Nikushimi
2020-03-27, 09:06 PM
Hey, just wanted to start out and say that this is the first time I've posted anything for homebrew, but want to get opinions on what I have so far. I've gone through 3 versions of this race and have, hopefully, narrowed it down and ironed out some of the abilities and skills that they once had so as to not make it overwhelming. That being said, you may not know what those changes are since those versions were private and done outside of these forums. So what I am presenting here is version 3 of the race "Ferran".
A quick synopsis.
Ferran are humanoid beings that resemble Dwarves, Elves, Halflings, Humans, and Half-Elves but with animal characteristics. For any of you who watch anime think of the races from DanMachi such as the Cienthropes or Cat People. For those that don't know the anime, think of Final Fantasy and the race that Fran is from FF12. Basically, looking like the above humanoids, but with certain animal features.
The point of this race is to create a more fantasy setting similar to that of the worlds from DanMachi and Final Fantasy since my campaign that I'm building involves a world similar to those.
Please let me know what you think. More than just "Too strong" or "Too weak". Please be precise as I would love the help in refining this race. Thank you.
For the sake of brevity, I'll try to omit sections that are meant for my players to read. Such as information on creating such a race with information about the race. Unless you would like that. If you would, I can add it later via editing.
Nature and Man: The Ferran
The Ferran. Humanoid beings with animalistic features. They may appear to look like Dwarves, Elves, Humans, Halflings, or Half-Elves but have some sort of animal features as well. These may be Rabbit Ears, Deer-like Face, Dog Tail, Animal Legs, or some other feature or variation of features to differentiat them from their humanoid counterparts. Most Ferran have fur, scales, or feathers that cover part or most of their body. Often though their front is free of fur, scales, or feathers except in some cases where it frames the face.
These beings are called the Ferran. Each Ferran has characteristic reminiscient of animals.
These Humanoid beings have been around as long as the other mortal races, but typically lived secluded from the world due to past prejudices, but have since become widely known and accepted in society.
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Types of Ferran
There are several types of Ferran in the world. Those types are as follows.
⦁ Lapine (Bunny/Rabbit)
⦁ Canine
⦁ Feline
⦁ Avian
⦁ Aquatic (Fishlike/Amphibian)
⦁ Repitilian (Lizardlike)
⦁ Vulpine (Foxlike)
⦁ Bovine
⦁ Cervine (Deerlike)
Ferran fall under one of these categories and take on characteristics associated with them.
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Ferran Society
Ferran society of the past were separated by clans and families, small villages that lived within secluded areas of the world. Each clan was typically of one type of Ferran, but often some intermarriages happened for the sake of the clans.
Over time Ferran society evolved, but their feeling of family never wavered. To them, family is important. The bond between them and their family, and those they consider family is absolute.
Ferran relationships are serious to them. If they take a liking to someone they are completely loyal to them, but are not so foolish as to prusue someone who does not reciprocate. They often mate for life, but some Ferran can be known to share a mate they all like, but must be mutual to all parties.
Ferran are completely serious about the friendships they make and to make a friend of them is to make a friend for life. Never underestimate the lengths a Ferran will go for a friend, and especially never underestimate the lengths they'll go to for someone they love.
Ferran are incredibly resilient and hardy individuals. Each Family having unique characteristics.
Basic Ferran Traits
These are the traits that all Ferran share.
Ability Score Increase: All Ferran's Constitution score increases by 2.
Keen Sense: All Ferran have proficiency in the Perception Skill if they aren't already.
Age: Ferran's live slightly longer than humans, living between 100-150 years. The oldest known Ferran was around 200, however.
Height and Weight: Ferrans come in many shapes and sizes. Each subtype having typical height and weight based off of the humanoid they look most like. Otherwise, it is all up to you. Some are extremely short, standing as tall as a Halfling. Others are tall, standing as tall as an Elf, and even reaching 7ft sometimes. The range though is 3ft to 7ft in height. Weight is all dependent on diet and exercise.
Languages: All Ferran can read, speak, and write Common and Ferran. In addition, all Ferran can speak to and understand the animals their Subtype represents.
Alignment: Ferran are typically of some sort of Neutral Alignment, typically Neutral Good. They are kind creatures, but are ferocious when their friends, family, or loved ones are threatened or endangered.
Size: If you are a Ferran between 4 and 7ft you are Medium. If you are between 3ft and 3' 11" you are Small. Ferrans can be anywhere from 3ft to 7ft.
Speed: Unless stated otherwise in your subtype, your speed is 30ft.
Appearance: Ferran's look like either Dwarves, Elves, Humans, Halflings, or Half-Elves with animal characteristics. Most have fur covering most of their body except parts of their faces and torso. All dependent on the individual.
Darkvision: All Ferran have Darkvision out to 60ft. Capable of seeing in dim light as if it were bright like and in darkness as if it is dim light. They cannot discern color in darkness and only see in shades of grey when in darkness.
Nature's Fury: All Ferran know the Primal Savagery Cantrip. Constitution is your Spellcasting ability for this ability. At 6th level they may use this as a Bonus Action instead of an Action.
Ferran Speech: All Ferran's are capable of speaking to, understanding, and communicating with creatures and animals that resemble and fall under the animal they represent. Summarized below. All of which is dependent on the DM.
⦁ Lapine: Bunny and rabbit like creatures and animals.
⦁ Canine: Dog like creatures and animals.
⦁ Feline: Cat like creatures and animals.
⦁ Avian: Birds and bird like creatures and animals.
⦁ Aquatic: Aquatic life such as fish and amphibians. Other creatures up to DM's discretion.
⦁ Reptilian: Reptiles and reptile like creatures.
⦁ Vulpine: Fox like creatures and animals.
⦁ Bovine: Oxen, Buffalo, Sheep, Rams, Goats, and other similar creatures and animals. This can include bears with DM's permission.
