Homebrew Demi-Human Species Details
Overview
Demi-humans are people touched by fey magic — humans born with the features and instincts of beasts. Their animal traits mark them as something between mortal and wild, often stirring both awe and fear. Whether revered, enslaved, or simply misunderstood, demi-humans embody the fragile balance between civilization and nature.
Origins
When the Feywild bled into the mortal world, its power reshaped those who lived too close. The children of those lands were born changed — their eyes bright with otherworldly light, their senses sharp as a predator’s. Over generations, they became known as the demi-humans: descendants of humanity forever brushed by fey magic.
Society
Demi-humans live wherever the world allows them. In some realms they are free — scholars, hunters, and guides who celebrate their fey heritage. In darker lands, they are enslaved, paraded as trophies, or forced into labor. Between these extremes, they survive as wanderers, always searching for a place where they belong.
Sanctuaries
A few corners of the world offer them safety — places where the fey still whisper and the wild remains strong. In these sanctuaries, demi-humans live without fear, studying the bond between mortal and spirit, and teaching others to see beauty in the strange.
Adventurers
To many demi-humans, adventure is freedom. Some flee oppression, others seek answers about their fey origins, and a few fight to build a world where their kind can live openly. Each journey carries the same unspoken truth: they are not beasts, not humans — but something wondrous in between.
Demi-Human Traits
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
Lifespan
Demi-Humans mature at the same rate as humans and live slightly longer -- Most living around 120 years in ideal conditions.
Keen Senses
You have proficiency in Perception.
Tongue of the Wild
You know the spell Speak with Animals and can cast it without using a spell slot once. You must complete a long rest before you can cast it this way again.
Hunter Weapon Training
You have proficiency with Shortbow, Longbow, Shortsword, and Dagger.
Darkvision
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.
Animal Heritage
Demi-Humans are born with the blood of many different animals. Choose one to be your ancestor.
Your chosen ancestry grants different bonuses, and effects your appearance depending on you ancestry. Gaining physical attributes( ears, tails, odd eyes colors, ect.) and slight mannerisms from the type of ancestor you have.
Avian
Keen Sight
You have advantage on Perception checks using sight.
Glide
When you fall, you can use your reaction to reduce falling damage as if the fall were 30 feet shorter and move up to 10 feet horizontally per 10 feet fallen.
Feline
Cat's Agility
When you move on your turn, you can double your speed until the end of the turn. You can’t use this again until you move 0 feet on one of your turns.
Silent Step
You have proficiency in Stealth.
Foxborn
Cunning Reflexes
You can add your proficiency bonus to your Initiative rolls.
Trickster's Guile
As a reaction, you can impose disadvantage on an attack made against you.
Ursine
Bear Strength
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Enduring Nature
You have advantage on saving throws against exhaustion and resistance to cold damage.
Wolfborn
Keen Hearing and Smell
You have advantage on Perception checks using hearing or smell.
Pack Instincts
Once per turn, you can gain advantage on an attack roll against a creature if atleast one of your allies is within 5 feet of it and isn't incapacitated.
Previous Versions
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11/6/2025 8:50:28 PM
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Coming Soon
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Posted Nov 7, 2025Before anything is said, I am aware that the foxborn's cunning reflexes doesnt work as intended. Im just unsure of how to fix it yet