Furry (5e Class)

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Furry

Animal in mind, costumed in body

The hunters approach the wood, brandishing their spears and longbows. This is the location of the beast they've been tracking. All their hard work is about to pay off. Rustling. A figure emerges from the bush. The hunters raise their weapons instinctively. The figure comes into sight: A Furry. An average-height humanoid dressed in a cyan-pelt suit with clawed paws for hands, pads of hot pink. A long, bushy tail with white-and-cyan stripes hangs from behind its legs. A smiling foxlike head with huge nonliving eyes and even bigger ears tops the ensemble, gazing into the hunters. They chuckle, dropping their guard. A fatal mistake. The Furry leaps at one of the hunters with a savage growl, knocking him clean off his feet. Surprised, the hunters have no time to react. One by one, they fall, vicious claw marks tearing through leather and flesh. The last hunter hits the leaf-strewn ground. The Furry raises its costumed head to the moonlight and lets out a victorious howl no humanoid could reproduce, no matter how hard they tried.

The curse of a Furry takes many forms, but all manifest themselves in the form of a fursuit. A Furry's fursuit changes the very nature of its mind, twisting it into believing that the wearer of the costume is an animal, and he or she gains likewise abilities. This costume cannot be removed by any means other than a wish spell. Any damage done to the suit is done to the wearer as well. For example, an arrow through the eye of a fursuit's head would blind the Furry in that eye. Physical harm done to the suit heals at the same rate the body does, and to the same extent, leaving scars on the costume after a deep wound. Any food that enters the mouth of the suit is teleported into the Furry's true mouth. Furries may live alone in the woods or in a cave, in huts near towns or cities as hermits, or try to live among their original people or race; however, most people are not accepting toward Furries, and they, by nature, believe that they truly are animals, feeling that they are more a part of nature than of society. They very often, whether intentionally or involuntarily, make sounds mimicking the sounds of the animal their suit resembles; they can, however, speak any languages they previously knew, but many choose to speak only when spoken to, and some may even have slurred speech. Furries most often set off on an adventure to protect the nature they believe they are one with, or in hopes of removing their curse (and costume, for that matter), or to find acceptance among a group of heroes. After all, a Furry makes both a valiant warrior and a dangerous pet.

Creating a Furry

When creating a Furry, ask yourself, how did you acquire your cursed suit? Were you cursed as a punishment from a vengeful spellcaster or deity? Did you want to live like an animal so much that you sought out the dark magic to awaken the beast within? What does your suit look like? Is it shabby and untextured, or elaborate and covered in apparel? Is it colored realistically, or in vibrant, neon hues? Most importantly, what species is it based on? You see yourself as a monster. Is this something you mourn, or something you relish in? Do you accept it or defy it?

Quick Build

You can make a Furry quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose a shortsword, a hand crossbow (with bolts), and a dungeoneer's pack.

Class Features

As a Furry you gain the following class features.

Hit Points

Hit Dice: 1d10 per Furry level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Furry level after 1st

Proficiencies

Armor: none
Weapons: Simple weapons, shortswords, hand crossbows, blowguns
Tools: Herbalism kit
Saving Throws: Charisma, Dexterity
Skills: Choose any two: Acrobatics, Insight, Intimidation, Investigation, Nature, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Furry

Level Proficiency
Bonus
Features Fur Points
1st +2 Curse of the Fursuit, Claws of the Furry, Fursuit Defense 0
2nd +2 Fur Points, Fur-ious Blows, Ferocious Howl 2
3rd +2 Furry Kingdom 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Furry Kingdom Feature 6
7th +3 One with the Beasts 7
8th +3 Ability Score Improvement 8
9th +4 Instinctive Retaliation 9
10th +4 Furry Kingdom Feature 10
11th +4 Extra Attack 11
12th +4 Ability Score Improvement 12
13th +5 Nocturnal Predator 13
14th +5 Furry Kingdom Feature 14
15th +5 Master of the Claw 15
16th +5 Ability Score Improvement 16
17th +6 Goring Strike 17
18th +6 Furry Kingdom Feature, Extra Attack 18
19th +6 Ability Score Improvement 19
20th +6 Animalia 20

Curse of the Fursuit

The fursuit on your body has made you unable to live the way you once did. As a result, you lose all action and attack-based, AC-affecting, and flight-related features exclusive to your race, but you retain ability score increases, passive traits, walking, swimming, and/or burrowing speed, size, and languages. For example, if your species was a white dragonborn, you would lose your breath weapon, but you would retain your resistance to cold damage and your Strength and Charisma score increases.

