Final Fantasy Tactics Advance races From the final front of the land of fantasy, Final Fantasy has always captured the imagination and inspired many. Pulling from one particular saga, Final Fantasy Tactics, there are a bevy of races and effects to try in your campaign. From the versatile Hume, to the magical Nu Mou, the energetic Moogle, the mighty Bangaa, and the graceful Viera, options abound. Taking some creative liberties to create the subraces with a degree of variety. Hume Found everywhere, the hume is the standard all others are compared to. Similar to humans, but retaining a youthful complexion for much longer, humes are best known for their well rounded natures, mixing multiple styles easily. They are the standard other races see their strength's and weakness's realtive to. Humes greatest skill is their ability to blend into most cultures, making them wide-spread and diverse amongst themselves. Hume traits Your hume character has a number of qualities that sum up the variety of hume experience and the hume ability to overcome. Ability Score Increase. Increase two different scores of your choice by 1. Then increase your lowest score by 2. Age. Humes age as quickly as humans, but seem to mature quickly as children. They reach full maturity by age 18. On average they live about 75 years. Alignment. Most Humes tend to be easily shaped by their cultures. Overall, they have no tendancy toward any alignment. Size. Humes stand between 5 and 6 feet tall and average 140 lbs regardless of gender, your size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Skills. Humes gain one additional skill from their class list. Subrace. Three Hume subraces are found here. They represent the variety of backgrounds they come from. City Hume As a City Hume, life is constantly changing and challenging them day to day. As a result, they are diligent at self-improvement, often covering of their weaknesses with Hume adaptability. Self Improvement. Upon reaching 2nd, 4th, 6th, 8th, and 10th level, increase your lowest ability score by 1. If multiple scores qualify, the player may pick one. Rural Hume As a Rural Hume, life is more rough and tumble. Hard and steady work are a guarantee for them. As a result, they are more enduring and difficult to tire. Dauntless. Ignore effects from the first two levels of exhaustion. Relentless Endurance. When you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Tribal Hume As a Tribal Hume, life is lived on an edge. As a result, they are resilient in the face of all kinds of adversity. Homed Resolve Gain advantage on any saving throw as a reaction. Once the feature has been used this way, they can't use it again until they complete a short or long rest. Notes on the Hume The general flavor of the hume is supposed to be reminicent of human, but slightly more childlike, but determined. They are supposed to come across as much more standardized with less variation than humans have. Humes don't stand out because they have high stats. Humes stand out because they don't have bad stats. This is why all other races are compared to them. Not the best, but rarely the worst. By only increasing the lowest stat in the City Hume is supposed to level it out the sheer increase power of having it occur every 2 levels. Hume's should qualify for any feats that have a pre-requisite that they be human. It should look very attractive for a Hume to mix classes, given that most their stats will be pretty okay. 1

Bangaa Bangaa are lizard-like race, wide spread, this rugged race fairs suprisingly well in civilization. They have two long dangling ears and while their taste is muted, their ears sense of smell and hearing are sharp. They are tall and physically imposing, but their vocal cords are underdeveloped, making verbal components of spells more difficult (though still possible.) Typically only members of the race can tell the difference between male and female. Calling a bangaa a "lizard" is concidered the worst racial slur one could use. Suprisingly, Bangaa are warm-blooded and can grow facial hair even (though few are inclinded to). Bangaa are drawn to duty and challenge. This leads many to join knighthoods and clergy. As a result of this dedication, children are rare, but this is off-set by their longer lives and physical proweress. Bangaa traits Your Bangaa character has a bevy of racial and personal qualities. Ability Score Increase. Increase Strength by 1. Age. Bangaa age more slowly than humes, reaching maturity at 20 years old and most living to 120 years old. Alignment. Bangaa think bluntly and without subtly. They are not prone to undue fits of mood or fancy. This inclines them toward being lawful. However they are not inclined toward being good or evil. Size. Bangaa stand between 6 and 7 feet tall and average 200 lbs regardless of gender, your size is medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Dragonic. Martial training. You are proficient in martial weapons. Subrace. Three Bangaa subraces are found here. They represent subspecies. Dragon Bangaa Dragon Bangaa are known to be even more drawn to the call of duty, the earliest of their lines know for being mighty defenders of Dragon nests. As a result, their scales encompass every inch of their body, protecting them entirely. Ability Score Increase. Increase Strength and Consitution by 1. Rugged Scales. When calculating AC, you can use your consitution bonus instead of your dexterity bonus. This cannot be used in any instance your consitution bonus was already applied. Faithful Bangaa Faithful Bangaa are known to be even more drawn to the call of virtue. More of a modern subrace, their voices are better developed than their brothern. These slightly less physically imposing Bangaa instead turn inward, and have a natural inclination toward divine magic. Ability Score Increase. Increase Wisdom by 2. Fervor. Following a short or long rest, if you have no remaining uses of channel divinity, regain one. Once the feature has been used this way, they can't use it again until they complete a long rest. Channel Divinity Option. As an action, cast Bless, Cure Wounds, or Divine Favor using your Channel Divinity as a first level spell. Cave Bangaa These Bangaa remained subterranian for longer than other Bangaa. Their scale colors tend toward less vivid colors. They are built a little more stout and heavier than their cousins and retained a mobility underwater. They stil retain a spark feral rage. Ability Score Increase. Increase Strength and Dexterity by 1. Speed Your base swimming speed is 20 feet. Your base climbing speed is 20 feet. (and base walking speed is still 30 feet.) Feral Rage When not wearing heavy armor, on your turn you can enter a feral rage as a bonus action. While in this rage, you have resistance to bludgeoning, piercing, and slashing damage. This rage lasts 3 rounds. If you gain a feature that gives you a Rage feature, you lose this feature, and increase the number of rages per day by 1 instead. Bangaa Notes The Dragon Bangaa can let a warrior neglect their dex entirely. Letting cool things like unarmored defence based on wisdom and consitution. Or just armor on armor. Screw dodging, be meaty instead. (And of course later they'll get screwed by dex saves) The Faithful Bangaa is supposed to be a cleric's answer for when they don't have enough channel divinity. Its worded that they shouldn't get increase their channel divinities per encounter, but moreso fills the empty cup. Plus even without, it makes them a light cleric. The Cave Bangaa is supposed to be light Barbarian. Thought it'd be nice to have a little rage without having to dip a level into it. 2

