood at age 40 and live up to 250 years.
**Hit Points** 8
**Size** Medium; **Speed** 25 feet
**Ability Boosts** Dexterity, Intelligence, Free
**Ability Flaw** Constitution
**Languages** Common, Fellian
**Senses** Low-light Vision
You gain the Dhampir Trait.
**Void Healing** A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by healing vitality effects. It does not take void damage, and it is healed by void effects that heal undead.
**Blood Sense:** Spending an action, a Fellian can sense all living creatures in a 20 ft radius. This ability can penetrate wood and brick, but not thick stone. This sense lasts for 1 minute. You must complete a short or long rest before using Blood Sense again.
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# D&D 5e
**Ability Score Adjustment:** +2 Points. When determining your character’s ability scores, you increase one of those scores by 2, or you increase two different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. Whichever scores you decide to increase, none of the scores can be raised above 20.
**Size:** Medium
**Speed:** 35 feet., climb 35 feet
**Life Span:** 40 Adulthood, 90 Middle Aged, 135 Old, 175 Venerable, 250 Max Age
**Low-light Vision:** You can see in dim light as well as you do in bright light.
**Firearms Training:** You gain weapon proficiency Pistol, Rifle, Blunderbuss.
**Blood Sense:** Spending an action, a Fellian can sense all living creatures in a 20 ft radius. This ability can penetrate wood and brick, but not thick stone. This sense lasts for 1 minute. You must complete a short or long rest before using Blood Sense again.
**Vampiric Bite.** Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you use your bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
♥ You regain hit points equal to the piercing damage dealt by the bite.
♥ You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
**Language:** You can speak, read, and write Common and one other language.
**Preferred Classes:** Ranger and Gunslinger