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Beastfolk of the Feywild

The beastfolk collectively refer to all manner of animal-humanoid hybrids native to the Feywild. They are relatively common throughout their native plane and have been known to occasionally venture into the Material Plane. This can be troublesome due to the attention their appearance brings.

Origins

Legends of the Feywild tell of a great banquet held by the Seelie and Unseelie Courts. Long before the conflict that split the two, the courts held this great banquet in a glade in the forest while the nobles ventured out to hunt and entertain themselves. While the nobles were away, the servants prepared the feast for their return.

While the preparations were being made, various beasts were attracted by the enticing smells of the food and drinks. Several animals would sneak in and steal some morsels left unguarded, be driven off by the servants, and then other animals would steal more during the distraction. By the time the nobles returned from their excursions, the rich banquet had been decimated, leaving only crumbs and stains for the guests.

The magic of the enchanted food warped the beasts that ate of it, giving them intelligence and humanoid form. Many would later be hunted down by the court, who desired to avenge the slight the animals had unwittingly perpetrated. However, the Duchess of the Silver Winter Court, Lurue, was amused by the antics and eventually convinced most of her kin to take the incident in good humor. She gathered together the newly created beastfolk to her court and began to train them as servants and subjects of the Fey.

Known Beastfolk Races

Bjornemenn (Bearfolk)

Bjornemenn by Joseph Furtado

The bjornemenn hail from the mountainous forests of the Feywild. They typically live alone or in small family groups, meeting periodically for religious festivals or to trade goods. They are excellent survivalists, foraging and hunting for most of their necessities and crafting what tools they need from local resources.

Bjornemenn Traits

Your bjornemenn character has the following racial traits.

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

Age. Bjornemenn have longer lifespans compared to humans, but mature very quickly. They reach maturity at around 10 years and can live as long as 110 years.

Alignment. Bjornemenn culture puts great emphasis on self sufficiency and survival, pushing them towards neutral alignments.

Size. Bjornemenn are between 6' to 8' tall, and can weigh over 300lbs. Your size is Medium. Here's how to determine your height and weight randomly, starting with a modifier:
  • Size Modifier = 2d12
  • Height = 5'9" + (Size Modifier)"
  • Weight = 200lbs + (1d8 x Size Modifier)

Speed. Your base walking speed is 30'.

Bear Claws. Your claws give you a climbing speed of 20'. Your claws are also natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier slashing damage with claws.

Keen Smell. You have proficiency with the Perception skill. You also have advantage on Wisdom (Perception) & Wisdom (Survival) checks that involve smell.

Thick Pelt. You have natural armor that grants you +1 to Armor Class. You also have resistance to cold damage.

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

Kynokandran (Houndfolk)

Kynokandran by Joseph Furtado

Kynokandrani (keenoh-kan-drahni) are a later addition to the races of beastfolk. They were intentionally created from mundane dogs by the Fey to serve as loyal guardians and companions. They range widely in appearance, but are often very social and eager to befriend strangers.

Kynokandran Traits

Your kynokandran character has the following racial traits.

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

Age. Kynokandrani reach maturity at around 12 years old and have an average lifespan of around 70 years.

Alignment. Kynokandrani are generally amiable extroverts and often lean towards good alignments.

Size

. Kynokandrani can vary greatly in size, being either Medium or Small. You choose when you pick this race. To determine your height and weight randomly you can pick from another fantasy race that best fits your character's canine breed. Examples might include:
  • Great Danes, Mastiffs, Saint Bernards, etc. = Goliaths or Orcs
  • Doberman Pinschers, German Shepherds, Labradors, Retrievers, etc. = Humans
  • Boxer, Bull Dog, Basset Hound, etc. = Elves or Dwarves
  • Beagles, Chihuahuas, Dachshunds, Terriers, etc. = Halflings or Gnomes

Speed. 30'

Darkvision. You can see in dim light within 60' 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.

Canine Senses. You are proficient in with the Perception skill. Also, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks involving hearing or smell.

Faithful Friend. When you can see and hear an allied creature within 60' of you, you can choose to add an inspiration die to an ability check, attack roll, or saving throw. The value of the inspiration die increases as you level up (see below). You can use this feature a number of times equal to your proficiency bonus. All expended uses are restored after completing a long rest.
  • 1st - 4th level = 1d4
  • 5th - 9th level = 1d6
  • 10th - 14th level = 1d8
  • 15th - 20th level = 1d10

Loyal Defense. If an allied creature within 5' of you is hit with a weapon attack, you can spend your reaction to reduce the attack's damage by 1d4 + your proficiency bonus. You also can perform the Help action as a bonus action.

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

Fir Bruic (Badgerfolk)

Fir Bruic live in underground communities below the forests and hills of the Feywild.

