Homebrew Beastman Species Details

"Are you sure you were seeing things right? You know how crazy you sound telling me about a half man half deer half crocodile?". The hunter questioned his comrade who had just burst into the tavern yelling about seeing a chimera like man-beast.

"Yes.. yes I know I sound insane but I'm telling you I saw it! It had the body of an elk, feathered arms like a harpy and a crocodile tail! It would have killed me if it spotted me!" The other hunter explained.

"Aye, I probably could have, but I'm just here for a pint.". At the utterance of this phrase the room goes silent, as the doors open to reveal a towering man who appeared just as the hunter described, yet one thing damaged the credibility of the statement claiming this was a creature of the wilds. The creature, fully clothed, strode over to the bar and took a seat next to the hunters and dropped a few silver coins on the counter, "My usual, Jim.".

 

The Beastmen of Avestra are fantastical people able to adapt and evolve rapidly to suit their environments. Be it cat-eared maid patrons or chimera-like freaks of nature, nothing is too far-fetched for a Beastman. Often confused for wild creatures likened to chimeras, Beastmen face scorn from a multitude of sources however it does not stop them from displaying traits not unlike any other humanoid race in Avestra. Hearty, joyous but cautious, Beastmen are always willing to join a community in the hopes they will be accepted as people and not as beasts.

A Treasure Trove of Adaptation

No single Beastman is the same. Their natural talents allow them to manifest and evolve parts of their bodies to suit their environments and as such many look like a glorious combination of various animals. This trait has earned them the nickname "Chimeras" by the general populace. Many Beastmen idolize their differences and this variance and individualism forms a great part of their self image. 

Not Quite Furry

Beastmen are not always a mixing pot of different animalistic influences. Some Beastmen end up having traits from the same animal manifest throughout their life and often times end up looking like an anthropomorphic equivalent of that animal. Tabaxi, Leonin, Locathah, Minotaurs and Centaurs are examples of Beastmen evolving so specifically that they end up becoming a separate race altogether. This does not, however, prevent Beastmen from developing only minor features. These minor Beastmen usually settle in urban areas away from extreme environments that don't necessitate the exaggerated adaptation of their wild brethren.

The Shifting Isle

Beastmen come from a mysterious island called Shyvvar Isle. Nobody understands why, but Shyvvar Isle constantly shifts its geography drastically every season, from swamp to desert to rainforest to mountains all in one year. This "ecosystem in flux" prevents regular creatures from settling and adapting due to a difficulty in organising grazing and migration routes. However, a group composed of human, elf, dwarf and halfling followers of the god of magical beasts Dierodin were cast out from society for refusing to oppose nature in favour of civilisation. Making their way to Shyvvar Isle, they discovered their utopia. A land devoid of mankind's touch, and a garden for creatures of fantastical nature. They discovered, however, that living here was impossible due to the shifting geography, so they prayed to Dierodin for guidance on how to make this place their home. Dierodin answered, granting them the Feral Gene, an alteration to their DNA that allowed these settlers to change and adapt to their geography ensuring they were able to live their properly. These beast men used their newfound gifts to properly settle the island and make their home amongst the wilds it holds.

Beastman Adventurers

Beastmen have always been an inclusive race, famously reclusive on Shyvvar Isle due to their distrust of civilisation for shunning them from society for their beliefs. As such, Beastman Adventurers are few and far between but are not unheard of, often leaving their home to find a greater purpose beyond merely surviving and preparing season by season. Beastmen Aventurers could leave the island to pursue a passion not available on the island, explore a world that doesn't change before you can take note of anything significant, or to follow a natural instinct of freedom. Beastmen's individuality is foremost to their identity, and often times freedom to follow the path they choose is how they celebrate that individuality.

Beastman Names

Beastmen names come from a myriad of sources. Some choose to name their offspring after their lineage, while some use names common within the culture they live in. Either way, a Beastman's name can often be as unique as they are.

Beastman Traits

Your Beastman character has the following racial traits.

Ability Score Increase

You either increase one stat by +2 and another by +1, or you increase three stats by +1

Age

Due to their impressive adaptation, Beastmen live for an impressively long time. The average Beastman lives between 350 and 400 years.

Alignment

Beastmen alignments vary about as much as the Beastmen themselves, however due to their prioritisation of individuality they commonly lean towards chaotic alignments. 

Size

Your size is Medium,. Depending on your specific beastial influence your height can range anywhere from 5' to 8' tall.

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.

Languages

You can speak, read, and write Common and Sylvan.

Beast Speech

Your bestial qualities allow you to communicate with animals at will.

Beastial Adaptation

At 3rd level, your body has adapted to incorporate certain animal characteristics. Choose one of the following options:

  • Mammalian Adaptation - You gain a natural weapon that deals 1d6 bludgeoning/slashing/piercing damage.
  • Reptilian Adaptation - You gain resistance to poison and immunity to the poisoned condition.
  • Avian Adaptation - You gain advantage on perception checks.
  • Aquatic Adaptation - You gain a swim speed equal to your walking speed and gain the ability to breath under water.

Beastial Evolution

At 5th level, your body evolves further, developing new characteristics. Choose one of the following options:

  • Mammalian Evolution - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Reptilian Evolution - You gain a climb speed equal to your walking speed.
  • Avian Evolution - You gain the ability to cast feather fall a number of times per day equal to your proficiency bonus.
  • Aquatic Evolution - Your AC becomes equal to 13 + your dexterity modifier.

Beastial Apex

At 10th level, your body achieves the apex of its evolution. Choose one of the following options:

  • Mammalian Apex - You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Reptilian Apex - You gain the ability to cast invisibility a number of times per day equal to your proficiency bonus.
  • Avian Apex - You gain a fly speed equal to your walking speed.
  • Aquatic Apex - You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

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