⦁ Cervine: Deers, Elk, Moose, and other similar creatures and animals. This can also extend to other forest dwelling creatures as well with DM's permission.
Ferran Subtypes
Ferran Subtypes indicate the type of animal you take after as a Ferran. Each has unique characteristics that are mainly aesthetic, but some grant special abilities.
Below we list the different subtypes and their statistics. For the Giantitp community. I will be separating each subtype into a spoiler tag to make them a bit easier to digest so you don't get one large wall of text because of all the subtypes
Ferran, Lapine
Lapine type Ferran are typically Elven or Halfling in appearance with rabbit or bunnylike features such as ears, tail, and even anthropomorphic legs. Some Lapine also appear Human and Half-Elven in appearance, and almost never look like Dwarves. They are often sensual, especially with those they are close with. Perceptive and agile they are excellent scouts and runners. Almost all Lapine Ferran have bunny or rabbit ears of some kind.
Ability Score Increase: Your Dexterity and Charisma Score increase by 1.
Naturally Swift: Your Base Speed is 40ft. In addition you can use your Bonus Action to Dash or Disengage.
Powerful Legs: Your legs are extremely powerful and may even be anthropomorphic in the shape of Lapine legs complete with feet. You gain the following benefits. When jumping, double your height and distance. As long as you land on your feet (Base DC10 Straight Dex Check), you take no fall damage from heights of 20ft or less, and half damage from heights 21ft-40ft. Higher than that you take full damage. Your kicks deal damage like a Monks unarmed damage. Increasing as you level. Refer to the Monks table.
Keen Hearing: Due to your acute hearing with your Lapine ears you can hear sounds fairly well. You have advantage on all checks relating to sounds and hearing. In addition, your passive perception increases by 2 for anything related to sound.
Ferran, Canine
Canine type Ferran may resemble Elves, Dwarves, Halflings, Humans, and Half-Elves in appearance along with their animal characteristics. Canine Ferran's are extremely loyal to those they choose to follow and those they make friends with. Though they will not take abuse. They are strong friends and like to help those in need. Almost all Canine Ferran have dog or wolf like ears of some kind. They also almost always have some kind of dog or wolf tail, but it is not unheard of to not have one.
Ability Score Increase: Choose one ability score and increase it by 2, or choose two ability scores and increase them by 1. The ability score or scores chosen cannot be Constitution.
Keen Hearing: Your Canine ears are alert to sounds. You have advantage on all checks relating to sounds and hearing. In addition, your passive perception increases by 2 for anything related to sound. Your Canine ears are especially good at listening in to distant sounds. When attempting to hear conversations or other noises you can focus on the specific sound and tune out others. On a successful Perception Check with DC determined by DM based on varying factors, you succeed in this attempt.
Keen Smell: Whether you have a canine nose or not you have a keen sense of smell. You have advantage on all checks related to Smell. You are able to discern smells within 120ft of you accurately. You must know a smells source to discern it though. So any smell you haven't smelled yet will be knew and while you can smell it, and even track it, you won't know what it is until the source is found.
Tracking: You are capable of tracking people with Smell as long as you have their scent. You may only track one smell at a time. You can follow a scent for as long as you can keep the smell. As long as no other strong smells interfere, no check is needed to keep the smell. However, if there are strong smells around then a Perception Check based on smell is needed. DC determined by difficulty made by the DM.
Ferran, Feline
Feline type Ferran's often take after the very felines they resemble. Most often lithe in appearance and fluid in their motions. Resembling typically Elves, but sometimes Humans and Halflings, in addition to their animal characteristics. Feline Ferran's rarely ever resemble a Dwarf, and only sometiems resemble a Half-Elf. Like Lapines and Vulpines, they can be very sensual. Felines also have excellent sixth senses. Almost all Feline Ferran have cat ears, and some even have feline tails. In adition, some may have anthropomorphic cat legs.
Ability Score Improvement: Increase your Dexterity by 2.
Keen Senses: You have advantage on all Perception checks.
Feline Agility: You are naturally agile. Your Base Speed is 40ft. In addition you may use your Bonus Action to Dash or Disengage.
Keen Hearing: Your feline ears grant you acute hearing. You have advantage on all checks relating to sounds and hearing. In addition, your passive perception increases by 2 for anything related to sound. In addition, your ears are capable of picking up distant sounds. When attempting to hear conversations or other noises you can focus on the specific sound and tune out others. On a successful Perception Check with DC determined by DM based on varying factors, you succeed in this attempt.
Claws: Your hands have retractable claws, and may appear like humanoid cat hands. They are strong enough to climb and stick into materials. They grant you the following benefits. You have a Climb Speed of 20ft and whenever you make an Unarmed Strike you may choose to use your claws. These attacks deal 1d4+ your choice of Strength(savage, strength based swipe) or Dexterity(precise, accurate swipe) Slashing Damage.
Keen Sight: Your eyes are keen and better adjusted for darkness. They often take on the appearance of a cats, but can look like normal eyes as well. You gain the following benefits. Your Darkvision increases to 120ft.
Feline Legs: Your legs are strong and capable of allowing you to leap great distance and heights. They may even appear as anthropmorphic cat legs. You gain the following benefits. When jumping, double your height and distance. In addition, you have an uncanny knack of falling on your feet, no check needed. You take no damage when you fall from a height 20ft or less. When falling from 21-40ft you take half damage. Higher than that you take full damage.
Ferran, Avian
Avian type Ferran's are birdlike in appearance. Often having a coating of feathers over their skin in addition to looking like their humanoid counterparts and the other animal characteristics. Appearing typically like Elves, Humans, or Half-Elves with their avian characteristics. Rarely, but not unheard of, are those Avians that look like Dwarves and Halflings.
Ability Score Increase: Your Intelligence and Wisdom score inreases by 1.
