Awakened Beast (5e Race)

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Awakened Beast[edit]

Magical Genesis[edit]

Powerful magic, the intervention of gods, or simply the vagaries of fate may on occasion elevate a beast to human-like sentience. These awakened beasts are rarities; usually accompanying the powerful spellcasters who created them, or otherwise becoming lost in a world they were not meant to inhabit. Many face significant challenges adapting to their new awareness - and in particular with activities that many humanoid creatures take for granted, such as socialising, living in urban spaces, or even simply using tools that require hands. For those who successfully adjust to their newfound intelligence they may go on to do great deeds and go down in myth and legend.

Variety of Forms[edit]

Almost any beast (and indeed, most plants) may become awakened through magic, including many powerful ones; these rules present an option for playing various beasts of the kind that might accompany an adventuring party. They are typically less powerful than most other player options and might face significant challenges interacting with the world. You may choose any beast with a challenge rating of 1/2 or less; a DM might allow you to play a CR 1 creature at their discretion.

Awakened Beast Traits[edit]

Ability Score Increase. You gain the ability scores of a typical beast of your kind. Your intelligence score is 10.
Age. Awakened Beasts typically reach maturity after only a few years, but live much longer than their typical animal counterparts - for as long as 80 years.
Alignment. Most Awakened Beasts take their outlook on life from their formative experiences. Many tend towards the alignment of the creature who Awakened them, unless they were treated poorly.
Size. Awakened Beasts vary widely. Your size is that of a typical beast of your kind.
Speed. You gain the speeds of a typical beast of your kind.
Beast Traits. You have all the traits and attacks of a typical beast of your kind. When you take the Attack action or an opportunity attack, you may replace those attacks with an attack granted to you by one of your available actions. For example, if you are a Black Bear, you gain Keen Smell, Multiattack, Bite, and Claws; if you take the Attack action, you might replace each of your attacks with either your Bite or your Claws attack.
Awakened Resilience. You have a number of hit points determined as normal for your class and level, or that of a typical beast of your kind, whichever is higher.
Natural Armor. When you aren't wearing armor, you may use the natural armor of a typical beast of your kind, if any. A shield's benefits apply as normal while you use your natural armor.
Beast Limitations. Most beasts do not have hands capable of wielding a weapon, a shield, or similar items. At your DM's discretion you might be able to use your mouth, claws, or other appendages to accomplish tasks requiring manual dexterity. You may wear armor, but it is treated as Barding.
Languages. You can speak, read, and write Common and one other language of your choice - usually one spoken by the creature who Awakened you.
Subrace. You may choose any Beast of Challenge Rating 1/2 or below. If you are CR 0 or 1/4, you gain additional abilities, detailed below.

CR 0[edit]

You may choose two of the following options: Ability Score Increase, Voice of the Wild, Eyes of the Beast, Druidic Companion, or Natural Magic.

Ability Score Increase. An ability score of your choice increases by 2, to a maximum of 20.
Voice of the Wild. You may speak to other beasts as if you were under the effects of the Speak With Animals spell.
Eyes of the Beast. You gain darkvision out to a range of 60ft. If you already have darkvision, the range of your darkvision increases by 60ft.
Druidic Companion. You gain the ability to speak Druidic. In addition, choose a 1st level spell from the Druid spell list. You may cast it, without material components, up to a number of times equal to your proficiency bonus. Wisdom is your spellcasting ability for this spell. You regain all uses of this ability when you finish a long rest.
Natural Magic. You may use your natural appendages (eg. claws, tentacles) to perform somatic components. In addition, whenever you cast a spell, you are always considered to be using a spellcasting focus.

CR 1/4[edit]

You may choose one of the following options: Ability Score Increase, Voice of the Wild, Eyes of the Beast, Druidic Companion, or Natural Magic.

Ability Score Increase. An ability score of your choice increases by 2, to a maximum of 20.
Voice of the Wild. You may speak to other beasts as if you were under the effects of the Speak With Animals spell.
Eyes of the Beast. You gain darkvision out to a range of 60ft. If you already have darkvision, the range of your darkvision increases by 60ft.
Druidic Companion. You gain the ability to speak Druidic. In addition, choose a 1st level spell from the Druid spell list. You may cast it, without material components, up to a number of times equal to your proficiency bonus. Wisdom is your spellcasting ability for this spell. You regain all uses of this ability when you finish a long rest.
Natural Magic. You may use your natural appendages (eg. claws, tentacles) to perform somatic components. In addition, whenever you cast a spell, you are always considered to be using a spellcasting focus.

