Awakened Beast (5e Race)
From D&D Wiki
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.
To all outward appearances, you seem to be just like any other member of your species.
Awakened Beasts have existed for as long as beasts have. In a twist of fate, they are threw 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.
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
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 proficiency with the Perception skill, and you have advantage Wisdom (Perception) checks made involving sight, sound, or smell.
Beast Speech. You can cast Speak with Animals at will.
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.
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.
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 2d4 + 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.
Ability Score Increase. Your Constitution score increases by 1, and your Strength or Dexterity score increases by 1(your choice).
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).
Opposable Thumbs. You can interact with objects and hold them in your hands.
Monkeying Around. You gain a climbing speed equal to your walking speed.
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, your base movement speed is reduced by 10 feet, and you gain a swimming speed equal to twice your movement 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.