Beastkin (5e Race)
From D&D Wiki
|“||There are few creatures that prompt hunts... and deserve it any less.||”|
Beastkin are bizarre chimerical beings in the shape of a humanoid. They have the torso of a muscular bull, the arms of a tiger, the head of a maned lion, horns of a ram, legs of a goat, and the tail of an elephant. It is interesting to note that beastkin appear to be solely one sex, as all members of their race have the same gonads, but they are not asexual reproducers. Many mistaken them to be male due to the maned lion head, but they are unisex. Most of their body is covered in a fine pelt that ranges in color from gold to black, and their mane can also be white. They have sharp claws and teeth. The horns are primarily decorative. Beastkin fashion focuses on putting a lot on a little. They usually do not wear full-body dresses, preferring only to cover their loins with heavily decorated cloths. The rest of their apparel consists of jewelry. The exception is when they are in battle, during which they will wear armor that covers their entire body.
It is believed beastkin came about as a result of warped magic and the failure of the Weave during the death of Mystra. Due to the volatile nature of the arcane on the world, transfiguration spells were a dangerous gamble. In an attempt to protect their village, a bygone tribe of people used a primal ritual to try and grant themselves power over nature. Unfortunately, this did not escape the corruption of the failing weave. The result changed their bodies and mentalities permanently into that of the beastkin. Many were struck with amnesia subsequently, while others experienced retrograde memory deterioration. For most of the time after, as they tried to rebuild their broken village, people outside took notice of the fearsome new creatures that had seemingly replaced an entire tribe of people. The beastkin were branded monsters until later scholarship, after the Weave had been restored, finally exonerated them from the crimes charged.
While they are no longer considered guilty of having eaten an entire village, the beastkin remain a sort of fringe group. As a result of persecution before their exoneration, they have become paranoid and withdrawn from most people in the outside world. Some people regard them as dumb brutes to have become as they are, and deride them for having ended up in a fate they thusly deserve. While beastkin do not take the greatest offense to this due to memory issues, they are still mixed with a beastly instinct that can make their moods volatile and dangerous. As such, beastkin take to living in secluded areas of wilderness where they will not be disturbed. In these scattered communities, they live as stewards of the nature around them, possibly a remnant of their old lives as reverers of primal power. Most beastkin have all but deserted their original village site, as the place has latent memories which repulse them. Some beastkin, who can tolerate the scorn and mockery, do choose to live alongside others in cities. They can find easy work as hard laborers and even adventurers with their good physique.
Due to the memory issues beastkin have, they do not really use any conventions from before their transformation. Instead, their new conventions are founded on their bestial rediscovery of their Common tongue. This emphasizes harsh and strong syllables with growling, like a guttural noise. Since the race is unisex, these names do not differentiate.
Names: Nargakh, Sambath, Grokug, Larok
Chimerical humanoids made of a failed ritual
Ability Score Increase. Your Strength score increases by 2 and either your Wisdom or Dexterity score increases by 1.
Age. Beastkin reach maturity at around 10 years of age and can live to be 80 or 90.
Alignment. Many beastkin leans towards neutral because of their animal heritage, but many leans towards lawful as if to prove themselves to society.
Size. Beastkin have sizes similar to humans, but their builds are almost always muscular with little fat. Your size is Medium.
Speed. Your base walking speed is 30 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.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Primal Reverence. Thanks to the latent primal energy in your veins, you are well connected with nature. You know the druidcraft cantrip. When you reach 3rd level, you learn one of the following spells of your choice, which you can cast once: goodberry, animal friendship, fog cloud. You regain use of this trait when you finish a long rest. Wisdom is your casting modifier for these spells.
Bestial Impatience. When you use the Dash action, you may move an additional 10 feet.
Languages. You can speak, read, and write Common and Sylvan.
Random Height and Weight
|4′ 10″||+2d10||150 lb.||× (1d8) lb.|
*Height = base height + height modifier