Gritmonger
2015-03-03, 10:56 PM
Beastfolk are the generic overtype.
All get the following:
Wisdom +1
Proficiency in Perception Checks due to Animal Senses.
Beast folk are humanoids with bestial features, rendering them obviously animalistic in some fashion. This also has granted them some of the abilities of their animal namesake. Mostly they are obviously not a standard human, but could pass on a successful Deception check depending on the amount they resemble or do not resemble standard humans in your campaign.
There is a specific lack of fluff due to people’s individual predilections on how to play somebody who is a beast race. Some might play them as people with slightly animalistic features. Others might have them as blends of animal and man. Still others might just want to play them as intelligent animals.
All of the specific types are subraces.
Catfolk
+2 Dex
Resistance: Falling Damage if able to make a Dexterity (Acrobatics) check vs. DC 15
Proficiency in Stealth and Acrobatics
Darkvision 60 ft
Fear of Water: If suddenly underwater or struck by water-based attack, Wisdom save vs DC 10 or damage if attack, or be frightened for one minute.
Dogfolk
+1 Con, +1 Cha
Proficiency in Insight and Persuasion,
Advantage on Perception and Survival Checks relying on smell.
Blindsight: 5’ reliant on smell
Disadvantage on Deception
If the subject of Sonic attack, Sonic attack also acts as a fear attack with the same DC as the sonic damage.
Rabbitfolk
+1 Dex, +1 Wis
Advantage on Perception checks relying on hearing
Movement speed +5’
Jumping distance is doubled (does not stack with “Jump” spell)
Can use Dash as a bonus action
Ratfolk
+1 Dex, +1 Con
Small size
Movement of 25
Proficient in Sleight of Hand
+2 on Initiative
Resistant to poison damage
Darkvision 60’
Foxfolk
+2 +1 Int, +1 Dex Cha
Proficient in Stealth, Deception and Investigation
+5 DC to any rolls trying to track them (may need to up this...)
Darkvision 60’
(Probably needs another element to make it balanced with other folk)
Skunkfolk
+2 Con,
Poison Spray Cantrip
Gutsy (Has advantage on saving throws versus Fear enchantments and effects)
Proficient in Intimidation and Bluff
Bearfolk
+2 Str, +1 Con
Large Size (+1 to AC)
Proficient in Survival and Intimidate
Proficient in hand to hand attack of 1d6 1d4 (bludgeoning or slashing, depending on flavor)
Have disadvantage on Diplomacy and Persuasion
You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Horsefolk
+2 Con, +1 Str
+5’ to movement
Large Size (+1 to AC)
Proficient in Athletics
+2 to Initiative checks
You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Lizardfolk
+2 Con, +1 Dex
Vulnerable to cold damage
Scaly hide (+1 AC)
Relatively Emotionless (Proficient in Bluff, have disadvantage on Performance checks)
Hard to Kill (A Lizardfolk can choose to succeed on a failed Death saving throw. This ability refreshes after a long rest.)
+1 Con, +1 Dex
Swimming speed of 20'
Proficiency in
Resistance to cold damage
+2 Cha, +1 Dex
(modeling this after Aarakocra)
Flight speed of 50'
Speed of 25'
Flight speed unusable in Medium or Heavy armor
All get the following:
Wisdom +1
Proficiency in Perception Checks due to Animal Senses.
Beast folk are humanoids with bestial features, rendering them obviously animalistic in some fashion. This also has granted them some of the abilities of their animal namesake. Mostly they are obviously not a standard human, but could pass on a successful Deception check depending on the amount they resemble or do not resemble standard humans in your campaign.
There is a specific lack of fluff due to people’s individual predilections on how to play somebody who is a beast race. Some might play them as people with slightly animalistic features. Others might have them as blends of animal and man. Still others might just want to play them as intelligent animals.
All of the specific types are subraces.
Catfolk
+2 Dex
Resistance: Falling Damage if able to make a Dexterity (Acrobatics) check vs. DC 15
Proficiency in Stealth and Acrobatics
Darkvision 60 ft
Fear of Water: If suddenly underwater or struck by water-based attack, Wisdom save vs DC 10 or damage if attack, or be frightened for one minute.
Dogfolk
+1 Con, +1 Cha
Proficiency in Insight and Persuasion,
Advantage on Perception and Survival Checks relying on smell.
Blindsight: 5’ reliant on smell
Disadvantage on Deception
If the subject of Sonic attack, Sonic attack also acts as a fear attack with the same DC as the sonic damage.
Rabbitfolk
+1 Dex, +1 Wis
Advantage on Perception checks relying on hearing
Movement speed +5’
Jumping distance is doubled (does not stack with “Jump” spell)
Can use Dash as a bonus action
Ratfolk
+1 Dex, +1 Con
Small size
Movement of 25
Proficient in Sleight of Hand
+2 on Initiative
Resistant to poison damage
Darkvision 60’
Foxfolk
+2 +1 Int, +1 Dex Cha
Proficient in Stealth, Deception and Investigation
+5 DC to any rolls trying to track them (may need to up this...)
Darkvision 60’
(Probably needs another element to make it balanced with other folk)
Skunkfolk
+2 Con,
Poison Spray Cantrip
Gutsy (Has advantage on saving throws versus Fear enchantments and effects)
Proficient in Intimidation and Bluff
Bearfolk
+2 Str, +1 Con
Large Size (+1 to AC)
Proficient in Survival and Intimidate
Proficient in hand to hand attack of 1d6 1d4 (bludgeoning or slashing, depending on flavor)
Have disadvantage on Diplomacy and Persuasion
You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Horsefolk
+2 Con, +1 Str
+5’ to movement
Large Size (+1 to AC)
Proficient in Athletics
+2 to Initiative checks
You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Lizardfolk
+2 Con, +1 Dex
Vulnerable to cold damage
Scaly hide (+1 AC)
Relatively Emotionless (Proficient in Bluff, have disadvantage on Performance checks)
Hard to Kill (A Lizardfolk can choose to succeed on a failed Death saving throw. This ability refreshes after a long rest.)
+1 Con, +1 Dex
Swimming speed of 20'
Proficiency in
Resistance to cold damage
+2 Cha, +1 Dex
(modeling this after Aarakocra)
Flight speed of 50'
Speed of 25'
Flight speed unusable in Medium or Heavy armor