Homebrew Animal Folk Species Details
Animal Folk Were Either Created or Born from a Specific Animals That Are Abberetion, Beast, Dragon, Fey, Giant, Humanoid or Monstrosity and its Int Score is 9 or lower.
Animal Folk Were Created to protect the specific species but some didnt want to and became their own species that lived togheter some in tribes some in hives some even in cities
some went back to caves.
Animal Folk Look Like Anthropomorphic Animals with Pretty High Inteligence and Diverse Some Are like Monsters Some Are As Good As possible but they vissualy still have tails if the animal has them
Closest Genetic Relative is Animal Lord.
Animal Folk Traits
Many Animal Trait OptionsBloodied Condition
Bloodied Condition Maker?
Creature Type
You Can choose to be wich type that makes sense for the Anthropomorphic animal you are playing.
Size
You Are Either Tiny (About 1-2 ft), Small (About 2-4 ft), Medium (About 4-8 ft).
Speed
Your Walk Speed is 30ft
Languages
Your Character Knows Atleast three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.
| 1d8 | Language | Origin |
|---|---|---|
| — | Common | Sigil |
| - | - | - |
| 1 | Draconic | Dragons |
| 2 | Common Sign Language | Dwarves |
| 3 | Elvish | Elves |
| 4 | Giant | Giants |
| 5 | Goblin | Goblinoids |
| 6 | Orc | Orcs |
| 7 | Abyssal | Abyss |
| 8 | Sylvan | Fey |
Inhereted Trait
A trait that was inhereted from the animal.
you can choose one of these ones if DM allows the specific traits that u the player chose:
Jaws. You can use your Jaw As Unarmed Attack That is considered as a Natural Weapon that deals 1d6 + Strength Modifier.
Keen Smell. You have Advantage on Wisdom (Perception and Survival) that rely on smell.
Brute. You Deal additional Damage Die on all Weapons if it hits a Creature.
Keen Hearing and Smell. You have Expertise on Wisdom (Perception and Survival) that rely on smell or hearing.
Tunneler. You can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Magic Resistance. You Have Advantage on saving throws Against spells or any other magical effects.
Keen Senses. You has Expertise on Wisdom (Perception and Survival) that rely on seeing or hearing.
Promising Threat. You Has Advantage on Charisma (Intimidation).
Amphibious. You can breathe air and water.
Blindness. You are permanently Blinded but has 80ft of Blindsight.
Bloodied Frenzy. While Bloodied, the You have Advantage on attack rolls But Disadvantage on Saving Throws.
Glide. While falling the You fall only Half The Hight for 1 turn and on 2 turn he falls normally but while falling he can move half is movement anywhere in air.
Mist Sight. You can see normally through Heavily Obscured areas created by mist or fog, including areas created by spells such as [Tooltip Not Found].
Death Burst. When You are put on Death Saving Throw, you burst. Each creature within 15 feet of it must make a DC 10+Dex Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one once per short rest.
Webbed Feet. You can move across icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement.
Abduct. You needn’t spend extra movement to move a creature it is Grappling (Grappled).
Standing Leap. The Yours long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Swamp Camouflage. The You has Advantage on Dexterity ([skills]Stealth[/skills]) checks made to hide in swampy terrain.
Jumper. The Yours jump distance is determined using its Dexterity rather than its Strength.
Spider Climb. The You can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Hideous Toughness. If the You takes (lvl 1 = 2, lvl 5 = 7, lvl 8 = 10) damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead once per short rest.
Charge. If the You moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 4 (1d8) Weapon type damage.
Adaption. After taking damage, the You gains 4 (1d8) Resistance to that type of damage (works almost same way as Resistance) until it takes another type of damage.
Keen Hearing. You has Advantage on Wisdom (Perception and Survival) that rely on Hearing.
Darkvision. You Has +60ft of Darkvision
Chimeric Creation. You has glowing eyes that emit bright light out in a 20-foot radius and dim light for an additional 20 feet.
Boneless. You can move through and occupy a space as narrow as 4 inches wide without squeezing.
Aberrant Quickness. You can take an extra action on its turn once per long rest.
Sense Magic. You senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn’t itself magical.
Web Walker. You ignore movement restrictions caused by webbing.
Pounce. If You move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a DC 10+Dex Strength saving throw or be knocked prone.
Agile. You doesn’t provoke an Opportunity Attack when it moves out of an enemy’s reach.
Nondetection. You can’t be targeted or detected by any divination magic or perceived through magical scrying sensors.
Spell Turning. You have Advantage on saving throws against any spell that targets only the You (not an area).
Telepathic Shroud. You are immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.
Hold Breath. You can hold your breath for 1 hour.
False Appearance. While You remain motionless, you are indistinguishable from a cave formation such as a stalactite or stalagmite.
Two-Headed. You haave Expertise on Wisdom (Perception) checks and has Advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Displacement. Attack rolls against You have Disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the You have the Incapacitated condition or was hit it regains its trait back after next end of its turn.
