Animal-Folk
Once upon a time, during an age of Calamity, a grand fey bestowed upon a group of animals a blessing to aid them as guardians of the Feywilds in the war against the Eldrazi. Their hinds legs changed and grew to let them stand upright like Humanoids, their minds awoke to a new sense of intelligence, and where once they could only yelp, bark, roar, chirp in their primal ways , now they could speak as the other races could. They became the first of the Animal-folk, wise dwellers of the forests that originated from the Feywilds. They now dote Califae in its entirety although many resides within the lands of the Bohne Monarchy.
All Shapes and Sizes
The animals that were originally blessed with their new form were only just a small number, but whether from left over magic or some unknown force, the blessing spread to animals of all shapes and sizes. There are many forms of the Animal-Folk from bears, Hyenas, all the way to even the tiny mouse.
Fae Ancestry
All of the Animal-folk can trace their ancestry all the way back to the realm of the Feywilds, as it was there that the very first Animal-folk was created and it is where many Animal-Folk journey to find their ancestral homes. It is believed that soon there will be no Animal-Folks on the prime material plane, and that they will one day all return to their beloved home.
Many Animal-folk find friends with fey and other creatures that come from the FeyWilds, and Animal-Folk often share a strang family-like bond with creatures from the Fey Wilds.
Animal-Folk Traits
Although they are many. Animal Folk share a lot of traits between them.
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Ability Score Increase. Increase one ability score by 2, or increase two different scores by 1.
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Age. Animal-folk mature quickly compared to humans, reaching adulthood by the age of 10, and have lifespans that can reach up to 60 years.
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Alignment. Animal-folk tend towards Good alignments due to their beliefs in helping others and mutual aid, though an Animal-Folk who disregards these beliefs could tend toward any alignment.
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Languages. You can speak, read, and write Common and Sylvan.
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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.
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Speak With Beasts. You have the ability to communicate with beasts as if you shared a language, following the effect of Speak with Animals. You have advantage on all Charisma checks you make to influence them.
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Keen Senses. You have proficiency in the Perception skill.
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Subraces. You may choose one subrace.
Bear
Making their home in wild, untouched corners of the world, bearfolk thrive on their own independence. Covered in shaggy fur, bearfolk resemble common bears not only in their appearance but in their ability to survive and even thrive in the wilderness. Their keen senses and physical prowess make them formidable enemies, but their practical nature and protective instincts make them fantastic allies. Bearfolk rarely approach the civilized world without good reason. Those who do often find themselves pulled into excitement and adventure.
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Size. Your size is Medium
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Speed. Your base walking speed is 30ft and you have a climbing speed of 25ft
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Bear Claws. You have claws which you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage.
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Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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Ursine Fortitude. You have resistance to cold damage. At the end of a short or long rest, you can expend and roll one Hit Die to gain a number of temporary hit points equal to the number rolled + your Constitution modifier (minimum of 1). While you have these hit points, you gain a +1 bonus to AC.
Platypus
Boondaburrans are a platypus-like shorter, stout folk adapted for life along the waterways. Webbed hands and feet, a water repellent fur covering their form, small eyes, and a soft skin covered bill make them perhaps one of the strangest looking folk you could meet but makes them talented swimmers, spear fishers, and able to move unnoticed through their natural environment.
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Size. Your size is small.
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Speed. Your base walking speed is 25ft and you have a swim speed of 30ft
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Electrolocation. You have sensitive electroreceptors located in your bill which allows you to sense signals as subtle as the electrical pulses given off by muscles. Boondaburran have blindsight out to 10 feet specifically for perceiving anything electrical or with muscles.
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Venomous Barb. You have venomous barbs sheathed in your wrist which you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Dexterity modifier poison damage. The creature must make a Constitution saving throw or be poisoned until the end of your next turn.
The DC of the save equals 8 + your proficiency bonus + your Constitution modifier.
- Hold Breath. You can hold your breath for up to 15 minutes at a time.
Hyena
Widely reviled as savage stalkers and merciless marauders, the collective identity of the Hyenas is nonetheless as contentious a subject among scholars as it is among the Hyenas themselves. Though they are commonly known for their feral instincts and relentless brutality, so too are Hyenas both naturally adaptable and aggressively loyal to their packmates. Given substantial purpose to set aside their typical mistrust, the fearsome and lawless hyenafolk can make for lifelong companions, fiercely devoted in their found kinship and prepared at all times to viciously defend it.
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Size. Your size is Medium
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Speed. Your base walking speed is 35ft
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Bite. Your bite 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.
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Scavenger. You can safely consume raw or rotten food and have advantage on saving throws against disease and ingested poisons.
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Pack Hunter. Whenever you and one or more allies that can see or hear you make a group Dexterity (Stealth) check, you and those allies gain a bonus to your rolls. This bonus is equal to half of your proficiency bonus, rounded down.
Mouse
Mousefolk settlements can be found in the most unlikely and inhospitable of places. They tend to build homes in the dark shadows and forgotten corners of the world, such as city slums, deep forests, scorching deserts, arctic tundras, or port cities in exotic lands. The Mousefolk aren't typically farmers, instead preferring hunting, trade, and craft to meet their needs. Mousefolk caravans are not an easy target for bandits, guarded by skilled archers within and a bristling wall of oak and steel without.
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Size. Your size is small.
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Speed. Your base walking speed is 25ft
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Tiny Critter. You have proficiency with the Stealth Skill. You have advantage on Dexterity (Stealth) checks while trying to hide from creatures that are larger than you.
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Nimble Dodge. When attacked by an Attack of Opportunity, you may use your reaction to impose disadvantage on that attack.
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Brave. You have advantage on saving throws against being frightened.
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Squirm. You can move through tiny sized spaces as if you were tiny size.
Tanuki
One of the Animal-folk races with the strongest connection to their ancestry, These creatures have a deep love for nature, and act a guardians for wherever they live. They will go to battle against anyone who threatens their homelands, regardless of the danger. While forests and woodlands are their preferred habitat, Tanuki will work hard to cultivate a strong natural environment wherever they are.
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Age. Unlike other Animal-folk races, Tanuki reach adulthood at the age of 15 and generally lives into the first quarter of their second century.
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Size. Your size is small.
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Speed. Your base walking speed is 25ft and you have a climbing speed of 30ft.
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Adept Trickster. You have proficiency with the Deception skill
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Ancestral Power. You know the Gust and Minor illusions cantrip. When you reach 3rd level you can cast disguise self once, and it recharges after a long rest. When you reach 5th level, you can cast alter self once, and it rechargers after a long rest. Charisma, Wisdom or Intelligence (your choice) is your spell casting ability for these spells.