Homebrew Cavarian Species Details

The Origin of The Fluffy ones

 

Originating from the Beastlands these little Creatures are known to be Fluffy and curious and so began to move from a tribal phase of their Society to a feudal one. Cavarians tend to live like Halflings a happy and mostly quiet life without any bad tendencies.

After moving away from the Beastlands into the Material Realm they found themselves quite comftable and began settling there, mostly living as farmers, cooks or sometimes Merchants with a small amount of fortune and wealth, even though Cavarians are still found in the Beastlands they still are more Primal than the now existing cousins of them, it mostly ends with Arguments or even fights between them when engaging in trade or Diplomacy, how they went into the Material Plane is a secret known only to them.


 Alignments, Society and Development

 

Cavarians are a relatively small race that only live up to an age of 25 and are mostly mature at the age of 1, they are more isolated and live by themselves in Colonies that can be found to maybe 500 or 1000 citizens, the Colonies are heavily hidden and well guarded  which lets them tend to a rather neutral Alignment, Lawful Neutral or Chaotic Good

Since their society is small compared to others aswell as life expectency, they found  relics of past civilizations in the Material Plane which they tend to study and gather due to their natural curiousity quickly evolved and learned secrets from the past to gain advantage to develop their society to the lifestyle they tend to.


 Names and helpful traits

 

Names; Pipsqueak, Jonny, Tilda, Snorri, Herbert, Numi, Tulin, Meriberth, Chonker, Levi, Murry, Arcturus, Merida, Suna, Mulligan, Aluna, Slyvester, Irina, Zoomie, Lemmy, Valesya.
Surnames; Fleetfoot, Cuddler, Loudwheek, Fluffyhead, Purrington, Coulourfull, Bigfur, Longsleeper, Cutenose, Boopington, Nourishmentseeker, Bellyrub.
Traits; always sleepy, enjoys food, is very fast, very big and brave, enjoys his surroundings, is naturally very curious, likes to be scratched especially chin rubs


''This is a nice place to settle folk!, here we can grow carrots, cucumbers and so many more delicious vegtables. Here we shall squeak the songs and rites of our people to honor a worthy life that awaits us! ''

-Sir Harry Pepperton

 

Cavarian Traits

When choosing a Cavarian will give you Enviromental Advantages giving you Proficiency in Perception and Investigation Ability Checks and keen senses to be aware of Predators aswell as natural Protection to ward of harm.

Ability Score Increases

Increase one score by 2(WIS, STR, DEX) and one different score by 1

Languages

Your Character can Read, write and Speak Common and Cavredonish.

The language of the Cavarians are spoken out like Scottish/celtic or old Germanic

Creature Type

When it comes to determine your type for rules you are considered Humanoid aswell as a Beast.

Cavarians being from the Beastlands grew humanoid in form but still having their Primal look, their Cousins however that are still living in the Beastlands are very Beastly in look aswell as in form having never really changed munch.

Size

When determining Rules for your Character you are Considered either small or medium which you can choose from when selecting this race.

Speed

Your walking speed is 25ft. your Burrowing speed 5ft.

Sleepy Heads

After finishing a Short or Long Rest you can choose to activate this feature once increasing your movement speed by 5ft. roll 1d4 to determine how long this feature lasts, after the amount of time has passed you gain no more benefits from this feature and your speed returns to your base movement speed you had before activating this feature.
You regain 1 Charge every dawn and can use this feature 2 times.

Natural Attack Bite

You can as an action use a bite attack that deals 1 d6+ STR modifer Piercing damage

Fluffy Resilience

Your base AC is 12+ DEX Modifier if you are wearing medium or heavy armor you wont benefit from the DEX Modifier.

Keen senses

You gain Advantage on all Ability checks that require hearing or smelling

Being Natural Explorers and generally carefull they make sure that they are not the prey of a next predator.
You gain Advantage on Perception Ability checks that require hearing or smelling.

Loud Noises

As a Reaction whenever a Creature enters your Reach or tries to attack you in a 10ft. sphere radius, that you can see and that hears you has to make a CON Saving Throw DC that equals 10+ Proficiency Bonus , if the Creature fails the save it gains the Deafeaned Condition for 5 rounds and takes 1d6 Thunder Damage and half as munch on a success, if the Creature is already deaf or cant hear you it wont have to make the save and dont take any damage.

Secrets of the past and a Curious Bunch

Choose between History, Investigation and Perception Ability Checks and gain Proficiency in one.

Previous Versions

Name Date Modified Views Adds Version Actions
5/13/2023 10:10:36 AM
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