Coonling
Coonlings are people who resemble and share traits with animals like coatis, ringtails, kinkajous, and most notably, raccoons. A few have also been known to resemble bears. Coonlings tend to be hoarders by nature, and are close allies with rohdeens.
Coonlings are known to be travelers at heart, rarely staying in one place unless they deem it "perfect" for them. Coonlings tend to also be scavengers and hoarders, which makes them great artisans and merchants.
Darkvision. You have Darkvision with a range of 60 feet. Nimbleness. You can move through the space of any creature that is of a Size larger than yours. Nosy. You have Proficiency with two of the following Skills: Investigation, Stealth or Survival. Claws. Your claws are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you can deal Slashing Damage equal to 1d4 + your Strength or Dexterity modifier, instead of the normal damage for an Unarmed Strike. Iron Gut. Known for large appetites and a willingness to consume most things, coonlings have developed an innate resistance to food poisoning. You have Advantage on Saving Throws you make to avoid or end the Poisoned condition on yourself. Inspector of Shinies. Through fiddling around with an object, you can quickly glean accurate information from it—almost as if you had cast magic. You can cast the Identify spell as a Ritual, without requiring any somatic or material components; casting this spell this way does not count as casting a spell or using magic for all intents and purposes. You can use this trait a number of times equal to half your Proficiency Bonus, rounded up, and you regain all expended uses when you finish a Long Rest.
Coonling Names
Coonling names are very similar to rohdeen names, with most containing harsh sounds but being otherwise pretty simple. Many names are often as short as 3-4 characters, but it's not uncommon to find one with a much longer name, especially coonling adventurers and merchants. Some coonlings have surnames derived from their bloodline, but are typically names they give themselves that reflect their reputation. Surnames can be the name of a coonling's adventuring party, faction they're in, or settlement they have high status in. A coonling may also give themselves multiple surnames, rather than just keep the one they like best. Masculine Names: Avaq, Brinvac, Brir, Ces, Chevihk, Dat, Jak, Kvas, Mahl, Maq, Naz, Praz, Srehc, Venkek, Zrec Feminine Names: Bim, Binem, Bhegoth, Cihl, Fhes, Nife, Nhil, Nhuth, Rhim, Tabbeks, Tigge, Vix, Vhef, Zhen Surnames: Astos, Black Diamonds, Grimewater, Hunter, Ravengarde, Shikari, WarlockCoonling Traits
Your character has the following traits.Coonling
Ability Score Increase Int +2; Dex +1 or Wis +1
Size Small
Speed 30 ft., Climb 30 ft.
Creature Type. You are a Humanoid. Life Span. Coonlings mature at around the age of 8, and live on average about 60 years. Alignment. Choose one of the alignments approved by your GM. Typical coonlings tend towards Chaotic alignments. Size. You are Small (about 3-4 feet tall), and weigh about 60-130 pounds. Speed. Your land Speed is 30 feet, and you have a Climb Speed equal to your land Speed. Languages. You can speak, read, and write Common and Squee.
Darkvision. You have Darkvision with a range of 60 feet. Nimbleness. You can move through the space of any creature that is of a Size larger than yours. Nosy. You have Proficiency with two of the following Skills: Investigation, Stealth or Survival. Claws. Your claws are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you can deal Slashing Damage equal to 1d4 + your Strength or Dexterity modifier, instead of the normal damage for an Unarmed Strike. Iron Gut. Known for large appetites and a willingness to consume most things, coonlings have developed an innate resistance to food poisoning. You have Advantage on Saving Throws you make to avoid or end the Poisoned condition on yourself. Inspector of Shinies. Through fiddling around with an object, you can quickly glean accurate information from it—almost as if you had cast magic. You can cast the Identify spell as a Ritual, without requiring any somatic or material components; casting this spell this way does not count as casting a spell or using magic for all intents and purposes. You can use this trait a number of times equal to half your Proficiency Bonus, rounded up, and you regain all expended uses when you finish a Long Rest.