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  1. - Top - End - #1
    Dwarf in the Playground
     
    Nikushimi's Avatar

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    Sep 2019

    Default Nature and Man: The Ferran. Homebrew Race.

    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.

    Spoiler: Inroduction. Nature and Man
    Show
    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.


    Spoiler: Basic Ferran Traits
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    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

    Spoiler: Ferran, Lapine
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    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.


    Spoiler: Ferran, Canine
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    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.


    Spoiler: Ferran, Feline
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    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.


    Spoiler: Ferran, Avian
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    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.


    Spoiler: Ferran, Aquatic
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    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.


    Spoiler: Ferran, Reptilian
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    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.


    Spoiler: Ferran, Vulpine
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    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.


    Spoiler: Ferran, Bovine
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    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.


    Spoiler: Ferran, Cervine
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    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.
    Last edited by Nikushimi; 2020-03-27 at 09:07 PM.

  2. - Top - End - #2
    Ettin in the Playground
     
    MindFlayer

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    Default Re: Nature and Man: The Ferran. Homebrew Race.

    On my phone which makes it hard to keep open your text whilst writing a response, so sorry that there will be less detail than I had hoped for...

    Firstly each of these is looking at 4 points of stat increase. This isn't bad per se - but most races only get 3. You are looking at top end stats to start with. The stats you give are strong as well - everyone wants con so there wont be any dead elements. If there were a race with +2 to int with sub races giving +2 to cha or wis then I would be less worried.

    The problem is that you add on some pretty powerful abilities on top of this: fly speeds, benefits to perception, bonus action attacks, bonus action dashes and disengages. You add a skill. There is just too much. It isn't that any individual ability is too powerful (apart from maybe a fly speed) but there are too many of these together.

    Changing the base class to add just 1 to con would actually bring a lot of this into line.

  3. - Top - End - #3
    Dwarf in the Playground
     
    Nikushimi's Avatar

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    Default Re: Nature and Man: The Ferran. Homebrew Race.

    Quote Originally Posted by MrStabby View Post
    On my phone which makes it hard to keep open your text whilst writing a response, so sorry that there will be less detail than I had hoped for...

    Firstly each of these is looking at 4 points of stat increase. This isn't bad per se - but most races only get 3. You are looking at top end stats to start with. The stats you give are strong as well - everyone wants con so there wont be any dead elements. If there were a race with +2 to int with sub races giving +2 to cha or wis then I would be less worried.

    The problem is that you add on some pretty powerful abilities on top of this: fly speeds, benefits to perception, bonus action attacks, bonus action dashes and disengages. You add a skill. There is just too much. It isn't that any individual ability is too powerful (apart from maybe a fly speed) but there are too many of these together.

    Changing the base class to add just 1 to con would actually bring a lot of this into line.
    Hmm, perhaps you're right. I like to explain my thought process a bit when I receive feedback just to give some info.

    The race is supposed to be hardy and strong, and to reflect this I gave the baseline a +2 to Con to show the hardiness of their bloodline. The rest for the subtypes I gave options to put a +2 into one stat, or a +1 into two stats. This was the show the variations of the subtypes and their role/animal they took after.

    Perhaps you are right, and 4 increases is a bit much. I was mainly doing this based off the Human who has +1 to all 6 scores as to show their versatility in terms of ability.

    Fly speed is only for the Avian Ferran, based off the Aarakocra. I personally don't have issues with Fly speeds cause it can be countered. Areas with low ceilings, ranged attackers, etc.

    And the Dash and Disengage as a bonus action is to show the nimbleness/agility of the Lapine, Feline, Vulpine, and Cervine Ferran.

    Being natural weapons, and simply placed on the head, Bovine and Cervine who have horns are able to headbutt as a Bonus Action which doesn less damage than Ramming a target, but to Ram a target takes an Action.

    Same with perception. Animals are incredibly perceptive. If you've ever opened any food around a dog, they'll come running from across the house. Any small sound cats can here. In the wild animals will here you before they see you. Able to move before you get there. Thus most gained benefits to checked related to Sound.

    Some gained advantage to checks related to Smell as well, such as Canine Ferran because, like dogs and wolves, their noses are really good.