Avian Vocals: Your avian genetics have granted you excellent vocals. You have Proficiency in Singing. Whenever you roll a Performance Check for Singing, and you're not proficient in the Performance skill, you treat it as if you were proficient. If you are already proficient in Performance, you have advantage on Performance checks for singing. In addition, at 3rd level you gain the ability to Screech. You can use Screech and equal amount of times to your Constitution Modifier. You regain all uses of this ability after a long rest.
⦁ Screech: As an Action you can cause a strong, powerful screeching blast of sound. You emanate this sound from your mouth in a 30ft cone. Those within the cone must make a Constitution Saving throw vs a DC of 10+your Proficiency Bonus+your character level. On a failed save they take 3d8 Thunder Damage in addition to being Defeaned. On a success they take half as much damage, but are not Defeaned. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. This damage increases by an extra 1d8 when you reach 5th Level (4d8), 7th Level (5d8), 9th Level (6d8), 11th Level (7d8), 13th Level (8d8), 15th Level (9d8), 17th Level (10d8), and 19th Level (11d8).
Wings: You have wings which sprout from your back and are strong enough to carry you. You gain the following benefits. You have a Flight Speed of 50. In addition, when you reach 6th level you can use your wings to create a Gust of Wind effect. See the spell of the same name for how it works. The only change is the range of this effect, which is 15ft long and 10ft wide.
Keen Sight: You have the eyes of an Avian. These eyes are extremely perceptive. They grant you the following abilities. You have Advantage on all checks related to sight. In addition, you can see up to 1 Mile away with no difficulty, able to discern even fine details as if looking at something no more than 100 feet away from you.
Weight: Avian Ferran's are typically lighter than their humanoid counterparts. Keep this in mind when creating your Avian Ferran. Once you choose the base appearance, let's say Elf, use the weight of an Elf and then halve it. This is your Avian's weight. This weight is due to the bone structure they have just like birds.
Ferran, Aquatic
Aquatic type Ferran are typically more communal than other Ferran, especially those who take after fish instead of amphibians. They can often be found in groups and most often resemble Halflings with fish or amphibian like characteristics. Though resemblances to other races is not unheard, Aquatic Ferran are typically smaller and thus resemble Halflings. Fishlike Aquatic Ferran's have fishlike scales over there body while Amphibianlike Aquatic Ferran's have more smooth and soft membranes across their body, almost like a frogs. This leads to Amphibian Ferran's to have two types of skin color and texture. One smooth like human skin, and the rest smooth like an amphibians.
Ability Score Increase: Choose between Strength, Intelligence, and Wisdom. You may increase one of those scores by 2 or increase two of those scores by 1.
Aquatic Acclimation: Your body is built for life underwater. You ignore any of the drawbacks caused by a deep, underwater environment. In addition, you have gills somewhere on your body, typically the neck or ribs. You may also have skin that simply allows you to absorb oxygen while in water instead. However you flavor it, you gain the following benefits. You can breath air and water.
Webbed/Finned: You have webbing or fins based on if you take after an amphibian or fish. Choose your type. Whatever you choose, it grants you the following benefit. You have a Swim Speed of 30ft.
⦁ Fishlike: Fishlike Aquatic's typically have fins, the placement is up to you but typically these fins are on the foreams, thighs, calves, and sometimes back and head. These fins are able to retract into tiny, thin lines when not in use.
⦁ Amphibian: Amphibian Aquatic's typically have webbing. This webbing is often between the fingers and toes, but sometimes also under the arms near the armpits. This webbing receeds when not in water.
Aquatic Regeneration: As an Aquatic Ferran you have regenerative properties. This regeneration does not heal damage to your hitpoints. This regeneration allows you to regrow lost parts of your body. Lost parts regrow after 1d4 hours. The DM may increase this by an additional 1d4 hours based on severity up to a max of 3d4 hours and may require you to rest or only perform light activity during the regeneration or it may slow or stop the regeneration completely. Regrown limbs take time to look normal again once they regrow. Much like how your skin is more sensitive after a scab peels off. This regeneration only works if you are not dead.
Ferran, Reptilian
Reptilian type Ferran are often logical and calculating. They often seem distant and cold, but are in fact extremely loyal like any other Ferran. They also grow extremely close to one person even more so that any other Ferran. Their bond is strong. They can also be extremely affectionate and often treat others as if they are their parent. Acting extremely motherly and fatherly. Though they do not impose this, but they are shown to give such affections. They have a keen intellect and are often wise and strong.
Ability Score Increase: Your Intelligence is increased by 1 and your choice of Strength or Wisdom also increases by 1.
Amphibious: You have a Swim Speed of 30ft. You can breath air and water.
Cold Blooded: Your body has become similar to that of reptiles. You can survive in extreme temperatures of heat without difficulty. However, while you can survive in the cold, being in the cold too long causes harm. For every hour in freezing cold roll a Constitution Check (Base DC10, increase by 1 for every failure). On a failure, you take 1 level of exhaustion.
Scales: You have scales that cover the majority of your body. These scales are tough and grant you extra protection as well as camoflage. You have a Natural Armor Bonus of +2. This stacks with all Light and Medium armor and other bonuses, but not with Heavy armor. In addition, you have Advantage on Stealth checks. Treat this as a camoflage. Your scales change color, or they are the color of the surrounding area to help you better blend in with the surroundings.
Tail: Some Reptilian Ferran have strong tails that they can use as a weapon. Those that don't, do not have this ability. As part of your Attack action you may use a Bonus Action to make an attack with your tail. On a successful hit you deal 2d6+your Strength Modifier Bludgeoning Damage. In addition, you may attempt to trip your target with your tail as an Action. They must roll a Strength or Dexterity check (their choice) vs a DC of 8+your Proficiency Bonus+your Dexterity Modifier. On a failure they fall prone and cannot take any action until the start of their next turn.
