Homebrew (E.N.H.) Elf Furry Species Details
about your species:
You are a Medium or small sized elf that can change it's appearance to that of a furry in order to gain certain abilities.
History:
A long time ago eventually after the Alicorns taught alicorn magic to the d&d species, except alicorns, xenomorphs, and the annunaki, how to use alicorn magic, the elves became the first creatures to fully embrace alicorn magic and thus elves became the forth species to use magic throughout the D&d multiverse. ever since elves learned to use alicorn magic, elves perfected the use plant parts and magic to make things and thus they are the only species that can use magic to turn plant parts into useable materials. elves have learned to change their appearence to animal furry type forms in order to gain abilities.
elf reproduction:
elf reproduction is the same as human reproduction.
note 1: when you are an elf furry, you can look like a sea elf, shadar-kai, drow, high elf, wood elf, eladrin, astral elf, arakocra, changeling, merperson (mermaid or merman),
(E.N.H.) Elf Furry Traits
furry elf species traitsElven Special Weapons
Elven Lumber Chopping Axe. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage. the damage dealt is a type you choose that is either slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you attack with this weapon you try to chop something using two elven made axes that can be used to chop wood and plants not just to attack something. also, you gain advantage in finding plants or things mainly made out of plant materials. you can instantly chop wood and you can instantly chop down a non magical plant. you do double damage to any creature that is completely or mainly a plant when you use your Dual Elven Axes. also when you attack something with your Dual Elven Axes, your Dual Elven axes ignore the defensive properties of any armor that is completely, mostly, or partially made out of wood.
Elven Pick Axe. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage. the damage dealt is a type you choose that is either piercing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this weapon you actually try to pierce something as if you are trying to mine something using your Elven Made Pick Axe that can be used to mine for things, find good locations to mine for stuff, attack something, and break rocks that are in your way. you have advantage in finding a good place to mine for things. for 1 hour, you can mine out a underground area that has the same amount of space that a common house in the United States Of America has. that underground area you mine out keeps you cool and warm.
Your Normal Traits
Your Normal Traits. you have certain traits that you have regardless of your furry form. these are what they are:
Elvish Proficient. you can speak, read, write, and understand elvish.
Darkvision. you have 120 feet of darkvision.
Keen Senses. you have proficiency in the insight skill, perception skill, and survival skill.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Your Walking Speed. you have a walking speed of (35 + your Proficiency Modifier).
Elven Armor. your traveling clothes are indestructible and they give you an armor class of (17 + your proficiency bonus) while not wearing armor.
Shapeshifter. once per 6 hours, you can shapeshift into a furry form that a Elf Furry can turn into. the furry form that you can shapeshift into looks like an elf that has bestial traits. each of your furry forms has the same basic arrangement of limbs that a elf has. you stay in the furry form for six hours after which, you can shapeshift back into your true form or shapeshift into a different furry form.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Other Elf Traits
Other Elf Traits. you have certain traits which are elf traits that you have regardless of your furry form. these are what they are:
Child Of The Sea. You can breathe air and water, and you have resistance to cold damage.
Friend Of Beasts. Aquatic animals, flying animals, burrowing animals, climbing animals, and land animals, have an extraordinary affinity with your people. You can communicate simple ideas to any creature that could be considered a Beast that also has a climbing speed or a swimming speed or a walking speed or a burrowing speed or a flying speed. It can understand your words and you can understand it in return.
Shades Of Gray Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to (a number that equals the result of rolling a number of 1D4s which are multiplied by your Proficiency bonus.).
Brave. You have advantage on saving throws against being frightened.
Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.
Elven Archery. The accuracy of elf furrys while using ranged weapons is legendary. You have uncanny aim with attacks that rely on ranged accuracy rather than brute force. as such, you have advantage when rolling ranged weapon damage and you have advantage when rolling hit rolls to attack something with a ranged weapon. also because of this accuracy of an elf furry, you do double damage when you roll a ranged weapon's hit dice and the result of the roll is a 18 or 19 or 20 rolled.
Elven Melee Weapons
Elven Melee Weapons. you have 4 melee weapons, your Dual Keyblades, your Elven Axe, Your Elven Whip. you have 1 Elven Tower Shield that can be used for defense and offense. these are the weapons:
Elven Whip and Elven Tower Shield. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage if you use your Elven Whip and your Elven Tower Shield to do damage to a target or (2d8 + your highest ability modifier) damage if you use just your elven whip to do damage to a target. the damage dealt is a type you choose that is either bludgeoning, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this weapon you actually whip something with your elven made magic whip. also your Elven Whip can be used to grapple or constrict a target. while grappling or constricting a target with your whip, you cannot use a weapon to attack something. in battle, after you use your Elven Whip and Elven tower Shield to do damage to a target, you gain a +3 to your armor class and a +3 to any saving throw you do until you attack with a different weapon, the battle you are in ends, or until it is your next turn in battle.
Dual Elven Axes. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage if you are hitting one target. on a hit: (1d10 + your highest ability modifier) damage per target that is within melee range of you but this attack is part of one action, you can hit up to 2 targets per hit roll but you roll damage for each target you hit, and you only have to succeed in hitting one target not both targets in order to do damage to each target. the damage dealt is a type you choose that is either piercing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you attack with this weapon you try to chop something using two elven made Battle Axes that can be used to chop wood not just attack something. also, you gain advantage in finding wood or things mainly made out of wood. you can instantly chop wood and you can instantly chop down a non magical tree. you do double damage to any creature made completely or mainly out of wood when you use your Dual Elven Axes. also when you attack something with your Dual Elven Axes, your Dual Elven axes ignore the defensive properties of any armor that is completely, mostly, or partially made out of wood.