Nu Mou The Nu Mou have elongated faces and broad tails. A generally stooped a wised appearace makes them appear smaller than they are. They grow long wooly hair, with white hair on their head, though else where the color can border on sandy. Their skin color is often pale or dull. They are ill-suited to physical labor and thus combat, but they have vast and deep minds, allowing them a natural grasp of magic and a unique ability to manipulate it. Nu Mou traits Your Nu Mou character has a bevy of racial and personal qualities. Ability Score Increase. Increase Intelligence by 1. Age. Nu Mou seem old even from a youg age, but can live easily up to 300 years. Alignment. Nu Mou intellect would seem to push them toward the direction of lawfullness, but just as many are ruled by their own curiosity and desires. Many don't even fully contemplate the dualities of good and evil. As a result, they tend toward at least partially nuetral. Size. Nu Mou stand between 3-4 feet tall, but weigh 150 lbs on average, their stooped stature making them seem even shorter. Speed. Your base walking speed is 20 feet. Languages. You can speak, read, and write Common and one language of your choice. Senstative Skin You cannot wear medium or heavy armor. Magic Resilience. When targeted by a spell, as a reaction, you gain advantage on the saving throw. Subrace. Three Nu Mou subraces are found here. They represent subspecies. Tome Nu Mou Bookish even amoung the bookish, Tome Nu Mou spend much time in their minds, turning problems over and over. One may be distracted from a riddle from decades ago. These Nu Mou are well suited to wizardry. Ability Score Increase. Increase Intelligence and Wisdom by 1. Ability Score Max Increase. When taking the ability score increase, a Tome Nu Mou may increase their intelligence up to 24. Intelligence casting. When casting a spell they know, rather than using the standard spellcasting for it, they may use their Intelligence as the spellcasting ability for it instead. Once this feature has been used 3 times, it can't be used again until they complete a short rest. Arcane trained. You gain proficiency in the arcana skill. You have advantage on arcana checks. Staff Nu Mou More in touch with nature and their ancestors. These gentle Nu Mou find themselves at peace in the wild. With sharp observant eyes, little gets past them. Ability Score Increase. Increase Wisdom by 2. Wisdom casting. When casting a spell they know, rather than using the standard spellcasting for it, they may use their Wisdom as the spellcasting ability for it instead. Once this feature has been used 3 times, it can't be used again until they complete a short rest. Meditative mind As a reaction, may add their wisdom bonus to a concentration check. Nature trained You gain proficiency in the nature skill. You have advantage on Nature checks, Star Nu Mou These Nu Mou are wildly animated and talkitive. They hold a ceaseless curosity and make excellent teachers. They are a little superstitious about astrology, each with their own set of interpretations. Ability Score Increase. Increase Charisma by 2. Metamagic They start with 2 sorcery points. They can expend 1 sorcery point when casting a spell to do so without the verbal or somatic component. These Sorcery points restore with a long rest. Astrological Innvocation. At fifth level, they gain a 1st level spell slot that recovers over a short rest, akin to a pact magic feature. Notes on the Nu Mou This is supposed to be a spellcasting race. One could technically do something else, but I tried to make it a little more prohibitive, particularly with the limiter on armor. And speed. They are supposed to cross class magical classes with a little less concern for min-maxing, given their racial casting ability. Since wisdom casters tend to be in direct combat a little more, I thought giving them a hardier concentration would be a boon. For the Star Nu Mou, I thought emulating a minor pact feature would be really cool. Though I suppose it could make them much more powerful warlocks. And a little metamagic too. As for the Tome Nu Mou, I couldn't think of much, so I decided to make them as heavy Arc-wizard as I could think. And increasing their int max seemed like the best way to do that. Gonna get some high DC with that. The racial spellcasting is set to 3 per short rest, to limit spamming it too much, and to retain some need to have the true stat higher. 3

Moogle Moogles have many brothers and sisters throughout the multiverse. But here, Moogle's have small childlike bodies, with large heads with two rabbit ears and an antenea ending a puff of brightly colored fur. They have diminitive bat wings juxtaposing their cute appearance, though they are too weak for true flight. Most Moogle's have light fur. Though not mighty in their own right, Moogle's have a grand propencity for things requiring great dexterity in their tool use. Making them varied in use as humes, but often times with their own Moogle Flair. Moogle traits Your Moogle character is colored by passion and dedication. Ability Score Increase. Increase Charisma by 1. Age. Moogle seem cute their whole life, but they reach maturity early at 13 years old, and live a decade shorter than humes on average, which is roughly 65. Alignment. Moogles vary much, with their overall desire to help others pushing them toward good, but they can easily fall into a bad crowd. They tend towards either lawfulness in their desire for productivty, or chaos in their shifting moods. Size. Moogles stand 1.5-2.5 feet tall (not including ear or antena height). And weigh 45 lbs on average. Their size is small. Speed. Your base walking speed is 25 feet. You can fly 10 feet, but must land at the end of it. Languages. You can speak, read, and write Common and one Elvish. Skilled. You gain proficeincy with one skill of your choice. Deep Sleeper. Moogle sleep only 4 hours a day. Though they need a full 8 hour rest to gain the benafits of a long rest. Subrace. Three Moogle subraces are found here. They represent subspecies. Gear Moogle Gear Moogle are drawn to gadgetry and tinkering. Not typically innvoators, but skilled and fast workers. These Moogle are often overwhelmed by industerious energy. Ability Score Increase. Increase Intelligence by 2. Tinker tools. You gain proficency in Tinker Tools. Mog Gadget. At third level, you can create a mechanism that casts either burning hands, jump, or shield once per day using a mechanical effect. (the effect is non-magical and not concidered a spell). The gadget must be wielded to be used and can be used by another, however the gadget only remains opperational for one day and must be maintained by the Moogle to remain operational. A Moogle can only create one such device with this feature per day. This gadget also acts as an arcane focus for the moogle. Music Moogle These Moogle live and love outloud. Their boundless energy becomes song and conversation. They have a natural rhythm they live life to, and it comes out in everthing they do. Ability Score Increase. Increase Charisma and Consitution by 1. Musical Training. Your gain proficency is one musical instrument and the performance skill. Natural Inspiration. You gain one inspiratio dien at 1d6. This stacks with any other inspiration dice you have. (It will not scale up with them) Rally. A moogle can use their natural charm to bolster an ally. As a bonus action, select an ally with half health or less, give them an inspiration die. This die lasts 10 minutes. Circus Moogle These Nu Mou have a degree of extreme deftness. They are prone to learning and performing tricks. Often less verbisose, they are good at attracting attention where its needed. When with allies, they are known for their propecity to cue their allies to act. Ability Score Increase. Increase Dexterity by 2. Cue. As a bonus action, they may 'cue' another ally within 30 feet to use their reaction to perform a bonus action or attack with a single handed weapon. Once this feature has been used 3 times, it can't be used again until they complete a short rest. Cold Read. They gain proficiency with insight. Notes on the Moogle I'm aware that moogles vary a lot game to game. This is supposed to be the kind featured in Final Fantasy Tactics advance. In the game, they were the best to apply status effects. This doesn't transulate too well to DND. at least easily. Perhaps I can change the mog gadget to better capture that. The Music Moogle is supposed to give you a character with at least a little bard flair. The Circus Moogle is supposed to give you the unique opprotunity to permit additional bonus actions to allies, permitting cool strategies and coordination. Works well on rogues, wizards with a bonus action actived spell, and monks. 4

