Fera

Ancient Furries

Fera are animal homids. These reflect singular species of our world, like fox or rat, whereas the actual beasts of Iroa reflect hybrids of two or more types of animals.    Fera are found everywhere across Iroa, on every continent. It is their civilizations that have formed the basis for the cultures of the known world. Even those sapients of other kinds who have their own cultures are usually reflections of or against feran society in some way.  
  • Ability Scores: Increase one physical ability score by 2, and one mental ability score by 2.
  • Age: A fera reaches adulthood at the age of 16 and generally lives about 80-100 years.
  • Type: You are a Humanoid.
  • Gifted: Fera have unusual potential, which manifests in a different way for each person. Pick one of your fera racial skills or racial tool proficiencies from your subrace that you are proficient in - the actual proficiency can come from your class or background as long as it is a proficiency that your subrace can pick - and you gain expertise in that skill or tool, doubling your proficiency bonus.
  Most of your traits as a fera are determined by your subrace. Each subrace can represent multiple kinds of animals. For instance, the Darkling represents both owls and bats, since the traits in game terms to represent both the physical abilities and the cultural associations and depictions of these animals would not end up being significantly different enough to warrant a separate subrace.   Many subraces can be either size Medium or Small depending on the particular animal breed represented.  

Aarakocra

(Bird of Prey, Buzzard)  
  • Size: Most Aarakocra are between 5.5 and 6.25 feet tall and weigh between 125 and 200 pounds, while Buzzard Aarakocra are between 6.25 and 7 feet tall and weigh between 175 and 250 pounds. Both varieties are size Medium.
  • Speed: Your base walking speed is 25 feet.
  • Gliding: You have a gliding speed of 50 feet. Gliding is like flying except that you descend 5 feet for every 10 feet forward you move, and you cannot gain altitude except by way of an updraft, or by diving (descend 10 feet for every 5 feet forward you move) and then banking (regain 5 feet vertically over 5 feet of forward movement for each 10 feet of descent you are also immune to falling damage if you are not incapacitated. You must be unencumbered and proficient in the armor you wear in order to glide.
  • Keen Vision: You can see things twice as far away in normal lighting, barring obstruction. You also have proficiency in one of either Insight, Investigation, or Perception.
  • Natural Weapon (Beak, Talons): When using your beak or talons to attack, your unarmed damage is d6 piercing or slashing, respectively.
  • Unshakeable: You have advantage on saving throws against all mental effects, including charm, confusion, fear, and sleep effects.
   

Astos

(Dog, Mouse, Rat)  
  • Size: Most Astos are between 3.25 and 3.75 feet tall and weigh between 45 and 70 pounds (size Small), while dog Astos representing larger dog "breeds" are between 4.5 and 5.25 feet tall and weigh between 90 and 130 pounds (size Medium).
  • Speed: Your base walking speed is 25 feet.
  • Easily Trained: After an extended rest (1 week of downtime in civilization), you can retrain one character element that can normally only be retrained upon a level up, such as one spell, one skill or tool proficiency, or so forth.
  • Family Calling: You gain a bonus noncombat feat.
  • Knack: You gain proficiency in two of your choice from languages, instruments, or tools.
   

Darkling

(Bat, Owl)  
  • Size: Most Owl Darklings are between 4.5 and 5.25 feet tall and weigh between 60 and 90 pounds (size Medium), while most Bat Darklings are between 3 and 3.5 feet tall and weigh between 30 and 50 pounds (size Small), but fruit bats use the larger range and most strig owls use the smaller range.
  • Speed: Your base walking speed is 25 feet.
  • Composed: You have proficiency in one of either Insight, Intimidation, Medicine, or Stealth.
  • 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. You have minor sensitivity to bright light; in bright conditions, everything beyond 30 feet is lightly obscured to you, and everything beyond 60 feet is heavily obscured to you.
  • Gliding: You have a gliding speed of 40 feet. Gliding is like flying except that you descend 5 feet for every 10 feet forward you move, and you cannot gain altitude except by way of an updraft, or by diving (descend 10 feet for every 5 feet forward you move) and then banking (regain 5 feet vertically over 5 feet of forward movement for each 10 feet of descent you are also immune to falling damage if you are not incapacitated. You must be unencumbered and proficient in the armor you wear in order to glide.
  • Natural Weapon (Beak or Bite): When using your beak or bite to attack, your unarmed damage is d6 piercing.
   

