Homebrew Fantastical 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.

Considered to be the distant cousins of Predacious and Quarry Furfolk, Fantastical Furfolk have qualities inherited from magical, fantastical, and monsterous creatures of all shapes and sizes rather than natural creatures. Like other Furfolk, the appearance of a Fantastical Furfolk can range anywhere from just barely humanoid to only slightly animalistic.

Fantastical Furfolk Traits

A Fantastical Furfolk character has the following traits.

Creature Type

Your creature type is Humanoid in addition to one of the following creature types: Aberration, Celestial, Dragon, Elemental, Fey, Fiend, Monstrosity, Ooze, or Plant.

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 Fantastical Furfolk character, you may gain four traits of your choice from the list below.

  • Adapted Skin. You have Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Poison.
  • Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing.
  • Amphibious. You can breathe both air and water.
  • Arcane Awareness. You gain proficiency in the Arcana skill.
  • Armor Plating. You have a +2 bonus to your Armor Class but your Speed is reduced by 5 feet.
  • 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.
  • Extra Limbs. You have an extra pair of slightly smaller arms. These extra arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, wield a weapon that has the Light property, or perform a similar action.
  • Camouflage. You can take the Hide action while you're Lightly Obscured or behind Half Cover.
  • Claws/Talons. Your Unarmed Strikes deal 1d4 + your Strength modifier Slashing damage instead of the normal damage for an Unarmed Strike.
  • Darkvision. You have Darkvision up to a distance of 60 feet.
  • Fins/Flippers. You have a Swim Speed equal to your Speed.
  • Innate Magic. You learn one cantrip of your choice from the Sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it, you choose when you select this trait.
  • 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.
  • Multiple Eyes. You gain proficiency in the Perception skill and you can see all around you.
  • Powerful Build. You count as a Large sized creature when determining your carrying capacity.
  • Quiet Step. Your Dexterity bonus is doubled for Dexterity (Stealth) checks that rely on being quiet.
  • Regeneration. Any limbs you lose will slowly regrow over the course of 60 days.
  • Rush. If you move at least 20 feet straight 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.
  • Silk Weaver. As an action, you can produce a 10-foot-long thread that can function as a Rope, or you can extend an existing thread or Rope by another 10 feet. Alternatively, over the course of 1 hour, you can fill a 20-foot Cube with your threads to create a web that mimics the effects of the Web spell (it's non-magical and you don't need to maintain Concentration on it, but it still falls apart after 1 hour). The DC for any ability checks made against this web is 8 + your Constitution modifier + your Proficiency Bonus. You can create this type of web only once per Long Rest.
  • Stinger. Once per turn, when you hit a creature with an Unarmed Strike, you can deal an extra 1d4 Poison damage and inflict the creature with the Poisoned condition which lasts until the start of your next turn.
  • Telepathic. You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
  • Tentacled. Your Melee reach is increased by 5 feet, and creatures have Disadvantage on saving throws made to avoid or escape being Grappled by you.
  • Tremorsense. You have Tremorsense up to a distance of 30 feet.
  • Wall Climbing. You have a Climb Speed equal to your Speed.
  • 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 two other languages that you and your DM agree is appropriate for the character.

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