Tierwyn
A New People
The Tierwyn (pronounced TIER win) are a young ancestry compared to the other humanoids. The goddess Cernunnys (pronounced sir NOON iss), mother of beasts, was born on a secluded paradise known as the Isle of Tiere (pronounced TIER) or Isle of Beasts over a millenium ago. She blessed the diverse fauna there with humanoid forms and sapience, creating the Tierwyn.
World Travelers
Some time after reaching adulthood, many Tierwyn are filled intense Wanderlust. While not all choose to leave their home clans, around half do, seeking another clan to join. Occasionally, the young Tierwyn will go on a great journey and form a new clan of their own. In the current day, Tierwyn clans have been founded on every region in the world, but there numbers are still small. Those that still live on the Isle of Tiere treat it as a holy place. Other ancestries are generally not allowed to set foot on the isle.
Tierwyn living outside of their homeland do have not nation of their own, instead preferring to form self-sustaining clans in the wilderness. This does not make them primitive or uncultured, and they generally get along with other ancestries. They are not colonizers either, but instead settle in unclaimed areas of wilderness. They welcome trade and are curious about other ancestries and cultures, especially newer tribes with small but growing populations. However, Tierwyn will get aggressive when they feel their safety and autonomy are in danger, especially when outsiders try to expand into well-established clans.
Using Tierwyn in Your Campaign
When introducing this ancestry to your campaign, consider using the lore here as a baseline of their behavior, while making changes to fit the setting you play in. As a design choice, the Tierwyn are meant to combine the multitude of existing humanoid animal character options into a single coherent ancestry.
Cernunnys is a homebrew deity in my home game's setting, but you can swap her out with any nature deity that fits the tone: a caring parent, caretaker of wild beasts and non-magical creatures. The Tierwyn's homeland should be secluded and taboo for outsiders, that way their young culture can flourish on its own before joining the rest of the world. The Tierwyn should be young enough that historians know how and where the Tierwyn came from, but old enough that the current generation has encountered and accepted their existence.
You also should not treat them as a monolith, some Tierwyn might be more bloodthirsty, use different naming conventions, or even shun nature for the city. Honestly, the background provided in this document has no bearing on the mechanics of this ancestry, so use them in your setting however you wish.
Terminology
This document replaces the problematic terms of "race" and "subrace" with "ancestry" and "heritage", respectively.
Family Bonds
Tierwyn put a strong emphasis on the family, having six words for it in Tierwynese (pronounced TIER win ease). In Common, they translate to "Blood" or the family your born with, "Love" or the family you choose, "Clan" or the community you live in, "Kindred" or the Tierwyn ancestry, "Life" as in all sapient life, and "World" as in the land, flora, and fauna that we share the world with. Family in all its forms is held sacred and maliciously harming one's family is a grave crime.
As a result a Tierwyn clans prefer gerontocratic governments, where the elder member(s) of the clan serve as the head of the family. The exact form this takes varies from clan to clan, with some electing a council of elders, while others having a singular elder leading the entire clan, and many other variations.
Their restriction on harming family even goes to their criminals, as Tiewrwyn universally oppose executions, a belief that dates back to their birth on the Isle of Tiere. Instead, the capital punishment for Tierwyn is exile. A ceremony exiling the guilty strips them of their clan name and brands them, before sending them on a trial of atonement. The goal is to find a new community, atone for their wrongs and better the new community, at which point they are welcomed and given a new clan name.
Many Appearances
When Cernnunys created the Tierwyn, she tooks the beasts of land, air, and water that lived on the Isle of Tiere, and awakened them all, uplifting them and giving them a humanoid form. Tierwyn can look like any anthropomorphic animal. The animal should be based on a natural beast, not a hybrid or magical beast. They can be small or medium or even large-sized. Parents do not need to be of the same heritage to produce offspring, but they do need to be the same or adjacent size category. For example, a catfolk and a birdfolk can have children together, but a small frogfolk and a large bearfolk could not. The offspring should be the same heritage as the mother.
Tierwyn Names
Tierwyn typically have up to three names, a given name, a clan name, and sometimes a taken name. The given name relates to their strong sense of family, and is typically the given name of a grandparent or aunt or uncle that performed great deeds. The taken name is chosen by some Tierwyn when they come of age, but can change after major event in their life. These tend to be long and poetic names that are shortened to one-word nicknames.
Clan names relate to a place important to the clan. The clan name is not specific to the nuclear family, but shared by the entire community. A Tierwyn will change their clan name if they permanently join a new community or when exiled. Exiles are given the Clan name "the Lost" and not allowed to take use any clan name unless they complete their trial of atonement for a new clan.