Goliath

(Bear, Big Cat)  
  • Size: Goliaths are between 7 and 8 feet tall and weigh between 300 and 450 pounds (size Medium).
  • Speed: Your base walking speed is 30 feet.
  • Low-Light Vision: You can see twice as far in darkened conditions, as if the bright and dim zones of any light source were doubled.
  • Natural Weapon (Bite or Claws): When using your bite or claws to attack, your unarmed damage is d6 piercing or slashing respectively.
  • Powerful Build: You ignore the Heavy trait on weapons except where it is beneficial to you, and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Presence: You have proficiency in one of either Handling, Intimidation, or Persuasion.
  • Sure-Footed: You have advantage on ability checks and saving throws to keep your balance and to prevent or mitigate falling or forced movement.
   

Gnoll

(Hyena, Jackal)  
  • Size: Hyena Gnolls are between 6.25 and 7.25 feet tall and weigh between 225 and 350 pounds, but jackal Gnolls are between 5 and 6 feet tall and weigh between 100 and 200 pounds. Both varieties are size Medium.
  • Speed: Your base walking speed is 30 feet.
  • Iron Gut: You have advantage on saving throws against disease and poison, and have resistance to poison damage.
  • Low-Light Vision: You can see twice as far in darkened conditions, as if the bright and dim zones of any light source were doubled.
  • Natural Weapon (Bite): When using your bite to attack, your unarmed damage is d6 piercing.
  • Pack Tactics: You have advantage on attack rolls, or give disadvantage on saving throws against your abilities, to an opponent who has at least two of your allies adjacent to and threatening them and those allies are not incapacitated.
  • Ravage: When you score a critical hit or a target critically fails a save against your spell or ability, you can roll one of the damage dice of your weapon, spell or ability one additional time and add it to the resulting extra damage.
  • Scavver Instinct: You have proficiency in one of either Investigation, Perception, Stealth, or Survival.
   

Harengon

(Rabbit, Hare, Jerboa)  
  • Size: Most Harengon are between 3.25 and 3.75 feet tall and weigh between 40 and 65 pounds (size Small), but Hare Harengon are between 4.5 and 5.25 feet tall and weigh between 75 and 125 pounds (size Medium).
  • Speed: Your base walking speed is 35 feet.
  • Bunny Hop: You have proficiency in your choice of either Acrobatics or Athletics. Your jumping distance is doubled, but each 2 feet of jump only counts 1 foot against your movement for the turn. As a bonus action, you can jump your normal (not doubled) jumping distance, which as it is not part of your move does not count against your movement. Either way, all of your jumps always count as though you have a running start.
  • Hare Trigger: You add your proficiency bonus to your initiative rolls.
  • Lucky: Whenever you fail an attack roll, saving throw, or ability check, you accumulate a Luck Die, which is a d4. After rolling an attack roll, saving throw or ability check, but before you know if the result is a success or failure, you can elect to spend and roll a Luck Die, adding it to your result. You can only add one Luck Die per roll, you can only accrue one Luck Die per action even if that action involves multiple rolls, and you can't have more Luck Dice at one time than your proficiency bonus. Luck Dice are cleared when you take a long rest, but after your long rest you start the new day with one luck die.
  • Natural Weapon (Kick): When using your legs to attack, your unarmed damage is d6 bludgeoning.
  • Sure-Footed: You have advantage on ability checks and saving throws to keep your balance and to prevent or mitigate falling or forced movement.
   