Fir Bruic Traits

Your fir bruic character has the following racial traits.

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

Age. Fir bruic reach maturity at around 10 years and rarely live past 80 years.

Alignment. Fir bruic are traditionally conservative and family oriented, leaning towards lawful and/or good alignments.

Size. Fir Bruic are between 4' to 5' tall, and average about 150lbs. Your size is Medium. Here's how to determine your height and weight randomly, starting with a modifier:
  • Size Modifier = 2d4
  • Height = 4'0" + (Size Modifier)"
  • Weight = 130lbs + (2d6 x Size Modifier)lbs

Speed. Your base walking speed is 30'.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60' 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.

Badger Don't Care. When you finish a long or short rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Once you use this feature, you can not use this feature again until you finish a long or short rest, and you lose any unused rolls.

Burrowing Claws. Your claws give you a burrowing speed of 10'. Your claws are also natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier slashing damage.

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

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

Harengon (Rabbitfolk)

The harengon originally hail from the magical plane of the Feywild. They are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

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

Age. Harengon have short lifespans compared to humans, and mature very quickly. They reach maturity at around 3 years and rarely live past 50 years.

Alignment.

Size. Harengon come in a variety of sizes, either Medium or Small. You choose the size when you select this race. Here's how to determine your height and weight randomly, starting with a modifier:

Medium
  • Size Modifier = 2d4
  • Height = 3'5" + (Size Modifier)"
  • Weight = 110lbs + (Size Modifier)lbs

Small
  • Size Modifier = 2d4
  • Height = 2'7" + (Size Modifier)"
  • Weight = 35lbs + (Size Modifier)lbs

Speed. Your base walking speed is 30'.

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

Leporine Senses. Your have proficiency in the Perception skill. You also have advantage on Wisdom (Perception) & Wisdom (Survival) checks that involve hearing.

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 if your speed is greater than 0. You can use it 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, as well as one other language of your choice.  

Navari & Neuri (Wolfkin)

Neuri by Joseph Furtado
Navari & neuri are the two major tribes of wolf-humanoid hybrids within the Feywild. After the Feast of Awakening that created the various races of beastfolk, the wolves divided over their allegiances to the Seelie and Unseelie Courts. Those loyal to the Seelie Court, especially Lurue, were led by Navar Northgale. Neura Frostedge led those that were lured by the promises of the Unseelie Court.

Navari & Neuri Traits

Your navari or neuri character has the following racial traits.

Ability Score Increase.

Age. Most navari & neuri reach maturity at 10 years and live to be around 70 years.

Alignment. The navari traditionally follow the orders of the Seelie Court, often leaning towards good or neutral alignments. The neuri are loyal to the Unseelie Court, leaning towards the evil alignments.

Size. Both the navari and neuri have physiques similar to lean humans. Your size is Medium. Here's how to determine your height and weight randomly, starting with a modifier:
  • Size Modifier = 2d10
  • Height = 4'8" + (Size Modifier)"
  • Weight = 110lbs + (1d4 x Size Modifier)

Speed. 30'

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60' 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.

Lupine Senses. You have proficiency with the Survival skill. You also have advantage on Wisdom (Perception) and Wisdom (Survival) checks involving hearing and smell.  

Reynari (Foxfolk)

Reynari are foxlike humanoids that only occasionally venture into the Material Plane. Those that do are often either sent out as servants of powerful archfey or driven by an intense curiosity for the wonders of the mundane world. They have a reputation for eccentricity and slyness, often due to their ignorance of typical social expectations outside of the Feywild.

Reynari Traits

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

Age. Reynari have lifespans equivalent to humans.

Alignment. Reynari tend towards chaotic alignments due to the laws and customs of the Seelie Courts being almost alien to most moral codes held by mortals. Most tend to be morally neutral, doing whatever is necessary to accomplish their goals or satisfy their curiosities without attracting too much attention. Those that do fall into evil habits often do so hard, becoming dangerous criminals or bandits to feed their newfound darker impulses.

Size. Reynari are shorter on average than humans and relatively slender. Your size is Medium.
  • Size Modifier = 2d8
  • Height = 4'6" + (Size Modifier)"
  • Weight = 90lbs + (Size Modifier x 2d4)lbs

Speed. Your base waking speed is 30’.

Darkvision. You have a fox’s keen senses, especially in the dark. You can see in dim light within 60’ 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.

Sly Hunter. You can take the Hide action as a bonus action on each of your turns. Also, if you make an attack while hidden you can add additional damage equal to your level. Once you use this feature, you must complete a short or long rest before you can use it again.