Male Given Names: Aatu, Barrabas, Bernfried, Ebbo, Falko, Gerolf, Raban, Witold
Female Given Names: Arda, Ebba, Eloise, Falla, Leandra, Ravenhilda, Schwanhilda, Ylva
Taken Names: Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)
Clan Names: Bright Cliffs, Mountain Pine, Radiant Oasis, Strong Scale, Sun Claws
Tierwyn Traits
Tierwyn are unique in that there are an unlimited number of heritages. There are three options to character creation. First, you could pick any published animal-based character option, only changing their Ability Score Increase, Age, Alignment, and Languages with the traits below instead of their source's traits. You could also use one of the Tierwyn heritages I have already generated. Lastly, you may create your own heritage.
If you choose to generate your own, start by select a non-magical, non-hybrid animal to base your Tierwyn heritage off of. Then work with your DM to pick options for Size, Ability Score Increase, Movement Type, Preternatural Senses, Natural Weapons, and Awakened Abilities that thematically fir this creature.
Regardless of which creation method you choose, you gain the following features.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Tierwyn reach maturity by age 25 and can live as long as 200 years.
Alignment. Tierwyn tend to be neutral on at least one part of the alignment chart.
Languages. You can speak, read, and write Tierwynese and Common.
Size
Select one of the following sizes. This determines the size you take up on the map, your height and weight, and your base movement speed. It also affects your unarmed strikes involving natural weapons.
Small. Your creature size is small. Small Tierwyn are around 3 or 4 feet tall and weigh 20 to 60 pounds. Your base walking speed is 25 feet. Additionally, you can choose one extra Awakened Ability.
Medium. Your creature size is medium. Medium Tierwyn are between 5 and 7 feet tall and weigh 100 to 300 pounds. You base walking speed is 30 feet.
Tierwyn Heritages
The core theme and design principle is that this is an ancestry of anthropomorphic animals. When selecting abilities, you should be as close as possible to real world animals. This is not created with the hybrid and magical beasts and humanoids that exist in most Dungeons & Dragons settings. If you wanted to play a humanoid owlbear or rabbit-girl, this probably isn't the ancestry for you. If you want to play a magical Kenku or Kitsune, play one of those as an ancestry separate from the Tierwyn.
One of the main concerns is that without the structure of real animals, creating a hybrid creature with all the coolest abilities could definitely create an unbalanced 1st level character. However, any good Dungeon Master should be willing to compromise for the sake of the rule of cool. So if you want to build your own flying snake or catboy hybrid, work with you DM to build one that seems appropriate.
If you choose to include hybrid Tierwyn, they should be incredibly uncommon. The explanation in the setting is that these hybrids (either Tierwyn cross-heritage or human-Tierwyn offspring) have high birth mortality rate. This would be suitable for player character, but should virtually never be used as an NPC.
Large. Your creature size is large. Large Tierwyn are between 7 and 12 feet tall and weigh 400 to 1200 pounds. You base walking speed is 35 feet. Additionally, you can choose one extra Awakened Ability.
Additional Movement
Your animalistic body grants you additional movement. Select one of the following movement types.
Burrowing. You gain a burrowing speed that is equal to your walking speed minus 10 feet. Additionally, you gain tremorsense in a 30 foot radius.
Climbing. You gain a climbing speed that is equal to your walking speed minus 10 feet. Additionally, you can choose one extra Awakened Ability.
Flying. You may use your action to gain a flying speed equal to your walking speed until the start of your next turn. You do not fall immediately on the start of your turn if you use your action each turn to continue giving yourself a flying speed. You can only use this feature while wearing light or no armor. You can fly using this feature a number of minutes equal to your Constitution score. Your flying time is restored on a short rest.
Swimming. You gain a swimming speed that is equal to your walking speed. Additionally, you gain either the Amphibious or the Hold Breath Awakened Ability for free.
Walking. Your base walking speed increases by 5 feet. Additionally, you can choose one extra Awakened Ability.
Preternatural Senses
The tierwyn's beastlike nature grants them senses that exceed a normal humanoid. Select one of the following senses.
Beast Senses. You gain proficiency with any two skills except for Intelligence-based skills. Additionally, you can choose one extra Awakened Ability.
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.
Echolocation. You gain blindsight within 60 feet, unless you are deafened or otherwise can't hear.
Keen Hearing. You have advantage on Wisdom (Perception) checks that primarily rely on hearing. As an action, make a perception check using your hearing to locate a creature that you cannot see within 60 feet.
Keen Sight. You have advantage on Wisdom (Perception) checks that primarily rely on sight. You can see minute details, like fine print on a page, from 100 feet away.
Keen Smell. You have advantage on Wisdom (Perception) checks that primarily rely on smell. When making Wisdom (Survival) checks, you can use a scent you are familiar with to track creature(s).
