Mammalfolk (Bager, Dogekin, Gnoll, etc.)

by TheTranMan

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Bager

Your bager character has the following racial traits.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Badegyn reach adulthood at age 12 and can live up to 80 years.

Size. Badegyn are about the same size as dwarves but are more lanky. Your size is Medium. To set your height and weight randomly, start by rolling a size modifier:


  • Size modifier = 2d6
  • Height = 4 feet + 2 inches + your size modifier in inches
  • Weight in Pounds = 100 lb. + (2d6 x your size modifier)

Speed. Your base walking speed is 25 feet, and you have a burrowing speed of 15 feet.

Darkvision. 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.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning normal for an unarmed strike.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Poison Resistant. You have advantage on saving throws against being poisoned or to take poison damage, and you have resistance against poison damage.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice on additional time and add it to the extra damage of the critical hit.

Language. You can speak, read, and write Common and Undercommon.

Dogekin / Lupin (Dogfolk)

Your dogfolk character has certain abilities and traits that are common between all dogfolk.

Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.

Age. Dogfolk mature more quickly than humans do. They are considered adults at 15 years of age. Dogfolk live to 60 years of age, and any older dogfolk are extremely rare.

Size. Dogfolk are all varied in sizes, from smaller ones the size of regular dogs or halflings, to larger man-sized and bigger dogs of tall or broad stature. You can choose to be Small (3-4ish feet in height) or Medium (4+ and above) sized when you select this race. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 3d12
  • Height = 3 feet + 2 inches + your size modifier in inches
  • Weight in Pounds = 40 + (3d10 x your size modifier)

Speed. Your base walking speed is 30 feet.

Bite. Your canine teeths is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Keen Senses. You have a strong sense of hearing and smell, giving you advantage on Wisdom (Perception) checks that rely on sound or scent.

Loyal Spirit. If an attack would drop you to 0 hit points but not killed outright, and any of your allies are in sight, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Canine Intuition. You are proficient in the Athletics and Survival skills.

Languages. You can speak, read, and write Common and one additional language of your choice, that you and your DM agree is appropriate for the character.

Boorff (Beaverfolk)

Your boorff has the following racial traits.

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Boorff reach adulthood at age 16 and can live up to a century.

Size. Boorff are short and stocky, much akin to the size of a dwarf. Your size is Medium. To set your height and weight randomly, start by rolling a size modifier:


  • Size modifier = 2d4
  • Height = 3 feet + 8 inches + your size modifier in inches
  • Weight in Pounds = 120 + (2d6 x your size modifier)

Speed. Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Tail. Your broad, scaly tail is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. You can also slap your tail on a liquid surface and produce a sound that is audible up to 200 feet away.

Crafter's Lore. You gain proficiency with two of the following skills of your choice: History, Investigation, Nature, Perception, Performance, or Sleight of Hand.

Artisan's Talent. You gain proficiency in Carpenter's Tools, and in your choice of one other Artisan's Tools of your choice.

Whenever you make an ability check with the chosen tool, roll a d4, and add the number rolled to the check's total.

Woodcunning. Whenever you make an Intelligence (History) check related to woodwork or architecture, you are considered proficienct in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. For example, you might identify the type of wood used, identify rotted wood or other structural inefficiencies in a wooden structure.

Languages. You can speak, read, and write Common and one other language of your choice.

Giff (Hippofolk)

Your giff character has the following traits.

Ability Score Increase. Your Strength score increases by 2, and your Dexterity and Constitution score increase by 1.

Age. Giff mature faster than humans, reaching adulthood at 14 and old age at 60. They can live for 100 years.

Size. Giff are big, bulky, and can be as tall as 8 feet. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:


  • Size Modifier = 2d12
  • Height = 6 feet + 2 inches + your size modifier in inches
  • Weight in pounds = 250 + (2d8 x your size modifier)

Speed. Your base walking speed is 30 feet.

Darkvision. 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.

Slam. Any form of your unarmed strikes are natural melee weapons, (headbutts, fists, kicks, etc.) which you can use to make unarmed strikes. When you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Firearms Mastery. You gain proficiency with Renaissance Firearms. You also ignore the loading property of any firearm you are proficient in. In addition, attacking at long range with a firearm doesn't impose disadvantage on your attack roll.

Explosives Buff. You gain proficiency with Renaissance Explosives. You also deal an extra die of damage whenever you roll damage for any Explosives.

Hippo Build. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Common and Giff.

Gnoll (Hyenafolk)

Your gnoll character has the following racial traits.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Gnolls reach adulthood around age 6 and can live up to 60 years.

Size. Gnolls stand generally around 5-6 feet in height, though their true height is normally lowered from hunched postures, and weigh around 250 pounds. Your size is Medium. To set your height and weight randomly, start by rolling a size modifier:


  • Size modifier = 2d12
  • Height = 4 feet + 10 inches + your size modifier in inches
  • Weight in Pounds = 130 + (2d6 x your size modifier)

Speed. Your base walking speed is 30 feet.

Bite. Your canine teeths is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Darkvision. Being moderately nocturnal, 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.

Rampage. Immediately after you reduce a creature to 0 hit points with a melee attack on your turn, you can use a bonus action to move up to half your speed and make one attack with your bite.

Ferocious Hunter. You are proficient in the Intimidation and Survival skills.

Savage Constitution. You can safely consume raw or rotten food and have advantage on all saving throws against becoming diseased or becoming poisoned from ingested poisons.

Languages. You can speak, read, and write Common and Abyssal.

Grodyr (Goat/Ramfolk)

Your goatfolk character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Grodyr reach adulthood at age 10 and can live up to 80 years.

Size. Grodyr are fairly buff and short. Your size is Medium. To set your height and weight randomly, start by rolling a size modifier:


  • Size modifier = 2d4
  • Height = 3 feet + 10 inches
  • Weight in Pounds = 150 + (2d4 x your size modifier)

Speed. Your base walking speed is 30 feet.

Uncanny Hoofs. Because of your hoofs, you have a climbing speed of 20 feet.

Horns. Your horns are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Sure-Footed. You have advantage on saving throws that would knock you prone. You can also move across difficult terrain made of earth or stone without expending extra movement.

Goatish Constitution. You have advantage on saving throws against being diseased and poisoned, and you have resistance to poison damage.

Natural Athlete. You are proficient in the Athletics skill.

Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Languages. You can speak, read, and write Common and Sylvan.

Harengon (Hare/Rabbitfolk)

As a harengon, you have the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Size. Harengon come in many shapes and sizes. You can choose to be Small or Medium sized when you select this race.

Hare-Trigger. You can add your proficiency bonus to your initiative rolls.

Leporine Senses. You have proficiency in the Perception skill.

Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Sylvan.

Illeem (Lemurfolk)

Your illeem character has the following racial traits:

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Illeem can live up to a century.

Size. Illeem are small, standing between 2-3 feet tall, with generally slender builds. Your size is Small. Here's how to determine your height and weight randomly, starting with rolling a size modifier:


  • Size modifier = 1d4
  • Height = 2 feet + 4 inches + your size modifier in inches
  • Weight in Pounds = 30 + (1d6 x your size modifier)

Speed. Your base walking speed is 30 feet.

Deft Climbers. You gain a climbing speed equal to your walking speed.

Hefty Leap. Whenever you take the dash action, your jumping distance is tripled.

Forestborn. You are proficient in the Acrobatics and Stealth skills.

Languages. You can speak, read, and write Common and Sylvan.

Ipotane (Horsefolk)

Your ipotane character has the following racial traits:

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Ipotane are quick to mature physically, reaching young adulthood at age 20. They can live up to a Century.

Size. Ipotane stand between 6 and 7 feet tall, with generally buff builds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:


  • Size modifier = 1d10
  • Height = 6 feet + your size modifier in inches
  • Weight in pounds = 300 + (2d12 x your size modifier)

Speed. Your base walking speed is 35 feet.

Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Charging Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with a weapon you wield or with your hooves as a bonus action.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Equine Martial and Armor Training. You are proficient with two martial weapons of your choice. You also have proficiency with light and medium armor.

Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Languages. You can speak, read, and write Common and Sylvan.

Kitsune / Vulpen (Foxfolk)

You have the following racial traits.

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Creature Type. Your creature type is both Fey and Humanoid, for the purpose of suffering from effects that target either.

Size. You are Medium.

Speed. Your walking speed is 35 feet.

Darkvision. You have darkvision with a range of 60 feet.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Natural Weapons. You have sharp fangs and claws that act as natural weapons. Your unarmed strikes deal 1d4 piercing or slashing damage.

Nimbleness. You are proficient in the Acrobatics skill.

Shapechanger.

Vulpine Trickery. You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Sylvan.

