Order of the Roll - Dungeons and Dragons LooRacoon - Order of the Roll

LooRacoon

D&D LooRacoon Race

LooRacoon – The Resourceful Street Dwellers

LooRa­coon are a rac­coon-like race, much like the Fur­ret­folk, capa­ble of stand­ing upright and high­ly adapt­ed to life in urban envi­ron­ments. They usu­al­ly have fur that is gray or brown, with white accents around their muz­zle and paws. Their most rec­og­niz­able fea­ture is their thick, striped tail, which not only sets them apart visu­al­ly but also serves as a tool for com­mu­ni­ca­tion and bal­ance. Like Fur­ret­folk, LooRa­coon are small in stature, fast, and sur­pris­ing­ly strong for their size.

Survivors

LooRa­coon are known as sur­vivors and oppor­tunists. They are high­ly intel­li­gent, dex­ter­ous with their hands, and have an unpar­al­leled tal­ent for manip­u­lat­ing objects. A LooRa­coon can eas­i­ly pick a lock, avoid a trap, or open a sealed pantry. This skill comes from neces­si­ty: most LooRa­coon live in pover­ty, on the streets, or in dilap­i­dat­ed build­ings, and must be cre­ative to sur­vive.

Abilities

They are excel­lent climbers and swim­mers, giv­ing them a major advan­tage in urban envi­ron­ments full of walls, gut­ters, rivers, and sew­ers. Their sharp eyes and sen­si­tive fin­gers make them mas­ters at find­ing hid­den food sources.

Thievery

LooRa­coon do not hes­i­tate to get close to humans not to social­ize, but to steal food or valu­able items. They are true mas­ter thieves: fast, clever, and often gone before any­one real­izes any­thing is miss­ing.

Sharing the Loot

Although LooRa­coon are often seen as thieves, it’s impor­tant to under­stand that they act out of neces­si­ty. In a world where they are mar­gin­al­ized and rarely have access to wealth or shel­ter, steal­ing is often the only way to sur­vive. Yet they are loy­al to fam­i­ly and friends, often shar­ing their loot with their group.

Social Structure

Like Fur­ret­folk, LooRa­coon live alone or in small groups, usu­al­ly con­sist­ing of fam­i­ly or a few trust­ed com­pan­ions. They have a loose social struc­ture, where coop­er­a­tion is impor­tant, but free­dom is even more val­ued. They are wary of author­i­ty, but not inher­ent­ly evil they sim­ply fol­low their own rules.

Toilet Paper and Spuddies

A pecu­liar but well-known fact is that LooRa­coon have an almost mag­i­cal obses­sion with toi­let paper. Every LooRa­coon car­ries a roll, no mat­ter how worn. No one knows exact­ly why except the LooRa­coon them­selves, who guard this secret fierce­ly. With­in their com­mu­ni­ty, toi­let paper has an almost sacred sta­tus. It is a lux­u­ry, only avail­able to the wealthy. A LooRa­coon with a fresh roll is seen as suc­cess­ful, proud, and some­times even a kind of leader.

Addi­tion­al­ly, they have an obses­sion with what they call “Spud­dies,” or Pringles Sour Cream chips. They love them as much as they do toi­let paper.

Furretfolk & LooRacoon – An Unlikely Friendship

Although Fur­ret­folk are play­ful and curi­ous, and LooRa­coon are clever and cau­tious, they share a close bond. They often live togeth­er, com­ple­ment each oth­er well, and respect each other’s tal­ents one finds secret paths, the oth­er opens locked doors.

Some see them as trou­ble­some vagrants, oth­ers as mys­te­ri­ous street leg­ends. But those who earn their trust dis­cov­er loy­al allies with hid­den tal­ents.

Stats

  • Abil­i­ty Score Increase Your Wis­dom score increas­es by 2, and your Con­sti­tu­tion score increas­es by 1.

  • Size. Small between 2 and 3.5 feet tall.

  • Speed. Your base walk­ing speed is 30 feet.

  • Dark­vi­sion. You can see in dim light with­in 60 feet of you as if it were bright light, and in dark­ness as if it were dim light. You can’t dis­cern col­or in dark­ness, only shades of gray.

  • Expert Climbers. You have a climb speed of 20 feet.

  • Resilience.You have advan­tage on sav­ing throws against poi­son and resis­tance against poi­son dam­age.

  • Skulk­er. You have advan­tage on Stealth checks made in dim light and dark­ness.

  • Scrounge­craft You are pro­fi­cient with tinker’s tools. Addi­tion­al­ly, you have the abil­i­ty to con­struct crude but func­tion­al ver­sions of com­mon items using mate­ri­als present in your sur­round­ings. You may spend 10 min­utes to craft these mate­ri­als into any tool or piece of adven­tur­ing gear worth 30 gold pieces or less. The item will be com­plete­ly func­tion­al, even capa­ble of pass­ing for a dis­guise (if you craft­ed an arti­cle of cloth­ing). Tools, along with any oth­er item that would log­i­cal­ly break on its first use (cal­trops, arrows), will become use­less after­ward. Scrounge­craft­ed items will oth­er­wise last 1 hour before falling apart.

    Depend­ing on the mate­ri­als avail­able, a Game Mas­ter (GM) may rule that you can­not craft an item in this way. For exam­ple, a vial of acid might be easy to make if you hap­pen to be near a nest of acidic bee­tle lar­vae, or bark can be bound into a makeshift flask, but it would be dif­fi­cult to cre­ate a pass­able fac­sim­i­le of silken robes from a pile of leaves.Should you have access to the prop­er mate­ri­als, you can spend 8 hours con­vert­ing an item you have scrounge­craft­ed in this way into a per­ma­nent ver­sion, so long as you start this process before the item falls apart. Items craft­ed in such a way will func­tion exact­ly as a nor­mal ver­sion of the item, and if you have pro­fi­cien­cy in the tools used to craft them, they can even look pro­fes­sion­al­ly-craft­ed. Oth­er­wise, they retain a rather rough, cob­bled-togeth­er appear­ance. You can also use scrounge­craft to repair bro­ken equip­ment, pro­vid­ed you have the mate­ri­als on hand. Though, how long your repairs hold togeth­er is up to the GM.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Fer­ry, Loo and one oth­er lan­guage that you want.
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