Iktis

(Weasels, Ferrets, Squirrels, Chipmunks)  
  • Size: Iktis are between 3 and 3.5 feet tall and weigh between 50 and 80 pounds (size Small).
  • Speed: Your base walking speed is 30 feet, and you have a climbing speed of 30 feet.
  • Idiosyncratic: You have resistance to charm effects. When you attempt an ability check on which you are not receiving assistance and that is not part of a group check, and no ally is adjacent to you, you may give yourself advantage on the check (before rolling) as if you had received Help; once you use this ability, you must take a short or long rest before you can use it again.
  • Impulsive: You can expend this ability to take a second bonus action on your turn, or a second reaction before your next turn, as long as it's used to do something that you have not already done within the last minute. You can also expend this ability to take a reaction before your first turn in an encounter, when you would not normally have access to a reaction. This ability recharges when you roll initiative and also when you skip your turn without acting.
  • Light-Footed: Ability checks made to track you are made at disadvantage, and you ignore any movement reduction from the first two spaces of difficult terrain you move through each turn.
  • Limber: You have proficiency in one of either Acrobatics, Athletics, Sleight of Hand, or Stealth.
  • *Lithe: Weasel or ferret iktis may move through spaces other Small creatures would have to squeeze through without slowing, and can squeeze through spaces as though Tiny.
  • *Sure-Footed: Squirrel or chipmunk iktis have advantage on ability checks and saving throws to keep their balance and to prevent or mitigate falling or forced movement.
   

Kenku

(Corvid or Small Bird)  
  • Size: Most Kenku are between 3 and 3.5 feet tall and weigh between 30 and 50 pounds (size Small), while Corvid Kenku are between 4.25 and 5 feet tall and weigh between 60 and 90 pounds (size Medium).
  • Speed: Your base walking speed is 25 feet.
  • Gliding: You have a gliding speed of 40 feet. Gliding is like flying except that you descend 5 feet for every 10 feet forward you move, and you cannot gain altitude except by way of an updraft, or by diving (descend 10 feet for every 5 feet forward you move) and then banking (regain 5 feet vertically over 5 feet of forward movement for each 10 feet of descent you are also immune to falling damage if you are not incapacitated. You must be unencumbered and proficient in the armor you wear in order to glide.
  • Knack: You gain proficiency in two of your choice from languages, instruments, or tools.
  • Low-Light Vision: You can see twice as far in darkened conditions, as if the bright and dim zones of any light source were doubled.
  • Performative Instinct: You have proficiency in one of either Deception, Performance, or Sleight of Hand.
  • Psychic Prowess: You know one cantrip from the Warlock or Bard list, and one 1st level utility spell from those lists that does not do damage and doesn't have an attack roll, saving throw, or expensive component greater than 100 gp. The cantrip can be used at will, while the spell can be used once and recharges after a short or long rest. Choose Intelligence, Wisdom or Charisma as your spellcasting ability for these spells. If you are of a spellcasting class, these spells are added to your spells known and are always prepared as spells of that class.
   

Lizardfolk

(Lizard, Monitor, Crocodile)  
  • Size: Most Lizardfolk are between 3.75 and 4.25 feet tall and weigh between 80 and 120 pounds (size Small), while monitor and crocodile Lizardfolk are between 7 and 8 feet tall and weigh between 350 and 500 pounds.
  • Speed: Your base walking speed is 30 feet. Generally, small Lizardfolk have climb 30 feet while medium Lizardfolk have swim 30 feet, but you may choose whichever you wish based on the kind of reptile your character is based on; you do not get both.
  • Hold Breath: Lizardfolk can hold their breath 5 times longer, i.e., (1 + Constitution modifier) x 5 minutes.
  • Natural Armor: You have tough, leathery and scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. When you are wearing armor, or are using a different method to determine AC such as the Unarmored Defense class ability, increase your AC by +1 (not +2). You still benefit from shields normally.
  • Natural Weapon (Bite or Tail): When using your bite or tail to attack, your unarmed damage is d6 piercing or bludgeoning respectively.
  • Powerful Build: You ignore the Heavy trait on weapons except where it is beneficial to you, and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • *Hunter's Instinct: Most medium Lizardfolk have proficiency in your choice of Athletics, Handling, Stealth, or Survival. If you choose this, you don't get Savvy.
  • *Savvy: Most small Lizardfolk have proficiency in one of either Arcana, History, Nature, or Religion. If you choose this, you don't get Hunter's Instinct.
   

