TEXT: The Gelfling
  T
  he innocent, naive, and forgetful people of
  Thra. Gelfling have a deep connection to their
  planet and its energy as well as to their fellow
  people. They seek peace and harmony above
  all else, but are not averse to adventure or
  fighting for justice.
  Gelfling Names
  Here are some sample names from the Dark Crystal
  universe.
  Female Names: Argot, Brea, Deet, Fara, Juni, Kira, Laesid,
  Mayrin, Mira, Naia, Onica, Seethi, Seladon, Tavra
  Male Names: Bobb’N, Cadia, Daudran, Gurjin, Jen, Jul,
  Ordon, Rek’yr, Rian, Tolyn
  Gelfling Traits
  Your Thra heritage manifests in a variety of traits you share
  with other Gelfling.
  Ability Score Increase. Your Wisdom score increases by 1
  Age. Gelfling mature much like humans, and most live less
  than a hundred trine. Members of the Grotten clan, however,
  are rumored to have life spans of up to three to four times the
  length of their Gelfling brethren.
  Alignment. Gelfling are most often good. Those preparing
  to become Maudra, paladins, or castle guards might lean
  towards lawful, while carefree Gelfling are more often
  chaotic.
  Female. If you choose to be a biologically female Gelfling,
  then you gain a pair of diaphanous wings that can act like
  gliders. When descending elevation, you have a fly speed of
  30 feet.
  Male. If you choose to be a biologically male Gelfling, your
  lack of wings will make you a faster runner, and your base
  walking speed increases by 10 feet.
  Size. Gelfling are between 2½ and 3½ feet tall and average
  about 35 pounds. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  Dreamfast. As an action, you can touch hands with
  another Gelfling and share your memories with them. They,
  however, cannot share your memories with another Gelfling
  they dreamfast with, only their own.
  You also can use an action to attempt to share memories
  with a willing non-Gelfling creature via touching their hand.
  To do so, you must make a Wisdom check, where the DC is
  25 minus your Gelfling’s level. On a success, you can
  dreamfast with them. On a failure, you cannot dreamfast with
  them, both you and the creature takes 1d4 psychic damage,
  and you cannot dreamfast with any creature until you finish a
  long rest.
  Singers of Thra. All Gelflings are capable of beautiful
  song, and as such you are proficient with your voice as a
  musical instrument.
  Essence of Thra. Your deep-seated connection with the
  energy of Thra allows you to have advantage on saving
  throws against being charmed, and magic can't put you to
  sleep.
  Languages. You can speak, read, and write Common,
  Gelfling, and one additonal language of your choice.
  Subrace. There are 7 different clans of Gelfling, choose
  one of these clans that your character is from.
  The Grottan Clan
  The green Gelfling of the Grottan Clan live deep
  underground in the caves of Grot. Generations in the dark
  have left them with a sensitivity to light, black eyes that can
  see in the dark, and large ears that can make out even the
  faintest of echoes.
  Ability Score Increase. Your Wisdom and Charisma
  scores both increase by 1.
  Voices of Thra. You have the ability to communicate in a
  limited manner with beasts and plants. They can understand
  the meaning of your words, though you have no special ability
  to understand them in return. You have advantage on all
  Charisma checks you make to influence them.
  Keen Hearing. Your large ears give you advantage on
  perception checks that rely on sound.
  Superior Darkvision. Accustomed to life underground,
  you have superior vision in dark and dim conditions. You can
  see in dim light within 120 feet of you as if it were light, and
  in darkness as if it were dim light. You can discern color in
  darkness as well.
  Sunlight Sensitivity. Due to the generations in the dark,
  your eyes are not adjusted for the bright sunlight. You have
  disadvantage on attack rolls and on Wisdom (Perception)
  checks that rely on sight when you, the target of your attack,
  or whatever you are trying to perceive is in direct sunlight.
  
  The Vapra Clan
  Considered the oldest of the Gelfling clans, the Vapra reside
  in cliffside villages along the northern coasts, making their
  capital in Ha’rar. They are beautiful with white hair, fair skin,
  and gossamer-winged women.
  Ability Score Increases. Your Intelligence score increases
  by 2.
  Loremasters of Thra. With access to a sprawling library,
  members of the Vapra clan are well learned. You gain
  proficiency in the Arcana and History skills.
  Vapran Camouflage. As a bonus action, you can magically
  turn invisible until the start of your next turn or until you
  attack, make a damage roll, or force someone to make a
  saving throw. Once you use this trait, you can't use it again
  until you finish a short or long rest.
  The Stonewood Clan
  Sometimes known as the Woodland Folk, this clan is a proud
  and ancient people who dwell in Dark Wood, at a place called
  Stone-in-the-Wood. Stonewood Gelfling are valuable guards,
  farmers, cobblers and makers of tools. They are inventive,
  pastoral, and peaceful, but fierce when threatened.
  Ability Score Increases. Your Strength and Dexterity
  scores both increase by 1.
  Craftspeople of Thra. You gain proficiency with Smith's
  tools and Cobbler's tools.
  Stonewood Combat Training. You gain proficiency with
  the longsword, shortsword, handaxe, and battleaxe.
  Swords to the Crucible. At the beginning of a long rest,
  you can spend 10 minutes to conduct a traditional
  Stonewood ‘Swords to the Crucible’ ceremony. If you do, you
  gain a d6 to use on one attack roll or saving throw that lasts
  until your next long rest or until you use the die.
  The die increases to a d8 at level 5, a d10 at level 11, and a
  d12 at level 17.
  The Spriton Clan
  Rivals of the Stonewood clan, the Spriton are a warrior and
  farming clan that inhabit the rolling fields south of Dark
  Wood. Counted among the fiercest fighters and farmers of the
  Gelfling race, they also possess a secretive skill passed on
  from generation to generation known as Dreamstitching.