Dual Keyblades. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage if you are hitting one target. on a hit: (1d10 + your highest ability modifier) damage per target that is within melee range of you but this attack is part of one action, you can hit up to 2 targets per hit roll but you roll damage for each target you hit, and you only have to succeed in hitting one target not both targets in order to do damage to each target. the damage dealt is a type you choose that is either slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this weapon you actually try to cut something with one of your two magically summoned into existence keyblades. each keyblade you have looks like a key shaped longsword. also, you can use one of your keyblades to open a chest without needing a ability check by tapping your keyblade on that chest. either one of your keyblades can also be used to unlock or lock anything without needing to make an ability check.
Brown Bess Musket: Bayonet Strike. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage if you are hitting one target. the damage dealt is a type you choose that is either piercing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you attack with this weapon you try to spear something with the bayonet attached to your Brown Bess Musket.
Elven Ranged Weapons
Elven Ranged Weapons. you have a musket called a Brown Bess Musket that can do 3 attacks, and that Brown Bess Musket can also turn into a Blunderbuss, a Pennsylvania Long Rifle, and a Congreve Rocket Launcher but you gain the use of them at certain character levels. these are the weapons and abilities:
Level 1+ weapons:
Brown Bess Musket: Ranged Attack. ranged attack roll: one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: 60-foot range. on a successful hit: (1d8 + your highest ability modifier) damage to the target. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. on a failure to hit target: no damage to the target and it is a miss. this weapon is a short ranged to medium ranged musket but when you fire it, it fires a magically created bullet at a target. this weapon is a Brown Bess Musket which is a musket type of colonial era weapon but it doesn't need a recharge or reload.
Brown Bess Musket: Shockwave Attack. ranged attack roll: multiple targets. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: 10-foot to 60-foot emanation centered on yourself. on a successful hit: (1d8 + your highest ability modifier) damage to the target . the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. on a failure to hit target: no damage to the target and it is a miss. you slam the butt of your Brown Bess Musket on the ground which causes a mini earthquake that damages targets and a shockwave that damages air targets to occur around you.
Level 3+ weapons:
Blunderbuss. ranged weapon attack. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: multiple targets. Area of Effect: 60-foot cone. on a successful hit: that creature takes (1d8 + your highest modifier) damage. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damage. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. this weapon is a short ranged to medium ranged musket but when you fire it, it fires multiple magically created bullet at a target. this weapon is a Blunderbuss which is a shotgun type of colonial era weapon but it doesn't need a recharge or reload.
Pennsylvania Long Rifle. ranged weapon attack. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: multiple targets. Area of effect: a 5 feet wide and 60 feet long line. each creature in the 10 feet wide and 60 feet long line area of effect rolls a custom 1d20 roll to avoid the attack. on a successful hit: that creature takes (1d8 + your highest modifier) damage. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damage. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. this weapon is a short ranged to medium ranged musket but when you fire it, it fires a magically created bullet that pierces through a line of targets. this weapon is a Pennsylvania Long Rifle which is a sniper rifle type of colonial era weapon but it doesn't need a recharge or a reload.
Level 7+ weapon
Congreve Rocket Launcher. ranged weapon attack. Reach: multiple targets. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Area of Effect: a 20 foot circular area centered on a point within 120 feet from you. each creature in the 20-foot circular area of attack rolls a custom 1d20 roll to avoid the attack. on a successful hit: that creature takes (1d8 + your highest modifier) damage, that creature is blinded for one round, and anything that is on it or around it that can be dissolved or damaged by acidic substances or fire, gets damaged or starts dissolving or starts burning. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damage. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. this weapon this weapon is a early version of the rocket launcher and when you fire it, it fires a magically created grenade like rocket that explodes in an area. this weapon is a Congreve Rocket which is a rocket propelled grenade launcher type of colonial era weapon but unlike the real version, it can be used like any other rocket launcher and it doesn't need a recharge or a reload.
Fey Step
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you reach 3rd level, your Fey Step gains an additional effect by rolling a 1d4:
if you roll a 1 the effect is:
Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must roll a 15 or higher on a custom 1d20 roll or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
if you roll a 2 the effect is:
Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must roll a 15 or higher on a custom 1d20 roll or be frightened of you until the end of your next turn.
if you roll a 3 the effect is:
Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
if you roll a 4 the effect is:
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
your carrying capacity
your carrying capacity is gargantuan.
your size
your size is medium.
Spell Damage Type Alteration
Spell Damage Type Alteration. when you attack a creature with a magic action, you can change the damage type to bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force.
Elf Movement
Elf Movement. you have movement speeds that you have regardless of you having turned into a furry form or not. these are the movement speeds:
Walking Speed. you have a burrowing speed of (10 times your Proficiency Modifier) at character level 4 and your walking speed is 40 feet until your character level is level 4. you have this speed no matter your form.
Flying Speed. you have a flying speed of (10 times your Proficiency Modifier) at character level 4 and your walking speed is 40 feet until your character level is level 4. you have this speed no matter your form. you can fly like disney's peter pan.
Swimming Speed. you have a swimming speed of (10 times your Proficiency Modifier) at character level 4 and your walking speed is 40 feet until your character level is level 4. you have this speed no matter your form.







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