Homebrew Animalian Species Details

All Animalian share the following features. Ability Score Increase. Increase one ability score of your choice by 2 and a different ability score of your choice by 1. Age. Animalian age as humans do. Alignment. Animalian are true to their own hearts more than any law or code of ethics making them more often than not chaotic. They tend towards neutral more than evil or good. Size. Animalian come in sizes great and small. You can choose to be Medium or Small. Speed. Your basic walking speed is 30 feet. Wild and Free. You have advantage on saving throws against being charmed. All Creatures Under the Sun. Gain 2 breed traits of your choice. Languages. You begin with Common and Beastspeech. Beastspeech can only be learned by Animalian and, when speaking it, they can communicate with animals as if under the effect of the spell, speak with animals.
Breed Traits All Animalian  have two of the following traits. Each trait can only be selected once. Adept Climber. Gain proficiency in your choice of Athletics or Acrobatics. You have a climb speed equivalent to your walking speed. Beast of Burden. You are considered one size larger than you are for the purposes of determining carrying capacity and the amount you can push, drag, or lift.

Burrowing. While you have two free hands you have a burrowing speed of 25 feet.

Darkvision. Accustomed to life underground or the night sky, you have superior vision in dark and dim conditions. 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.

Echolocation. As a bonus action on your turn you can emit a shriek inaudible to creatures without this trait. Until the end of your next turn you have blindsight up to 30 feet away while you are not deafened.

High Flyer. You have a fly speed equivalent to your base walking speed. You cannot fly while you are carrying more than half of your maximum carrying capacity. While flying you make attack rolls and ability checks at disadvantage, cannot maintain concentration on spells, and cannot cast spells. Jumper. Gain proficiency in your choice of Athletics or Acrobatics. Your jump distance is doubled.

Keen Senses. Gain proficiency in the Perception skill and choose one sense. You gain advantage on Perception rolls that utilize that sense.

Kin to Beasts. Gain proficiency in Animal Handling. Your proficiency bonus is doubled when you make Animal Handling checks.

Longstrider. Your base walking speed increases to 35 feet.

Natural Armor. When you aren’t wearing armor, your AC equals 11 + your Constitution or Dexterity modifier.

Natural Talent. Beasts of the earth, sky, and sea have talents as varied as their shapes. You gain proficiency in a skill of your choice

Natural Weapon. You have a natural weapon that you are proficient in. This could be a bite, claw, quill, club tail, or other bestial feature. You can choose to add your strength or dexterity modifier to the attack roll and deal 1d4 + strength or dexterity modifier damage. The damage type should be selected when you take this trait; bludgeoning, piercing, poison, or slashing damage.

Scalekin. You have a swim speed equivalent to your walking speed and can breathe in air and water.

Animalian Traits

see description

All creatures under the sun

Breed Traits

All Animalian have two of the following traits. Each trait can only be selected once. Adept Climber. Gain proficiency in your choice of Athletics or Acrobatics. You have a climb speed equivalent to your walking speed. Beast of Burden. You are considered one size larger than you are for the purposes of determining carrying capacity and the amount you can push, drag, or lift.

Burrowing. While you have two free hands you have a burrowing speed of 25 feet.

Darkvision. Accustomed to life underground or the night sky, you have superior vision in dark and dim conditions. 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.

Echolocation. As a bonus action on your turn you can emit a shriek inaudible to creatures without this trait. Until the end of your next turn you have blindsight up to 30 feet away while you are not deafened.

High Flyer. You have a fly speed equivalent to your base walking speed. You cannot fly while you are carrying more than half of your maximum carrying capacity. While flying you make attack rolls and ability checks at disadvantage, cannot maintain concentration on spells, and cannot cast spells. Jumper. Gain proficiency in your choice of Athletics or Acrobatics. Your jump distance is doubled.

Keen Senses. Gain proficiency in the Perception skill and choose one sense. You gain advantage on Perception rolls that utilize that sense.

Kin to Beasts. Gain proficiency in Animal Handling. Your proficiency bonus is doubled when you make Animal Handling checks.

Longstrider. Your base walking speed increases to 35 feet.

Natural Armor. When you aren’t wearing armor, your AC equals 11 + your Constitution or Dexterity modifier.

Natural Talent. Beasts of the earth, sky, and sea have talents as varied as their shapes. You gain proficiency in a skill of your choice

Natural Weapon. You have a natural weapon that you are proficient in. This could be a bite, claw, quill, club tail, or other bestial feature. You can choose to add your strength or dexterity modifier to the attack roll and deal 1d4 + strength or dexterity modifier damage. The damage type should be selected when you take this trait; bludgeoning, piercing, poison, or slashing damage.

Scalekin. You have a swim speed equivalent to your walking speed and can breathe in air and water.

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