Homebrew Basic Animalfolk (Marshfellow) Species Details

Marshfellow, coming from the southern marshes of my setting, are beings corrupted and morphed by the everstorms of magic constantly coming in from the mountains northern of them-they are considered to be vermin because of their barbaric culture-which is something they embrace.

They also are very good if you just wanna play a kitty cat, neko neko kawaii desu

Basic Animalfolk (Marshfellow) Traits

You're an animal person, you get it

Ability score improvements

+2 to one ability score and +1 to another, based on the animal. This can be for example, +2 DEX and +1 CHA for a cat, or +2 CON and +1 STR for a bull. Your GM can opt to let you choose the animal-but choose the ability scores for you.

60 ft of Darkvision

You can see in darkness as if it was dim light, and dim light as if it was daylight

Keen Senses

You gain proficiency in perception.

Aspects of Nature(Pick 2)

Choose two features from the following list, you can only take each feature once.

Mask of the Wild: You can attempt to hide if only lightly obscured by foliage or other natural conditions
Natrual Weaponry: Your unarmed strikes deal 1d6 of a damage type of your choice (Piercing, Bludgeoning, Slashing) , using either STR or DEX. You have as many natural
attacks as fits your associated creatures (A claw and a bite for a Tiger, or just a bite for a Shark), but they all do 1d6.
Natrual Armor: AC equal to 11+Con or 12+Dex when you are not wearing armor
Blood Hound: Advantage on all Survival checks to track another creature
Born Survivor: You have double proficiency in the Survival skill
Beastial Speed: You gain one of the following speeds
Swim Speed: 30ft
Climb Speed: 20ft
Glide Speed: 30ft, falling 10ft/Round
Land Speed: 50ft

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