Beastkin

Your beastkin character has the following hereditary traits.

Age. Beastkin mature far more quickly than most Humanoids, reaching adulthood within 5 years. Though they may live nearly a century, some beastkin live only 20 or 30 years.

Size. Your size is Medium or Small. Beastkin vary in weight and height, depending on their Beast characteristics. Most are between 4 and 8 feet tall, but if you choose to play a beastkin shorter than 4 feet, you can choose your size to be Small. Your weight varies depending on your Beast characteristics. For example, a Medium beastkin descended from bears likely weighs upward of 350 pounds, while an avian beastkin of the same size is likely to weigh around 100 pounds.

Speed. Your base walking speed is 30 feet.

Animal Instinct. You have proficiency in either the Perception or Survival skill (your choice).

Natural Weapons. You have claws, horns, hooves, fangs, spines, or a similar adaptation that serves as a natural weapon. Work with your GM to determine what type of natural weapon you possess and decide whether it does bludgeoning, piercing, or slashing damage. You can use your natural weapon to make unarmed strikes. When you hit with it, the strike deals 1d6 + your STR or DEX modifier damage (choose which during character creation) of your chosen type, instead of the bludgeoning damage normal for an unarmed strike.

Natural Adaptation. You inherit one of the following traits determined by what kind of animal characteristics you want your character to have:

  • Avian. Leathery, feathery, or gossamer wings sprout from your back or connect to your outstretched arms. You have a flying speed equal to your walking speed. You can’t fly while wearing medium or heavy armor. Carrying a heavy load or a creature of your size or larger while flying reduces your speed by half.
  • Agile. Sharp claws, cloven hooves, robust limbs, reversed joints, or suction pads on your hands and feet allow you to scrabble up trees, rock faces, and uneven surfaces with ease. You have a climbing speed equal to your walking speed. In addition, you have advantage on saves made to avoid being knocked prone.
  • Aquatic. Oily fur, scales, fins, webbed hands and feet, or long, gangly limbs are common for your people. You have a swimming speed equal to your walking speed. You can hold your breath for up to 20 minutes.
  • Sturdy. Powerful limbs, fat reserves, or a thick hide allow you to endure harm and accomplish feats of remarkable athleticism. When you aren’t wearing armor, you have a natural AC of 13 + your DEX modifier. In addition, you count as one size larger when determining your carrying capacity and the weight you can push or drag.

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