Penguinfolk

Your penguinfolk character has the following racial traits.

Ability score increase Your Inteligence increases by 2 and your Constitution increases by 1

Age Penguinfolk reach adulthood at the age of 10, where they have a coming of age ceremony and live roughly 50 years.

Alignment Penguinfolk tend to live isolated societies with stricked rules and rituals that are adheared to for the good of the comunity. They are typically Lawful Good.

Size Penguinfolk are often larger than their non magical counter part, their size varies between 2 and 3 feet tall. Your size is Small.

Speed Your base walking speed is 25 feet and a swim speed of 35 feet.

Hold Breath You can hold your breath for up to 15 minutes at a time.

Penguin Magic You know the Ray of Frost Cantrip. When you reach 3rd level, you can cast the Snilloc's Snowball Swarm spell as a 2nd level spell once with this trait and reagain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the tidal wave spell once with this trait and regain the ability to do so when you finish a long rest. Inteligence is you spellcasting ability for these spells.

Penguin Plumage You have resistance to cold damage.

Languages You can speak, read and write Common, and Auran.

Credit: Silverfox5213.


Fey Corgi

Your fey corgi character has the following racial traits.

Ability score increase Your Wisdom increases by 2 and your Charisma increases by 1

Age As a fey creature you have a relativly long lifespan for a dog. you age at the same rate as humans.

Alignment Often the sworn companions of fairy's, who travel and battle with them in the service of a mount. Their loyalty to chaotic creatures means they are typically Chaotic Good. Though Fey Corgi who have been domesticated in other civilisations have been known to hold different alignment.

Size Fey Corgi are often larger than their non magical counter part, when standing on their hind legs they vary between 2 and 3 feet tall. Your size is Small.

Speed Your base walking speed is 25 feet.

All Fours whilst you are not holding anything in either hand, you can elect to walk on all fours. whilst walking on all fours you gain an aditional 10 feet to your base walking speed.

Bite Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4+ your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Fey ancestry You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Keen Hearing and Smell You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Lunging Strike Whilst on all fours, when you use the dash action to move in a straight line towards a creature you may make a bite attack against that creature as a bonus action. If the attack was successful and the target is no more than one size catagory larger than you, then the target must make a strength saving throw, on a failed save the target falls prone. The DC = 8 + your proficiency + your strenth modifier.

Natural Disguise Whilst walking on all fours, you have advantage on Charisma (deception) checks made to convince other creatures that you are an ordinary dog providing that the creatures you are trying to convince haven't seen you do anything an ordingary dog couldn't do.

Languages You can speak, read and write Common, and Sylvan.

Credit: Unfortunately Unknown.

Bearkin

Your Bearkin character has the following racial traits.

Ability score increase Your Constitution increases by 2, and your Strength increases by 1.

Age Bearkin reach adulthood at the age of 10, where they have a coming of age ceremony and live roughly 50 years.

Alignment Bearkin tend to live in humble survivalist cominities that whole heartidly belive in the sanctity of nature.

Size Bearkin often stand between 7 and 8 feet tall. your size is medium.

Speed Your base walking speed is 30.

Bear Claws You have natural claws, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your strengh modifier, instead of the bludgeoning damage normal for an unarmed strike.

Powerful Build You count as one size larger when determining your carrying capacity and the weightyou can push, drag, or lift.

Languages You can speak, read and write common.

Subrace Three types of Bearkin currently reside in the world of D&D. The Grizzly, the Panda and the Polar.

Panda

Panda Mysticism Panda are natrually intune with ones self and because of such you gain 1 Ki point. Ki points are explained on pg 78 phb.

Panda Healing As an action you can touch a creature and expend 1 ki point to restore 5 hitpoints to that creature. if you have aditional ki points, you can expend more than 1 as part of this action to restore an aditional 5 hitpoints per ki point. This abillity has no effect on constructs or undead.

Mountain Explorer When you make an Intelligence or Wisdom check related to Mountain terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in Mountain terrain, you gain the following benefits:

Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Polar

Swim Speed You gain a swim speed of 30, and you can hold your breath for up to 10 minutes.

Thick Fur You gain resistance to Cold Damage.

Arctic Explorer When you make an Intelligence or Wisdom check related to Arctic terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in Arctic terrain, you gain the following benefits:

Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Grizzly

Hibernation When sleeping during a long rest, you have damage resistance to non magical bludgeoning, piercing and slashing damage and you recover 1 aditional expended hit die. When you awaken after at least 8 hours of sleep, you gain temperary hit points equal to your character level + your constitution modifier.

Forest Explorer When you make an Intelligence or Wisdom check related to Forest terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in Forest terrain, you gain the following benefits:

Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Credit: Rob Joseph

Sharkfolk

Your Sharkfolk character has the following racial traits.

Ability score increase Your Strength increases by 2, and your Dexterity increases by 2.

Age Sharkfolk reach adulthood at the age of 10, where they have a coming of age ceremony and live roughly 50 years.

Alignment Sharkfolk tend to live in communities that believe in dominonce through sheer might, and that power is to be respected above all else. They care not for govenments and regulations to create fairness or justice, but belive in surviving and thriving though any means neccessery, though this tends to be the norm amound the speicies, there are those who shun such savage beliefs. They are typically Choatic creatures, that favour chaotic evil.

Size Sharkfolk often stand between 5 and 7 feet tall. your size is medium.

Speed Your base walking speed is 30 feet and a swim speed of 40 feet.

Amphibious You can breath air and water.

Bite Your fanged maw is a natual weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 +your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Blood Frenzy Your tenacity can wear down the most potent foes. When you hit a creature with your bite attack, the creature takes an extra 1d6 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn

Seafairer Being born in an ocean civilisation, you gain proficency with navigator's tools and veihcles (water).

Sharkfolk Weapon Training You are proficient with the Handaxe, Trident, Net and the Scimitar.

Languages You can speak, read and write common and aquan.

Credit: edsfox

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