Elian Line

Felloni

Medium

Wild Elves of the Elian Line — The Echo Below the Light

The jungle does not forgive hesitation. We move when the wind does, strike when the heart commands.

Appearance

Tall and lithe, Felloni stand between 5'6" and 6'8" with lean musculature and motion that reads as fluid even when they are standing still. Their skin runs in warm tones — bronze, copper, deep umber — often marked with faint rosettes or stripes. Their eyes gleam gold, emerald, or amber, pupils narrowing to vertical slits. Their tails are long, balance-oriented, and involuntarily expressive. Faint fangs mark their divergence from the high Elian form.

Origin & Lore

The Felloni diverged from the broader Elian lineage during the Age of Escalation, when Essa saturation in the Vorelian jungle territories began visibly reshaping biology. Where the Anaki turned toward light, the Felloni turned toward the forest floor and became something perfect predatory efficiency. Their canopy cities — built on living roots and Essa-charged vine — predate the Guardian Wall by centuries. Their philosophy: the city breathes because the forest breathes. Several Felloni cities have outlasted every political structure built around them.

Baseline Traits

All Felloni receive these traits at character creation at no cost.

Living Claws
Natural weapons: unarmed strikes deal 1d6 + Dexterity or Strength modifier (your choice) slashing damage. Finesse. You are always considered armed.
Slit-Pupil Sight
See in dim light within 60 feet as if bright light, and in darkness as if dim light. Discern color in near-darkness.
Forest Wardens
Proficiency in Perception and Stealth. Double proficiency on Perception checks relying on hearing or smell.
Forest Trance
Does not sleep — enters a meditative trance for 4 hours to gain Long Rest benefits. Immune to magical sleep effects.

Species Advancement Tree

You earn Species Points at levels 1, 3, 5, 7, and 10. Tier 2 requires at least 1 Tier 1 purchase. Tier 3 requires at least 1 Tier 2 purchase.

Tier 1 Available at levels 1 and 3

Predator's Burst 1 SP
Double your speed until the end of the turn. Cannot use again until you spend a turn moving 0 feet.
Prey Mark 1 SP
As a Bonus Action, designate a target — advantage on your first attack against it, and track it by scent within 120 feet. Uses per proficiency bonus per Long Rest.
Clan Bloodline 1 SP
Choose Shadowfang (remain hidden after attacking), Emberclaw (extra 2d6 fire on crits), Moonstride (120 ft darkvision in magical darkness), or Sunpride (advantage vs frightened + martial proficiency).
Surefall 1 SP
Use Reaction to reduce falling damage by 5 × character level. Always land on your feet — immune to prone from falling.

Tier 2 Available at levels 5 and 7

Savage Pounce 1 SP
Move 20+ feet toward a target and hit it — they must save or be knocked prone and unable to use their Reaction. Your next attack against the prone target has advantage.
Ambush Instinct 1 SP
Take the Hide action as a Bonus Action, even while only lightly obscured. Attacks from hiding deal +1d6 damage (+2d6 if target hasn't acted yet).
Apex Reflexes 1 SP
Roll Initiative with advantage. Use Reaction to impose disadvantage on an attack against you. Uses per proficiency bonus per Long Rest.
Panther's Reach 1 SP
Long and high jump distances doubled. Standing long jump up to 15 feet. Climb speed increases to 40 feet. No Acrobatics checks needed for natural difficult terrain.

Tier 3 Available at level 10

The Final Hunt 1 SP
Once per Long Rest, enter the Hunt State for 1 minute: advantage on all attack rolls, move through enemy spaces freely, immunity to being prone.
Forest Sovereign 1 SP
In natural environments, you cannot be tracked, your movement makes no sound, and you can Hide as a Free Action once per turn.

Roleplaying a Felloni

The Felloni are predators — not metaphorically. They have claws. Their pupils narrow to slits. Their heartbeat slows in the moment before a strike. They are warriors by capability, which is a different and more dangerous thing.

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