Homebrew Ailurian (Red Panda) Species Details

Peaceful Coexistence

Even with the mystery surrounding the Ailurans, there is a surprising large amount of information about them, spread through rumor, legend, and by those who have encountered them. Those who have seen an Ailuran or one of their treetop villages will tell you that they live in a peaceful coexistence with a race of bearfolk, also known as Ursae. These specific Ursae are black and white in color, are called Ailuroans, and live peacefully along side the Ailurans. They would also say that the Ailurans appear to be small in size, having red fur on most of their bodies, with white fur throughout the body, and black fur on their arms and legs. This coexistence with another race isn't seen very often among the Beastfolk, and is the only recorded example of two entire races coexisting in this way.

Odd Goddess

The goddess Ailurius is believed to have created the Ailurans, given that they share similar names. But Ailurius is not just responsible for their creation, she is also believed to have shaped the Ailuroans to better acclimate them to their new environment after originally coming into her and the Ailurans domain many years ago. Ailurius is worshipped by the Ailurans and Ailuroans, and has no worship outside of her domain, unless an Ailuran or Ailuroan has left her domain to adventure. Ailurans hold druidism in an extremely high regard, with druids being in their highest class in society, as well as being the chief religious figures in their society.

Little Contact

Ailurans don't have much contact to or from their domain, only small trade and the occasional territory dispute with other races living in the mountains where they live. If an outsider is let inside an Ailuran village, it is a sign of great trust, something many Ailurans don't have much of. Ailurans tend to make dealings with outsiders far from their home village, and usually away from any other Ailuran village. An outsider to an Ailuran is either a possible threat or a possible friend, be it a merchant, a warrior, or even a straggler from one of the exploration missions within the mountains. If a someone is let to Ailuran village and starts to be a threat, the entire village is expected to and will fight and attempt to kill the threat.

Ailuran Names

Ailuran names are given by the head druid, and is then kept for life. An Ailurans name, translated into Common or Elvish, would mean nothing, or come out as gibberish. But for each village and individual, the name of an Ailuran is one of the most important things to them, and while it doesn't mean anything in their or any language, it does symbolize something, whether it be trees, mountains, water, or anything that would have importance to an Ailuran.

Ailuroans follow the same naming conventions, and there are no distinct male or female names.

Ailuran Names: Aliru, Ceyon, Ferein, Gaklin, Hifily, Lilio, Teoen, Wasfe

Ailuran Family Names: Ceied, Idifi, Lutri, Piyof, Sewike, Tyg, Whilge

Ailurans Traits

Because of the Ailurans isolation, they have not spread as much as other Beastfolk. Because of this, all Ailurans share the same traits and have no biological splits in their race as a whole

Ability Score Increase:

Your Dexterity Score increases by 2, and your Wisdom score increases by 1

Age:

Ailurans tend to mature around 18 years of age, and generally live up to and around 150 years of age.

Alignment:

Given their isolation, peaceful demeanor, and focus on druidism, Ailurans tend towards a neutral alignment.

Size:

Ailurans are built for stealth and climbing, so their size isn't very big to aid in this ability. Your size is Small.

Speed:

Your base walking speed is 25 feet.

 

Naturally Stealthy:

You have a nature ability to hide. You are able to hide behind any creature or object at least one size bigger than you, and can hide when lightly obscured.

Wild Nimbleness:

Your body is built for climbing and quick movement. You have a base climbing speed of 30 feet, and you have advantage on climbing (Athletics) checks. 

Small Claws:

You have small claws on the ends of your hands that are considered natural weapons. Your unarmed strikes are 1d4 + your Dexterity modifier

Ailurian (Red Panda) Traits

Peaceful Coexistance, Odd Goddess

Monster Form

Monster Form:

Your armor class becomes 19, you are resistant to non-magical attacks. Your hit points double while in this form. You lose the ability to speak in this form and can only communicate in Deep Speech.

You can still use your earthquake attack in this form, and your elemental powers double that attack. You can attack twice per turn.

You may access this form only once per long rest, and it will leave you unconscious (incapacitated) once you leave it for a total of 1d4 hours. There is currently no limit as to how long you can maintain this form.

Earthquake

Can use this feature once per long rest. You create a shaking tremor beneath the earth's surface in a 45-foot area in front of you. Each creature in that area must make a DC11 CON save or be incapacitated and unable to make an action. Those who fail the save can repeat it at the end of their next turn. *No damage*

Monster Rage

Gain advantage on any strength save or check, attacks based on strength get a +7 bonus to damage, enemy attacks have disadvantage. This lasts for a minute. Once per long rest.

 

Wild Support

Once per shift, you draw upon the earth’s resilience, transferring damage that you suffer into the ground. For the duration of the spell, the first 10 points of damage you take from each attack, area effect, environmental effect, or any other source is channeled into the ground you stand on. For example, the slash of a sword might cause a shallow furrow to appear in the ground. The spell ends if you lose contact with the earth for more than 1 round, or when the earth has absorbed 120 points of damage.

Rock Prison

Once per long rest, you can cause pillars of rock and earth spring from the ground and surround targets within a 25 ft square. Each hostile creature within range is restrained, and can make a strength saving throw (16) at the end of each subsequent turn to break free.