Awakened Major Beast[edit]

As an awakened beast, you were once a wild animal roaming the land and tending to yourself. Through some incredible set of circumstances, you have become awakened; be it magic, the will of the Gods, or a fluke of nature.

Physical Description[edit]

To all outward appearances, you seem to be just like any other member of your species, although your eyes betray your unnatural intelligence.

History[edit]

Awakened Beasts have existed for as long as beasts have. In a twist of fate, they are thrown headlong into a world previously beyond their understanding. Most wander the land, searching for a purpose - while others seek to restore the ignorance they once had, content with living a natural life.

Society[edit]

Awakened Beasts tend to keep to themselves, occasionally forming small packs. Due to their general lack of opposable thumbs, however, settlements will seldom be found - although they have been rumored to exist.

Awakened Beast Traits[edit]

Ability Score Increase. Your constitution score increases by 1.
Age. Awakened Beasts typically reach maturity by age 5, but live much longer than their typical animal counterparts - for as long as 80 years.
Alignment. Still driven by the beast within, most Awakened Beasts are Chaotic in nature.
Size. Awakened Beasts vary widely in height and build, from barely 5 feet to well over 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Keen Senses. You have advantage Wisdom (Perception) checks made involving sight, sound, or smell.
Naturally Armored. You gain a +2 bonus to your Armor Class while you aren't wielding a shield.
Powerful Build. You count as one size larger when determining your carrying capacity, whether or not a creature can mount you, and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and one other language of your choice. You also know the Beast language, a strange combination of sounds and empathic transfers, which allows you to communicate with any beast.
Subrace. Below are the Dire Wolf, Giant Owl, Dire Ape, Giant Toad, Dire Bear, and Giant Eagle awakened beasts, although this does not represent every awakened beast that may exist. At your DM's option, you may choose an animal not listed here.

Dire Wolf[edit]

Ability Score Increase. Your Strength score increases by 2.
Bite. Your bite is a natural melee weapon, with which you are proficient. When you hit a creature with your Bite attack, the target takes piercing damage equal to 2d4 + your Strength modifier.
Flanking Strike. You gain a +2 bonus to hit on an Attack roll against a creature if at least one of your allies is within 5 ft. of the creature and that ally isn't incapacitated.
Tenacious. Your walking speed increases by 10 feet.

Giant Owl[edit]

Ability Score Increase. Your Wisdom score increases by 2.
Talons. Your talons are natural melee weapons, with which you are proficient. When you hit a creature with your talons, the target takes slashing damage equal to 1d6 + your Strength modifier.
To The Skies. You gain a flying speed equal to your walking speed.
Hard to Hit. You can use a bonus action to take the Disengage action.

Dire Ape[edit]

Ability Score Increase. Your Intelligence score increases by 2.
Fist. Your fist is a natural melee weapon with the finesse property, with which you are proficient. When you hit a creature with your fist, the target takes bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier(whichever is higher).
Monkeying Around. You gain a climbing speed equal to your walking speed.
Hominid Proficiency. You gain proficiency with the Athletics skill, and one other skill of your choice.

Giant Toad[edit]

Ability Score Increase. Your Dexterity score increases by 2.
Bite. Your bite is a natural melee weapon, with which you are proficient. When you hit a creature with your bite, the target takes piercing damage equal to 1d4 + your Strength modifier, plus 1d4 poison damage.
Amphibian. You can breathe air and water. Additionally, you gain a swimming speed equal to your walking speed.
Standing Leap. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.

Dire Bear[edit]

Ability Score Increase. Your Strength and Constitution scores increase by 1.
Bite. Your bite is a natural melee weapon, with which you are proficient. When you hit a creature with your bite, the target takes piercing damage equal to 1d8 + your Strength modifier.
Fearless. You have advantage on saving throws against being frightened.
Durable. At 1st level, your hit point maximum increases by 1, and increases by 1 again each time you gain a level in any class.

Giant Eagle[edit]

Ability Score Increase. Your Charisma score increases by 2.
Talons. Your talons are natural melee weapons, with which you are proficient. When you hit a creature with your talons, the target takes slashing damage equal to 1d6 + your Strength modifier.
Free Bird. You gain a flying speed equal to your walking speed.
Eagle Eyes. You gain proficiency with the Perception skill, and in conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.



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