Ferran, Vulpine
Vulpine type Ferran most often take after Elves and Halflings in appearance, but some resembling Humans and Half-Elves as well. These Ferran's most often have the least amount of fur, having mostly regular skin. What fur they have appears along the tops of their hands and arms as well as the outside of their legs and sides. Some have fur along their back as well, but rarely. However, fur also often frames their face. Though there are a few cases of Vulpine type Ferran having more fur, but it is rare. Vulpine are intuitive and cunning individuals. They are extremely sensual and can most often be found in groups of their own between 2-4 of them in a group. They also all have fox ears of some kind. Most have fox like tails, and while it's rare some may have multiple tails. Some may even have anthropomorphic fox legs. They are sensual beings, more than most Ferran, but typically only with those they are close to. Wise and cunning, and with a force of personality that allures those who see them.
Ability Score Increase: Your Wisdom and Charisma increase by 1.
Natural Instinct: Your natural intuition grants you insight. You have proficiency in the Insight Skill.
Naturally Swift: You are naturally swift and move faster than most. Your Speed is 40ft. In addition you may use your Bonus Action to Dash or Disengage.
Born Hunters: Vulpine Ferran are excellent hunters. This grants you the following abilities.
⦁ Hunter Instinct: You have Advantage on Perception checks. In addition, you have expertise in Hunting and Tracking. Whenever you are Hunting or Tracking you have proficiency in the skill used to do so. If you are proficient with the skill used then you have expertise with that skill, but only if it pertains to Hunting and Tracking.
⦁ Hunter Awareness: You have a great awareness of your surroundings. Your Passive Perception is increase by 2.
⦁ Their ears are sensitive, enough to allow them to hear through 1 foot of any material that isn't magically enchanted to stop sound from escaping or people from listening in. However, this also causes them to have disadvantage on checks against loud sound based attacks.
Claws: You have hands with sharp fingernails capable of being used as claws and may even be foxlike in appearace. If so, then they appear like typical claws. These claws allow you to deal 1d4+your Dexterity Mod Slashing Damage when you choose to attack with an unarmed strike.
Ferran, Bovine
Bovine type Ferran take characteristics from Oxen, Buffalo, Rams, Goats, and other similar creatures. They appear similar to any of the humanoids from Dwarves to Humans, Halflings to Half-Elves, and even Elves. However, typically they are built bigger. Often like humansized dwarves, but all sizes have been seen. They are powerful and sturdy creatures. They stand firm against threats to their family and friends. Often acting as protectors and bodyguards. They are also some of the calmest and slowest to anger, but once they do their anger is fierce. Almost all Bovine have horns. If you choose to not have horns for whatever reason, you do not have the "Horns" ability. In addition, some may have anthropomorphic bovine legs which include hooves.
Ability Score Increase: Your Strength and Wisdom score increase by 1.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, lift, and drag weight.
Sturdy Build: You are sturdy and hard to move when you don't want to be. Whenever you make a check or saving throw that requires you to succeed or be moved in any way, you have advantage on that roll.
Horns: You have horns of somekind (Ox, Buffalo, Rams, Goats, etc.). Whatever these horns may be you have the following benefits. You may use your Action to ram a target. When you do, make an attack roll. On a successful hit you deal 2d6+your Strength Mod Bludgeoning or Piercing Damage (depending on your horns. Choose one when creating your Bovine Ferran). If you have a 10ft movement before making this attack the target must make a Strength Saving Throw vs a DC equal to 8+your Strength Mod+your Proficiency Bonus. On a failure they are pushed 10ft back. If they are Medium sized or smaller, they are knocked prone as well. Additionally, you may choose to as a Bonus Action headbutt a target. This attack deals 1d6+your Strength Mod Bludgeoning or Piercing Damage (based on horns).
Stand your Ground: Bovine Ferran are hard to move and scare, especially when protecting others or an area. You have Advantage on rolls vs fear and being frightened. You also have Advantage on rolls vs Intimidation.
Ferran, Cervine
Cervine type Ferran take after deer and other like creatures. They are often shy and can be found together with other Cervine. Typically in large groups. Their communities, where they live, is often almost completely Cervine Ferran. They are kind and gentle. Agile and perceptive. Often similar in appearance to Halflings and Elves, but some take after Humans, Half-Elves, and very rarely Dwarves, but with their animal characteristics. Cervine can be sensual, but not as much as Lapine, Feline, and Vulpine. They are kind and caring creatures who enjoy time spent with their loved ones. Most Cervine have some sort of horns, but not always. Males typically have larger horns than females. Those Cervine without horns do not have the "Horns" ability.
Ability Score Increase: Your Dexterity and Wisdom increase by 1.
Quick Reflexes: You are agile and quick to react. You're able to take the Disengage and Dash action using your Bonus Action. In addition, once per short rest you can use your reaction to halve the damage dealt against you. If you have to make a roll, you have advantage on that roll. On a success you take no damage, on a failure you take half damage.
Horns: You have horns affixed to the top of your head, typically sprouting from the top of the forehead near the hairline. These horns take on an appearance of your choice, but males typically have larger horns with many prongs while females typically have smaller horns. These horns grant you the following benefits. You may as an Action attempt to ram a target. Roll to attack. On a success you deal 2d4+your Strength Modifier Bludgeoning or Piercing Damage (choose the type of damage your horns deal when creating your Cervine). If you move 10ft before this attack the target must make a Strength Saving Throw vs a DC equal to 8+your Strength Modifier+your Proficiency bonus. On a failure they are knocked 10ft back, and if they are medium or smaller in size they are also knocked prone.
Leap: You are capable of leaping great heights. When jumping, double your height and distance. Falling from this jump does no damage to you unless it exceeds the height of the maximum you can jump.
And that's what I have so far for the Ferran Race.