Viera A nearly all female race. They are notable by the grace and deftness that fills their every move. As a whole, they could be concidered hauty, proud, and arrogant, but you'll also find some of the most selfless, charitable vierra among them. Viera can be found in many places, but they tend to either want to be in the spotlight or completely ignored, making them either noticable or very much not so depending on their mood. Viera also have a propensity to manuplating spirits, as they are naturally drawn to them. Their bodies are thin and lithe. They all have naturally white hair, though many dye it. They have generally bunny-like features, but much more humanoid. Their skin tone is always dark. Viera traits Your Viera character is blessed by grace and deftness. Ability Score Increase. Increase Dexterity by 2. Age. You reach maturity by age 18, and live on average 225 years. Alignment. Vierra very much tend away from lawfulness, their tempermental natures, and general lifestyle not suited well for the balanced rigid hand of law. Size. Your size is medium. Speed. Your base walking speed is 35 feet. Languages. You can speak, read, and write Common and one Elvish. Racial Evasion. As a reaction when subjected to an effect that allows you to make a Dexterity saving throw to only take half damage, you instead take no damage if you succeed on the saving throw, and only taking half damage if you fail. Once this feature has been used, it can't be used again until you complete a long rest. Subrace. Three Viera subraces are found here. They represent subspecies. Forest Viera The most populous and well known subrace. These Viera are swift and intune with forests. In deep forests, they are known to kill any intruder, though through the years, such groves are becoming rarer and rarer. All forest Viera are acomplished hunters. Ability Score Increase. Increase Wisdom by 1. Speed Improvment Your base walking speed is increased by 5 feet. Hunter's Training. You gain proficency in the long bow and rapier. Natural Connection. You gain proficency in the Nature skill. Dessert Viera These Viera hail from the harsh desert, the enviroment has hardened these Viera to extremes of temperature. These Viera have sandier skin tones than others. They are much more quiet and stoic. Even for a Veira. Ability Score Increase. Increase Consitution by 1. Harsh Enviroment Adaptation. You do not suffer ill-effects from extremes of temperature. Unaffected by extreme heat or cold. Small Appetite. You eat and drink a fourth of what others would eat. Needing to eat and drink only 1/4 as often without repurcusions. Natural Survivor. You gain proficency in Stealth and Survival. Slum Viera These Viera hail come from their extended contact with civilization. Their natural beauty isn't improved, but their social skills are much more fluid. These Viera know when to smile, and bond more readily and speak with looser lips. Others have risen to some degree of stardom and revel in their adoration. As a result, their presence has increased to cause all creatures a degree of hesistance before attacking them. The nickname Slum Viera came as a cruel jab from their forest dwelling kin and the name stuck. Ability Score Increase. Increase Charisma by 1. Unarmored defence When you are wearing no armor and not wearing a shield your AC equals 10 + your Dexterity modifier + your Charisma Modifier Force of personality As a reaction, a Slum Viera may add their charisma modifier to any saving throw against magical effects that does not already benefit form a charisma score. Once this feature has been used, it can't be used again until you complete a short rest. Notes on the Viera I was a little less inspired by them. They are basically retextured elves, which while refreshing, still is rather played out. In the game Final Fantasy Tactics Advance, they had little health, but high mobility and diveristy in spellcasting. I hoped giving them the Racial Evasion feature would give them some good defences, and provide an option for those who really want at least a little evasion. The Forest Viera is rather boring The Desert Viera is supposed to be an enduring race. Slightly more stealth focused. The Slum Viera is supposed to be a fey beauty of a sort, but ultimately, I wanted a charisma based unarmored defence feature. 5