2 Additional Hands. You Can Hold 2 Additional Weapons or item.
4 Additional Hands. You Can Hold 2 Additional Weapons or item with the Light property and with the 2 adittional hands u gain +2 to all weapons but.
Underwater Sense. You Have Advantage On Inteligence (Arcana) and on Wisdom (Perception) checks when in or underwater.
Natural Armor. You Have AC 13 + Dexterity modifier when not Wearing Any Armor.
Chameleon Carapace. You Have AC 12 + Dexterity modifier when not wearing any Armor and As an action, you can change the colour of your carapace to match the colour and texture of your surroundings, giving you Advantage on Dexterity (Stealth) checks made to hide in those surroundings.
Extendable Wings. You can sprout Two wings from your back temporarily. Giving You 2x Your Character walk speed as flight speed for 1 minute once per long rest.
Surprise Attack. If You hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Sleepless. You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Dexterous Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.
Hadozee Dodge. The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6.
Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).
You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Astral Spark. Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons.
When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest.
Firearms Mastery. You have a mystical connection to firearms that traces back to the gods of the giff, who delighted in such weapons.
You have proficiency with all firearms and ignore the loading property of any firearm. In addition, attacking at long range with a firearm doesn’t impose disadvantage on your attack roll.
Hippo Build. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
Leporine Senses. You have proficiency in the Perception skill.
Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Expert At Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.
Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20.
You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mimicry. You can accurately mimic sounds you have heard, including voices.
A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
Dragonic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you.
Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Horns/Antlers. You have horns or Large Antlers that count as natural weapon and you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Hammering Horns. 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 push that target with your horns.
The target must be within 5 feet of you and no more than one size larger than 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.
Mapped Labyrinth. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
Claw. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Cats Talent. You have proficiency in the Perception and Stealth skills.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed.
When you move on your turn in combat, you can double your speed until the end of the turn.
Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Perfect Defense. Your shell 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.
Surge Of Vigor. All cervans possess a great tenacity and will to survive, which allows them to bounce back from even the most devastating blows.
If an attack deals over half of your current remaining hit points in damage, (even if your hit points are reduced to 0 by the attack) you immediately regain hit points equal to 1d12 + your Constitution Modifier.
You can’t use this feature again until you have completed a long rest.
Skulker. You have Advantage on Dexterity (Stealth) checks made in dim light or darkness.
Street Smarts. You gain proficiency in the Insight skill.
Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Resiliance. You have Advantage on saving throws against poison and resistance against poison damage.
Plague Bearer. When you hit a creature with an attack roll, you can spread your magical contagion to the target.
The target must succeed on a Constitution saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or become afflicted with your plague for 1 minute.
While afflicted, the target has Disadvantage on attack rolls and ability checks and takes 1d4 Poison damage at the start of each of its turns. The target repeats the save at the end of each of its turns, ending the plague on itself on a success.
Once you use this trait, you can’t do so again until you finish a Long Rest.
Bloodied Defense. While Bloodied, the You have Advantage on Saving Throws and Gain +10 THP but u gain Disadvantage Oppurtunity Attack.
Regeneration. You regain 6 hit points at the start of your turn. If the you take acid or fire damage, it regains only 3 hit points at the start of its next turn.
Avoidance (level 10). If you are subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
Water Animal. You Have +25ft of Swimming Speed.
Underground Animal. You Have +25ft of Burrow Speed.
Air Animal. You Have +25ft of Flying Speed.
Cling Animal. You Have +25ft of Climbing Speed.
Underwater Animal. You Have +35ft of Swimming Speed -10 Walking Speed.
(More To Come).
Born Traits
A traits That Animal Folk Was Born With
Choose 2:
DMs Choice but if he dosent allow it u cant have 2 variants of the same attack like bites
Extendable Wings. You can sprout Two wings from your back temporarily as Bonus Action. Giving You Your Character walk speed as flight speed for 10 minute sonce per long rest.
Bite Attack. You Can use Your Sharp Teeth To attack With Bonus Action. Dealing 1d8 Piercing Damage level 3 ignores Resistance, level 5 (2d8), level 8 immunity is now Resistence to the bite, level 12 (3d8), level 16 (4d8).
You can use this Attack As many times as your proficency, and you regain all uses after long rest.
Dragonic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you.
Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Venomous Bite. You Can use your fangs to bite someone with poison using Action. Dealing The Creature has to do a CON save (DC 8 + your CON modiffier and proficency bonus) if failed they take poison Damage if sucseed they take nothing you deal 1d8 Piercing Damage and 1d4 Poison Damage level 6 (1d8 / 2d4), level 13 (2d8 / 2d4), level 17 (3d8 / 2d4) u can do this as many times as your proficency bonus per long rest.
Forced Regeneration. You can Heal Using Your Hit Point Die as many times as how many levels u have as bonus action. this resets evry long rest and if u want u can use all your hit point dies to heal in one turn.
Tail Whip. You Can Whip Creature with your Tail The Creature Must Do a STR save (DC 8 + your STR modiffier and proficency bonus) if failed creature will be Prone.
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
(More to Come).
Previous Versions
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