    That's why they have benefits to perception, but most of it is only related to certain checks based on the senses and with the Vulpine they gain benefits when hunting since foxes are really good hunters.
    ---

    My thought process being explained, they had a lot more abilities before to make them more animal like, but it was overloaded. Thus why this is version 3. I had at first also had animal traits be a "choose two" sort of option, but then I thought "This will make some options better than others. Let's get rid of them and put just the basic stuff in there."

    So if you were to change anything, you'd simply make the baseline a +1 to Con and everything else would be fine?

    Typically base stats do a +2 and then a +1 for Subtype, but I simply felt it'd lack in showing their versatility and animal lineage, but maybe not.

    Thanks for the feedback. If you have any more I'd appreciate it. Same from anyone else. Thank you!

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    Default Re: Nature and Man: The Ferran. Homebrew Race.

    It's very overtuned. The base alone I wouldn't allow due to the primal savagery as a bonus action. You could technically action and bonus action that cantrip for double damage, you're as good as a full martial.
    Last edited by MagneticKitty; 2020-03-31 at 10:45 AM.

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    Default Re: Nature and Man: The Ferran. Homebrew Race.

    I'll leave some of my thoughts as well:

    Base Ferran Traits

    Ability Score Increase. As others have said, a total of +4, while not unheard of (see mountain dwarf, half elf), is quite uncommon. Especially with everything else you're trying to cram in, I'd recommend dropping the total ASIs to +3. Probably the easiest is to just drop the CON bonus to +1.

    Size. It's a bit awkward. I would either make them all Medium, or make them Medium by default, with some subraces changing it to Small.

    Appearance. I'm a bit confused. Are Ferrans basically other races that have been modified with animal attributes? If so, I'd suggest making Ferrans a template to be applied over an existing race, rather than a separate race. If they're not, then I'd pick one type of appearance (likely human or elf) and stick to that, or have it vary by subrace.

    Nature's Fury. Between a +2, a free skill, darkvision, and a free cantrip, you're pushing the limit of what a base race should have before the subrace is applied. The bonus action casting is too much, as it can drastically increase their damage.

    Ferran Speech. I can't help but notice that there are both gaps and overlaps here. What about bears, for example? All carnivores are either caniforms or feliforms, with bears being the former, so would that mean that canine ferrans could talk to bears? But foxes are much more closely related to dogs than bears are, and yet have their own separate language? Seals are also caniforms, so would they use the canine language or the aquatic language? Maybe I'm nitpicking, though. There's not really an easy and sensible way to divvy these up.

    Lapine

    Naturally Swift. Pick one, don't do both. Either 40 foot speed, or the BA dash/disengage. BA dash makes them less appealing for rogues, so keep that in mind.

    Powerful Legs. You're trying to do too much. Double jump height/distance, fine. Reduced fall damage? Let's simplify this: "Whenever you take fall damage, you may reduce that damage by an amount equal to your proficiency bonus." Much better. Monk scaling? Too complicated, too powerful. 1d4 natural weapon works fine. I'd consider splitting this into several features for ease of parsing.

    Keen Hearing. I get where you're coming from, but this is mostly already covered by the Keen Senses of the base race. Some subraces have good ears, some have good noses, it's a bit simpler if we just abstract this away as Perception proficiency. Since every subrace seems to have one of these, I'm going to ignore it from here on out. Refer back to here if you want to know my thoughts.

    Canine

    Hold up. This seems decidedly weaker than the lapine ferran. Let me see if I can capture the concept you're going for with a single ability:

    Bloodhound. You have a keen memory for smell, and can remember and distinguish the smells of specific creatures or objects. You can detect the scent of a creature or object up to three days old, and have advantage on Wisdom (Survival) checks to track by scent. You gain a +10 bonus on any Wisdom (Perception) check against attempts to deceive your sense of smell.

    This still feels like it needs some other feature to balance it out against other subraces, or you could use this as your baseline to determine how strong other subraces should be.

    Feline

    Keen Senses. Did you forget the base race already gets this? Oh wait, this one gives advantage, in addition to the proficiency you already have. This doesn't possibly strike you as too strong?

    Feline Agility. See Naturally Swift.

    Claws. Not bad, but I would just say your claws are 1d4 finesse weapons. Note that this makes them less appealing as monks, except maybe as a monk/rogue multiclass.

