Homebrew Beastfolk Species Details
Beastfolk are a collection of humanoid races that each bear strong resemblance to an
animal (including insects). Due to the dizzying variety of animals in the world, and
beastfolk that take after them, as a whole beastfolk have few common bonds. They
typically form tribes and small villages, be it based on being the same animals, or under
a common cause, they strive to stick together, like a pack, for working together, they can
strive to do things better than alone.
Due to this, Beastfolk can come from a wildly different form of communities, be it
nomadic, sailors, merchants, based on patriarchy or matriarchy, monarchy, whatever the
case may be.
Born & Raised
In most beastfolk families all members resemble the same species of animal and these
are the beastfolk most likely to form communities with others. These beastfolk grow up
outside of settlements with other humanoids and typically have little if any contact with
other races before they begin their life of adventuring. Born and raised ,beastfolk tend to
strike out adventuring when their communities are threatened, destroyed, through
wanderlust, exiled, to prove their worth or just out of curiosity.
Breed True
All beastfolk have a physical resemblance to a particular animal. Amongst their own
kind they call this resemblance their breed. Beastfolk derive many benefits from their
breed, from natural aptitudes with certain abilities and skills to the ability to fly, breathe
water, or even use echolocation.
Beastfolk Traits
Beastfolk TraitsAbility Score Increase.
Choose any +2; choose any other +1
Natural Weapon.
Your unarmed strike deals 1d6 + your Strength modifier, and its damage
type is the one you have chosen
All Creatures Under the Sun and Moon
Breed Traits
All beastfolk have six of the following traits. Each trait can only be selected once.
Adept Climber. You have a climb speed equivalent to your walking speed.
Powerful Build. You are considered one size larger than you are for the purposes of determining carrying capacity and the amount you can push, drag, or lift. You also count as one size larger for the purpose of shoving, grappling, being grappled, flanking and being flanked. You must be medium size to take this trait.
Small Stature. You can move through the space of any creature that is of a size larger than yours. You must be a small size to take this trait.
Darkvision. Accustomed to life underground or the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it werebright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Echolocation. As a bonus action on your turn you can emit a shriek inaudible to creatures without this trait. Until the end of your next turn you have blindsight up to 15 feet away while you are not deafened.
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
This takes up 3 of your 6 traits.
Natural Jumper. You can use Strength or Dexterity to calculate your jump distance, and you have advantage on athletics and acrobatics checks based around jumping, falling, or landing.
Keen Senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell
Longstrider. Your base walking speed increases to 35 feet.
Natural Armor. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can still wield a shield and gain its benefits.
Natural Talent. Beasts of the earth, sky, and sea have talents as varied as their shapes. You gain proficiency in 1 tool, 1 language, and 2 skills.
Poisonous. Your stinger. fang, or skin is a natural weapon with poisonous liquid. When you hit a creature with an unarmed strike, you can choose to inflict an additional 2d4 poison damage to the creature, if you do it has to make a Constitution saving throw with a DC equal to 8 + Proficiency + your Constitution modifier. On a failure, the creature is poisoned for 1 minute. It can repeat the save at the end of each of its turns. You have uses equal to your proficiency bonus, regaining all of it at the end of a Long Rest.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60, however you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.Beastial Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Beastial Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
This takes up 3 of your 6 traits.
Amphibious. You can breathe air and water.
Natural Swimmer. You gain a swimming speed equal to your movement speed.
Wild and Free. You have advantage on saving throws against being charmed and frightened.
Beastial Magic: You have a natural attunement with the magic of the world around you. You can pick a cantrip from either the Wizard, Druid, Cleric, or Bard spell list of your choice. When you reach 3rd level you can select a 1st level spell from any of the mentioned spell list of your choice, and when you reach 5th level you can select a 2nd level spell from the same mentioned spell list and can cast both of these spells once per Long Rest. You choose between: Intelligence, Wisdom, or Charisma as your Spellcasting abilities for these spells, and if you have a Spellcasting feature, you can use it with these spells and can cast them using Spell Slots.
This takes up 3 of your 6 traits.
Glide. When you fall at least 10 feet above the ground, you can use your reaction to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
Camouflage. As an action, you can change the color of your body to match the color and texture of your surroundings or use the natural foliage of the world, giving you advantage on the next Dexterity (Stealth) checks made to hide in those surroundings. This is rendered null against those with Blindsight, and Truesight. This benefit lasts until the start of your next turn.
Sure-Footed. You have advantage on checks or saving throws against effects that would knock you prone.
Beastial Cry. As a bonus action, you can let out an especially menacing cry. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdomsaving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. You can use this feature a number of times equal to your Proficiency Bonus, or regaining expanded uses on a Long Rest.
This takes up 3 of your 6 traits.
Lunging Instinct. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
This takes up 2 of your 6 traits.
Instinctual Trigger. You add your proficiency bonus to your initiative rolls.
Hot Blooded. You are built to handle the cold, granting you resistance to Cold damage.
This takes up 2 of your 6 traits.
Cold Blooded. You are built to handle the heat, granting you resistance to Fire damage.
This takes up 2 of your 6 traits.
Beastial 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.
Charged, If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your natural weapon.
Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
Otherworldly Ancestry. You have a lineage tied to an otherworldly nature, you select
one of the following to represent your ancestral nature:
- Fiendish. You have ancestral ties to a Demon, Devil, or even a Yugoloth, granting you Resistance in either Necrotic, or Poison damage.
- Divine. You have ancestral ties to a celestial being, granting you resistance to Radiant damage.
- Ooze/Slime. You have ancestral ties to oozes and slimes alike, granting you resistance to Acid damage.
- Eldritch. You have ancestral ties to aberration and other beings from the far realm, granting you resistance to Psychic damage.
- Fey. You have ancestral ties with fey such as pixies and fairies alike, granting you resistance to Force damage.
This trait takes up 2 of your 6 traits.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. This trait takes up 2 of your 6 traits.
Snagging Tongue. As an action, you can extend your tongue to retrieve an item that weighs 10 pounds or less that isn’t being carried or worn. You can only retrieve an item up to 15 feet away from you.
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
This trait takes up 2 of your 6 traits.
Language
You know common and another language of your choice
Racial feat
Racial Feat: Beastial Evolution
Prerequisite: Beastfolk
Your time adventuring has granted you new found power, you gain 1 Breed Trait upon
choosing this feat. You can’t select a breed trait that takes up multiple breed traits. You
can select this feat up to two times, selecting a brand new trait that you don’t have
already.
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