Felmoorish races are going to go up one at a time. I’m trying out new ideas with each one, so I’ll preface each one with some of my notes. If you don’t want to read my notes, and just want to get into the mechanics, just skip everything above the break
I’m not completely on board with the way that 5E makes spellcasting classes rely on material components to cast their best spells. I don’t like the idea of requiring wizards and sorcerers to carry around and replenish a supply of “spell ammo,” as it were. The Mountain Quyg represents one way that players can choose to avoid that particular requirement.
(Closest Vanilla D&D comparison: Gnome)
Quyg resemble wide-eyed, purple, blue, or black poof-balls with 3-toed feet and scaly 3-fingered hands that have soft, grippy pads on the inside.They have short hedgehog-like snouts, and individualized face-markings around their eyes and nose. They also have long, prehensile tails which are capable of surprising feats of dexterity. Quyg seem to have arisen in several parts of Felmoor around the same time; thus, there are several tribes which have only been recently discovered, not all of them friendly to outsiders. The Grue, for example, when contrasted with their Mountain Quyg cousins who are a familiar sight in Maragnor and Starbish, are dangerous, almost feral hunters in comparison.
Ability score penalty: -1STR, -1CON
Perk: Children of Mooros. Can phase through stone at a speed of X feet/turn. X begins at 3ft and increases by 3 every level. Will begin to incur exhaustion penalties if attempting to phase more than 3 times X feet without stopping. In addition, Quygs gain darkvision at level 5, and superior darkvision at level 10.
Flaw: Hard to shop for. Can only use armor/clothes specially designed for a Quyg. Can’t wield any weapon larger than a dagger unless it was designed for a Quyg.
Ability score bonus: +2DEX
Skill: Never take your eyes off a Grue
Subrace: Mountain Quyg
Ability score bonus: +2INT
Skill: Planative focus.