Homebrew Beastman Species Details

Fangs and claws glinted in the moonlight and I thought my journey had come to an end, but the large beast simply bandaged my wound and continued on his way without saying a word. Like a damned fool I followed him as quietly as I could, though, the way his ears twitched as he walked, I suspected he knew my every movement. He didn't increase his gait or maneuver to throw me off his trail. No, it seemed as if he was keeping a deliberate pace so that I could follow. After some time, we broke through the dense forest and arrived at what I supposed was his destination; a small, but well built village filled with other beasts! There we so many in varying shapes and species it was hard to imagine that such a place and people had remained hidden for so long. The beast I had been following turned back to the forest and began speaking to it - to me - I realized. "There's fresh food and bandages at my home if you still intend to follow me like a lost pup. " There went any doubt about whether or not he knew I was following him. 

It wasn't until he was standing in the open under the moonlight that I could see how large and imposing this beast - this wolf - truly was and how utterly foolish it was to follow him. His broad, muscled frame was covered in brown fur and scars that seemed all the more vicious in the low light. He wore little in the way of clothing save for a loincloth and a leather baldric which held two steel hunting knives. I wondered if they were just for show as I looked to the clawed hand he extended in welcome and the long, deadly fangs that were exposed in what I hoped was a friendly smile. If the rest of the beastmen here were anything like this warrior... then I would either be very safe or very dead. Though, as I considered my current situation, I decided that either of those options would be preferable.

Hailing from a strange and distant land, beastmen are anthropomorphic animals often found in remote locations away from most civilizations out of instinct and self-preservation. They are often mistaken for were-beasts or other such monstrous creatures that hunt and are hunted by other humanoid races. While they tend toward seclusion, many are driven by wanderlust or a desire to learn more about the world. Such beastmen have been known to become renowned adventurers and scholars and have provided great insights and discoveries to the civilizations of the world. 

Shrouded Legacy

Little is known about how the beastman race came to exist. Theories about their origin are many and vastly varied. Some believe a curse was laid upon humanoid races to become more bestial and savage, some believe perhaps animals were gifted  with intelligence and humanoid forms, while still others believe they were experiments or a result of a spell gone awry; whatever the reason, the beastman race has slowly come to be known to the world, but is still misunderstood and mistrusted.

Secluded Culture

Beastmen are often subjected to harsh discrimination from other races because of their bestial heritage and nature. They are often mistaken for monsters and were-creatures and as such have been hunted and killed out of fear and mistrust. Due to this history of misunderstanding and violence, beastmen generally seclude themselves in remote areas with other beastmen and form small, tight-knit tribes. Those that do decide to live among other races are often met with mistrust, scorn or fear.

Beastman Names

Each beastman is given a single name at birth and a bestowed name is given to a beastman when they come of age. A beastman's bestowed name is a reflection of a merit, trait or ideal of that beastman. Names in beastman culture are significant and cherished. When a beastman comes of age, they are granted their bestowed name by an elder of a tribe in a special ceremony called the Bestowing

Birth Names: Alistair, Anna, Einar, Elentia, Zeth, Zora

Bestowed Names: Guardian, Light-bringer, Sharp-claws, Surefooted

 

Beastman Traits

Beastmen share certain racial traits as a result of their bestial descent

Ability Score Increase

Your Constitution score increases by 2, and two Other Ability scores increase by 1 based on your beast heritage as described below.

Age

Beastmen mature at the same rate as humans but live several years longer.

Alignment

An instinctual need for survival inclines many beastmen toward chaotic or neutral alignments.

Size

Beastmen are widely varied in size depending on their bestial heritage. Beastmen tend to range anywhere from 4 feet to 7 feet tall and can weigh anywhere from 70 pounds to 400 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your bestial heritage, 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.

Thick Fur

Thanks to your thick fur and hide, you have resistance to cold damage and are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Tooth and Nail

Your bestial heritage has given you a natural weapon in the form of your choice of claws or fangs which you can use to make unarmed strikes. If you hit, you deal slashing damage or piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

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

Beast Heritage

You have bestial ancestry. Choose one type of beast from the Bestial Ancestries below. Your additional traits are determined by the beast type.

 

Beastman Traits

Beastman

Thick Fur

Thanks to your thick fur and hide, you have resistance to cold damage and are naturally adapted to cold climates

Tooth and Nail

Your bestial heritage has given you a natural weapon in the form of your choice of claws or fangs which you can use to make unarmed strikes. If you hit, you deal slashing damage or piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Beast Heritage

You have bestial ancestry. Choose one type of beast from the Bestial Ancestries below. Your additional traits are determined by the beast type.

Beastman Bear Ancestry

You've inherited the bestial ancestry of a bear.

Ability Score Increase

Your Strength score increases by 1, and your Wisdom score increases by 1.

Strong Back

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Defender

You gain proficiency in shields. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to add your shield's AC bonus to the target's AC instead of your own AC. The bonus lasts until the start of your next turn. You must be wielding a shield.

Beastman Fox Ancestry

You've inherited the bestial ancestry of a fox.

Ability Score Increase

Your Intelligence score increases by 1, and your Wisdom score increases by 1.

Cunning Mind

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Weave-Blessed

You know the guidance cantrip. When you reach 3rd level, you can cast the shield spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Beastman Lion Ancestry

You've inherited the bestial ancestry of a lion.

Ability Score Increase

Your Strength score increases by 1, and your Charisma score increases by 1.

Proud

You have advantage on saving throws against being charmed and being frightened.

Born Leader

During a short rest, you can instill your companions with confidence; be it by a rousing speech, a relaxing song, or other means. At the end of the short rest, up to 6 creatures of your choice within 30 feet of you gain temporary hit points equal to 1d4 plus your Charisma modifier. Once you use this feature, you must complete a long rest before you can use it again.

Beastman Rabbit Ancestry

You've inherited the bestial ancestry of a rabbit.

Ability Score Increase

Your Intelligence score increases by 1, and your Charisma score increases by 1.

Swift

Your movement speed increases by 5 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

Charmer

You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Beastman Tiger Ancestry

You've inherited the bestial ancestry of a tiger.

Ability Score Increase

Your Strength score increases by 1, and your Dexterity score increases by 1.

Superior Darkvision

Your darkvision has a radius of 120 feet.

Prowler

You have proficiency in the Stealth skill. Your proficiency bonus is doubled for any ability check you make that uses stealth.

Beastman Wolf Ancestry

You've inherited the bestial ancestry of a wolf.

Ability Score Increase

Your Dexterity score increases by 1, and your Wisdom score increases by 1.

Howl

As an action, you let out a howl that can either strike fear into your enemies or instill courage into your allies. When howling to cause fear, any number of creatures you chose within 30 feet of you that can hear you must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus.  On a failed save, a creature is frightened of you for 1 minute. When howling to bolster your allies, any number of creatures you chose within 30 feet of you that can hear you have advantage on saves against being frightened for 1 minute. When you use this trait in either way, you may not use it again until you finish a short or long rest.

Pack Tactics

You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Comments

Posts Quoted:
Reply
Clear All Quotes