    Feline Legs. See Powerful Legs.

    Avian

    Avian Vocals. Wat. Look at the dragonborn to see what a balanced breath weapon looks like. I'd rewrite this completely to just give them mimicry, nothing more.

    Wings. I'm not opposed to flying races, I think a lot of people overestimate how strong they are, but do go and look at what the aarakocra actually gets as racial abilities, and compare it to what ferrans are getting. See also the winged tiefling. Considering how good the base race already is, I wouldn't give them much more as subrace features beyond flight.

    Weight. How about, "Avians count as one size smaller for the purposes of grappling and forced movement effects"?

    Aquatic

    Aquatic Acclimation. Just give them the Amphibious trait. It does the same thing but with less words.

    Webbed/Finned. You're trying to cram too much fluff into these traits. Leave the fluff for the fluff portion of the race description. What people want here are the mechanical effects.

    Aquatic Regeneration. "At the end of a long rest, you may regrow one part of your body that has been severed or damaged. This body part can be a limb, such as an entire arm or leg, all missing parts of your head, or all missing parts of your torso." This is, by the way, much more fun with undead, who can lose their entire head and not die (depending on the type).

    Reptilian

    Amphibious. Yes, this is what the aquatic ferran should have had.

    Cold Blooded. "You have disadvantage on Constitution saves against cold environments." Vulnerability to cold damage would also fit, but would be too strong of a weakness. That said, I once made a skeleton race that was weak to bludgeoning, so maybe you shouldn't listen to me.

    Scales. Be very careful about stacking AC bonuses. There is a reason why natural armor never stacks with armor. Warforged are the only except so far, and all they get is a +1. As for the stealth benefit, just take the camouflage ability from wood elves. Full advantage on all Stealth checks is too strong.

    Tail. Why would you ever play one without a tail? Are you sure you want greatsword damage from a BA? Also, what's up with the action to shove prone? You can already substitute a shove for one of your attacks. I would nix this trait entirely.

    Vulpine

    Natural Instincts. I like this. Simple, yet fits well with the cunning fox archetype.

    Naturally Swift. You again?

    Born Hunters. For adding double proficiency to specific checks, look to features like the dwarf's Stonecunning and how it is worded. There is no "Hunting" or "Tracking" proficiency, but you could get double proficiency on specific applications of the Survival skill. I'd nix the rest of this feature.

    Claws. It's weird you can't use your STR. Like with the feline ferrans, I'd just make this a 1d4 finesse weapon. Do they really need it, though? Not sure why foxes are more "claw-y" than, say, canines. Maybe give them the Message cantrip instead?

    Bovine

    Sturdy Build. What if, say, a spell required you to pass a save or take damage and be moved? Would you have advantage on the save to avoid the damage as well? Or is it only for saves that just move you, and do nothing more? What about something like using your reaction to reduced any forced movement by 5 feet?

    Okay, I'm running out of steam. I know I'm so close to the end, but I think I've given you a pretty good idea so far. For the horns, look at what the minotaur has and maybe just replicate that. In general, look at what existing races have, and if it works for something you wanted to do, use that instead of writing your own abilities. Keep the fluff in the race description and out of the mechanics (or to a minimum, at least), it just bogs it down and makes it harder to figure out what an ability actually does. Try to balance them against existing races, e.g. compare the avian ferran to the aarakocra.

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    Default Re: Nature and Man: The Ferran. Homebrew Race.

    Quote Originally Posted by Greywander View Post
    I'll leave some of my thoughts as well:


    Okay, I'm running out of steam. I know I'm so close to the end, but I think I've given you a pretty good idea so far. For the horns, look at what the minotaur has and maybe just replicate that. In general, look at what existing races have, and if it works for something you wanted to do, use that instead of writing your own abilities. Keep the fluff in the race description and out of the mechanics (or to a minimum, at least), it just bogs it down and makes it harder to figure out what an ability actually does. Try to balance them against existing races, e.g. compare the avian ferran to the aarakocra.
    First, thank you for the feedback.

    To address some things.

    The appearance thing is based on how they look.

    It's explained a bit more in the details of creating a Ferran in my personal notes that I would give to players.

    It's basically to indicate the type of stature they have.

    They aren't entirely animal. So they aren't like Tabaxi or Lizardmen or Aarakocra. They aren't completely covered in fur.

