Badgerfolk (5e Race)
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|Credit to [Dark Sword Miniatures]|
Badgerfolk are humanoid, bipedal badgers that are usually slightly shorter than humans. They have short legs, usually a coat of black and white fur, dark eyes, and sharp noses. Although most badgerfolk live in the split territory of Telidaemus, many choose to live in other places, or as nomads.
In the past, all badgerfolk lived in a large, wild territory named Telidaemus. Some citizens wanted to build a more structured society of wide tunnels, roads, and buildings; others favored their small dens and independent lives. The conflict rose to a point where the territory split in half. The more independent, primitive folk lived in the north; the more progressive in the south. Between this clash of traditions were people that didn't care for either side.
The life in Telidaemus now is split depending on where you live. The north only occasionally has any overground establishment, mostly huts selling small goods and necessities. In the south is a bustling city both above and below ground. It has modest but detailed buildings and markets for trade and commerce.
Northern/Lesser Badgerfolk Names
Northern and lesser badgerfolk choose short names with harsh consonants, or words depicting their physical appearance. They do not have last names. Their names are mostly unisex.
Male/Female: Klint, Quill, Blacktooth, Whiteclaw, Tachyon
Southern Badgerfolk Names
Southern badgerfolk choose names like those from the Victorian era. They do not have last names.
Male: Arthur, Yorick, Floyd, Klaus, Charles
Female: Florence, Ethel, Ida, Victoria, Ruth
All Badgerfolk, whether strong or weak, are sturdy. Their claws make them excellent at digging and the underground portion of their lives have gifted them with sight in the dark.
Ability Score Increase. Your Constitution score increases by 1.
Age. Badgerfolk reach maturity by the age of 12, and have a lifespan similar to humans dying around 70-80 years of age.
Alignment. Badgerfolk are fairly independent, neutral alignments are very common.
Size. Badgerfolk vary in height and build but are generally shorter than humans, from barely 4 feet to just over 5 feet tall. Your size is Medium.
Speed. Your base walking speed is 25 feet. You have a burrow speed of 15 feet.
Darkvision. 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.
Poison Resilience. You have advantage on saving throws against being poisoned or any effects of poison, and you have resistance against poison damage.
Beastspeech. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts
Languages. You can read, write, and speak Common.
Subrace. The subraces of Badgerfolk include Northern Badgerfolk, Southern Badgerfolk, and Lesser Badgerfolk.
Northern badgerfolk are a savage and brutal people of mostly honey badgers. They've grown accustomed to fending for themselves, only living in small circles and communities. They are almost immune to all poisons.
Ability Score Increase. Your Strength and Constitution scores each increases by 1.
Greater Poison Resilience. With a diet that can include venomous snakes, poison doesn't stop you. You are immune to nonmagical poison damage, and on a successful safe against magical poison damage or effects, you are immune to either.
Beast Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing, slashing or bludgeoning damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Combining their natural abilities with magic and technology, southern baderfolk are more advanced than the north. They've thrived as an intelligent society. They resemble American badgers and European badgers.
Ability Score Increase. Your Constitution and Intelligence scores each increases by 1.
Keen Smell. Southern badgerfolk have sharp, observant snouts. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks involving smell.
Master of Earth. The southern badgerfolk have mastered manipulating the earth with magic. You know the mold earth cantrip. When you reach 3rd level, you can cast the earth tremor spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the maximilian's earthen grasp spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for this spell.
Lesser badgerfolk take no stance between the north and south. They are cunning and skilled double-crossers that live for themselves, rarely taking part in any community. They are looked down upon by southern badgerfolk, and treated poorly by most northerners as well. They resemble ferret-badgers.
Ability Score Increase. Your Dexterity score increases by 2.
Cunning Stealth. You are proficient in the Stealth skill. If you make a stealth check upon coming out from being burrowed, that check has advantage.
Quick Feet. Your base walking speed increases to 35.
Random Height and Weight
|4′ 2″||+2d6||75 lb.||× (1d4) lb.|
*Height = base height + height modifier