Homebrew Beastfolk Species Details
One general law, leading to the advancement of all organic beings, namely, multiply, vary, let the strongest live and the weakest die.—Charles Darwin, The Origin of Species
Fur & Feather
Born & Raised
Cursed & Broken
Some rare beastfolk are unfortunate souls who were cursed to the shape. Whether they transgressed against the gods, crossed a foul-tempered spellcaster, or provoked a curse from a sorcerous relic, these beastfolk began their life as something else. Often the animal they resemble is some cruel or ironic reference to the circumstances surrounding their curse. For example, a gluttonous noble may be transformed into a pig beastfolk, a soldier who abandons their military post may be cursed to become a chicken beastfolk, and a cold-hearted assassin might be turned into a serpent beastfolk.Why They Adventure
Beastfolk who take up a life of adventuring do so to survive. Beastfolk are often treated poorly by other humanoids, giving them few options for making a living that don’t involve risking their lives. Those who live alone in the wilderness might take up adventuring because the natural resources or security of their homeland are threatened.Beastfolk who are cursed to the form may have been adventurers before they took on their bestial appearance. Regardless of when or how, many of these beastfolk’s adventuring careers revolve around looking for a way to reverse the curse and return to their old selves. Rarely, over the course of adventuring the beastfolk grows accustomed to their new shape and abandons or even rejects attempts to return them to their old form. In a party, those traits that set beastfolk apart from other humanoids become their greatest assets. In the crucible of a danger filled dungeon, beastfolk quickly earn the trust and friendship that so often eludes them.
Beastfolk Names
Beastfolk names vary by their background. Beastfolk cursed to their form typically keep their old names, though some take on a new one to mask their true identity. Those born as beastfolk have a personal name and a community name. Their personal name is given to them by their parents at adolescence and reflects a notable physical characteristic, hobby, or habit. The community name is the name of the settlement or region where the beastfolk was born.
Personal Names: Brownfeather, Cheeks, Chirp, Finder, Fullbelly, Growler, Hunter, Knuckles, Redfur, Shadow, Strongtail, Swift, Tails, Tusk
Community Names: Baratok, Bluestones, Cloakwood, Erie, Greensea, Ironwood, Lammania, Moonshae, Styrnia, Taer Valaestas, Tethir, Whitewater
Beastfolk Traits
Your Beastfolk character has the following traits.Ability Score Increase
Increase one ability score of your choice by 2 and a different ability score of your choice by 1.
Age
Beastfolk age as humans do, reaching maturity in their late teens and rarely living beyond a century.
Alignment
Beastfolk are more likely to follow their instincts before any law or code of ethics. As a result, they are typically chaotic and more often neutral than evil or good.
Size
Beastfolk come in all sizes. You can choose to be Medium or Small.
Speed
Your base walking speed is 30 feet.
All Creatures Under the Sun
Choose a beast that you resemble. You have 3 breed traits of your choice that are representative of that animal.
Breed Traits
Choose and gain three of the following traits. Each trait can only be selected once.
Adept Climber. You have proficiency in your choice of the Athletics or Acrobatics skill. You have a climbing speed equal to your walking speed.
Beast of Burden. You count as one size larger than you are for the purposes of what size creature can use you as a mount and whether or not you are affected by the heavy weapon property.
Brave. You have advantage on saving throws against being frightened
Burrowing. While you have two free hands you have a burrowing speed of 15 feet.
Camouflage. You have proficiency in the Stealth skill. In addition, choose one terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark. While you are in that terrain, you have advantage on Dexterity (Stealth) checks made to remain unseen.
Darkvision. Accustomed to life underground or beneath 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 were bright 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 30 feet away while you are not deafened.
Extra Arms. You have one or more additional sets of arms. These additional arms can lift and manipulate objects weighing up to your Strength ability score but cannot properly wield shields or weapons with the heavy property.
High Flyer. You have a flying speed equal to your base walking speed. You cannot fly while you are carrying more than half of your maximum carrying capacity. While flying you make attack rolls and ability checks with disadvantage, cannot maintain concentration on spells, and cannot cast spells.
Jumper. You have proficiency in your choice of the Athletics or Acrobatics skill. Your jump distance is tripled.
Keen Senses. You have proficiency in the Perception skill. In addition, choose one sense: hearing, sight, smell, taste, or touch. You have advantage on Wisdom (Perception) checks that utilize that sense.
Kin to Beasts. You have proficiency in the Animal Handling skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
Longstrider. Your base walking speed increases by 5 feet.
Natural Armor. When you aren’t wearing armor, your AC equals 13 + your Constitution or Dexterity modifier. You can still use a shield and gain this benefit.
Natural Talent. Beasts of the earth, sky, and sea have talents as varied as their shapes. You have proficiency in one skill of your choice.
Natural Tools. The natural features of your body function as any one tool kit of your choice that weighs 10 pounds or less. You are proficient with the chosen tool kit.
Natural Weapon. You have a natural weapon, chosen when you gain this trait, which you can use to make unarmed strikes. This natural weapon could be a bite, claw, quill, or other offensive appendage. When you make an unarmed strike and choose to use your natural weapon, you use your choice of Strength or Dexterity for the attack roll. If you hit, you deal damage equal to 1d4 + your Strength or Dexterity modifier. You select the damage type of your natural weapon when you take this trait: bludgeoning, piercing, poison, or slashing.
Powerful Build. You are considered one size larger for the purposes of determining carrying capacity and the weight you can push, drag, or lift.
Scalekin. You have a swimming speed equal to your walking speed and can breathe in air and water.
Wild and Free. You have advantage on saving throws against being charmed.
Beastkin Tongue
You can speak with beasts of the type you resemble, and similar creatures, as if under the effect of the speak with animals spell. For example, if you are a lion beastfolk you can speak with lions and other cats, whereas if you are an owl beastfolk you can speak with owls and other birds of prey.
Languages
You can speak, read, and write Common. Born beastfolk speak humanoid languages with difficulty and often unintentionally intermix it with beastial squeaks and snarls. Cursed beastfolk speak humanoid languages as naturally as they did prior to their transformation.
Previous Versions
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6/8/2023 11:18:57 AM
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6/12/2023 1:31:28 AM
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