    This was simply an aesthetic indication so players can visualize what they look like.

    Some are squat like a dwarf. Some are tall and slim like an elf. Some even have elven ears.

    Some are small like halflings. Others have normalish features like humans and half elves. It's a pure aesthetic visualization for people since I can't draw.

    Now, as for some of the abilities like with the Avian.

    They only gain screech later on (level 3) and it gains in power as they level. I based it off of the Shatter spell. Not a breath weapon. Which is why I didn't base it off the dragonborn. The weight thing is mainly an aesthetics/lore thing for them. So they don't put down "I'm a 200lb birb" or something. It isn't really supposed to give them anything other than a lighter weight.

    As for the disengage and dash...animals are extremely quick. Have you ever tried catching a cat or rabbit with your bare hands when it didn't want to be caught? Yeah, they can disengage pretty easily and can run really fast.

    Goblins get a similar thing with Disengage, but not with dash. I mainly gave them Dash as a bonus action to indicate their speed. Yes, Rogue grants this as well with their cunning action, but I don't think it makes them less appealing as the Rogue has other things going for it.
    ---

    With the perception thing. Yes, their base traits give them Proficiency with Perception and a lot of them have other bonuses to perception. The Feline being the most powerful having advantage on the rolls. This was to indicate real animal senses. Cause sneaking up on them is extremely hard, and they have keen noses and ears. Thus I gave advantage.

    I could give expertise instead. Might tone it down some while still conveying the whole keen senses thing?

    The rest of your points I understand. Like with the claws.

    I was attempting to allow them to scale to make unarmed seem appealing to some Ferran, but that's what the class of Monk is supposed to do. As for why Vulpine is purely dex...I imagine them being more precise than some cats. Some cats, like a Lion, don't care about finesse and simply use raw strength in a swipe. So I gave Feline Ferran the ability to choose based on the type of cat they take after.

    I may have forgotten to address some of the things you said, either cause I have forgotten or am unsure what to say. If you have any other questions feel free to ask.

    But your feedback was helpful in getting me to think things through a bit more. I appreciate it! Thank you!

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    Default Re: Nature and Man: The Ferran. Homebrew Race.

    Just a quick response, as I'm about to head to bed.
    Future me here. Yes. "Quick". I should know by now I can't do anything quickly.

    Quote Originally Posted by Nikushimi View Post
    Some are squat like a dwarf. Some are tall and slim like an elf. Some even have elven ears.

    Some are small like halflings. Others have normalish features like humans and half elves. It's a pure aesthetic visualization for people since I can't draw.
    I think what I was getting hung up on was that each subrace seems to be tied to specific races in terms of appearance, e.g. lapine ferrans usually look like humans or elves, but almost never like dwarves. Would it not be sufficient to simply say that lapine ferrans are typically tall and slender? Humans can vary widely in appearance, and the same is true of all other races. Usually you just need to describe an average member of that race and it is understood that some are taller or shorter, lighter or heavier.

    Now, if you really wanted the mechanical effect of having both Medium and Small ferrans, and you didn't want to tie it to specific subraces, what I'd do is make the base race Medium and drop the CON bonus to +1, but add a pygmy variant that is Small, has their walking speed reduced by 5 feet, but gets +2 CON instead of +1.

    They only gain screech later on (level 3) and it gains in power as they level. I based it off of the Shatter spell. Not a breath weapon. Which is why I didn't base it off the dragonborn.
    Racials spells typically give a cantrip at 1st level, a 1st level spell at 3rd level, and a 2nd level spell at 5th level. And the leveled spells do not scale. And you can only use the leveled spells once per long rest, each. You (more or less) handed out a 2nd level spell at 3rd level instead of 5th, made it scale (much more quickly than a cantrip, too), and allow it to be used several times between long rests. This is just way too powerful.

    Either:
    • Just give them Shatter once per long rest, starting at 5th level, and no scaling/upcasting. Or...
    • Go back and look at the dragonborn breath weapon, and use that as a base for designing this ability.

    The weight thing is mainly an aesthetics/lore thing for them. So they don't put down "I'm a 200lb birb" or something. It isn't really supposed to give them anything other than a lighter weight.
    Fair enough. I would just condense the feature down to say that they weigh about half what a ferran their size would typically weigh. One or two short sentences.