Claws of the Furry

No matter what species your fursuit is based on, it has a set of razor-sharp claws on its hands and feet. Whenever you make an unarmed strike, you deal 1 + your Strength Modifier + your Proficiency Bonus slashing (rather than bludgeoning) damage. This slashing damage cannot incite Bleeding (unless Goring Strike is activated; see below)

Fursuit Defense

Your fursuit grows with you, always fitting snugly around your body. To the touch, it feels warm and alive as skin does. However, it is still a costume, made of fabrics and hard frames. Starting at level 1, while unarmored and not carrying a shield, your AC is equal to 10 + your Charisma Modifier + your Wisdom Modifier (this is overwritten by Sturdy Scales if you belong to the Reptile Kingdom, see below).

Fur Points

Starting at level 2, you gain the system of Fur Points. You have a number of Fur Points equal to your level, as show in the Fur Points column of the Furry table (see above). At level 2, you have 2 abilities you can spend these on: Fur-ious Blows and Ferocious Howl (see below). You regain all Fur Points you have used when you complete a long rest.

Fur-ious Blows

The primal nature of the curse has begun to surface upon you. As a result, you begin to become more feral in your combat style. Starting at level 2, whenever you make an unarmed strike (see above), you can spend X Fur Point(s) to make X number of unarmed strikes as a part of the same Attack action, where X is the number of Fur Points you spent.

Ferocious Howl

Your animalistic cry is a sound to behold. Starting at level 2, you can spent 2 Fur Points to use your action to target 1 creature of your choice that can hear you. You can choose to empower them, allowing them to roll an extra 1d6 of the damage type their attack deals (if it deals more than 1 type of damage, the target chooses which damage receives the extra d6) on all Attack actions they take during the damage step. Alternatively, you can incite terror. The target must succeed on a Wisdom saving throw or become Frightened for 1 minute. Your Ferocious Howl will sound like the call of the animal your fursuit is designed to resemble. For example, a fursuit designed in the likeness of a bird of prey would let loose a mighty "ca-caw!", and a catlike fursuit wearer would roar.

Furry Kingdom

Although your fursuit has always been modeled after a certain animal, at level 3, new abilities unlock depending on what Kingdom it belongs to. Your costume belongs to either Mammal, Reptilian, or Avian, all detailed below. You gain a new ability for your chosen Furry Kingdom at level 3, 6, 10, 14, and 18.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Starting at level 5, you can take the Attack action twice during your turn. At level 11 you can take three Attack actions, and at level 18, you can take four.

One with the Beasts

Other wild beasts begin to see you as an animal, not a humanoid, and begin treating you as such. Starting at level 7, you can understand animals. They cannot speak directly to you, nor can you to an animal, but you can sense their emotions and understand messages they are trying to convey. If an animal is of the same kingdom as your Furry Kingdom (see above), it will become friendly toward you. Your DM decides which animals fall under these Kingdoms.

Instinctive Retaliation

Your animalistic instincts grow stronger and your will to survive increases. As a result, starting at level 9, you can spend 1 Fur Point to inflict 1d8 slashing damage (does not incite Bleeding) as a reaction. This does not count as an unarmed strike.

Nocturnal Predator

You begin to feel more comfortable in the darkness of the night. Starting at level 13, you can spend 4 Fur Points to gain 120 feet of Darkvision for 1 hour. Additionally, while this ability is in effect, you gain a +1 on all Dexterity (Stealth) rolls.

Master of the Claw

You have become skilled with your claws as weapons and they have become your go-to choice for combat. Starting at level 15, whenever you attack with a melee weapon, you can spend 1 Fur Point per attack to deal 1d8 slashing damage + your Strength modifier (does not incite Bleeding) in addition to the weapon's damage. This extra damage does not count as an unarmed strike.

