Credit: Ryota Murayama

Beastborne

Not much is Known of how the Beastborne came to be, perhaps they were the next stage of evolution in animals, perhaps they were the profuct of an Archmage's experiments but whatever the case may be, one thing is for certain, they are as deadly as they look. Taking the best attributes of both Beast and Man, they live in small villages in forests or plains and care deeply for those they call family. Plauged by their mysterious origins , many a Beastborne adventurer leave their homes to learn of the beginnings of their race. Many have tried, but so far none have succeeded.

Beastborne typings

Every beastborne, is land based and mammalian in orgin. if it gives live birth, has hair and feeds milk to its young it can be a Beastborne. There are no reptilians, avians or water mammal type beastborne.


Subraces

Beastborne come in a variety of types from mice to elephants and everything inbetween, however for brevity's sake they are split into seperate castes, Carnivore and herbivore.

Subrace Limitations

So long as the animal is a mammal that fits in the carnivore or herbivore category they are fair game. if the animal is an omnivore it is put into either Carnivore or Herbivore base on its biggest dietary staple. I.E. Bears would be considered Carnivores despite being Omnivores.

Tight-knit Familes

To any Beastborne, a member of family is anyone you break bread with and spill blood beside. Family is a sacred bond, that is meant to respected above all else and breaking that trust is to go against your family iteself. Work for your family and you will want for none, work against your family and you will Exiled.

From a young age, Beastborne children are treated as adults and upon their 10th nameday they are put through a trial, called the Rite of Divinity. The Young are sent out into the wild with naught but a knife and two days worth of rations, durings this time they are to recieve a message from the gods leading them down their path, when they return they take the path their god has chosen for them, accepting their new life and the family that comes with it.

Beastborne Names

Until their Rite of Divinity, young Beastborne have only their family name and usually called "Child of Whitepaw" or something similar. When they return from the Rite, they pick their own name, one that is suitable to them and one of their own choosing, they share a lot of naming convention with humans.

Male Beastborne Names: Jericho, Mathias, Andre, Dylan, Noel, Kyle, Curtis, etc.

Female Beastborne names: Abigail, Samantha, Tabitha, Rachel, Susanna, Eleanor, etc.

Clan names: Usually a physical descriptor of a their body, such as Whitepaw, Razorfang, Redpelt, Halfclaw, etc.


Beastborne Traits

Your Animalistic heritage benefits you in many ways, granting you skills and strengths unknown to humans.

Ability Score Increases: General: +1 Wisdom Carnivore[Medium]: +2 Strength, Darkvision 60, Speed 35

Carnivore[Small]: +1 Strength, +1 Charisma, Darkvision 30, Speed 35

Herbivore[Medium]: +2 Dexterity, Darkvision 30, Speed 30

Herbivore[Small]: +1 Dexterity, +1 Constitution, Darkvision 30, Speed 35

Alignment: Beastborne tend to do what they think is right, even if it maybe unorthodox to go about it, and then tend to be Chaotic in nature.

Size: Beastborne come in both small and medium sizes depending on the animal they are born from.

Beastborne Subtraits

Unlike other races, Beastborne have two distinct sets of traits , one general and one linked to their subrace. As such you have full access to the general traits, but if you are a carnivore, you cannot use Herbivore traits and vice-versa.

General Traits

Animal Instinct: Gain Proficinecy on Insight based skill checks.

Fight or Flight: Once per short rest, as a reaction you can take either the Dash Action or an Extra Attack. In addition, this ability will trigger upon reaching Zero HP to perform one final Action before the effects of Zero HP take place.

Acclimatized: You are acclimatized to both warm and cold weather and suffer no negative effects from temperatures up to 25 and -15 Degrees Celcius.


Carnivore Traits

As a Carnivore, you are more inclinded to using your fangs and claw in combat, the act of ripping fles and breaking bone is almost nautral to you.

Tooth and Claw: Your teeth are razor sharp and your hands are adorned with tiny retracable daggers on each finger, as such you are never without a melee weapon your fangs dealing 1d10 piercing damage and your claws dealing 1d8 slashing damage.

Hunting Party: hunting in a pack comes naturally to you and with it comes safety in numbers. While you are within 60 feet of your party you gain a bonus +1 to hit.

Feral Rage: Once per short rest, when you take damage you can fly into feral rage, perform an insight check on your next roll to hit, if you succeed you will have advantage to hit. If you fail, roll normally.

Credit: Ryota Murayama

Herbivore Traits

As a herbivore, your paitent and alert, able to know when you are being hunted and can react as nescessary.

Terrain Dominance You can move unhindered by tricky terrain, giving you advantage on unstable ground of any kind.

Breakneck Rush When you use the Dash action you can perform a powerful tackle. If you collide with an enemy you attempt to Overpower them and knock the creature prone.

Play Possum: once per short rest, when you are hit by an attack, you can spend your action to drop to the ground and fake your death. you will fall prone and enemies must succeed on an Insight test vs DC 8 + your Charisma Modifier. If they fail the test, they will believe that you are no longer a threat and will continue to do so until you perform an action. If they pass the test, they will see through your ruse and will automatically succeed on further tests for the next 24 hours. If the attack that triggers this reaction is a critical hit, enemies suffer Disadvantage on the Insight Check.


Credit: Ryota Murayama