--- title: Firfolk description: TBD date_pub: 2023-02-15T00:26:00-05:00 section: races content_type: feature short_code: rf2 ---
| | | | --------------------- | --------------------------- | | **Requirements** | Minimum CON 9 | | **Ability modifiers** | -1 INT, +1 WIS | | **Languages** | Alignment, Common, Firspeak |
_INTRO_ [[toc]] ### Available Classes and Max Level - Assassin: 6th - Druid[^1]: 10th - Fighter: 8th - Knight: 7th - Ranger: 9th - Thief: 8th [^1]: At the referee’s option, firfolk druids may only exist as NPCs. ### Combat Firfolk can use all types of weapons and armour, but it must be tailored to their large size. **Two-handed melee weapons**: A firfolk can wield any two-handed melee weapon, such as a battle axe, with only one hand. ### Innate Magic At 2nd level, a firfolk is able to cast the _glamour_ spell once per day and, at 4th level, _invisibility_ once per day. ### Languages Firfolk know Common, their alignment language, and Firspeak (the native language of the firfolk race). ### Open Doors Firfolk open even barred doors with ease. They are treated as the next highest STR category when it comes to determining their chance of opening doors (see [Ability Scores](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores) in Old-School Essentials). For example, a firfolk with STR 12 is treated as if their STR were in the 13–15 category instead. ### Resilience Firfolk's natural constitution and resistance to magic grants them a +2 bonus to saving throws versus poison, spells, and magic wands, rods, and staves.