Vulpine Senses. You have proficiency in the Survival skill. You also have advantage on Wisdom (Perception) and Wisdom (Survial) checks that involve hearing or smell.

Warden of the Wilds. If you have proficiency in any of the following skills, you can choose one to have expertise with: Animal Handling, Nature, Perception, Stealth, or Survival. This allows you to double your proficiency bonus for any checks made with the chosen skill.

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

Rodenian

Small Rodenian by Joseph Furtado

Rodenians, sometimes more derogatorily referred to as ratfolk, are a common race of beast folk throughout the Feywild, found both in the cities and countryside.

Origins

The first rodenians were supposedly created from mundane mice and rats that feasted on the enchanted food and drink leftover from the banquets of the Seelie Courts. The magic in the food caused them to grow and eventually transform into sapient rodent-humanoid hybrids. They were considered pests by many in the court, driving them out into the wilderness of the Feywild.

The only archfey to pay them any heed was Lurue, Duchess of the Silver Winter Court. She gathered many of them to her court, treating them as children alongside the other awakened beasts and beastfolk races. Many rodenians swear fealty to her, some even rising to postions as assassins, scouts, or spies.

Rodenian Traits

Your rodenian character has the following racial traits.

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

Age. Rodenians have short lifespans compared to humans, and mature very quickly. They reach maturity at around 5 years and rarely live past 40 years.

Alignment. Rodenians are very diverse and adaptable. Those that live in the urban areas of the Feywild may experience discrimination due to their appearance, falling into the extremes of lawful conformity or rebellious disregard. Those that live in rural areas are more focused on survival, tending towards neutral alignments.

Size. Rodenians are between 3' to 4' tall, and weigh between 40 to 80lbs. Your size is Small. Here's how to determine your height and weight randomly, starting with a modifier:
  • Size Modifier = 2d4
  • Height = 3'5" + (Size Modifier)"
  • Weight = 35lbs + (2 x Size Modifier)lbs

Speed. Your base walking speed is 30'.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60' 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.

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

Narrow Squeeze. You receive no movement penalty when squeezing through a Tiny space (2.5' cube). You also have advantage on rolls to escape grabbled and restrained conditions.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5' of the creature and the ally isn't incapacitated.

Rodenian Skills. You have proficiency with one of the skills of choice: Insight, Stealth, or Survival.

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

Schweinfolk (Boarmen)

Schweinfolk are nomadic tribesmen that roam the forests of the Feywild.

Schweinfolk Traits

Your schweinfolk character has the following racial traits.

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

Age. Schweinfolk have shorter lifespans compared to humans, and mature very quickly. They reach maturity at 5 years and usually live less than 70 years.

Alignment. Schweinfolk culture is rather conservative, upholding tradition rather than seeking out innovation. This bends most towards lawful alignments.

Size. Schweinfolk are between 5' to 6' tall, and typically have bulky builds. Your size is Medium. Here's how to determine your height and weight randomly, starting with a modifier:
  • Size Modifier = 2d12
  • Height = 4'6" + (Size Modifier)"
  • Weight = 200lbs + (1d6 x Size Modifier)

Speed. Your base walking speed is 35'.

Boar Tusks. Your tusks are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier slashing damage with claws.

Charge. If you move 10' straight towards a target and hit with a melee attack, you do an extra 1d6 damage. If the target is a creature, the target must succeed on a Strength check or be knocked prone.

RelentlessIf an attack reduces you to 0 Hit Points, you can choose to be reduced to 1 Hit Point instead. Recharges after a short or long rest.

Thick Hide. You have natural armor that grants you +1 to Armor Class.

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

Weaselton

Weaselton, also known as ferretfolk, minkmen, and polecat persons, are common throughout the Feywild's forests and towns.

Weaselton Traits

. Your weaselton character has the following racial traits.

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

AgeWeaseltons reach maturity at 5 years and can live to around 55 years.

Alignment. Weaselton have a reputation for adapatability to any environment, often favoring chaotic methods to achieve their own goals.

Size. Weaselton are taller on average than humans and relatively slender. Your size is Medium. Here's how to determine your height and weight randomly, starting with a modifier:
  • Size Modifier = 2d10
  • Height = 4'10" + (Size Modifier)"
  • Weight = 90lbs + (2d4 x Size Modifier)lbs

Speed. Your base walking speed is 30'.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60' 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.

Adrenaline Surge. Your reflexes and senses temporarily increase during combat. When you move on your turn, you can double your speed until the end of your move. You can also take either Disengage or Dodge as a bonus action on the turn you use this feature. Once you use this feature, you cannot use it again until you finish a Long Rest.

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

Slippery Sneak. You have proficiency with the Acrobatics and Stealth skills. You also have advantage when making checks to escape from being grappled or restrained.

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

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