Laicost / Ysoki (Mousefolk)

You have the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Size. You are Small.

Speed. Your base walking speed is 25 feet.

Brave. You have advantage on saving throws against being frightened.

Keen Senses. You have proficiency in the Perception skill.

Mousefolk Weapon Training. You have proficiency witht he rapier, shortsword, shortbow, and handaxe.

Languages. You can speak, read, and write Common and one other language of your choice.

Loxodon (Elephantfolk)

Your loxodon character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.

Alignment. Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend towards good.

Size. Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speed. Your base walking speed is 30 feet.

Loxodon Serenity. You have advantage on saving throws against being charmed or frightened.

Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.

Your trunk can't wield gweapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Languages. You can speak, read, and write Common and Loxodon.

Lynian (Catfolk)

Your lynian character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Lynians mature at the same rate humans do and reach adulthood around the age o 20. They live up to a century.

Size. Lynian's height ranges from little over a human's height to being as small as a halfling. To set your height and weight randomly, start with rolling a size modifier depending on your Subrace.

Speed. Your base walking speed is 30 feet.

Darkvision. You have darkvision with a range of 60 feet.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Because of your claws, you have a climbing speed of equal to your walking speed. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common and one other language of your choice.

Subrace. Choose one of these subraces, Felyne, Leonin, or Rakasta.

Felyne

Your ancestry heralds from small spry cats and other domestic critters.

Ability Score Increase. Your Charisma score increases by 1.

Cat's Talent. You have proficiency in the Perception and Stealth Skills.

Nimble. You can move through the space of any creature that is of a size larger than yours.

Size. Your size is Small. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 2d4
  • Height = 2 feet + 6 inches + your size modifier in inches
  • Weight in Pounds = 30 + your size modifier

Leonin

Standing tall and burly, a cat-folk of surprising strength descending from ancient lions, sphinxes, or manticores.

Ability Score Increase. Your Strength score increases by 2.

Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

Rakasta

Standing at a man's height if not taller, with lanky slender features, the Rakasta are cat-folk descending of tigers and the Rakshasa fiends.

Ability Score Increase. Your Charisma score increases by 1.

Rakasta Weapon Training. You are proficient with the claw gauntlets, javelin, atlatl, and scimitar.

Legacy of the Rakshasa. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast Disguise Self spell once and regain the ability do so when you finish a long rest. Once you reach 5th level, you can also cast the Invisibility spell once and regain the ability do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Minotaur / Holstaur (Cowfolk)

As a minotaur, you have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your base walking speed is 30 feet.

Horns. You have horns that you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Languages. You can speak, read, and write Common and Minotaur.

Pokee (Hedgehogfolk)

You have the following racial traits.

Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.

Size. You are Small.

Speed. Your base walking speed is 25 feet.

Darkvision. 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.

Natural Instincts. You have proficiency in the Survival skill.

Quills. Your hide is covered in fine needles. At the start of each of your turns, you can deal 1d6 piercing damage to a creature you are currently grappling or being grappled by.

Languages. You can speak, read, and write Common.

Raden (Ratfolk)

You have the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Size. You are Small.

Speed. Your base walking speed is 30 feet.

Darkvision. You have darkvision with a range of 60 feet.

Sneaky. You have proficiency in the Stealth skill.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Hardy Constitution. You have advantage on saving throws against poison and disease. You also have resistance to poison damage.

Languages. You can speak, read, and write Common and Sylvan.

Satyr / Faun / Sileni (Goatfolk)

As a satyr, you have the following racial traits.

Creature Type. Your creature type is both Fey and Humanoid, for the purpose of suffering from effects that target either.

Size. You are Medium.

Speed. Your base walking speed is 35 feet.

Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number to the feet you cover, even when making a standing jump. This extra distance covsts movement as normal.

Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

Languages. You can speak, read, and write Common and Sylvan.

Shifters (Were-Touched)

You have the following racial traits.

Creature Type. Your creature type is Humanoid (Shapechanger).

Size. You are Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have darkvision with a range of 60 feet.

Keen Senses. You have proficiency in the Perception skill.

Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common and one other language of your choice.

Subrace. The beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, and wildhunt. Choose a subrace for your shifter.

Beasthide

Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Natural Athlete. You have proficiency in the Athletics skill.

Shifting Feature. Whenever you shift, you gain 1d8 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.

Longtooth

Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Fierce. You have proficiency in the Intimidation skill.

Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Swiftstride

Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Graceful. You have proficiency in the Acrobatics skill.

Shifting Feature. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.

Wildhunt

Wildhunt shifters are sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Natural Tracker. You have proficiency in the Survival skill.

Shifting Feature. While shifted, you have advantage on Wisdom checks.

Bearfolk Traits

Your bearfolk character has the following traits:

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Bearfolk mature both mentally and physically slowly, reaching what is considered their adulthood at age 30. They can live up to a century and a half.

Size. Bearfolk stand between 6 and 8 feet tall, with generally stocky builds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:


  • Size modifier = 2d12
  • Height = 6 feet + 4 inches + your size modifier in inches
  • Weight in pounds = 250 + (2d10 x your size modifier)

At some point after reaching maturity, Bearfolk undergo a sudden growth spurt of 2 feet or more. At 1st level, you are a Medium creature. When you reach 5th level, you can choose to become a Large creature.

Speed. Your base walking speed is 30 feet. You also have a climbing speed equal to your walking speed.

Darkvision. 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.

Bear Claws. You have large curved claws that extend from your hands. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier.

Keen Smell. You have a highly attuned sense of smell necessary for hunting and safety in the wild. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that involve smell.

Born Survivor. You are proficient in one of the following skills of your choice: Animal Handling, Intimidation, Nature, or Survival.

Languages. You can speak, read, and write Common and Ursidae. Ursidae is an exotic Language scripted from Bale, the language of beasts. Ursidae is a gutteral growling language, interwoven with bear roars.

Terrible Mauling. In battle, you can channel the furious power of your bear ancestry to claw apart an enemy. As a bonus action, you can make two special attacks with your claws. If both attacks hit, the creature must make a Strength saving throw (DC equals 8 + your Strength mod + your Proficiency Bonus) or be knocked prone. You can't use this trait again until you finish a short or long rest.

Subrace. Two subraces of Bearfolk exist: Shungmo and Ursa. Choose one of them for your character.

Shungmo

Shungmo are panda bears, the bearfolk in the southern hemisphere who live in temperate or humid climates.

Ability Score Increase. Your Wisdom score increases by 1.

Great Swimmers. You have a swimming speed equal to your walking speed.

Jungle Born. You're acclimated to places of dense foliage, heavy rainfall, and intense humidity. You're also adapted to warm / hot cliamtes, as described in chapter 5 of the Dungeon Master's Guide.

Fat Hide. You are proficient in the Dexterity (Acrobatics) skill and take half as much damage from falling damage.

Ursa

Ursa are primarily polar bears, but can be used to represent the other bears of a colder northern climate, such as black, gray, or brown bears.

Ability Score Increase. Your Charisma score increases by 1.

Natural Athlete. You have proficiency in the Athletics skill.

Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, you ignore difficult terrain composed of ice or snow.

Swine / Boarnad (Pigfolk)

You have the following racial traits.

Creature Type. Your creature type is Humanoid.

Size. You are Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have darkvision with a range of 60 feet.

Agriculturist. You are proficient in one of the following skills of your choice: Animal Handling, Nature, or Survival skill.

Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.

Hardy Constitution. You have advantage on saving throws against poison and disease. You also have resistance to poison damage.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Common.

Tuskar (Walrusfolk)

You have the following racial traits.

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Creature Type. Your creature type is Humanoid.

Size. You are Medium.

Speed. Your base walking speed is 30 feet.

Polar Resilience. Acclimated to the freezing conditions of your homeland, you have resistance to cold damage and are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Additionally, you ignore difficult terrain composed of ice or snow.

Tusks. You have sharp tusks, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Nomad's Wisdom. You gain proficienct with the Survival Skill and one of the following skills of your choice: Animal Handling, Athletics, Medicine, Nature, or Perception.

Natural Buoyancy. You have an air sack in your throat that helps control your movement through water (or similar liquids). You have advantage on athletics checks made to swim. If at any point in your turn you are underwater, you can inflate your throat sack, causing you to rise up to 30 feet towards the surface provided you are not grappled or restrained. If you are unconscious at the start of your turn this movement happens automatically.

Thick Skin. Your skin is incredibly thick, allowing you to shrug off smaller amounts of damage. Whenever you take nonmagical bludgeoning, piercing or slashing damage, if the total damage taken does not exceed your proficiency modifier, you instead take no damage. This trait does not function if you are wearing heavy armor.

Languages. You can speak, read, and write Common and one other language of your choice.

 

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