Homebrew Zorran Species Details

The seem to be a fairly amicable lot, not really going out of their way to cause too much trouble. Or maybe they're just good at hiding it. I've had mostly good dealings with them, but it always seems like they're trying to get something extra out of you.

Naturally curious and social, the Zorran race are a humanoid race resembling foxes. They go out into the world to seek out stories, trinkets, and learn new skills. Some even attempt to join the ranks of the famous.

Not all who wander are lost

Hailing from a distant homeland many Zorrans stay behind and keep their culture alive as well as collect and curate the stories, books, and treasures to help inspire each generation of travelers. Their home is host to multiple types of environments, making the Zorrans able to find a way to be comfortable in any climate.

The most celebrated members of the Zorran race are the explorers and travelers. Nearly all aspire to leave home and make their own mark on the world, be it through combat, knowledge, entertainment, or mercantile. They are generally very friendly and eager to learn all they can about a new location. They have a penchant for taverns and have been known to get quite rowdy when the ale begins to flow.

Cleverest of the clever

Just as their distant beast cousin the fox has a reputation for being sly, clever, and quick; the Zorrans also have these qualities. Fast talking, ready to strike a deal, honeyed words to get their way, some will view them as manipulative. They use tricks and clever wording to get what they want in legal ways, and some of the less scrupulous members are happy to use natural cunning and dexterity to get it outside of the law. In general however, the Zorrans aren't eager to use their skills for devious or dowright evil deeds, but they don't mind bending or slightly breaking the rules to get things to go their way.

Rowdy Revelers

In their homeland, Zorrans are always looking to throw a party for any reason. The birth of a child, marriage, a new food recipe to share, local blacksmith gains a good reputation abroad, all excellent reason to celebrate. As such even those out traveling look forward to finding festivals and taverns. Often the life the party, if there's a Zorran around there's bound to be someone dancing on the tables at some point, much to the chagrin of the more somber wake attendees. In the end, the payment for all the flowing ale should cover the expense of the damages and then some. And the stories and drunken rumors let slip will be taken to heart by the Zorrans and used for future adventure and gain.

That shady friend everyone has

While most Zorrans are happy to stay on the right side of the law, there is no doubt that their natural skills and abilities would bring success in more under the table endeavors. Zorrans will often bend rules and break minor ones to ensure they come out on top, be it for gold, for fame, or just to obtain something they want. If you need some illegal or hard to get goods, odds are your Zorran friend "knows a guy."

Zorran Names

Zorran names are an interesting story, they seem to share many similarities with those of the human race, mostly the Turami people, but with more references to animal qualities, things, or environments. It is speculated that one point far in the past they were visited for the first time by humans, and were so excited to have visitors they began to emulate their new friends. This also lead to the great explosion of the interest in travel and exploration

 Zorran Names: (Male) Cielo, Rio, Orlando, Ruiz, Iván, Sol (Female) Vikki, Elvira, Rosa, Ana, Flor

Zorran Surnames: De La Playa, Pata-de-Oro, De Arbol, Colas, Roja, Pradera

   
   
   
   
   
   
   
   
   
   
   

Zorran Traits

Your Zorran character has the following racial traits.

Ability Score Increase

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

Age

Zorrans have lifespans equivalent to humans.

Alignment

Zorrans will tend toward chaotic alignments, as they can often be impulsive and don't adhere to all rules if they don't suit them. They are most likely to be good or neutral, but some do start down a dark path that their natural abilities make possible.

Size

Zorrans have a lot of size varience, but generally are fairly close to that of humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You have the sharp senses of a fox especially in the dark. 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.

Fox's Luck

You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.

If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.

You regain expended luck points when you finish a long rest.

Fox's Claws

Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Vulpine Guile

You have proficiency in the Persuasion and Deception skills.

Languages

You can speak, read, and write Common and one other language of your choice.

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