FEATS Hume Feats Adapting Prerequisite: Hume Hume's ability to improve themselves makes them potent allies and excellent companions in all situtations. Increase one ability score of your choice by 1.

Increase your lowest ability score by 2. Bangaa Feats Leaping Prerequisite: Bangaa Bangaa have powerful legs, and with training, a Bangaa can make mighty and nearly impossible leaps, often startling their enemies. Increase your Strength or Dexterity score by one.

As a part of its movement without a running start, the Bangaa can long jump 15 feet, and high jump 10 feet. Fierce Breath Prerequisite: Bangaa Pulling on some claims that Bangaa decended from dragons, these Bangaa have learned to harnass a great power in their gullet and shout with extreme force. Increase your Charisma or Constitution score by one.

As a action, a Bangaa shout with great force, dealing 2d6 thunder damage in a 15' cone. At 8th level that damage increases to 3d6. At 12th level that damage increases to 4d6. At 16th level that damage increases to 5d6. The DC for this Constitution saving throw equals 8 + your Constitution bonus + your proficiency bonus. Once used, this feature cannot be used again until you complete a short or long rest. Warrior Spirit Prerequisite: Bangaa By intense training and inner focus, a Bangaa can strike with the mystic force of Ki. Increase your Intelligence or Wisdom score by one.

Yo uhave 2 Ki points These Ki points once spent come back after a long rest.

By expending 1 ki point as a bonus action, a Bangaa may make all their melee attacks magical for the purposes of overcoming resistance with a +2 bonus to attack rolls and damage rolls. This ends at the start of the Bangaa's next turn. Nu Mou Feats Spry step Prerequisite: Nu Mou With effort and practice, this Nu Mou has learned to keep up with its peers and increase their walking pace. Moving with speed despite their hunched figure. Increase your Strength, Dexterity, or Consitution score by one.

This Nu Mou base walking speed is now 30. Deep Study Prerequisite: Nu Mou This Nu Mou has pored over and obessessed over an area of knowledge. As a result, they've become something of an expert on it. Increase your Intelligence score by one.

Choose either Arcana, Nature, History, or Medicine. If you are not proficient in that skill, you become proficient in that skill. If you are already profienct in that skill, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. This effect does not stack with anything that already doubles your proficency bonus. Natural Attunement Prerequisite: Nu Mou This Nu Mou has spent time in the wilderness, calmly observing and watching nature. As a result, this Nu Mou has become highly familar with a type of terrian. Increase your Wisdom score by one.

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type o f favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. Tutor Prerequisite: Nu Mou Many Nu Mou find themselves passion in teaching others what they have learned. In the adventuring lifestyle, they've found it usefull to lecture others on topics to improve their form and make sure their allies go in to danger informed. Increase your Charisma score by one.

You can spend 10 minutes teaching your companions, shoring up their knowledge base. When you do so, choose up to six friendly creatures within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary procificiency in a skill you know. This lasts until the group completes a short or long rest. A creature can't benafit from this bonus more than once before a short or long rest. 7