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Kinks and Cantrips

Predacious Furfolk

It is hard to describe Furfolk, for they come in a wide variety of shapes and sizes. Their ancestry can and does range from birds to wolves, from octopi to lizards. Whatever their heritage, they all share a mixed humanoid/bestial physique and possess qualities from their bestial lineage to accompany it. Some end up closer to their bestial ancestors, with only enough humanoid function to wield weapons and armor, while others may appear almost wholly humanoid save for few minor animalistic details. Further, as the animal kingdom is split between predators and prey, Furfolk come in two primary varieties which each hold a particular archetype of their ancestry. Though inherently derived from the various hunters that stalk the land, Predacious Furfolk need not be inherently violent or even desire to eat meat. They simply retain the physical characteristics of their genetic past.

ability score increase: Choose one ability score and increase it by 2. Choose another ability score and increase it by 1.
age: Furfolk tend to live roughly as long as their human counterparts
alignment: Furfolk can be any alignment, but culturally tend to be chaotic good/neutral
Size: Medium
speed: 30 ft. walking speed
Languages: You can speak, read, and write Common, Primal, and one other language of your choice
race features:

When creating a Furfolk character, you may gain three traits of your choice from the list below. In addition your creature type is beast as well as humanoid.

Amphibious. You can breathe both air and water.

Pouncing Leap. Your jump distance is doubled and the next attack you make after jumping at least 10 feet is made with advantage.

Camouflage. You have advantage on Dexterity (Stealth) checks that rely on sight.

Clawed/Taloned. If you hit with an unarmed attack, you deal 1d4 plus your Strength modifier plus your proficiency bonus slashing damage instead.

Clenching Jaws. Once per turn, as an attack, you may make an unarmed attack with your bite. On a hit, you deal 1d6 plus your Strength modifier and lock onto the target with your jaws, grappling them.

Darkvision. You can see in dim light within 60 ft. 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.

Fins/Flippers. You have a swim speed equal to your walking speed.

Hurling Throw. As an action, you may throw a creature grappled by you a number of feet equal to 3 times your Strength modifier.

Menacing. You gain proficiency in the Intimidation skill.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Keen Senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. You have advantage on melee attack rolls against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn’t incapacitated.

Quiet Step. You have advantage on Dexterity (Stealth) checks that rely on sound.

Rush. If you move at least 20 feet towards a creature before hitting it with a melee attack, that creature must make a Strength saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failed save, that creature is knocked prone.

Thick Skin. Add 1 to your AC.

Tentacled. Add 5 ft. to your melee attack range, you have advantage when attempting to either grapple a creature or keep a creature grappled.

Wall Climbing. You can climb difficult surfaces without needing to make an ability check.

Winged. You have a flying speed of 40 feet. To use this speed, you can’t be wearing Medium or Heavy armor.


Created by

FreelanceFae.

Statblock Type

Race/Species

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