Homebrew Awakened Animal Species Details

The Awakening spell is a rare and powerful piece of magic, which allows for non-sapient creatures to be infused with increased intelligence, allowing them to become people like any of the races of folk. And, like any of the other races of folk, these Awakened may choose to become adventurers.

Becoming a Person

For most Awakened, it takes a long time to adjust to their new way of being as a thinking being rather than something guided by simple instinct. Many will retain some animalistic traits, and may struggle to adjusting to living within civilisation, with many choosing to remain amongst their unenlightened kin rather than trying to adjust to an entirely new way of being. However, those that do choose to embrace their new place in the world have just as much potential as any of the other folk, capable of becoming wily merchants, wise scholars, or noble adventurers.

Given the investment of time and magical energy necessary to cast an Awakening spell, most newly-Awakened are cared for for some time by their creator, which can help them to adjust to their new reality, and they may even be taught the basics of magic. However, this is not always the case, and 'feral' Awakened are not unheard of by any stretch, and may become powerful druids or rulers of their kin in the wild places of the world.

A Rare Sight

Even in worlds where magic is commonplace, the Awakening spell is rare, and thus so are Awakened animals. As such, most individuals will not have encountered an Awakened being before, and their presence may lead to mockery, confusion, or outright fear (in the case of, say, a bear striding into the tavern). While prejudice is very hard to shake, Awakened can prove themselves part of a community just like members of another race, and it is not entirely unheard of for towns to have, say, a stag as a farmer, or a wolf as an innkeeper.

One side-effect of this rarity is the difficulty of finding equipment especially for Awakened - given that most animals lack thumbs, it is extremely hard for them to use tools or weapons, and clothes and armour (assuming that the individual wants them) are hard to come by if not custom-made.

Infinitely Variable

Almost all animals can be Awakened, and so the variety of Awakened animals is near-infinite, and the traits and personalities of most individuals are somewhat based on their species. Some level of animal instinct remains in them, so they may feel kinship or still be able to communicate with the species that they were, but almost all of their base instincts can be overcome. The physical traits of an Awakened are much more dependent on their species - for example, one would naturally expect a bear to be stronger than a cat, or a raven to be more intelligent than a snake.

Awakened Names

Most Awakened are named by their creator, typically according to their customs. Otherwise, some may take names for themselves, often based on local naming conventions.

Awakened Animal Traits

As an Awakened animal, your traits are highly dependent on your species. Discuss with your DM which traits you feel are most appropriate for your character.

Languages

You can speak Common and one other language, typically that of your creator or the local people. 

Age

Awakened animals typically mature at the same rate as natural members of their species and may live for up to a decade longer purely due to their inherent magic. This may be extended further with magical techniques or lifestyle changes made by the individual.

Size

The size of an Awakened animal is the same as that of their wild counterparts. Choose whether you are small, medium, or large based on your species.

Speed

By default, you have a walking speed of 30ft. This may be modified by your Wild Diversity choices. 

Untamed Kinship

You are still a member of your native species, and can still understand and communicate with them. You may cast Speak with Animals an unlimited number of times with this trait, only targeting unawakened members of your species.

Unusual Shape

Given your unusual shape, most items cannot be used by you without modification. You use all unmodified weapons and tools with disadvantage, but may modify any weapon or tool to be useable over a long rest. You may modify clothing similarly, but armour must be modified professionally or custom-made (at DM's discretion - for example, if you play certain animals, like horses, it may be easier to obtain armour). All of your starting equipment is modified for you to use.

Darkvision

Almost all animals have greater night vision than humans. 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 colour in darkness, only shades of grey.

Creature Type

You are a Beast.

Wild Diversity

At character creation, choose 1 animal archetype and 2 additional traits from that archetype. Confer with your DM to ensure that the traits chosen are appropriate for your character.

Flying Animal

You gain +2 to dexterity a flying speed of 30ft, but your walking speed is reduced to 10ft. Choose an additional 2 of the following:

Eagle Eyed. You are adapted to see things from high in the sky. You gain proficiency in Wisdom (Perception) checks made to see things.

Bird of Prey. You are a natural hunter. Your standard unarmed attacks are replaced with beak and talon attacks, which deal 1d4 + your dexterity modifier piercing damage, rather than the usual bludgeoning for unarmed damage.

Silent. You are adept at flying silently. You gain proficiency in Stealth.

Mimic. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Nimble. You are small, lightweight, and agile. You can move through the space of any creature that is of a size larger than yours.

Predatory Animal

You gain +2 to strength, +1 to wisdom, and your unarmed attacks deal 1d4 +  your strength modifier piercing or slashing damage, as you use your jaws or claws to attack, rather than the usual bludgeoning. Choose an additional 2 of the following:

Ambush Predator. Your species hunts by attacking their prey and putting them down before they react. You gain proficiency in Stealth.

Aquatic. As an aquatic hunter, you gain a swimming speed of 30ft, and can hold your breath underwater for up to 10 minutes.

Thumbs! As a humanoid species, you are able to use weapons and tools without their modification. Additionally, it is likely that you will find it easier to find armour and clothing that you can use.

Venomous. Your species possesses a potent venom that it may use to disable its prey. Once per long rest while making an unarmed attack with your jaws, you can choose to inject venom on a hit, dealing an additional 1d6 poison damage. This damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Pack Hunter. Your species lives and hunts as part of a tight-knit pack. You have advantage on an attack roll against a creature if at least one of your allies is within 5ft of the creature and the ally isn't incapacitated.

Prey Animal

You gain +2 to constitution, +1 to dexterity, and +1 to wisdom.

Sleep With One Eye Open. You are constantly aware of any potential danger. You may add your dexterity modifier to your passive perception score.

Beast of Burden. You have a powerful build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

Fleet of Foot. Your species excels at fleeing from danger. Your walking speed increases to 40ft, and you ignore difficult terrain caused by natural hazards, such as thorns or thick undergrowth.

Thick-Skinned. You have thick, leathery skin. When you aren't wearing armour, your AC is 12 + your Constitution modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.

Not Backing Down. Your species lives in herds, and their members will protect each other no matter what. While within 5ft of an incapacitated ally, you have advantage on attack rolls. 

Previous Versions

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