    As for the disengage and dash...animals are extremely quick. Have you ever tried catching a cat or rabbit with your bare hands when it didn't want to be caught? Yeah, they can disengage pretty easily and can run really fast.

    Goblins get a similar thing with Disengage, but not with dash. I mainly gave them Dash as a bonus action to indicate their speed. Yes, Rogue grants this as well with their cunning action, but I don't think it makes them less appealing as the Rogue has other things going for it.
    I think my main issue was getting the speed bump on top of the BA dash. What I would suggest is to leave the lapines at the base speed and give them a BA dash/disengage, and give the felines a speed bump. This helps differentiate them, and it also subtly nudges lapines (but not felines) away from rogue.

    With the perception thing. Yes, their base traits give them Proficiency with Perception and a lot of them have other bonuses to perception. The Feline being the most powerful having advantage on the rolls. This was to indicate real animal senses. Cause sneaking up on them is extremely hard, and they have keen noses and ears. Thus I gave advantage.

    I could give expertise instead. Might tone it down some while still conveying the whole keen senses thing?
    My concern here is the stacking of bonuses to make them absurdly good at something. And that's even before their class gets involved. Proficiency is fine. Limited advantage is fine. Proficiency with blanket advantage is too much. Limited expertise (as in Stonecunning) is fine. Blanket expertise is too much.

    Instead, what I might suggest is that you give them some kind of special ability that uses their sense, but doesn't have much to do with Perception checks. Look at the Bloodhound feature I wrote up as an example. The meat of that feature is being able to distinguish between smells accurately (no roll required) and detect them several days old (again, no roll required). It also adds very limited advantage, and a static bonus in very specific cases, but I wouldn't do either of these unless it makes sense for the feature.

    But your feedback was helpful in getting me to think things through a bit more. I appreciate it! Thank you!
    You're welcome! And yup, this is usually how I've found it to be for me. I'll start with something that is too strong or too complex (usually both) and gradually trim it down to something more streamlined and balanced.

    I hope I didn't come off as overly negative. I'm a perfectionist, so I'm much better at pointing out what's wrong than I am in praising what's right. If something is already fine, then there's no point in talking about it, right? This is a flaw of mine, and I need to remember to mix some encouragement in with my criticism.

    Something you might find an interesting exercise would be to start with an existing race, then remove one feature and add a new one of comparable power, in an attempt to try to create a ferran subrace. For example, start with the aarakocra or winged tiefling and try to work your way toward the avian ferrans by replacing one trait at a time. Start with lizarkfolk and try to get to reptilian ferran. Or triton to get to aquatic ferran. Modifying an existing race will often produce something that is more balanced than something you make from scratch.

    I've also found it helpful to use guides such as the one by James Musicus. It's not perfect, but I've found that it at least gets me asking, "how much is this ability worth?" It also helps me keep a rough track of how strong the race is getting. Even if the specific values aren't perfect, it still gives you a rough idea. Here's one example of a race where I used the guide to balance it, just so you can see how go about the process. Be warned, though, I haven't touched that race in a while (2+ years) and I'd certainly rewrite the Extra Arms and Multiattack features completely. The rest should be pretty solid as an example.

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    Default Re: Nature and Man: The Ferran. Homebrew Race.

    Quote Originally Posted by Greywander View Post
    Just a quick response, as I'm about to head to bed.
    Future me here. Yes. "Quick". I should know by now I can't do anything quickly.


    I think what I was getting hung up on was that each subrace seems to be tied to specific races in terms of appearance, e.g. lapine ferrans usually look like humans or elves, but almost never like dwarves. Would it not be sufficient to simply say that lapine ferrans are typically tall and slender? Humans can vary widely in appearance, and the same is true of all other races. Usually you just need to describe an average member of that race and it is understood that some are taller or shorter, lighter or heavier.
    This was also to sort of show what kind of normal ears they may have as well and typically humans are average in appearance both height and weight. While they do vary, I was using human as an "average" appearance. The point of using other humanoid races as a base to help describe them and say "but with animal characteristics" was the easiest way I could use to describe how they look. I could have said "They are typically tall and slender, having elven or human like normal ears, with skin on their front including their faces, and parts of their arms, while the rest is typically fur" but I found that to be too long of a description so I chose to say "They appear elven or human with animal characteristics" just to keep it simple. Didn't mean for any confusion.