Goring Strike

You can channel your strength to cut deep with your mighty claws. Starting at level 17, whenever you make an unarmed strike, you can spend 3 Fur Points to call your shot. You receive a -5 on attack rolls and a +10 to damage. Additionally, if you hit, the target is now Bleeding (they make no saving throw of any kind). This ability can only be activated on an unarmed strike that is made without using Fur-ious Blows (see above). However, you can still activate Fur-ious Blows after activating Goring Strike.

Animalia

You have fully unleashed the wild beast that your cursed suit has brought upon you, becoming untamable by man. As a result, your Strength increases by 4, and your maximum Strength score increases to 24. You are now immune to being Frightened or Charmed. Additionally, when you roll initiative and have no Fur Points remaining, you regain 3 Fur Points.

Mammal

The most common Furry Kingdom member is a mammal, and their fur is how fursuits and Furries get their name. Mammal fursuits are often designed to be canine, feline, or vulpine, however, other creatures can occasionally be found. These Furries are stealthy killers, stalking their enemies and striking fast and hard from out of sight.

Scent Tracking

Your specially built costume nose drastically gains sensitivity as if it was your true nose. As a result, starting at level 3, you can spend 3 Fur Points to identify how many creatures are in a 20-foot radius of you, as well as their general location. If you have met or interacted with any of these specific creatures before, you know who or what they are. If you have seen their species or race before, you also know what species or they are. You can activate this ability a number of times equal to your Dexterity modifier. You regain this feature after you complete a short or long rest.

Pounce

You hone a pouncing claw technique with your mammalian nature. Starting at level 6, as an Attack, you can spend 3 Fur Points to pounce onto them with your claws, inflicting 2d6 bludgeoning damage + 1d8 slashing damage + your Strength Modifier (does not incite Bleeding). The target must succeed on a Strength (Acrobatics) check contested by your Strength (Athletics). If you succeed, the target is pushed back 10 feet and is knocked Prone. If you fail, the target is pushed back 5 feet and is not knocked Prone. This attack does not count as an unarmed strike.

Natural Stealth

The natural stealth of mammals flows through you as well. Starting at level 10, you become proficient in the Stealth skill. If you are already proficient, your proficiency is doubled.

Unseen Predator

Your mammalian stealth skills can now be adapted into combat. Starting at level 14, when you activate Pounce (see above), you can add your Dexterity Modifier to the damage roll if you are hidden or otherwise unseen. Additionally, whenever you make a ranged attack, if you are hidden or otherwise unseen, you can add your Dexterity Modifier to the damage roll as well. If the attack you make with Unseen Predator already uses your Dexterity Modifier as a part of the damage roll, add it twice.

Sly as a Fox, Agile as a Cat

You have mastered the art of stealthy attacks. Starting at level 18, any attack rolls made while hiding receive a +2 and are made at an advantage. Additionally, you can activate Scent Tracking (see above) infinitely without requiring rest (you still need to spend 3 Fur Points, however).

Reptilian

Reptilian Furries lack fur; instead, their suits are covered in scales, either flat and woven or 3D. Most resemble lizards, anthropomorphic snakes, turtles, crocodilians, or even dragons. They specialize in taking punishment and hitting with great force, using the environment to their advantage.

Cold Blooded

All reptiles love sunlight, and you begin to feel the sun's benefits as well. Starting at level 3, your Movement Speed increases by 10 while in direct sunlight. Your DM decides what areas and times of day are in direct sunlight. Additionally, you gain resistance to fire and radiant damage. If you are already resistant to either damage type, you become immune to that type.

Semi-Aquatic

Your reptilian swimming skills begin to develop. Starting at level 6, you have a Swimming Speed of 35. You can hold your breath for 10 minutes. If your race has the ability to hold its breath for longer or has a faster Swimming Speed (a tortle, for example, has a Swimming Speed of 45 and can hold its breath for an hour), you retain these. Any melee attack rolls made while underwater are no longer at a disadvantage. If you are submerged in water, you no longer gain the benefits of direct sunlight (see above and below).

Sturdy Scales

Your suit's scales begin to thicken and grow sharper, as if you had shed an older skin and grew a new one. Starting at level 10, while unarmored and not carrying a shield, your AC is now equal to 12 + your Charisma Modifier + your Dexterity Modifier (instead of the AC previously received from Fursuit Defense, see above). As normal, you cannot raise your AC above 20 with this feature. Additionally, you can activate Instinctive Retaliation without the need to spend Fur Points.

