Homebrew Effran Species Details

 

Effran Description

Effran have been slaves as long as they have existed. When an Effran turns 3, it must bond to a master. They live in complete faithful servitude to their master. Once an Effran's master dies, the Effran finishes any outstanding orders and then dies 1d4 days later. Most are not resentful of their master come to love their chains. They tend to be innately passive unless ordered to violence. A master can release a Effran from service in two ways, the master can simply order the Effran to die at which point the Effran's body ceases to function. Or he can partake in a 24 hour long ceeremony which severs the link and allows the Effran to live a free life.

Effran Traits

Your Effran character has the following racial traits.

Ability Score Increase

Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age

Effran live as long as their master and reach adulthood at age 3 and live up to 60 years.

Alignment

Almost all Effran are Lawful, their morality depends on their master.

Size

Effran are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed

Your base walking speed is 30 feet.

 

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages

You can speak, read, and write Common

Effran Traits

Effran

Ability Score Increase

Your dex goes up by 2 and con by 1.

Size

Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

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.

Persistant Fear

You have gotten used to fear, you have advantage of saving throws against the frightened condition.

Passive Combatant

You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages

You can speak, read, and write Common and Goblin

Cowardly Stance

You can take an action to cower into a ball. The only action you can take while cowering is to stop. Creature have disadvantage to attack you while you're cowering.

No False Commands (Unbonded only)

You have advantage on saves to avoid being charmed.

Voice of the Master (Bonded only)

You can communicate with your master telepathically regardless of their location.

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