Homebrew Quarry Furfolk Species Details

It is hard to describe Furfolk, for they come in a wide variety of shapes and sizes. Their ancestry can and does range from birds to wolves, from octopi to lizards. Whatever their heritage, they all share a mixed humanoid/bestial physique and possess qualities from their bestial lineage to accompany it. Some end up closer to their bestial ancestors, with only enough humanoid function to wield weapons and armor, while others may appear almost wholly humanoid save for few minor animalistic details. Further, as the animal kingdom is split between predators and prey, Furfolk come in two primary varieties which each hold a particular archetype of their ancestry.

In contrast with their Predacious Furfolk cousins, Quarry Furfolk hail largely from the supposedly “harmless” critters that skitter to and fro. Theirs is a history of being hunted and though that time is largely past, they have kept the physical abilities that helped their ancestors survive the hunt.

Quarry Furfolk Traits

As a Quarry Furfolk, you have these special traits.

Creature Type

Your creature type is both Beast and Humanoid.

Size

Your Size is Medium or Small. You choose the size when you select this species.

Speed

Your Speed is 30 feet.

Bestial Heritage

When creating a Quarry Furfolk character, you may gain four traits of your choice from the list below.

  • Adorable. Your Charisma bonus is doubled for Charisma (Persuasion) checks against creatures that can see you.
  • Alert to Danger. You can’t be surprised while you are conscious, and creatures can't gain Advantage on attack rolls against you as a result of being out of sight.
  • Amphibious. You can breathe both air and water.
  • Armor Plating. You have a +2 bonus to your Armor Class but your Speed is reduced by 5 feet.
  • Bounding Leap. Your jump height and distance are tripled.
  • Burrowing. You have a Burrow Speed equal to your Speed. When you burrow, any holes you create are closed behind you, and you must end your turn above ground. If you cannot end your turn above ground for whatever reason, you are immediately shunted to the nearest unoccupied space above you.
  • Camouflage. You can take the Hide action while you're Lightly Obscured or behind Half Cover.
  • Darkvision. You have Darkvision up to a distance of 60 feet.
  • 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 Speed.
  • Fleet Footed. Your Speed is increased by 10 feet.
  • Keen Senses. Your Wisdom bonus is doubled for Wisdom (Perception) checks that rely on hearing or smell.
  • Keen Sight. Your Wisdom bonus is doubled for Wisdom (Perception) checks that rely on sight.
  • Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can only tell they are imitations with a successful Insight check against a DC of 8 + your Charisma modifier + your Proficiency Bonus.
  • Nimble Squeeze. You have Advantage on Dexterity saving throws made to avoid or 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. Your Dexterity bonus is doubled for Dexterity (Stealth) checks that rely on being quiet.
  • Quills. When a Melee attack roll made against you is 5 less than your Armor Class or lower, you can 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 have Tremorsense up to a distance of 30 feet.
  • Wall Climbing. You have a Climb Speed equal to your Speed.
  • Wide Vision. You gain proficiency in the Perception skill and you can see all around you.
  • Winged. You have a Fly Speed equal to your Speed. To use this speed, you can’t be wearing Medium or Heavy armor.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

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