Homebrew Beastmen Species Details
Twisted, transformed, wild and deformed; these are but few words that comes to mind when someone speaks of the Beastmen: a race of humanoid creatures mixed with the ilk of beasts. Typically with a more human-like upper body with arms, leggs and hands, the rest of the Beastman can vary. From a goat`s head, to crocodile features such as fangs, scales and the ability to glide though water, and the menacing hornes and feral roars from a bull. It is not entirely known how these Beastmen came into the world. Some speculate that dark sorcery twisted man and beast into a horrid abomination. Other say that in areas compromised with wild magic, the offspirngs of humans will be twisted. Newborns with animalistic features such as; horns, fangs, claws, scales and tails are killed outright by the parents or left in the woods to die by the elements or animals. Most of the time, these "mutant" if you will, dies. But some survives, either by the grace of a mercyful god, luck or other means. Their parental neglect and abandonment carries over to the child and throughout their lives, they resent their original parents, viewing them just as wild and feral as they are! A Beastman may not directly remember their original parents, but should destiny bring them together, a beastman will by nature be filled with primal rage and often strike down those that abandoned them!
It is because of their "mutations" and "twisted nature" that most other races view them as nothing more than beasts that must be put down! It is because of this that beastman live secluded: deep within dark forests, far up the mountains, deep below ground or generaly out of sight. Years of their kind being hunted and killed have caused a strong sense of home and security in other tribes of beastman, and a vile hatred for those that are not their kind!
Beastmen Traits
Beastmen draw features from their respective animal counter-parts.Ability Score Increase
Your Strength and Dexterity score increases by 1 and you may allocate 1 ability score point as you wish.
Age
Beastmen age much like humans, but reach adulthood slightly earlier, at the age of 15. Most beastman can live up to 100 years, but rarely do due to their kind being hunted.
Alignment
Beastman are vicious raiders, who believe that what they take from others are but a small prize for what their kind have endured! They have a strong sense of respect twoards those that can lead, the wise and those that provide for the tribe. They are usually chaotic natural or outright chaotic evil.
Size
Beastman are taller, heavier and more muscular than humans, standing between 6 - 7 feet tall and averaging almost 280 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
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.
Beastial Mutation
You have special mutations from one type of animal. Choose one from the list below.
Aspect of the Bat
With the aspect of the Bat, you have a slimer body-frame, featuring long, leather ears, sharp fangs and night-sky black eyes. Your bodily and facial features resembles that of a bat.
- You have blindsight out to a range of 60 feet as long as you are not deafened.
- Your fangs are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
At 10th level, whenever you use your fangs to harm a humanoid creature, you heal for half your Constitution modifier (Rounded up).
- By the time you reach 9th level, your arms have grown a leathery skin under your arms that connects with both sides of your body. When this happens, and you are not wearing armour, you gain 20 ft flying speed. It is possible to gain this effect with special made armour, but a Strength requirement is needed for the different types of armour when flying.
- Ligh Armour requires a Strength score of 13
- Medium Armour requires a Strength score of 15
- Heavy Armour requires a Strength score of 18
Not having the required Strength score causes you to be unable to fly at all.
Aspect of the Bull
With the aspect of the Bull, you have a much more muscular body, bull-sized horns and cloven hoofs. Your bodily and facial features resembles that of a bull.
You gain the ability to use your Horns as unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Lastly, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Aspect of the Crocodile
With the aspect of the Crocodile, you have a large, muscular body frame, featuring a long crocodile face, scales, a tail and fangs. Your bodily and facial features resembles that of a crocodile.
You gain the ability to swim 30 ft and you can hold your breath up to 15 minutes.
Your fangs are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, whenever you bite a medium or smaller creature, it must make a DC 8 + proficiancy bonus + your Strength modifier Strength check or be grappled. Until this grapple ends, the target is restrained, and you can't bite another target.
You have thick, scaly skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Aspect of the Goat
With the aspect of the Goat, you have a smaller yet muscular body frame, featuring goat horns and cloven hoofs. Your bodily and facial features resembles that of a goat.
You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Your goat-horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
You are particularly familiar with the forest environment and are adept at traveling and surviving in woods. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You can choose one additional favored terrain at 10th level.
Aspect of the Hyena
With the aspect of the Hyena, you have a medium body frame, featuring fur, a tail, blood-red eyes and fangs. Your bodily and facial features resembles that of a hyena.
Your fangs are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
When you reduces a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Aspect of the Wolf
With the aspect of the Wolf, you have a muscular body-frame, featuring sharp fangs, fur, a tail and sulfur-yellow eyes. Your bodily and facial features resembles that of a wolf.
Your fangs are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
You have advantage on an attack roll against a creature if at least one of your allies are within 5 feet of the creature and the ally isn't incapacitated.
Languages
Beastman can speak, read and write Common and Beastial. Beastial is an oral dominated language that features growls, snarls, hisses and other animalistic noises.
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