Homebrew Fuzzulb Species Details

While Fuzzulb vary slightly from one individual to the next, they are all small, round, egg-shaped creatures covered with fur and feathers. They sport small faces and have a pair of stubby arms and stubby legs, as well as a pair of muscular prehensile tails, which they spin around like propellers to glide. Fuzzulb talk in the third person and use many honorifics ending in zulb such as herozulb, motherzulb, traderzulb etc. Fuzzulb are masterful artisans, and craftsmen who enjoy traveling to sell their wares and love money.

Fuzzulb Traits

All Fuzzulb have some Characteristics in common with each other

Skilled

You gain proficiency in one skill of your choice.

Traderzulb

Whenever you make a Persuasion check when bartering goods, you have advantage and you are proficient in Persuasion and add double your proficiency bonus.

Magical Artisan

You can cast 2 cantrips of your choosing from the Artificer spell list.

Floofy

Due to your thick coat of fur and plumage in extreme cold you have advantage on constitution saving throws.

Ability Score Increase

You gain a +3 in Charisma and Constitution +2 in intelligence and +1 in a skill of your choice.

Fuzzulb Tails

. You have a pair of prehensile tails which are flexible enough to act as a second pair of hands. Your normal hands are slightly limited due to relying on your tails as extra limbs. You can't carry objects weighing more than 25 pounds in your normal hands, and you can only wield light weapons with your normal hands.

You can make attacks, cast spells, perform object interactions, and activate magic items with your tails. You can't wield more than one two-handed weapon at once, you can't engage in two-weapon fighting if you are wielding a shield, and you are unable to wield a two-handed weapon and a shield at the same time.

When engaging in two-weapon fighting, the weapon wielded in your tails is considered your main weapon, while any weapon wielded by your normal hands is considered your off-weapon. You can engage in two-weapon fighting even if the weapon in your tails does not have the light property. You can still only perform one extra attack as a bonus action when performing two-weapon fighting.

As a reaction, you can spin your tails around like propellers. Until you stop spinning your tails (no action required), you are considered to be under the effects of the feather fall spell. You can't perform this reaction if you are holding anything in your tails.

Languages

You know common, sylvan, and one other language of your choice.

Ability Score Increase

You gain a +3 to your Charisma, a +2 to your Constitution and a +1 to one ability score of your choice.

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2024 11:48:58 PM
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