Homebrew Dinofolk Species Details

The bizarre offspring of dinosaurs and arcane magic. It is unknown exactly how dinofolk came to be; some think it was the result of a mad wizard’s experiment. Others theorize it could have been the meddling of one of the gods, or perhaps some supernatural event that mutated the eggs. Whatever the case, all dinofolk originate from the original twelve eggs, though centuries of evolution has allowed them to resemble any clade of dinosaur.

Dinofolk vary wildly in size and shape, and families can seem very odd. Biology does not seem to affect what kind of dinofolk a child is hatched as, leading to cases where dinofolk parents deliver litters of children with each one as a different saurian. As such, dinofolk tend to live in communal families, where care of the young is spread to the community, and less so to individual parents. This leads to dinofolk children growing strong bonds with their sibling groups and becoming independent at younger ages, though some yearn for the tighter knit families that other humanoids experience.

Despite the variety of appearances that dinofolk can exhibit, they do share some traits, such as hatching from eggs, sharing traits from the original twelve, and living extended lives when compared to humans. All dinofolk have a natural curiosity that leads them to head out on their own and forge their own paths, and most make intensely strong bonds with their litter mates and their adventuring companions.

The First Twelve

The first twelve Dinofolk were born from distinct dinosaur species and for a while, Dinofolk could only be born to resemble one of the twelve, based on the stars they hatched under. With the passing of generations, they can now appear as any dinosaur species, regardless of stars above.

The first twelve saurians were the Ankylosaurs, the Carcharodontosaurs, the Ceratopsians, the Dromaeosaurs, the Hadrosaurs, the Ornithomimids, the Pachycephalosaurs, the Sauropods, the Spinosaurs, the Stegosaurs, the Therizinosaurs, and the Tyrannosaurs. Nowadays, Dinofolk are broadly put under the following categories: the Earthshakers, the Ironhides, the Longclaws, the Songhorns, the Swiftfeet, and the Thunderfangs.

Stand Out, Fit In

In the wider world, Dinofolk may be confused for Dragonborn, though the two species can often differentiate one another perfectly fine. Within their own communities, different Dinofolk tend to fulfill different roles, thanks to the differences in their physical abilities. Earthshakers may serve as look-outs, Ironhides as guards, or sometimes firefighters or carpenters, Longclaws as stylists or rangers, Songhorns as bards, poets, or sometimes spies, Swiftfeet as athletes and scouts, and Thunderfangs as gladiators, or investigators due to their heightened sense. 

Your Dinofolk doesn’t need to fit in any of these roles, and many Dinofolk become adventurers to make their own mark in the world. Experiment with what you want your Dinofolk character to be like by thinking about the setting and what your character wants to be.


Dinofolk Traits

Creature Type: Humanoid
Size: Medium (about 6–8 feet tall)
Speed: 30 feet

As a Dinofolk, you have these special traits.

Dinosaur Ancestry

You are a descendant of the First Twelve and thus are granted the power of the Dinosaurs. Choose one of the following Saurian Clades; the clade you choose will give you unique traits and abilities. While any kind of dinosaur can fit in any clade, some tend to fit into some clades more than others.

Earthshaker. You are an earthshaker, descended from some of the largest non-magical creatures to ever walk the earth. You gain the Large Form trait.

  • Large Form. You can double your size to become one size larger as a Bonus Action if you’re in a big enough space. This transformation lasts for 1 minute or until you end it (no action required). For that duration, your melee weapon attacks deal an additional 1d4 damage. You can do this a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Ironhide. You are an ironhide, recognized by your tough skin that can rival the strength of steel armor. You gain the following traits:

  • Dampen Impact. When you take damage, you can take a Reaction to roll 1d10. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can do this a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
  • Natural Armor. Your thick skin, heavy frill, or fused bony armor provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Longclaw. You are a longclaw, recognized by your extended claws and your natural survival abilities. You gain the following traits:

  • Claws. You were born with long, sharp claws. Your claws are an unarmed attack you are considered proficient in and are affected by the Monk’s Martial Arts ability. When you hit with them, the strike deals 1d8 + your Strength modifier slashing damage. Additionally, if you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
  • Natural Tracker. You have proficiency in the Survival skill.

Songhorn. You are a songhorn, born with an ornate horn capable of making a myriad of sounds, from trumpeting blares to bird calls. You have proficiency in the Performance skill and you can use your horn as an instrument, including as a Bard’s spellcasting focus. Additionally, you gain the Songhorn’s Call trait.

  • Songhorn’s Call. You are incredibly good at making first impressions and becoming alluring to people. You can start playing your Songhorn’s Call from your horn, no action required. You are able to talk while playing the song, but not if you are suffocating or underwater. For the next minute, you can spend an Action on each of your turns focusing your song on a creature within 30 feet of you who can hear you. That creature must make a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the song ends or until you or your allies damage it. The Charmed creature is Friendly to you. You can do this a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Swiftfoot. You are a swiftfoot, the fastest of the Dinofolk. You gain the Incredible Velocity trait.

  • Incredible Velocity. Your Walking Speed is increased by 5 feet. Additionally, when you move on your turn in combat, you can double your speed until the end of the turn. You do not trigger opportunity attacks during this movement. You can do this a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Thunderfang. You are a thunderfang, recognized by your powerful jaws and threatening presence. You gain the following traits:

  • Jaws. You were born with powerful, bone-crushing jaws. Your jaws are an unarmed attack you are considered proficient in. When you hit with them, the strike deals 1d12 + your Strength modifier piercing damage. Additionally, you are able to Grapple with your jaws, allowing you to Grapple without a free hand.
  • Superior Senses. The first Thunderfangs descended from the Tyrannosaurus Dinofolk, and they have retained their incredible senses. You gain a Blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Additionally, you have proficiency in the Perception skill.

Darkvision

You have Darkvision with a range of 60 feet.

Powerful Tail

All dinofolk have a tail. Some are feathered, others end in a fused club, and some sport thagomizers. Whatever the case, your tail can be used for both offense and balance. Your tail is a natural weapon you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning, piercing, or slashing damage. You choose which type of damage your tail deals when you select this species.

Saurian Build

You have Advantage on any ability check you make to end the Grappled condition. Additionally, you double your strength for the purposes of determining carrying capacity and lifting strength.

Random Height and Weight

For those who would like to randomize their character's height and weight.

Ancestry

Base Height

Height Modifier (in.)

Base Weight (lbs.)

Weight Modifier (lbs.)

Earthshaker

6’7”

2d12

250

2d8 x Height Modifier

Ironhide

5’5”

2d8

155

2d8 x Height Modifier

Longclaw

5’7”

2d10

125

2d6 x Height Modifier

Songhorn

5’7”

2d10

145

2d6 x Height Modifier

Swiftfoot

5’3”

2d8

100

2d4 x Height Modifier

Thunderfang

6’0”

2d10

185

2d6 x Height Modifier

 

Ancestry

Height Range

Weight Range (lbs.)

Earthshaker

6’9” – 8’7”

254–634

Ironhide

5’7” – 6’9”

159–411

Longclaw

5’9” – 7’3”

129–365

Songhorn

5’9” – 7’3”

149–385

Swiftfoot

5’5” – 6’7”

104–228

Thunderfang

6’2” – 7’8”

189–425

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