Hybrid Physique (KINKS & CANTRIPS, 2024 REVISED) Image

Increase your Strength or Constitution score by 1, to a
maximum of 20.

Your body has developed Furfolk traits in
addition to the traits your heritage has naturally given you,
whether by genetics, magic, or other means. Choose one trait
from the either the Predacious or Quarry Furfolk Bestial
Heritage lists and you gain that trait. If your race is already
one of these types of Furfolk, you may choose two traits to
gain instead.

Predacious Furfolk Traits
A Predacious Furfolk character has the following traits. 

Bestial Heritage Traits
• Amphibious. You can breathe both air and water.
• Pouncing Leap. Your jump distance is doubled and the
next attack you make after jumping at least 10 feet is
made with Advantage.
• Camouflage. You have Advantage on Dexterity
(Stealth) checks that rely on sight.
• Clawed/Taloned. If you hit with an Unarmed Strike,
you deal 1d4 plus your Strength modifier plus your
Proficiency Bonus Slashing damage instead.
• Clenching Jaws. Once per turn, as an attack, you may
make an Unarmed Strike with your bite. On a hit, you
deal 1d6 plus your Strength modifier and lock onto
the target with your jaws, Grappling them.
• Darkvision. You can see in Dim Light within 60 ft. of
you as if it were Bright Light and in darkness as if it
were Dim Light. You can’t discern color in darkness,
only shades of gray.
• Fins/Flippers. You have a Swim Speed equal to your
Walking Speed.
• Hurling Throw. As an action, you may throw a creature
Grappled by you a number of feet equal to 3 times your
Strength modifier.
• Menacing. You gain proficiency in the Intimidation skill.
• Keen Sight. You have Advantage on Wisdom
(Perception) checks that rely on sight.
• Keen Senses. You have Advantage on Wisdom
(Perception) checks that rely on hearing or smell.
• Pack Tactics. You have Advantage on melee attack rolls
against a creature if at least one of your allies is within 5
ft. of the creature and the ally isn’t Incapacitated.
• Quiet Step. You have Advantage on Dexterity (Stealth)
checks that rely on sound.
• Rush. If you move at least 20 feet towards a creature
before hitting it with a melee attack, that creature must
make a Strength saving throw against a DC equal to 8
+ your Strength modifier + your Proficiency Bonus. On
a failed save, that creature is knocked Prone.
• Thick Skin. Add 1 to your AC.

• Tentacled. Add 5 ft. to your melee attack range, you
have Advantage when attempting to either Grapple a
creature or keep a creature Grappled.
• Wall Climbing. You can climb difficult surfaces without
needing to make an ability check.
• Winged. You have a Flying Speed of 40 feet. To use this
speed, you can’t be wearing Medium or Heavy armor.

Quarry Furfolk Traits
A Quarry Furfolk character has the following traits. 

Bestial Heritage Traits
• Adorable. You have Advantage on
Charisma (Persuasion) checks against
creatures that can see you.
• Alert to Danger. You can’t be surprised while
you are conscious and creatures don’t gain
Advantage on attack rolls against you as a
result of being unseen by you.
• Amphibious. You can breathe both
air and water.
• Armor Plating. Add 2 to your AC
and subtract 5 ft. from your
Walking Speed.
• Bounding Leap. Your jump
distance is tripled.
• Burrowing. You can burrow through
dirt and soft ground at a pace equal
to your Speed, but must end your turn
above ground if you do so. Any hole
you create is closed behind you as you

move. If you cannot end your turn above ground
due to an unexpected effect or situation during this
movement, you are immediately shunted to the nearest
unoccupied space above you.
• Camouflage. You have Advantage on Dexterity
(Stealth) checks that rely on sight.
• Darkvision. You can see in Dim Light within 60 ft. of
you as if it were Bright Light and in Darkness as if it
were Dim Light. You can’t discern color in darkness,
only shades of gray.
• Evasive Dash. After you take the Dash action, you have
Advantage on Dexterity saving throws against effects
you can see until the end of your next turn.
• Fins/Flippers. You have a Swim Speed equal to your
Walking Speed.
• Fleet Footed. Your Walking Speed is increased by 10 feet.
• Hyper Aware. You gain proficiency in the Wisdom
(Perception) skill and double your Proficiency Bonus
for determining your Passive Perception.
• Keen Sight. You have Advantage on Wisdom
(Perception) checks that rely on sight.

92 • Races / Species — Kinks & Cantrips —
• Keen Senses. You have Advantage on Wisdom
(Perception) checks that rely on hearing or smell.
• Nimble Squeeze. You have Advantage on ability checks
and saving throws to escape being Grappled.
• Prehensile Tail. You have a tail that can function
as another hand. It is capable of holding items and
grabbing things, but not manipulating things that
require fine motor skills.
• Quiet Step. You have Advantage on Dexterity (Stealth)
checks that rely on sound.
• Quills. When a melee attack targeting you yields a
result more than 5 below your Armor Class you may
deal Piercing damage to the attacker equal to your
Proficiency Bonus.
• Regeneration. Any limbs you lose will slowly regrow
over the course of 60 days.
• Sure Footed. You have Advantage on Strength and
Dexterity saving throws against effects that would
knock you Prone.
• Tremorsense. You can detect and pinpoint the origin of
vibrations within 60 feet, provided that the source of
the vibrations is in contact with the same ground or
similar substance as you.
• Wall Climbing. You can climb difficult surfaces without
needing to make an ability check.
• Wide Vision. You can see in all directions
around you.
• Winged. You have a Fly Speed of 50 feet. To use this
Speed, you can’t be wearing Medium or Heavy armor. 

Values such as AC and Movement Speed may need to be manually adjusted & noted on character sheet.

Optional Rule: Mixable Furfolk Traits
The list of traits for Furfolk characters on this and the
preceding pages are intended to be a list of common traits for
the given archetype, and should not be considered exhaustive.
Players should feel free to approach their GM if they have
a concept that pulls from traits in either list, for example a
player that wishes to have Wide Vision but otherwise take
traits from the Predacious Furfolk list as their concept is
based upon an owl.

Previous Versions

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Hybrid Physique (KINKS & CANTRIPS, 2024 REVISED) Image

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