Homebrew Beastkin Species Details
Physical Description
To many of the races of the world, a beastkin may appear at first glance as an incredibly hairy human. A human, however, will immediately notice their more extraordinary features--the animal-like ears, the sleek tail, and the fur covering their arms, legs, and hips are clear markers of a people less than human. Their height is similar, although their figures are more lean, in many ways built for speed, including their lighter frame. More than many other races, the appearance and physical characteristics of a beastkin are determined by their ancestry; the strongest and most barrel-chested kitsune might only be of average size to a taguel, for example. Beastkin coloration stays around the human range, with whites, browns and tans being particularly prevalent.
History
The early history of the beastkin is incredibly unclear. Each group of beastkin, and indeed each individual tribe, have a number of different oral and physical stories as to their origin: a pact with a nature spirit, or prince of the Feywild; a lycanthropic curse among an entire village; a surge of transmutation magic upon an originally human hamlet. Regardless of their origin, the beastkin all share an innate connection with nature. They are not protectors of it, exactly; merely "children of the land". In strengthening this connection, they developed a way to attune with nature's magic itself: the beaststone. Charged with magical power, the beastkin could use these stones to assume new, more powerful forms, suited to their societies in the forests, mountains, and misty springs of the world.
As the tribes of the beastkin grew, however, so too did their notoriety. Enormous lupine monsters with blazing red eyes, thirsting for the blood of the young. Creatures even greater than werewolves, that could snap a man in half. Whole tribes of foxes dedicated to trickery. The human nations of the world were the foremost believers of these rumors--and the diffusers of them as well. Confrontation was inevitable between the expansive forces of civilization and the beastkin's quiet ways of life.
Quickly, the fear and greed of the humans overcame their goodwill. Of the 12 different varieties of beastkin, only three barely survived, the rest slaughtered by torch-wielding huntsmen. What living few who were not killed for their precious hides were taken into forced servitude, with no qualms raised over 'inhuman pets'. No tribe avoided this fate; even the kitsune, with their illusory talents, could only delay the inevitability of their downfall.
As the world changed, and times became more enlightened, the other races of the world began to object to the humans' prolonged use of slavery. Though many of the common people's prejudices could not be wiped clean, diplomacy and logic swayed the gentry, and the forced bondage of the beastkin was forbidden. What few families remained among the beastkin unified, and tribes were re-formed, some based on old blood ties, others a mere collection of people based on proximity.
From there, the beastkin spread, some returning to the glades and hills where they found home, others settling on the outskirts of towns and hamlets to try and make a living as "civilized people". They keep to themselves and remain in their own communities, occasionally integrating to human society, but mostly taking lengths to protect themselves in the form of gangs reminiscent of their old tribes. Those that have returned to the wilds fare no better; the tribes of old value strength and cunning, and each beastkin must be prepared when they are set upon by yet another "beastkin hunt" or risk a repetition of their troubled history.
Society
Beastkin societies, even within a human city, is heavily focused on "the tribe". A collection of beastkin families know and respect each other; each member of the community knows their place and duties as deliberated by their elders. To neglect one's task in the community is a grave act; to actively refuse is a social taboo. Such a link does not carry towards any real superiors, however: a beastkin that is not taking orders from a family member will often liberally interpret the order. Any non-beastkin entering their communities are watched with great suspicion, and the worst thing a beastkin can think of is an "invader". It takes a long time to gain the trust of a beastkin, but this trust will usually extend to the rest of the community. In this way, outsiders may eventually become "one of the tribe". Because of the culture of "the tribe" and the innate trust it fosters, betrayal is the greatest crime known to any beastkin, worthy of only the worst punishments imaginable.
Many young beastkin are struck with wanderlust and curiosity about the world and, once given approval from their elders, often travel far to see the wonders of the world. These beastkin may find another purpose, such as love, duty, or the service of the gods, that prevent them from coming home. These beastkin become more trusting, committed, and curious, although their initial aversion of "the outsider" remains. The greatest development in these beastkin is their homesickness; when abroad, the greatest thing a beastkin can feel is "at home".
Beastkin Names
The beastkin naming traditions follow a wide variety of cultures and possibilities, many overlapping with the people that they are nearest. A beastkin may take a name similar to a human friend, or one that was passed down from their parent held in bondage, or a name once held by a great leader of the tribe.
Male: Keaton, Yarne, Kaden, Rayun, Brokad, Batiste, Chevion, Dimiti,
Female: Panne, Selkie, Velouria, Shenile, Viscos, Charmeu, Chenila
Beastkin Traits
You are a humanoid capable of shapeshifting into a mythical animal. Ability Score Increase. Your Dexterity and Wisdom scores each increase by 1. Age. Beastkin mature at the same rate as humans but live twenty to thirty years longer. Alignment. Beastkin can be any alignment, but have a tendency towards chaotic. Many are neutral. Size. Beastkin are the same size as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Acute Senses. You have proficiency in the Perception skill, and have advantage on Perception perception checks based on hearing or smell. Beast Transformation. You have a beaststone, an item that contains powerful nature magic. You may use a bonus action to channel the power stored within your beaststone. If you do, you shift into a massive beast (determined and detailed by your subrace). This transformation lasts for 1 minute, until you die, or until you revert to your normal form as a bonus action. When you shift, you gain temporary hit points equal to your level + your ConstitAcute Senses
You have proficiency in the Perception skill, and have advantage on Perception perception checks based on hearing or smell.
Beast Transformation
You have a beaststone, an item that contains powerful nature magic. You may use a bonus action to channel the power stored within your beaststone. If you do, you shift into a massive beast (determined and detailed by your subrace). This transformation lasts for 1 minute, until you die, or until you revert to your normal form as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your beastkin subrace, described below. Your gear, with the exception of any light armor you are wearing, melds into your beast form. You are unable to activate, use, wield, or otherwise benefit from any equipment that has melded into your form. You may use this ability up to a number of times equal to your proficiency bonus. Once you have expended all your uses of this ability, you need to finish a long rest before you may use it again.
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