Popori (5e Race)
From D&D Wiki
An anthropomorphic animal that is originates from a wood land creature. They are shorter then an average human and have a wider frame. They only have four fingers, and also have a tail respective to the animal they were based off of.
The Amanic War created deep scars on the continent of Arun. Elinu—the youngest goddess-daughter of the titan Arun—wept for her father’s pain and determined to protect him. From her own divine essence, she created the elins. When the task proved too much for the elins alone, they in turn awakened animals to create the poporis. Together, they have worked to repair, protect, and preserve the world they live in.
Recognizing the argons for the terrible threat they are to all of nature, the poporis are willing and zealous allies of the Valkyon Federation. For as long as the federation’s aims and goals serve nature, Arun, and the memory of Elinu, the poporis will fight with the federation to protect the things they love above all else.
Male: Babum, Kifi, Kouri, Pandu, Perun, Poki
Female: Immi, Menka, Saman, Tamsin, Taya, Duma
Woodland creatures that have been awakened by the Elins.
Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Age. Reaches their teens at 7 and adulthood at 12. They usually live to be about 80.
Alignment. Being raised in the forest usually makes them lean to a more chaotic side and usually fight for good.
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.
Animal Instincts. You gain proficiency in the Survival skill.
Animal Heritage. You can communicate simple ideas to animals.
Languages. Common, one extra language
Subrace. Feline, Red Panda, Otter, Rabbit
Ability Score Increase. Your Dexterity score increases by 2.
Cat-Like Reflexes. You gain proficiency in the Acrobatics skill.
Hater of Water. You have disadvantage on ability checks while you are partially or fully submerged in water.
Ability Score Increase. Your Charisma score increases by 2.
Aquatic. You have a swim speed of 20 feet, and can hold your breath up to 15 minutes.
It's So Cute. You have disadvantage on Charisma (Intimidation) checks.
Ability Score Increase. Your Dexterity score increases by 1.
Large Ears. You have a +2 bonus on Wisdom (Perception) checks made to detect sound.
Fleet of Foot. Your base walking speed increases by 5 feet.
Feeble. Your Strength and Constitution scores both decrease by 1.
Random Height and Weight
|3′ 10″||+2d8||80 lb.||× (1d10) lb.|
*Height = base height + height modifier