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

Furretfolk

DnD Furretfolk Race

The Curious Wanderers

The Fur­ret­folk are a race of small, agile beings that strong­ly resem­ble large fer­rets. Their slen­der bod­ies, soft fur (usu­al­ly brown with white, though some­times entire­ly white), and their abil­i­ty to stand upright give them a unique appear­ance among oth­er peo­ples. What tru­ly sets them apart, how­ev­er, is their innate curios­i­ty and live­ly ener­gy.

Nature

Fur­ret­folk are known as explor­ers, gath­er­ers, and adven­tur­ers. They rarely feel at home in one place. Instead, they wan­der con­stant­ly, dri­ven by an insa­tiable urge to see new things, sniff out new scents, dig holes, and explore unknown places. Their play­ful nature makes them both charm­ing and, at times, irri­tat­ing espe­cial­ly to more seri­ous or struc­tured races.

Traits

They are excel­lent climbers, dig­gers, and jumpers. Thanks to their phys­i­cal flex­i­bil­i­ty and keen sens­es, they can eas­i­ly squeeze through nar­row pas­sages, climb onto rooftops, or hide in unex­pect­ed cor­ners. These qual­i­ties make them not only great scouts, but also skilled at pil­fer­ing food and small items usu­al­ly for sur­vival rather than mal­ice.

Community

Fur­ret­folk usu­al­ly live in small groups, often close-knit fam­i­lies or tem­po­rary “packs” of wan­der­ers. In cities, they are often found around trash bins, behind shops, or in aban­doned build­ings. Some choose to trav­el alone, while oth­ers form nomadic com­mu­ni­ties that move from place to place. They feel most at ease on the fringes of civ­i­liza­tion close enough to find food and sup­plies, but far enough to escape rules and respon­si­bil­i­ties.

Pasta

When it comes to food, Fur­ret­folk have a pecu­liar fond­ness for pas­ta. Mac­a­roni, spaghet­ti, tagli­atelle they love not only to eat it, but also to play­ful­ly roll around in it. For a Fur­ret­folk, a bath of cooked pas­ta is pure lux­u­ry.

Furretfolk & LooRacoon – An Unlikely Friendship

Though the Fur­ret­folk are play­ful and curi­ous, and the LooRa­coon are clever and cau­tious, the two share a strong bond. They often live togeth­er, com­ple­ment­ing each oth­er well, and respect­ing one another’s tal­entsone finds hid­den paths, the oth­er opens locked doors.

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

stats

  • Abil­i­ty Score Increase Your Wis­dom score increas­es by 2, and your dex­ter­i­ty 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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