Venomous Claws

Your suit begins to produce a deadly venom. Starting at level 14, you can spend 3 Fur Points to use your Attack action to inject venom into a creature with a slice of your claws. The target receives 1d8 slashing damage + 2d12 poison damage + your Strength Modifier (does not incite Bleeding). The target must succeed on a Constitution saving throw or become Poisoned for 30 minutes. You can execute this attack a number of times equal to your Strength Modifier. You regain this feature after a short or long rest. This attack does not count as an unarmed strike.

Tough as a Gator, Deadly as a Snake

You have mastered the way of the reptile, whether soaking up water or sunlight. Starting at level 18, if you are in direct sunlight, any rolls made to Dodge, Dash, or Disengage receive a +1 and are made at an advantage. Additionally, if you are submerged in water, all of yourunarmed strikes deal an extra 1d6 force damage, even if the targeted creature is not submerged in water.

Avian

Avian Furries' fursuits are covered in soft, silky feathers of bright colors. They mostly resemble raptors, songbirds, or psittaciformes. Avians attack with maximum speed and force, carefully choosing the biggest threat and neutralizing it violently from the skies.

Bird's Eye View

Your eyesight becomes sharper to spot out your opponents. As a result, starting at level 3, you have a +1 on any checks and saving throws that rely on sight. Additionally, you can spend 2 Fur Points to identify a creature you can see as "prey" as a bonus action. You have a +2 on damage rolls made against your currently chosen prey. You must spend another 2 Fur Points to choose another prey, and the previous target is thereon no longer prey. You can choose to dismiss your prey's status outside of combat or as a bonus action.

Quick Talons

Your avian talons begin to develop swifter and more precise movements. Starting at level 6, Whenever you make an unarmed strike against your currently chosen prey (see above), you can spend 1 Fur Point add your Dexterity Modifier to the attack roll. Additionally, unarmed strikes made against your currently chosen prey have a +5 on damage rolls, rather than +2 (see above).

Avian Flight

Your arms have adapted into a winglike shape to support flight. Starting at level 10, you have a Flying Speed of twice your Movement Speed. While you are flying, you can only make melee attacks by canceling your flight, but you can still make ranged attacks, provided you are in range. Additionally, while flying, you can spend 2 Fur Points to use your Attack action to swoop down on a creature and strike it. The target takes 1d8 slashing damage + 2d8 bludgeoning damage (does not incite Bleeding). Executing this attack (even if you miss) will cancel your flight. If this attack is made on your currently chosen prey, it counts as an unarmed strike for the purposes of Quick Talons and receives +5 on the d8 slashing damage roll (see above). However, you cannot activate Fur-ious Blows or Goring Strike (see above) during or after this attack.

Sky Drop

Your winglike arms have grow sturdier, and so have your claws. Starting at level 14, you can spend 4 Fur Points to use your Attack action to Grapple a creature whose size is smaller than or equal to your own. This creature must make a Dexterity (Acrobatics) check contested by your Strength (Athletics). If the creature fails, it is lifted into the air 10 feet and is now Grappled. You can spend your next Attack action to lift the creature another 10 feet into the air, during which it can make another Dexterity (Acrobatics) check contested by your Strength (Athletics). If it succeeds, it is freed from your grasp. Alternatively, you can use your Attack action to release the creature. If the creature succeeds on any of its checks, or if you release it with your Attack action, it falls to the ground and takes the appropriate fall damage (1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6, falling from 200 feet or more) and is knocked Prone. You can also spend your Attack action to return the creature to the ground gently, in which case it takes no fall damage and is not knocked Prone.

Daring as an Eagle, Swift as a Hawk

You have conquered the air with your wing-arms. Starting at level 18, you can spend 5 Fur Points to use 2 of your Attack actions to activate the Avian Flight attack (see above) twice, but only if the target is your chosen prey (see above). These two attacks do not cancel your flight. However, you cannot activate the Avian Flight attack again after you make these two attacks.

Multiclassing

Prerequisites. To qualify for multiclassing into the Furry class, you must meet these prerequisites: Strength 15, no armor proficiencies

Proficiencies. When you multiclass into the Furry class, you gain the following proficiencies: Simple weapons, shortswords, hand crossbows, blowguns, herbalism kit

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