Lupin

(Wolves, Coyotes, Wild Dogs)  
  • Size: Most Lupin are between 5.25 and 6.25 feet tall and weigh between 125 and 225 pounds, but wolf Lupin are between 6 and 7 feet tall and weigh between 200 and 325 pounds. Both varieties are size Medium.
  • Speed: Your base walking speed is 35 feet.
  • Low-Light Vision: You can see twice as far in darkened conditions, as if the bright and dim zones of any light source were doubled.
  • Natural Weapon (Bite or Claws): When using your bite or claws to attack, your unarmed damage is d6 piercing or slashing respectively.
  • Pack Tactics: You have advantage on attack rolls, or give disadvantage on saving throws against your abilities, to an opponent who has at least two of your allies adjacent to and threatening them and those allies are not incapacitated.
  • Perceptive: You have proficiency in one of either Insight, Investigation, Perception, or Survival.
  • Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • Tireless: You can do any tiring activity (e.g., forced march) for twice as long before risking fatigue. You also have one "bonus" exhaustion level with no mechanical effects, so if an attack or effect makes you exhausted you suffer no consequences for your first tier of exhaustion; you also recover 2 levels of exhaustion per long rest instead of 1. Additionally, you have advantage on saving throws against sleep, drain, paralysis and weakness effects.
   

Lutra

(Otters, Beavers)  
  • Size: River Otter Lutra are between 4.5 and 5.5 feet tall and weigh between 80 and 140 pounds, while Sea Otter and Beaver Lutra are between 6 and 7 feet tall and weigh between 200 and 325 pounds. Both varieties are size Medium.
  • Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
  • Hold Breath: You can hold your breath 5 times longer, i.e., (1 + Constitution modifier) x 5 minutes.
  • *Knack: Sea Otter and Beaver Lutra gain proficiency in two of your choice from languages, instruments, or tools.
  • *Limber: River Otter Lutra have proficiency in one of either Acrobatics, Athletics, Sleight of Hand, or Stealth.
  • Lucky: Whenever you fail an attack roll, saving throw, or ability check, you accumulate a Luck Die, which is a d4. After rolling an attack roll, saving throw or ability check, but before you know if the result is a success or failure, you can elect to spend and roll a Luck Die, adding it to your result. You can only add one Luck Die per roll, you can only accrue one Luck Die per action even if that action involves multiple rolls, and you can't have more Luck Dice at one time than your proficiency bonus. Luck Dice are cleared when you take a long rest, but after your long rest you start the new day with one luck die.
  • Natural Weapon (Tail): When using your tail to attack, your unarmed damage is d6 bludgeoning.
  • Unshakeable: You have advantage on saving throws against all mental effects, including charm, confusion, fear, and sleep effects.
   

Mapach

(Raccoons, Martens, Red Pandas)  
  • Size: Mapach are between 5 and 5.75 feet tall and weigh between 100 and 175 pounds (size Medium).
  • Speed: Your base walking speed is 30 feet, and you have a climbing speed of 30 feet and a swimming speed of 30 feet.
  • Creative: You can "use" a skill or tool you are proficient in to emulate one ability of any class up to half your level (rounded up) one time, if it is in flavor for the skill or tool. If using a tool, you prepare it in advance after a short or long rest, and it can then be used at any point until after your next long rest as if you were a character of the chosen class. If using a skill, you can emulate the ability on the fly without any advance preparation, but you then take disadvantage on any rolls associated with the ability, or a target gets advantage on their save against the ability, and this disadvantage extends to rolling damage or healing twice and taking the worse result. You must at least somewhat justify how this is working, but "movie logic" or "comic book logic" is permissible to handwave it so long as it at least sounds somewhat plausible; realism is not required. For example, as a 5th or 6th level mapach, you could use Cooking or Herbalists tools to prepare the cleric's cure wounds in advance as a 3rd level character (a 2nd tier spell slot), or the Medicine skill to do the same thing as needed but your healing roll would be disadvantaged; likewise, you could use tools to build a gadget to project the fire bolt cantrip one time, or you could use Sleight of Hand to BS it into happening at disadvantage on the attack roll if you are holding or adjacent to a torch or lantern or brazier. Once you use this ability, you cannot use it again until after a short or long rest.
  • Cunning: You have proficiency in one of either Deception, History, Insight, Sleight of Hand, or Stealth.
  • Knack: You gain proficiency in two of your choice from languages, instruments, or tools.
  • Low-Light Vision: You can see twice as far in darkened conditions, as if the bright and dim zones of any light source were doubled.
   