    Now, if you really wanted the mechanical effect of having both Medium and Small ferrans, and you didn't want to tie it to specific subraces, what I'd do is make the base race Medium and drop the CON bonus to +1, but add a pygmy variant that is Small, has their walking speed reduced by 5 feet, but gets +2 CON instead of +1.
    It wasn't meant as a mechanical effect. It is just going by the game system any creature less than 4ft is considered Small. So if someone wanted a small Lapine Ferran to roleplay that they are a small bunny person standing at 3' 5" then it would be weird for them to be medium. Hence why I explained that if you are of a certain height, you were small, but if you were not then you were medium. Some people could abuse this, but I trust my players, and even if they did there are still drawbacks to being small. But your idea is something I can think on.


    Racials spells typically give a cantrip at 1st level, a 1st level spell at 3rd level, and a 2nd level spell at 5th level. And the leveled spells do not scale. And you can only use the leveled spells once per long rest, each. You (more or less) handed out a 2nd level spell at 3rd level instead of 5th, made it scale (much more quickly than a cantrip, too), and allow it to be used several times between long rests. This is just way too powerful.
    Fair enough. Before they had a choice between Screech and Soothing Voice which shared the amount of times it could be used. I wanted to give Avian's something since they felt weaker than the others, but maybe that wasn't the case. I kind of was going for a bit of a harpy feel with the screech, but it can definitely be removed, or I can simply rework it some to get it more in line.

    Either:
    • Just give them Shatter once per long rest, starting at 5th level, and no scaling/upcasting. Or...
    • Go back and look at the dragonborn breath weapon, and use that as a base for designing this ability.

    I didn't want this ability to be a spell. I wanted it to be natural. That's why I lessened the distance and made it a shorter cone. Since it would be from their natural vocals growing in power. But I can always look at it again and try to figure something out.

    Fair enough. I would just condense the feature down to say that they weigh about half what a ferran their size would typically weigh. One or two short sentences. Yeah, that would be easier. Idk. I guess I thought people wouldn't understand if I didn't explain it somehow.


    I think my main issue was getting the speed bump on top of the BA dash. What I would suggest is to leave the lapines at the base speed and give them a BA dash/disengage, and give the felines a speed bump. This helps differentiate them, and it also subtly nudges lapines (but not felines) away from rogue. Fair enough. I'll give this some thought. I know several of the subraces I meant to be quick. Mainly Lapines, Felines, and Vulpines. Hence why they got similar abilities.


    My concern here is the stacking of bonuses to make them absurdly good at something. And that's even before their class gets involved. Proficiency is fine. Limited advantage is fine. Proficiency with blanket advantage is too much. Limited expertise (as in Stonecunning) is fine. Blanket expertise is too much. I would give them expertise when it concerns those senses. So for Felines or Vulpines they might have Expertise in all senses, while Lapines and Canines would get it for Smell and Sound only. But, I'll have to think of it. Expertise, while good, Id on't think is too strong, but that's me. Just helps to accentuate their senses some.

    Instead, what I might suggest is that you give them some kind of special ability that uses their sense, but doesn't have much to do with Perception checks. Look at the Bloodhound feature I wrote up as an example. The meat of that feature is being able to distinguish between smells accurately (no roll required) and detect them several days old (again, no roll required). It also adds very limited advantage, and a static bonus in very specific cases, but I wouldn't do either of these unless it makes sense for the feature. Fair enough again. I just wanted it to be something they had to indicate their passive ability with their senses. Something that would crop up without you needing to say "I'm going to use Bloodhound." and just be able to say "I'm going to use my nose to see if I can smell any distinctions." or something. Idk, a bit silly, but yeah.


    You're welcome! And yup, this is usually how I've found it to be for me. I'll start with something that is too strong or too complex (usually both) and gradually trim it down to something more streamlined and balanced.

    I hope I didn't come off as overly negative. I'm a perfectionist, so I'm much better at pointing out what's wrong than I am in praising what's right. If something is already fine, then there's no point in talking about it, right? This is a flaw of mine, and I need to remember to mix some encouragement in with my criticism.