Please let me know what you think. Some of the subtypes might be stronger than the others, but as a note I made each one to with abilities in mind to their animals. At least as best as I could. Not only that, but it is about choice and customization in a way. While some may be stronger, that may not make them better for characters someone is playing, but please let me know your thoughts. Thank you.
A quick synopsis.
Ferran are humanoid beings that resemble Dwarves, Elves, Halflings, Humans, and Half-Elves but with animal characteristics. For any of you who watch anime think of the races from DanMachi such as the Cienthropes or Cat People. For those that don't know the anime, think of Final Fantasy and the race that Fran is from FF12. Basically, looking like the above humanoids, but with certain animal features.
The point of this race is to create a more fantasy setting similar to that of the worlds from DanMachi and Final Fantasy since my campaign that I'm building involves a world similar to those.
Please let me know what you think. More than just "Too strong" or "Too weak". Please be precise as I would love the help in refining this race. Thank you.
For the sake of brevity, I'll try to omit sections that are meant for my players to read. Such as information on creating such a race with information about the race. Unless you would like that. If you would, I can add it later via editing.
Nature and Man: The Ferran
The Ferran. Humanoid beings with animalistic features. They may appear to look like Dwarves, Elves, Humans, Halflings, or Half-Elves but have some sort of animal features as well. These may be Rabbit Ears, Deer-like Face, Dog Tail, Animal Legs, or some other feature or variation of features to differentiat them from their humanoid counterparts. Most Ferran have fur, scales, or feathers that cover part or most of their body. Often though their front is free of fur, scales, or feathers except in some cases where it frames the face.
These beings are called the Ferran. Each Ferran has characteristic reminiscient of animals.
These Humanoid beings have been around as long as the other mortal races, but typically lived secluded from the world due to past prejudices, but have since become widely known and accepted in society.
---
Types of Ferran
There are several types of Ferran in the world. Those types are as follows.
⦁ Lapine (Bunny/Rabbit)
⦁ Canine
⦁ Feline
⦁ Avian
⦁ Aquatic (Fishlike/Amphibian)
⦁ Repitilian (Lizardlike)
⦁ Vulpine (Foxlike)
⦁ Bovine
⦁ Cervine (Deerlike)
Ferran fall under one of these categories and take on characteristics associated with them.
---
Ferran Society
Ferran society of the past were separated by clans and families, small villages that lived within secluded areas of the world. Each clan was typically of one type of Ferran, but often some intermarriages happened for the sake of the clans.
Over time Ferran society evolved, but their feeling of family never wavered. To them, family is important. The bond between them and their family, and those they consider family is absolute.
Ferran relationships are serious to them. If they take a liking to someone they are completely loyal to them, but are not so foolish as to prusue someone who does not reciprocate. They often mate for life, but some Ferran can be known to share a mate they all like, but must be mutual to all parties.
Ferran are completely serious about the friendships they make and to make a friend of them is to make a friend for life. Never underestimate the lengths a Ferran will go for a friend, and especially never underestimate the lengths they'll go to for someone they love.
Ferran are incredibly resilient and hardy individuals. Each Family having unique characteristics.
Basic Ferran Traits
These are the traits that all Ferran share.
Ability Score Increase: All Ferran's Constitution score increases by 2.
Keen Sense: All Ferran have proficiency in the Perception Skill if they aren't already.
Age: Ferran's live slightly longer than humans, living between 100-150 years. The oldest known Ferran was around 200, however.
Height and Weight: Ferrans come in many shapes and sizes. Each subtype having typical height and weight based off of the humanoid they look most like. Otherwise, it is all up to you. Some are extremely short, standing as tall as a Halfling. Others are tall, standing as tall as an Elf, and even reaching 7ft sometimes. The range though is 3ft to 7ft in height. Weight is all dependent on diet and exercise.
Languages: All Ferran can read, speak, and write Common and Ferran. In addition, all Ferran can speak to and understand the animals their Subtype represents.
Alignment: Ferran are typically of some sort of Neutral Alignment, typically Neutral Good. They are kind creatures, but are ferocious when their friends, family, or loved ones are threatened or endangered.
Size: If you are a Ferran between 4 and 7ft you are Medium. If you are between 3ft and 3' 11" you are Small. Ferrans can be anywhere from 3ft to 7ft.
Speed: Unless stated otherwise in your subtype, your speed is 30ft.
Appearance: Ferran's look like either Dwarves, Elves, Humans, Halflings, or Half-Elves with animal characteristics. Most have fur covering most of their body except parts of their faces and torso. All dependent on the individual.
Darkvision: All Ferran have Darkvision out to 60ft. Capable of seeing in dim light as if it were bright like and in darkness as if it is dim light. They cannot discern color in darkness and only see in shades of grey when in darkness.
Nature's Fury: All Ferran know the Primal Savagery Cantrip. Constitution is your Spellcasting ability for this ability. At 6th level they may use this as a Bonus Action instead of an Action.
Ferran Speech: All Ferran's are capable of speaking to, understanding, and communicating with creatures and animals that resemble and fall under the animal they represent. Summarized below. All of which is dependent on the DM.
⦁ Lapine: Bunny and rabbit like creatures and animals.
⦁ Canine: Dog like creatures and animals.
⦁ Feline: Cat like creatures and animals.
⦁ Avian: Birds and bird like creatures and animals.
⦁ Aquatic: Aquatic life such as fish and amphibians. Other creatures up to DM's discretion.
⦁ Reptilian: Reptiles and reptile like creatures.
⦁ Vulpine: Fox like creatures and animals.
⦁ Bovine: Oxen, Buffalo, Sheep, Rams, Goats, and other similar creatures and animals. This can include bears with DM's permission.
⦁ Cervine: Deers, Elk, Moose, and other similar creatures and animals. This can also extend to other forest dwelling creatures as well with DM's permission.
