5e Beastpeople
History
Beastpeople live in the mountains of, former animals turned sentient as they and their folks and clans live for the Clan and or Community they serve.Race Features:
Creature Type. Humanoid Lifespan. Mature around 10, live to be 60 years Size. (Medium) about 4-6 feet Tall Speed. 35 ft. Beast peoples Heritage. You are proficient in the Stealth and Survival skill. Dark vision. 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. Languages. Common & Under commonBeastpeople Lineage:
Linage | 1st lvl | 4th lvl |
---|---|---|
Wolf | You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. | 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 1d4 + your Strength modifier + 2d4 cold damage. The damage to the Claws increases at 5th level to 2d6 Cold The damage to the Claws increases at 9th level to 2d8 Cold The damage to the Claws increases at 14th level to 3d8 Cold The damage to the Claws increases at 18th level to 3d12 Cold |
Fox | Thanks to your sensitive nose, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell. | 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 1d4 + your Strength modifier + 2d4 fire damage. The damage to the Claws increases at 5th level to 2d6 fire The damage to the Claws increases at 9th level to 2d8 fire The damage to the Claws increases at 14th level to 3d8 fire The damage to the Claws increases at 18th level to 3d12 fire |
Rabbit | Once during each of your turns when you walk at least 5 feet, you can hop, rolling a d12 and moving that many feet in a direction of your choice. This extra distance doesn’t cost movement, but you can hop only if your speed isn’t 0. | 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 1d4 + your Strength modifier + 2d4 lightning damage. The damage to the Claws increases at 5th level to 2d6 lightning The damage to the Claws increases at 9th level to 2d8 lightning The damage to the Claws increases at 14th level to 3d8 lightning The damage to the Claws increases at 18th level to 3d12 lightning |
Tiger | Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. | 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 1d4 + your Strength modifier + 2d4 necrotic damage. The damage to the Claws increases at 5th level to 2d6 necrotic The damage to the Claws increases at 9th level to 2d8 necrotic The damage to the Claws increases at 14th level to 3d8 necrotic The damage to the Claws increases at 18th level to 3d12 necrotic |
Lion | When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the result, potentially turning the failure into a success. You can use this feature up to the amount of your class level per long rest. | 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 1d4 + your Strength modifier + 2d4 radiant damage. The damage to the Claws increases at 5th level to 2d6 radiant The damage to the Claws increases at 9th level to 2d8 radiant The damage to the Claws increases at 14th level to 3d8 radiant The damage to the Claws increases at 18th level to 3d12 radiant |
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