Homebrew Fangari Species Details

Strong and agile hunters, Fangari are sabertooth people native to the forests in the cold northeast of Cruceria. They are mostly nomadic with few villages, they are a very spiritual people. Nature provides the structure for Fangari culture, they pray to the spirits of the forest when claiming an animal’s life for sustenance and thank nature for any good fortune. They take what they need to live from nature but no more. Few can be seen outside of the wilderness, most civilized Fangari become adventurers as they have trouble staying in one place.

Fangari Traits

Strong and agile hunters, Fangari are sabertooth people native to the forests in the cold northeast of Cruceria. They are mostly nomadic with few villages, they are a very spiritual people. Nature provides the structure for Fangari culture, they pray to the spirits of the forest when claiming an animal’s life for sustenance and thank nature for any good fortune. They take what they need to live from nature but no more. Few can be seen outside of the wilderness, most civilized Fangari become adventurers as they have trouble staying in one place.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Natural Predator

You are proficient with the stealth, survival or perception skill. When you make a survival or perception check using your sense of smell or hearing do so with advantage.

Tiger Claws

You can use your claws to make unarmed strikes, you are proficient with them. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Powerful Build

 You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Savage Beast

Starting at 5th level when you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage die one additional time and add it to the extra damage of the critical hit. In addition should this die roll a 1 or 2 you may reroll it but you must keep the new roll.

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