Ferran Subtypes
Ferran Subtypes indicate the type of animal you take after as a Ferran. Each has unique characteristics that are mainly aesthetic, but some grant special abilities.
Below we list the different subtypes and their statistics. For the Giantitp community. I will be separating each subtype into a spoiler tag to make them a bit easier to digest so you don't get one large wall of text because of all the subtypes
Ferran, Lapine
Lapine type Ferran are typically Elven or Halfling in appearance with rabbit or bunnylike features such as ears, tail, and even anthropomorphic legs. Some Lapine also appear Human and Half-Elven in appearance, and almost never look like Dwarves. They are often sensual, especially with those they are close with. Perceptive and agile they are excellent scouts and runners. Almost all Lapine Ferran have bunny or rabbit ears of some kind.
Ability Score Increase: Your Dexterity and Charisma Score increase by 1.
Naturally Swift: Your Base Speed is 40ft. In addition you can use your Bonus Action to Dash or Disengage.
Powerful Legs: Your legs are extremely powerful and may even be anthropomorphic in the shape of Lapine legs complete with feet. You gain the following benefits. When jumping, double your height and distance. As long as you land on your feet (Base DC10 Straight Dex Check), you take no fall damage from heights of 20ft or less, and half damage from heights 21ft-40ft. Higher than that you take full damage. Your kicks deal damage like a Monks unarmed damage. Increasing as you level. Refer to the Monks table.
Keen Hearing: Due to your acute hearing with your Lapine ears you can hear sounds fairly well. You have advantage on all checks relating to sounds and hearing. In addition, your passive perception increases by 2 for anything related to sound.
Ferran, Canine
Canine type Ferran may resemble Elves, Dwarves, Halflings, Humans, and Half-Elves in appearance along with their animal characteristics. Canine Ferran's are extremely loyal to those they choose to follow and those they make friends with. Though they will not take abuse. They are strong friends and like to help those in need. Almost all Canine Ferran have dog or wolf like ears of some kind. They also almost always have some kind of dog or wolf tail, but it is not unheard of to not have one.
Ability Score Increase: Choose one ability score and increase it by 2, or choose two ability scores and increase them by 1. The ability score or scores chosen cannot be Constitution.
Keen Hearing: Your Canine ears are alert to sounds. You have advantage on all checks relating to sounds and hearing. In addition, your passive perception increases by 2 for anything related to sound. Your Canine ears are especially good at listening in to distant sounds. When attempting to hear conversations or other noises you can focus on the specific sound and tune out others. On a successful Perception Check with DC determined by DM based on varying factors, you succeed in this attempt.
Keen Smell: Whether you have a canine nose or not you have a keen sense of smell. You have advantage on all checks related to Smell. You are able to discern smells within 120ft of you accurately. You must know a smells source to discern it though. So any smell you haven't smelled yet will be knew and while you can smell it, and even track it, you won't know what it is until the source is found.
Tracking: You are capable of tracking people with Smell as long as you have their scent. You may only track one smell at a time. You can follow a scent for as long as you can keep the smell. As long as no other strong smells interfere, no check is needed to keep the smell. However, if there are strong smells around then a Perception Check based on smell is needed. DC determined by difficulty made by the DM.
Ferran, Feline
Feline type Ferran's often take after the very felines they resemble. Most often lithe in appearance and fluid in their motions. Resembling typically Elves, but sometimes Humans and Halflings, in addition to their animal characteristics. Feline Ferran's rarely ever resemble a Dwarf, and only sometiems resemble a Half-Elf. Like Lapines and Vulpines, they can be very sensual. Felines also have excellent sixth senses. Almost all Feline Ferran have cat ears, and some even have feline tails. In adition, some may have anthropomorphic cat legs.
Ability Score Improvement: Increase your Dexterity by 2.
Keen Senses: You have advantage on all Perception checks.
Feline Agility: You are naturally agile. Your Base Speed is 40ft. In addition you may use your Bonus Action to Dash or Disengage.
Keen Hearing: Your feline ears grant you acute hearing. You have advantage on all checks relating to sounds and hearing. In addition, your passive perception increases by 2 for anything related to sound. In addition, your ears are capable of picking up distant sounds. When attempting to hear conversations or other noises you can focus on the specific sound and tune out others. On a successful Perception Check with DC determined by DM based on varying factors, you succeed in this attempt.
Claws: Your hands have retractable claws, and may appear like humanoid cat hands. They are strong enough to climb and stick into materials. They grant you the following benefits. You have a Climb Speed of 20ft and whenever you make an Unarmed Strike you may choose to use your claws. These attacks deal 1d4+ your choice of Strength(savage, strength based swipe) or Dexterity(precise, accurate swipe) Slashing Damage.
Keen Sight: Your eyes are keen and better adjusted for darkness. They often take on the appearance of a cats, but can look like normal eyes as well. You gain the following benefits. Your Darkvision increases to 120ft.
Feline Legs: Your legs are strong and capable of allowing you to leap great distance and heights. They may even appear as anthropmorphic cat legs. You gain the following benefits. When jumping, double your height and distance. In addition, you have an uncanny knack of falling on your feet, no check needed. You take no damage when you fall from a height 20ft or less. When falling from 21-40ft you take half damage. Higher than that you take full damage.
Ferran, Avian
Avian type Ferran's are birdlike in appearance. Often having a coating of feathers over their skin in addition to looking like their humanoid counterparts and the other animal characteristics. Appearing typically like Elves, Humans, or Half-Elves with their avian characteristics. Rarely, but not unheard of, are those Avians that look like Dwarves and Halflings.
Ability Score Increase: Your Intelligence and Wisdom score inreases by 1.
Avian Vocals: Your avian genetics have granted you excellent vocals. You have Proficiency in Singing. Whenever you roll a Performance Check for Singing, and you're not proficient in the Performance skill, you treat it as if you were proficient. If you are already proficient in Performance, you have advantage on Performance checks for singing. In addition, at 3rd level you gain the ability to Screech. You can use Screech and equal amount of times to your Constitution Modifier. You regain all uses of this ability after a long rest.
