Homebrew Beastfolk Species Details

The animal-human hybrids come in many varieties—from elephants to mice, toads to eagles, lions to house cats. Beastfolk look like anthropomorphic versions of these animals; their body is structured much like humans and elves, with features from a certain animal, such as a coat of fur, wings, or claws. Some beastfolk are closer to animals that walk like humanoids, while others are almost indistinguishable from a human with some animalistic features. 

 

Hunter-Gatherers

The beastfolk in the Overgrowth live simply, hunting the ground floor for the overly-large animals—both predators and prey. Many travel in groups, although there are two large towns high in the trees that serve as a home for many of these families, with food cultivated among the treetops as a more permanent food source for when prey is scarce.

 

Primal Magic

All beastfolk are in possession of a strange magic, one that allows them to unleash a battlecry that covers them in strange runes and empowers allies. This magic is theorized to be latent energy from the creation of the Overgrowth, and whatever force turned normal animals from every climate and environment into the beastfolk.

 

Clan Oriented

Beastfolk in the Overgrowth form large clans that function as collective families. Members of these groups share a name, and change their name if they change groups. Beastfolk without a clan are given the surname ‘Gruch’, a wild-tongue name translating to ‘unwanted’ that is often used as an insult within and without the Overgrowth.

 

Beastfolk Names

All Beastfolk names are written in the Wild language of the Overgrowth, but usually have a direct translation into the common tongue. For example, Tama translates to sunlight, and Al’leturik translates to spear of darkness. Male names tend to include a single quotation, marking a breath or slight pause, while female names do not have this and flow fast when spoken. However, this is not a universal rule, and names can change depending on the clan and the animal-type of the beastfolk. Family names of honor end in a vowel.

Male Names: Al’leturik, Ari’an, Dur’aak, Exur, Fibo’lo, G’rangi, Huarel’ta, Kirat, Ozar, Rena’ar, Surn, Tur’an, Vu’ram, Wu’rin, Zedar 

Female Names: Aajs, Agchka, Ashil, Der’ina, Eju, Far’cha, Fufk, Ggalge, Kurali, Murni, Sorisi, Tama, Turinima, Vurgn, Zoron

Family Names: Awettu, Burancha, Duurelka, Gruch, Guarandigi, Huerena, Junipa, Kabe, Olitupi, Poawa, Suratee, Tagchmelu, Verila, Yuko, Zufoke.

Beastfolk Traits

Since before the Crystalline Empire was founded, the beastfolk have lived in groups among the trees of the Overgrowth and the northern reaches of the Crystalline Empire, although many now enjoy the change of scenery in an urban environment.

Ability Score Increase

Your Wisdom score increases by 1.

Bestial Talent

You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) a natural weapon on an appropriate part of your body, which you can use to make unarmed strikes. It deals damage equal to 1d6 + your Strength modifier, and the damage type is bludgeoning, piercing, or slashing, as appropriate.

Primal Battlecry

As a bonus action, you unleash a mystical howl, roar, or powerful cry which invigorates up to four allies of your choice you can see within 30 feet of you, which can include yourself. The next time those allies move on their turn, they can move up to 10 feet further. Also, the next time they deal damage with an attack or spell, it does extra damage equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.

Languages

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

Previous Versions

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