Homebrew Beastman Species Details

Humans are known to be the most adaptive and most far spread Race in the Multiverse. Beastman also called Demi-Human or Lesser-Human, is a general term for Subraces of the Human, which all look mostly human except for some small but prominent animalistic features which make them easily discernible. They are related to the human race and are not to be mistaken with the pure blooded beast races whose origins lie elsewhere, like the Tabaxi, Leonin or Lizardman and the like. But it can't be ruled out that a Beastman may have its origin in the mingling of Humans and such a race.

The Beastman may all come with different animal like traits, but retain their otherwise mostly human features. These traits are mostly things like Animal Ears, Tails or Horns etc. But they can also have some patches of scaly skin or fur, but never too much of it. Despite looking mostly human in any other aspect, there may still be variations of these Demi-Humans out in the world that haven’t been found yet.

They tend to be treated indifferently by most other races, even if some like the Elves, Dwarves or Halflings and the like tend to treat them with caution but not outright hostility. But most Humans tend to treat them as lesser beings, as they see them as a mockery to their own Race, similar if not worse than how Half-Elves are treated by Elves. Humans are also slightly scared of them, as they seem to be simply physically more adapt than them in some places. Since there aren't too many of them who share similar traits, most of these Demi-Humans tend to live in small tribes of those who have similar traits.

Beastman can live in most regions, and can survive well in the wilderness, which is a trait gained from the Humans adaptability and whatever ancestors they hail from. Most of the time they are kind in nature and neutral in alignment. Their persecution has become less in this day and age, but it’s still a common occurrence to find them treated as slaves in various Human Nations.

Their origin is still not fully known. Some scholars believe that they are beings created by humans mingling with beasts, while others believe that they are the result of an ancient curse or disaster that befell a distant Human Civilization long ago, while others refer to them as beings similar to Half-Elves or Half-Orcs which are created by the mingling of Humans with pure blooded beast like races.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.

Beastman Traits

As a Beastman, you have the following racial traits.

Size

Your size is Medium or Small, your choice when you make the character.

Speed

Your base walking speed is 30 feet.

Beast Traits

You can choose three of the following Beast Traits befitting your Beastman.

  • Darkvision: Your bestial heritage allows you to 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.
  • Hold Breath: Your physical ability is enhanced by your bestial heritage. You can hold your breath for an additional 10 minutes.
  • Keen Hearing: Your ears are similar to the ones of a Beast with keen hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
  • Keen Sight: Your eyes are similar to the ones of a Beast with keen sight. You have advantage on Wisdom (Perception) checks that rely on sight.
  • Keen Smell: Your nose is similar to the one of a Beast with keen smell. You have advantage on Wisdom (Perception) checks that rely on smell.
  • Powerful Build: Your physical ability is enhanced by your bestial heritage. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Natural Agility: Your physical ability is enhanced by your bestial heritage. Your base walking speed increases to 35 feet.
  • Natural Weapon: You have sharp claws, teeth or another type of Natural Weapon that you can use to make unarmed strikes. The strike deals 1d6 + your Strength modifier bludgeoning, piercing or slashing damage depending on what type they are, instead of the bludgeoning damage normal for an unarmed strike.

Beasts Tongue

You have the ability to communicate in a limited manner with Beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. Additionally, you can fully understand the language of the type of Beast related to your Beastmans type, as if the Speak with Animals Spell was cast on you.

Creature Type

You are a Humanoid.

Previous Versions

Name Date Modified Views Adds Version Actions
7/8/2020 4:03:41 PM
8
0
--
Coming Soon
8/25/2020 5:25:00 PM
21
0
--
Coming Soon
9/6/2020 11:01:51 AM
24
0
--
Coming Soon
11/21/2020 12:47:29 PM
49
0
--
Coming Soon
11/25/2020 8:07:02 PM
39
0
--
Coming Soon
6/15/2021 5:46:17 PM
62
1
--
Coming Soon
11/12/2021 3:45:45 PM
79
0
--
Coming Soon
11/12/2021 3:52:32 PM
85
0
--
Coming Soon
5/18/2022 6:22:06 PM
91
0
--
Coming Soon
5/27/2022 10:05:43 PM
94
0
--
Coming Soon
9/30/2022 8:00:10 PM
106
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes