Familiar Arcana TTRPG

Species

In Familiar Arcana, your adventure unfolds through a vibrant array of playable species, each brimming with unique abilities and rich backstories.


Choose from whimsical fae to enigmatic shapeshifters, and forge your own destiny in a world where magic and camaraderie collide.


Unleash your creativity and explore endless possibilities! Want to learn more about factions? Click Here.

Species Archives | Familiar Arcana
Species Archives chevron_right Playable Species
Species 0
diversity_3
Familiar Arcana Compendium

Choose Your Species

Explore the playable peoples of Familiar Arcana. Open a faction in the archive, then choose a species to view its biology, senses, movement, innate traits, lore, proficiencies, and adventure options.

Species defines what your character is. Faction defines the culture, homeland, training, and worldview that shaped them.

groups 0 playable species account_tree 6 factions link direct species pages
Faction Index

Choose a Faction

The archive is organized by faction. Select a faction here or in the sidebar to reveal its playable species.

footprint Biology Size, form, anatomy, and natural adaptations.
visibility Senses Darkvision, awareness, instincts, and perception.
directions_run Movement Walking, swimming, climbing, flying, and special mobility.
flare Innate Traits Natural talents and abilities unique to each species.

Frequently Asked Questions

Species and Factions

Each species belongs to a faction. When you choose a species, you gain that species' listed faction perks. Faction represents the culture, training, environment, and social identity most common to that species. Your Game Master may allow a character to belong to a different faction if it strongly fits the character’s story, but faction changes are optional exceptions, not the default character creation rule.


Can my species belong to a different faction?

By default, no. Each species belongs to the faction listed in its species entry, and you gain that faction’s perks during character creation.

Faction represents the culture, training, environment, and social identity most common to that species. With Game Master approval, a character may belong to a different faction if the change strongly fits the campaign and the character’s backstory. This should be treated as a story-driven exception, not a normal optimization choice.

For more information on factions visit.


https://www.familiararcanattrpg.com/lore/faction/factions

Is Adventure Mode available by default?

No Adventure Mode is a specific game type that provides a unique experience for players. If your Game Master would like to allow you to explore various options or even enhance your gameplay by adding Adventure Mode on top of your current species features, they are fully permitted to do so.


This flexibility ensures that it will not disrupt the overall balance of the game, allowing for a richer and more engaging experience without compromising the integrity of the gameplay. Embracing Adventure Mode can introduce new elements and possibilities, making your journey even more exciting and immersive.

Why don't species give stat bonuses!

We hear you loud and clear! By removing stat bonuses associated with different species, we empower you to select the species that truly resonates with your character concept and narrative. This means you can focus on crafting a character that embodies your creative vision, rather than being constrained by preset bonuses. Fear not about the potential impacts on gameplay! Factions will provide you with a +2 stat bonus, ensuring that your character remains competitive and capable. For quick references the factions bonuses are below.


+2 Strength to Varkesh
+2 Dexterity to Morveth
+2 Constitution to Brinari
+2 Intelligence to Nythera
+2 Wisdom to Caewyn
+2 Charisma to Silcan

Do I get all of my species skill options?

No. Each species lists several skill options, but you choose two of them during character creation. These skills represent common talents, instincts, or cultural training associated with that species.

What is a Will, Reflex, or Cognitive Save?

If you're coming from Dungeons and Dragons 5e, you're probably used to Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma saving throws. We simplified it to 3 saving throws:


  • Cognitive is the higher of your Wisdom and Intelligence saving throw modifier.
  • Reflex is the higher of your Strength or Dexterity saving throw modifier.
  • Will  is the higher of your Constitution and Charisma saving throw modifier.


Essentially, if your Game Master is using a DnD 5e statblock, you can now use Wisdom for Intelligence saves. Be aware that the GM also uses this and monsters have less saving throw weaknesses. Most of this information is covered in the Glossary and Player's handbook section of the site in DM Stuff.

What is Twilight Darkvision?

If you're coming from Dungeons and Dragons 5e, you've probably heard the phrase "everyone has darkvision". In this case that's true. To learn more about Darkvision visit

 

https://www.familiararcanattrpg.com/rules#Roleplaying/Darkvision%20%26%20Senses