Homebrew Animalfolk Species Details
Animalfolk are a diverse race of humanoids with the features, instincts, and prowess of wild animals. No two Animalfolk are exactly alike — their appearances, behaviors, and strengths are as varied as the creatures they resemble. Some have sleek fur and swift limbs, others boast horns, claws, or tails; all carry the legacy of the wild within them.
Believed by some to be the result of ancient druidic magic or divine experimentation, Animalfolk are found in many corners of the world — from deep forests and open plains to mountaintops and bustling cities. They are survivors and adapters, shaped by their animalistic lineage and the environments they call home.
Though often misunderstood or exoticized by other peoples, Animalfolk form tight-knit communities or travel in small bands, loyal to kin and pack. Many possess a deep connection to the natural world and value freedom, territory, and personal instinct above societal laws.
Animalfolk Traits
Humanoids with animalistic traits and features.Ability Score Increase
Your Dexterity score and another score of your choice increases by 1.
Age
Animalfolk mature at a similar rate to humans and live up to 70 years, depending on their subtype.
Size
You are Medium size. (Some subtypes like Fox or Cheetah might be smaller and leaner, while Rhino or Bear types might push the limits of Medium size.)
Speed
Your base walking speed is 30 feet.
Darkvision
Thanks to your bestial senses, you have Darkvision out to 60 feet. This feature may be taken away or changed if the animal subtype chosen is blind. For example, a mole subtype will most likely have Tremorsense as opposed to Darkvision.
Animal Instincts
You gain proficiency in the Perception skill.
Bestial Resilience
You have advantage on saving throws against being frightened.
Animal Subtype (Choose 1)
Depending on the animal you are based on, you gain traits unique to that animal. This cannot be changed once selected. Below are some examples of what could be some animalfolks' traits. It is up to the DM's discretion what they would make your trait.
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Cheetah – Fleet of Paw: Your base movement speed increases by 20 feet.
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Rhino – Gore: You have a horn that can be used to make unarmed strikes. If you hit with it, you deal 1d8 + Strength modifier piercing damage. You are proficient with this natural weapon.
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Falcon – Sky Vision: You gain advantage on Wisdom (Perception) checks that rely on sight, and your vision can see twice as far in dim and normal light.
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Bear – Brute Strength: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Once per long rest, you can gain advantage on a Strength check or save.
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Wolf – Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
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Fox – Cunning Dash: You can take the Disengage or Hide action as a bonus action once per short or long rest.
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Rabbit – Lucky Feet: Your base movement speed increases by 10 feet. Additionally, once per long rest, you can reroll a Dexterity saving throw.
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Lizard – Wall Crawler: You gain a climb speed equal to your walking speed and can cling to surfaces as if under the effects of the Spider Climb spell for 1 minute once per long rest.
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Cat – Nine Lives: When you take damage that would reduce you to 0 hit points, you can instead drop to 1 hit point. You can’t use this feature again until you finish a long rest.
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Elephant – Trunk and Tusks: You can use your trunk to manipulate objects, open containers, or carry small items. Additionally, your tusks are a natural weapon that deals 1d6 piercing damage.
Previous Versions
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