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## Feralkin Cursed by the dark magic created by native tribes of humans within the Pyrebr Jungle long ago, feralkin are half-human half-animal hybrids that live in seclusion. Feralkin are feral humans that possess various appendages and features of different animals, and gain powerful abilities associated with their bestial lineage. Feralkin were originally created by failed attempts to induce lycanthropy within the tribes; instead of a controllable power, feralkin are stuck with their unnatural bestial appearance at all times. ### Life of a Feralkin Feralkin seek a way to either cure or control the curse of their animalistic lineage. They prefer to mostly keep to themselves within small groups of other feralkin, living in small tribes far from civilization. Occasionally one will happen across adventurers and explorers, either while out hunting or wandering in search of a promising lead pertaining to their curse. They are driven by stoic self-preservation, and will sacrifice others without hesitation if they believe it will help their cause. They otherwise will hunt and fight alongside other nearby feralkin tribes. Feralkin are mostly total strangers to the civilized world, while some utilize illusion magic to hide their true nature to blend in with society, allowing those feralkin to become effective bounty hunters and assassins. Other feralkin take on the life of a sage or hermit, preferring to learn about the world far away from the judgmental people and dangers of society. In any case, all feralkin are innately drawn to the allure of being able further to control their animalistic abilities, or to find a way to cure them altogether. ### Feralkin Names Feralkin prefer naming themselves simple first names that are usually two syllables long, and prefer non-gender-specific names. They have surnames based on the name of the tribe they belong to. Their tribes are usually named after notable landmarks or characteristics of their territory. **Male and Female Names:** Awo, Aunu, Baela, Choro, Davi, Eena, Kaiyo, Kuzo, Myna, Nanu, Sora, Syno, Vaela, Yona, Zabi **Tribe Names:** Archhenge, Dunewalk, Hiddenfalls, Jewelcliff, Leechlake, Narrowpass, Plainstrider, Redclaw, Ridgecliff, Tanglemaze, Venomjungle, Webwood, Wideriver \columnbreak ### Feralkin Traits A feralkin character has the following racial traits: ***Ability Score Increase.*** Your Charisma score decreases by 1, and other ability scores increase (determined by your lineage). ***Age.*** Feralkin mature at the same rate and live as long as humans. ***Alignment.*** Feralkin tend to favor more chaotic lifestyles, though they show no preference toward good nor evil. ***Size.*** Feralkin stand at 6 feet tall on average and weigh anywhere from 140 to 230 pounds. Your size is medium. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Deep Speech and one other language of your choice. ***Lineage.*** Choose from one of the five lineages below. You gain a number of traits associated with the chosen lineage. Your appearance is determined by the lineage and traits you choose. If you choose multiple traits that affect the same body part, you choose which trait's appearance modifier takes precendent. #### Ape You possess various qualities of an ape, depending on the traits you choose (see below). Your Strength score increases by 2, and you also gain two of the following traits: ***Heavy Fists.*** You possess the arms and hands of a gorilla. Your powerful fists are natural weapons, which you can use to make unarmed strikes. You double your proficiency bonus for your first attack on your turn if that attack is an unarmed strike. When you hit with an unarmed strike, you deal 1d10 bludgeoning damage, instead of the normal damage dealt by an unarmed strike. This damage increases by 1d10 at 5th level to 2d10, again at 11th level to 3d10, and again at 17th level to 4d10. ***Natural-born Climber.*** You posses the lanky limbs of an orangutan. You have a climbing speed equal to your movement speed. ***Powerful Frame.*** You posses the muscular, stocky upper body and head of a gorilla. Your Strength score increases by 1, and you have advantage on Strength (Athletics) checks. ***Strong Leap.*** You posses the lanky limbs of a chimpanzee. You are proficient in the Acrobatics skill. In addition, when you make a long jump or a high jump on your turn, you can use your bonus action to double the number of feet you can jump. \pagebreakNum #### Bear You possess various qualities of a bear, depending on the traits you choose (see below). Your Strength score increases by 2, and you also gain two of the following traits: ***Claws.