  Ability Score Increases. Your Strength and Wisdom
  scores both increase by 1.
  Cultivators of Thra. You gain proficiency with the Nature
  and Animal Handling skills.
  Spriton Combat Training. You gain proficiency with the
  longsword, shortsword, handaxe, and battleaxe.
  Dreamstitching. You can spend ten minutes to stitch a
  specific memory into a Dream Etching. This Dream Etching
  must be placed upon the surface of any non-living object. The
  memory itself can only be ten minutes in length, and once
  you create the Dream Etching, you cannot create another one
  until you finish a long rest.
  When you create the Dream Etching, you can decide if you
  want to attempt to allow non-Gelflings to interact with it. If
  so, then make a Wisdom check with a DC of 25 minus your
  Gelfling level. If you succceed, you can designate up to five,
  specific, non-Gelfling individuals; they will be able to interact
  with the etching. On a failed check, you take 1d4 psychic
  damage, the dreamstitching fails, and you cannot dreamfast
  or dreamstitch until you finish a long rest.
  Any Gelfling who touches the etching is able to dreamfast
  with it and instantaneously experience the memory that was
  stitched there. A non-Gelfling creature can only interact with
  the Dream Etching if they have been designated by the
  stitcher of the etch at the moment of stitching. If they have
  been, then they can also instantaneously experience the
  memory by touching the etch.
  The Dream Etching lasts until you dreamstitch again or
  until you use an action to mentally dispel the etch.
  
  The Drenchen Clan
  The Drenchen clan is a clan of amphibious Gelfling who live
  in the overgrown Swamps of Sog. Larger and stronger than
  other Gelfling, the proud Drenchen are powerful in combat,
  though they generally prefer to keep to themselves.
  Ability Score Increases. Your Strength and Constitution
  scores both increase by 1.
  Aquans of Thra. You can breathe air and water, and you
  also gain a swim speed that is equal to your walking speed.
  Drenchen Combat Training. You gain proficiency with the
  longsword, shortsword, handaxe, and battleaxe.
  Drenchen Armor Training. You gain proficiency with light
  and medium armor.
  The Sifa Clan
  Found in coastal villages along the Silver Sea, the Sifa are
  skilled fishermen and sailors, but very superstitious. They
  excel at survival, which they attribute to the magic charms
  they always carry with them. Rumor has it that one could
  drop a lone Sifa on a deserted rock in the middle of the
  ocean, and return a trine later to find that they had not only
  survived, but built a home and started a family.
  Ability Score Increases. Your Dexterity and Wisdom
  scores both increase by 1.
  Explorers of Thra. You gain proficiency with the Survival
  skill and with Navigator's tools.
  Magic Charms. You can craft a magic charm by taking 1
  hour and spending 10 gold worth of material. When you
  complete the charm, choose one of the following effects for it
  to have:
  Light. This charm sheds bright light in a 20ft radius and
  dim light for an additional 20 feet, lasting for 1 hour or until
  you use an action to dispel the charm, at which point the
  charm's magic fades entirely.
  Guidance. When you make an ability check, you can roll an
  extra 1d4 and add the number rolled to said check.
  Protection. Until the end of your next turn, you have
  resistance against bludgeoning, piercing, and slashing
  damage dealt by weapon attacks.
  Only three different charms can be active at a time and
  each one has to be of a different effect.
  When a creature is holding a charm, they can use a
  reaction to activate its chosen effect. After the charm is used,
  its magic fades and it becomes a normal pebble.
  The Dousan Clan
  This clan makes their settlements on sandships constructed
  of bone and crystal that navigate the Crystal Sea like ocean
  vessels. Their culture is shrouded and unsettlingly quiet,
  more focused on the afterlife than their living life, immaterial
  and simplistic in their habits and lifestyles. Their musicality
  is unequaled, it is said that it invokes the very Song of Thra
  which knits the realms of the living and the dead together.
  Ability Score Increases. Your Charisma and Wisdom
  scores both increase by 1.
  Shamans of Thra. You gain proficiency with the
  Performance and Medicine skills.
  The Song of Thra. You know the Spare the Dying cantrip.
  When you reach 3rd level, you can cast the Protection from
  Evil and Good spell once with this trait and regain the ability
  to do so when you finish a long rest. When you reach 5th
  level, you can cast the Augury spell once with this trait and
  regain the ability to do so when you finish a long rest.
  Charisma is your spellcasting ability for these spells, and you
  can cast them using a musical instrument that you are
  proficient with as their spellcasting focus.
  Notes
  This is version 1.1 of my 5e homebrew Gelfling
  race, and I hope everyone enjoys this race as much
  as I do.
  I appreciate any and all constructive feedback, as
  I am always looking to improve!
  Special thanks to users /u/grimtendo,
  /u/Jervis_TheOddOne, /u/Kielhaul, and
  /u/scoobydoom2 for giving useful critiques!
  -/u/anIRISHpotato
  Image Sources:
  http://www.giantitp.com/forums/showthread.php?
  342859-Dark-Crystal-Adaptation (image 1),
  https://www.tvguide.com/news/the-dark-crystal-age-of-
  resistance-netflix-cast/?rss=breakingnews (image 2), and
  https://www.highdefdigest.com/blog/dark-crystal-age-of-
  resistance-netflix/ (image 3).
  'Gelfling Race' is unofficial Fan Content permitted under
  the Fan Content Policy. Not approved/endorsed by
  Wizards. Portions of the materials used are property of
  Wizards of the Coast. ©Wizards of the Coast LLC.
  Made with The Homebrewery
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Race - Gelfling v1.1.pdf