⦁ Screech: As an Action you can cause a strong, powerful screeching blast of sound. You emanate this sound from your mouth in a 30ft cone. Those within the cone must make a Constitution Saving throw vs a DC of 10+your Proficiency Bonus+your character level. On a failed save they take 3d8 Thunder Damage in addition to being Defeaned. On a success they take half as much damage, but are not Defeaned. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. This damage increases by an extra 1d8 when you reach 5th Level (4d8), 7th Level (5d8), 9th Level (6d8), 11th Level (7d8), 13th Level (8d8), 15th Level (9d8), 17th Level (10d8), and 19th Level (11d8).
Wings: You have wings which sprout from your back and are strong enough to carry you. You gain the following benefits. You have a Flight Speed of 50. In addition, when you reach 6th level you can use your wings to create a Gust of Wind effect. See the spell of the same name for how it works. The only change is the range of this effect, which is 15ft long and 10ft wide.
Keen Sight: You have the eyes of an Avian. These eyes are extremely perceptive. They grant you the following abilities. You have Advantage on all checks related to sight. In addition, you can see up to 1 Mile away with no difficulty, able to discern even fine details as if looking at something no more than 100 feet away from you.
Weight: Avian Ferran's are typically lighter than their humanoid counterparts. Keep this in mind when creating your Avian Ferran. Once you choose the base appearance, let's say Elf, use the weight of an Elf and then halve it. This is your Avian's weight. This weight is due to the bone structure they have just like birds.
Ferran, Aquatic
Aquatic type Ferran are typically more communal than other Ferran, especially those who take after fish instead of amphibians. They can often be found in groups and most often resemble Halflings with fish or amphibian like characteristics. Though resemblances to other races is not unheard, Aquatic Ferran are typically smaller and thus resemble Halflings. Fishlike Aquatic Ferran's have fishlike scales over there body while Amphibianlike Aquatic Ferran's have more smooth and soft membranes across their body, almost like a frogs. This leads to Amphibian Ferran's to have two types of skin color and texture. One smooth like human skin, and the rest smooth like an amphibians.
Ability Score Increase: Choose between Strength, Intelligence, and Wisdom. You may increase one of those scores by 2 or increase two of those scores by 1.
Aquatic Acclimation: Your body is built for life underwater. You ignore any of the drawbacks caused by a deep, underwater environment. In addition, you have gills somewhere on your body, typically the neck or ribs. You may also have skin that simply allows you to absorb oxygen while in water instead. However you flavor it, you gain the following benefits. You can breath air and water.
Webbed/Finned: You have webbing or fins based on if you take after an amphibian or fish. Choose your type. Whatever you choose, it grants you the following benefit. You have a Swim Speed of 30ft.
⦁ Fishlike: Fishlike Aquatic's typically have fins, the placement is up to you but typically these fins are on the foreams, thighs, calves, and sometimes back and head. These fins are able to retract into tiny, thin lines when not in use.
⦁ Amphibian: Amphibian Aquatic's typically have webbing. This webbing is often between the fingers and toes, but sometimes also under the arms near the armpits. This webbing receeds when not in water.
Aquatic Regeneration: As an Aquatic Ferran you have regenerative properties. This regeneration does not heal damage to your hitpoints. This regeneration allows you to regrow lost parts of your body. Lost parts regrow after 1d4 hours. The DM may increase this by an additional 1d4 hours based on severity up to a max of 3d4 hours and may require you to rest or only perform light activity during the regeneration or it may slow or stop the regeneration completely. Regrown limbs take time to look normal again once they regrow. Much like how your skin is more sensitive after a scab peels off. This regeneration only works if you are not dead.
Ferran, Reptilian
Reptilian type Ferran are often logical and calculating. They often seem distant and cold, but are in fact extremely loyal like any other Ferran. They also grow extremely close to one person even more so that any other Ferran. Their bond is strong. They can also be extremely affectionate and often treat others as if they are their parent. Acting extremely motherly and fatherly. Though they do not impose this, but they are shown to give such affections. They have a keen intellect and are often wise and strong.
Ability Score Increase: Your Intelligence is increased by 1 and your choice of Strength or Wisdom also increases by 1.
Amphibious: You have a Swim Speed of 30ft. You can breath air and water.
Cold Blooded: Your body has become similar to that of reptiles. You can survive in extreme temperatures of heat without difficulty. However, while you can survive in the cold, being in the cold too long causes harm. For every hour in freezing cold roll a Constitution Check (Base DC10, increase by 1 for every failure). On a failure, you take 1 level of exhaustion.
Scales: You have scales that cover the majority of your body. These scales are tough and grant you extra protection as well as camoflage. You have a Natural Armor Bonus of +2. This stacks with all Light and Medium armor and other bonuses, but not with Heavy armor. In addition, you have Advantage on Stealth checks. Treat this as a camoflage. Your scales change color, or they are the color of the surrounding area to help you better blend in with the surroundings.
Tail: Some Reptilian Ferran have strong tails that they can use as a weapon. Those that don't, do not have this ability. As part of your Attack action you may use a Bonus Action to make an attack with your tail. On a successful hit you deal 2d6+your Strength Modifier Bludgeoning Damage. In addition, you may attempt to trip your target with your tail as an Action. They must roll a Strength or Dexterity check (their choice) vs a DC of 8+your Proficiency Bonus+your Dexterity Modifier. On a failure they fall prone and cannot take any action until the start of their next turn.
