Homebrew Bejuk Species Details
The sights (and scents) of bejuk campsites are not easily ignored. Horned and antlered humanoids with bestial eyes and ears ride atop fantastic animals, each decorated with trinkets, dyes, and other adornments that celebrate bejuk aesthetics. Once a cart stops at a city to trade goods and information, young bejuks feed and clean the mounts while the adults handle transactions until they all quietly pack up and move on. They do not own land, nor do they wish to do so: their caravan holds all their needs and treasures.
Bejuk Traits
Any bejuk character you make will have the following traits in common with the other members of their race.Ability Score Increase
Your Wisdom score increases by 1, and another ability score of your choice increases by 2. A bejuk is expected to become the apprentice of a crafts-person, hunter, trader, lorekeeper, scout, warrior, or caretaker so that their abilities can be specialised by their early 20s.
Age
Bejuk mature in their early teens and live a bit over a century, typically between 125 and 135 years.
Alignment
Most bejuk cultures preach social neutrality as a virtue. The fact that they interact with as many races as they can further reinforces it as a necessity. Even if a bejuk becomes evil, lawful, good, or chaotic, they will usually keep some attributes of their neutral upbringing.
Size
Bejuk heights vary greatly between 5 and 7 feet tall, and shorter ones are known to have larger horns, on average. Regardless of your specific dimensions, your size is Medium.
Speed
Your base walking speed is 30 feet.
Baubles
You have proficiency with your choice of jeweler's tools, weaver's tools, or woodcarver's tools. Using these tools, you can spend 1 hour and 2 sp worth of raw materials to craft a Tiny bauble worth 3 sp, such as a string of beads, a clothing patch, or an earring. If a creature willingly accepts one of these baubles as a gift, you gain advantage on the first Charisma check you make to influence that creature within the next minute. You gain this benefit no more than once per day per creature.
Herd's Resolve
While you are within 20 feet of a friendly creature that isn't incapacitated, you have advantage on saving throws against being frightened. Additionally, when a creature within 20 feet of you makes a saving throw against being frightened, you can use your reaction to grant it advantage on the roll.
Stotting
When you make a standing, long, or high jump, you jump as if you had made a running start. Additionally, you jump height is doubled, which often helps with mounting creatures that are much larger than you.
Tamer's Touch
You have proficiency in the Animal Handling skill. Additionally, you can cast animal friendship using this trait. Once you cast it, you cannot do so again until you finish a long rest. Wisdom is your spellcasting ability for it.
Languages
You know how to speak, read, and write Common, Bejuk, and two other standard languages of your choice. Most people hear the Bejuk tongue as a gibberish dialect of Common. In reality, it is a sublanguage composed of idioms, metaphors, slang, and other figures of speech that require months of daily exposure to understand fully.
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