Homebrew Creaturefolk Species Details

Creaturefolk are humanoids who resemble some kind of creature. Often created by dark magical rituals, complex and confusing druidic magics, or someone being horny for something they really shouldn't be, creaturefolk are usually missing parental guidance and tend to be more chaotic than their feral counterparts. They are often much larger or smaller than their feral counterparts as well and almost always a lot smarter. Pick a monster with the aberration, beast, dragon, fey, giant, monstrosity, or plant category that has an intelligence of 7 or lower. This is your base creature and you will use them to determine the rest of your abilities.

Creaturefolk Traits

Creaturefolk have traits related to the creature they resemble

Natural weapon

You have a natural weapon based on your creature that does 1d4+STR damage the type of which is determined by your base creature's attack.

Passive ability

You have a passive ability based on your base creature. Try to avoid or limit any ability that causes damage directly. A feat or racial ability from a different race may be appropriate. Work with your DM to make sure this is balanced. If your DM denies all of your ideas, you can instead take a natural armor bonus where your AC when not wearing armor is equal to 13 + your dexterity modifier. You can always take the natural armor bonus without DM permission.

ie.

Your base creature is a Constrictor Snake. You want the grappler feat as your passive ability. Your DM thinks that's good and allows it so you take that ability.

Your base creature is a Manticore. You want to have the ability to fly, however your DM thinks that might be unbalanced. So you ask to make your natural attack a ranged attack like the Manticore's tail spines. The DM approves and you can take that ability.

 Your base creature is a Wyvern. You want your unarmed attack to do an extra 1d6 poison damage on a failed Con save. The DM says that it's too powerful and says you would only be able to do it a number of times equal to double your proficiency bonus.

Your base creature is a Basilisk. You want to have the petrifying gaze ability. The DM denies it and tells you that even a weaker version of that would be too powerful. So you can take the natural armor bonus.

Your base creature is an Owlbear. You want a natural armor bonus so you can take it.

Size

You are Medium or Small. You choose the size when you select this race.

Ability Score Increase

Increase one ability score by 2 and a different score by 1 or increase three ability scores by 1.

Darkvison

You have darkvision out to 60 feet. You cannot discern color in the darkness, only shades of gray.

One of the Wild

Your connection to a wild beast grants you skills to live outside of regular society. Choose between proficiency in Survival or Nature and choose a second proficiency of any skill of your choice.

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