*** You possess the arms and clawed paws of a bear. Your powerful claws are natural weapons, which you can use to make unarmed strikes. You double your proficiency bonus for your first attack on your turn if that attack is an unarmed strike. When you hit with an unarmed strike, you deal 1d10 slashing damage, instead of the normal damage dealt by an unarmed strike. This damage increases by 1d10 at 5th level to 2d10, again at 11th level to 3d10, and again at 17th level to 4d10. ***Keen Investigator.*** You possess the head of a bear. Your Intelligence score increases by 1, and you are proficient in the Investigation and Survival skills. ***Protective Coat.*** A thick layer of fur covers your body, granting you an increased level of defense. While not wearing armor, your AC is equal to 13 + your Dexterity modifier. ***Tempered Mind.*** You possess the head of a bear. Your Wisdom score increases by 1, and you have advantage on saving throws against being frightened. #### Jackal You possess various qualities of a jackal, depending on the traits you choose (see below). Your Constitution score increases by 2, and you also gain two of the following traits: ***Hardy.*** You possess the body of a bipedal jackal. Your Constitution score increases by 1, and you have advantage on Constitution saving throws against poison and disease. ***Survivor.*** You possess the upper body and head of a jackal. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ***Tireless.*** You possess the inverted legs and head of a jackal. You have advantage on saving throws against gaining levels of exhaustion. ***Tracker.*** You possess the head of a jackal. You have proficiency in the Survival skill, and you have advantage on Wisdom (Survival) checks made while tracking creatures. \columnbreak #### Shark You possess various qualities of a shark, depending on the traits you choose (see below). Your Strength and Dexterity scores each increase by 1, and you also gain two of the following traits: ***Aquatic Affinity.*** You possess small fins on the backs of your arms, have webbed fingers and toes, and gills on the sides of your neck. You have a swim speed equal to your movement speed, and you can breathe underwater. ***Bite.*** You possess the head of a shark. Your toothy maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d10 piercing damage, instead of the normal damage dealt by an unarmed strike, and if the target is large or smaller, it becomes grappled. A creature may use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check to escape this grapple. You have advantage on bite attacks against creatures grappled in this way. You cannot target another creature with your bite if you already have a creature grappled in this way. This damage increases by 1d10 at 5th level to 2d10, again at 11th level to 3d10, and again at 17th level to 4d10. ***Hammerhead Sight.*** You possess the head of a hammerhead shark. You have advantage on Wisdom (Perception) checks that rely on sight, and you have proficiency in the Perception skill. ***Killer Instinct.*** You possess the eyes and nose of a shark, despite having an otherwise normal human head. You have advantage on Wisdom (Perception) checks that rely on smell, and you have advantage on Wisdom (Survival) checks made while tracking creatures. #### Tiger You possess various qualities of a tiger, depending on the traits you choose (see below). Your Dexterity score increases by 2, and you also gain two of the following traits: ***Claws.*** You possess the arms and upper body of a tiger. Your powerful claws are natural weapons, which you can use to make unarmed strikes. You double your proficiency bonus for your first attack on your turn if that attack is an unarmed strike. When you hit with an unarmed strike, you deal 1d10 slashing damage, instead of the normal damage dealt by an unarmed strike. This damage increases by 1d10 at 5th level to 2d10, again at 11th level to 3d10, and again at 17th level to 4d10. ***Feline Dexterity.*** You possess the lower body of a panther. Your Dexterity score increases by 1, and you are proficient in the Acrobatics and Stealth skills. ***Fine-tuned Hearing.*** You possess the heaed of a tiger or panther. You have advantage on Wisdom (Perception) checks that rely on hearing, and you are proficient in the Insight skill. ***Powerful Frame.*** You possess the thick arms and stocky upper body of a large tiger. Your Strength score increases by 1, and you have advantage on Strength (Athletics) checks.