Tabaxi

(Wildcat, Cheetah, or Small Cat)  
  • Size: Most Tabaxi are between 3.25 and 3.75 feet tall and weigh between 40 and 60 pounds (size Small), while Cheetah Tabaxi are between 5.5 and 6.5 feet tall and weigh between 125 and 225 pounds (size Medium).
  • Speed: Your base walking speed is 35 feet.
  • Burst of Speed: When you move on your turn during an encounter, you can double your speed until the end of the turn. Once you do so, you can't use this ability again until you move 0 feet on one of your turns.
  • Idiosyncratic: You have resistance to charm effects. When you attempt an ability check on which you are not receiving assistance and that is not part of a group check, and no ally is adjacent to you, you may give yourself advantage on the check (before rolling) as if you had received Help; once you use this ability, you must take a short or long rest before you can use it again.
  • Limber: You have proficiency in one of either Acrobatics, Athletics, Sleight of Hand, or Stealth.
  • Low-Light Vision: You can see twice as far in darkened conditions, as if the bright and dim zones of any light source were doubled.
  • Natural Weapon (Claws): When using your claws to attack, your unarmed damage is d6 slashing.
   

Urdlen

(Mole, Badger, Wolverine)  
  • Size: Mole Molvos are between 3.25 and 3.75 feet tall and weigh between 60 and 90 pounds (size Small), while Badger Urdlen are between 4.25 and 5 feet tall and weigh between 120 and 160 pounds (size Medium).
  • Speed: Your base walking speed is 25 feet. You also have a Burrow speed of 10 feet in soft earth.
  • 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. You have minor sensitivity to bright light; in bright conditions, everything beyond 30 feet is lightly obscured to you, and everything beyond 60 feet is heavily obscured to you.
  • Grounded: You have proficiency in one of either History, Investigation, Stealth, or Survival.
  • Natural Weapon (Claws): When using your claws to attack, your unarmed damage is d6 slashing.
  • Powerful Build: You ignore the Heavy trait on weapons except where it is beneficial to you, and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Unshakeable: You have advantage on saving throws against all mental effects, including charm, confusion, fear, and sleep effects.
   

Vul

(Foxes, Fennecs)  
  • Size: Fox Vul are between 4.25 and 5 feet tall and weigh between 80 and 120 pounds (size Medium), while Fennec Vul are between 3.25 and 3.75 feet tall and weigh between 40 and 65 pounds (size Small).
  • Speed: Your base walking speed is 35 feet.
  • Knack: You gain proficiency in two of your choice from languages, instruments, or tools.
  • Low-Light Vision: You can see twice as far in darkened conditions, as if the bright and dim zones of any light source were doubled.
  • Mysterious Talent: You know one cantrip from the Wizard or Bard list, and one 1st level utility spell from those lists that does not do damage and doesn't have an attack roll, saving throw, or expensive component greater than 100 gp. The cantrip can be used at will, while the spell can be used once and recharges after a short or long rest. Choose Intelligence, Wisdom or Charisma as your spellcasting ability for these spells. If you are of a spellcasting class, these spells are added to your spells known and are always prepared as spells of that class.
  • Savvy: You have proficiency in one of either Arcana, History, Nature, or Religion.
  • Social: You have proficiency in one of either Deception, Intimidation, Performance, or Persuasion.
   

Yuanti

(Snakes)  
  • Size: Yuanti are between 5.5 and 6.5 feet tall and weigh between 125 and 225 pounds (size Medium).
  • Speed: Your base walking speed is 30 feet.
  • Ancient Power: You know one cantrip from the Cleric or Druid list, and one 1st level utility spell from those lists that does not do damage and doesn't have an attack roll, saving throw, or expensive component greater than 100 gp. The cantrip can be used at will, while the spell can be used once and recharges after a short or long rest. Choose Intelligence, Wisdom or Charisma as your spellcasting ability for these spells. If you are of a spellcasting class, these spells are added to your spells known and are always prepared as spells of that class.
  • Iron Gut: You have advantage on saving throws against disease and poison, and have resistance to poison damage.
  • Low-Light Vision: You can see twice as far in darkened conditions, as if the bright and dim zones of any light source were doubled.
  • Natural Weapon (Bite): When using your bite to attack, your unarmed damage is d6 piercing.
  • Savvy: You have proficiency in one of either Arcana, History, Nature, or Religion.

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