Ferran, Vulpine
Vulpine type Ferran most often take after Elves and Halflings in appearance, but some resembling Humans and Half-Elves as well. These Ferran's most often have the least amount of fur, having mostly regular skin. What fur they have appears along the tops of their hands and arms as well as the outside of their legs and sides. Some have fur along their back as well, but rarely. However, fur also often frames their face. Though there are a few cases of Vulpine type Ferran having more fur, but it is rare. Vulpine are intuitive and cunning individuals. They are extremely sensual and can most often be found in groups of their own between 2-4 of them in a group. They also all have fox ears of some kind. Most have fox like tails, and while it's rare some may have multiple tails. Some may even have anthropomorphic fox legs. They are sensual beings, more than most Ferran, but typically only with those they are close to. Wise and cunning, and with a force of personality that allures those who see them.
Ability Score Increase: Your Wisdom and Charisma increase by 1.
Natural Instinct: Your natural intuition grants you insight. You have proficiency in the Insight Skill.
Naturally Swift: You are naturally swift and move faster than most. Your Speed is 40ft. In addition you may use your Bonus Action to Dash or Disengage.
Born Hunters: Vulpine Ferran are excellent hunters. This grants you the following abilities.
⦁ Hunter Instinct: You have Advantage on Perception checks. In addition, you have expertise in Hunting and Tracking. Whenever you are Hunting or Tracking you have proficiency in the skill used to do so. If you are proficient with the skill used then you have expertise with that skill, but only if it pertains to Hunting and Tracking.
⦁ Hunter Awareness: You have a great awareness of your surroundings. Your Passive Perception is increase by 2.
⦁ Their ears are sensitive, enough to allow them to hear through 1 foot of any material that isn't magically enchanted to stop sound from escaping or people from listening in. However, this also causes them to have disadvantage on checks against loud sound based attacks.
Claws: You have hands with sharp fingernails capable of being used as claws and may even be foxlike in appearace. If so, then they appear like typical claws. These claws allow you to deal 1d4+your Dexterity Mod Slashing Damage when you choose to attack with an unarmed strike.
Ferran, Bovine
Bovine type Ferran take characteristics from Oxen, Buffalo, Rams, Goats, and other similar creatures. They appear similar to any of the humanoids from Dwarves to Humans, Halflings to Half-Elves, and even Elves. However, typically they are built bigger. Often like humansized dwarves, but all sizes have been seen. They are powerful and sturdy creatures. They stand firm against threats to their family and friends. Often acting as protectors and bodyguards. They are also some of the calmest and slowest to anger, but once they do their anger is fierce. Almost all Bovine have horns. If you choose to not have horns for whatever reason, you do not have the "Horns" ability. In addition, some may have anthropomorphic bovine legs which include hooves.
Ability Score Increase: Your Strength and Wisdom score increase by 1.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, lift, and drag weight.
Sturdy Build: You are sturdy and hard to move when you don't want to be. Whenever you make a check or saving throw that requires you to succeed or be moved in any way, you have advantage on that roll.
Horns: You have horns of somekind (Ox, Buffalo, Rams, Goats, etc.). Whatever these horns may be you have the following benefits. You may use your Action to ram a target. When you do, make an attack roll. On a successful hit you deal 2d6+your Strength Mod Bludgeoning or Piercing Damage (depending on your horns. Choose one when creating your Bovine Ferran). If you have a 10ft movement before making this attack the target must make a Strength Saving Throw vs a DC equal to 8+your Strength Mod+your Proficiency Bonus. On a failure they are pushed 10ft back. If they are Medium sized or smaller, they are knocked prone as well. Additionally, you may choose to as a Bonus Action headbutt a target. This attack deals 1d6+your Strength Mod Bludgeoning or Piercing Damage (based on horns).
Stand your Ground: Bovine Ferran are hard to move and scare, especially when protecting others or an area. You have Advantage on rolls vs fear and being frightened. You also have Advantage on rolls vs Intimidation.
Ferran, Cervine
Cervine type Ferran take after deer and other like creatures. They are often shy and can be found together with other Cervine. Typically in large groups. Their communities, where they live, is often almost completely Cervine Ferran. They are kind and gentle. Agile and perceptive. Often similar in appearance to Halflings and Elves, but some take after Humans, Half-Elves, and very rarely Dwarves, but with their animal characteristics. Cervine can be sensual, but not as much as Lapine, Feline, and Vulpine. They are kind and caring creatures who enjoy time spent with their loved ones. Most Cervine have some sort of horns, but not always. Males typically have larger horns than females. Those Cervine without horns do not have the "Horns" ability.
Ability Score Increase: Your Dexterity and Wisdom increase by 1.
Quick Reflexes: You are agile and quick to react. You're able to take the Disengage and Dash action using your Bonus Action. In addition, once per short rest you can use your reaction to halve the damage dealt against you. If you have to make a roll, you have advantage on that roll. On a success you take no damage, on a failure you take half damage.
Horns: You have horns affixed to the top of your head, typically sprouting from the top of the forehead near the hairline. These horns take on an appearance of your choice, but males typically have larger horns with many prongs while females typically have smaller horns. These horns grant you the following benefits. You may as an Action attempt to ram a target. Roll to attack. On a success you deal 2d4+your Strength Modifier Bludgeoning or Piercing Damage (choose the type of damage your horns deal when creating your Cervine). If you move 10ft before this attack the target must make a Strength Saving Throw vs a DC equal to 8+your Strength Modifier+your Proficiency bonus. On a failure they are knocked 10ft back, and if they are medium or smaller in size they are also knocked prone.
Leap: You are capable of leaping great heights. When jumping, double your height and distance. Falling from this jump does no damage to you unless it exceeds the height of the maximum you can jump.
And that's what I have so far for the Ferran Race.
Please let me know what you think. Some of the subtypes might be stronger than the others, but as a note I made each one to with abilities in mind to their animals. At least as best as I could. Not only that, but it is about choice and customization in a way. While some may be stronger, that may not make them better for characters someone is playing, but please let me know your thoughts. Thank you.