    Something you might find an interesting exercise would be to start with an existing race, then remove one feature and add a new one of comparable power, in an attempt to try to create a ferran subrace. For example, start with the aarakocra or winged tiefling and try to work your way toward the avian ferrans by replacing one trait at a time. Start with lizarkfolk and try to get to reptilian ferran. Or triton to get to aquatic ferran. Modifying an existing race will often produce something that is more balanced than something you make from scratch. I did some of this when looking at specific abilities such as flight. A lot of people complain about Aarakocra because of flight, but I find it easy to manage. So what if they can fly? Does your world and enemies not have bows or ranged attacks? So I mean, Flight isn't too strong imo. It can just make certain things trivial such as climbing, but not everyone will be able to fly. So if they fly to high, they may get ambushed alone by rock throwing creatures. So countering flight to me isn't an issue, but I can see why people might think flight is strong. But anyways, back to the point. Yeah,I looked at other races for abilities. It's where I got the Aquatic abilities from is the Triton with aquatic acclimation. I just didn't want to copy paste and wanted it to be a bit unique compared to other races so it didn't look like I just mongrelmaned them together.

    I've also found it helpful to use guides such as the one by James Musicus. It's not perfect, but I've found that it at least gets me asking, "how much is this ability worth?" It also helps me keep a rough track of how strong the race is getting. Even if the specific values aren't perfect, it still gives you a rough idea. Here's one example of a race where I used the guide to balance it, just so you can see how go about the process. Be warned, though, I haven't touched that race in a while (2+ years) and I'd certainly rewrite the Extra Arms and Multiattack features completely. The rest should be pretty solid as an example.

    Yeah, I've tried looking at those documents, but they're confusing for me. For example, I wasn't sure how to do Flight at all, what points to give it. When it came to some abilities I wasn't sure where to put them. When I ran the base traits through that document, I only came up with close to 4 points, but I could have done it wrong. So when I went to add in the subrace features, I wasn't sure where some abilities fell on that document. So I wasn't able to accurately use it. Since most of the abilities were completely made up and not a copy paste from other races except for the Flight speed that I got from the Aarakocra.
    I bolded my responses in your response just to address each individually.

    I appreciate the feedback and gives me some things to think on. The Ferran are supposed to be humanoid in appearance with animal characteristics. Some may have fur that covers their entire body, and some might not. Typical Ferrans though don't. I based this race off of the Beastmen from Shield Hero (Anime), the Viera from Final Fantasy 12, the races of the anime DanMachi, and a multitude of others.

    Basically, they're supposed to look like any humanoid race (minus a few), but with animal features. Such as ears, tails, claws, some fur, etc.

    It was hard to describe that and give the feel of what I was going for, and I didn't want to just create a subrace for the base races. I wanted them to be their own people.

    But, I appreciate it and gives me a lot to think on. Thank you again.

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    Default Re: Nature and Man: The Ferran. Homebrew Race.

    Just out of curiosity, what is your purpose in homebrewing this? Are you a DM who wants to give your players these options? Are you a player who wants to play as one of these? Are you simply bored and decided to do some homebrewing?

    Are these meant to exist alongside the base races? Or are they meant to replace them?

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    Default Re: Nature and Man: The Ferran. Homebrew Race.

    Quote Originally Posted by Magicspook View Post
    Just out of curiosity, what is your purpose in homebrewing this? Are you a DM who wants to give your players these options? Are you a player who wants to play as one of these? Are you simply bored and decided to do some homebrewing?

    Are these meant to exist alongside the base races? Or are they meant to replace them?
    I'm homebrewing this because I want it to be an option for my players when I am able to run after our current campaigns are done or the current DM's are burned out.

    I am also bored and decided to do some homebrewing.

    I began this homebrew because I wanted to give my world a bit more of a fantastical feel with a bit of freshness to what's available.

    So I'm wanting to create this as a means to give the world a bit more to it. To give it a different feel from your other fantasy worlds that is just basic dnd.

    It's a bit silly and hard to explain, but yeah.

    I am also working on a class or possibly subclass as well that takes its queue a little bit from the Eldritch Knight, but does more what I wish the Eldritch Knight did. I haven't posted that to this board yet though cause I'm not even close to having a completed concept.

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