Natural Weapons
Tierwyns' bodies are designed for self-defense and hunting. One of your body parts are a natural weapon, which can be used to make unarmed strikes. Choose from one of the following: bite, claws, horns, kick, punch, talons, or tail swipe. Unless otherwise specified, the attack is Strength-based and has a reach of 5 feet. Refer to the below table to determine how much damage the attack deals and the type of damage.
Alternatively, you can choose not to pick any of these weapons to get the Poisonous Skin or the Prehensile Appendage Awkakened Ability for free.
Natural Weapon Table
Attack | Small | Medium | Large | Damage Type |
---|---|---|---|---|
Bite or Horn | 1d4 | 1d6 | 1d8 | piercing |
Claws or Talons | 1d4* | 1d4 | 1d6 | slashing |
Kick or Punch | 1d4* | 1d4 | 1d6 | bludgeoning |
Tail swipe | 1d6 | 1d8 | 1d8** | bludgeoning |
* This attack can be either Strength or Dexterity based
**This attack has the reach 10 ft. property
Awakened Ability
As awakened beasts of nature, the goddess Cernunnys blessed the Tierwyn people with additional abilities. Choose one of the following Awakened Abilities. Note that some abilities have restrictions, marked in parenthesis. Additionally, if you can choose multiple Awakened Abilities, you may not choose two that reduce your Ability Score.
Any traits that requires a creature to make a saving throw are Constitution-based. The DC for the saving throw is 8 + your Proficiency Bonus + your Constitution modifier.
Amphibious. (Requires a swimming speed.) You can breath both air and water. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
Daunting Roar. (Medium or large creatures only.) As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. Once you use this trait, you can't use it again until you finish a short or long rest.
Goring Rush. (Requires Horn attack.) Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack as a bonus action.
Hammering Strike. (Medium or Large only.) Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your natural weapons. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw, you push it up to 10 feet away from you.
Hard Carapace. Due to a hard shell or carapice, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your exterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield you can apply the shield's bonus as normal. Additionally, you can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Hold Breath (Requires a swimming speed.) You can hold your breath for 1 hour.
Hungry Jaws. (Requires the the Bite Natural Weapon.) In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Hunter's Instincts. (Cannot have Beast Senses.) You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Nimble Movement. (Small or medium creatures only.) When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Nocturnal. (Requires Darkvision or Echolocation.) You gain proficiency in the Perception and Stealth Skills.
Pack Tactics. (This counts as two Awakened Abilities instead of one. For small or medium creatures only.) You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Additionally, reduce one of your ability scores by 1. You cannot a reduce an ability score you have increased or reduced from the Ability Score Increase trait.
Poison Immunity. (Requires Poionous Skin or Venomous.) You’re immune to poison damage and the poisoned condition.
Poisonous Skin. (Cannot be Venomous.) Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a Constitution saving throw or take 2d4 poison damage.
Pounce. (Requires Bite attack.) If you move at least 20 feet in a straight line towards a creature and then hit it with an melee attack, the target must then make a Strength saving throw or be knocked prone.
Powerful Build. (Medium only.) You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Powerful Jump. Your jump distances are doubled and you may choose either Strength or Dexterity when calculating jump distance. Additionally you only need a 5 foot running start to jump max distance, instead of 10 feet. As a reminder, your normal long jump distance (with a running start) is equal to your Strength score and your normal high jump distance (with a running start) is 3 + your Strength modifier. Without a running start, both these distances are halved.
Prehensile Appendage. A body part, such as a trunk or tail, counts as an extra appendage for you. You can grasp things with, and (if a trunk) you can use it as a snorkel. lt has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Slimy Skin. (Requires a swimming speed.) You have advantage on ability checks and saving throws to avoid being grappled, restrained, or knocked prone.
Small Game. (Small creatures only.) You gain proficiency with Stealth checks. In addition, you can take the Disengage or Hide action as a bonus action on each of your turns.
Superior Flight. (Requires Flying.) Once you reach 5th level, your flying speed becomes permanent and does not require an action every round to use. Your flying speed drops to 15 feet (regardless of size) while wearing medium armor, and it drops to 0 while in heavy armor. Additionally, reduce one of your ability scores by 1. You cannot a reduce an ability score you have increased or reduced from the Ability Score Increase trait.
Why Reimagined Ancestries?
A common complaint of Aarakocra and Owlin is their flying speed at 1st level. Grung and Locathah have dependencies that make them very difficult to play. Harengon and Loxodon have abilities that don't fit the non-magical concept of Tierwyn.
Tough Hide. Your hide is particularly hard to pierce thanks to thick fur or hardened scales. Small and medium creatures have an AC is 13 + your Dexterity modifier. Large creatures have an AC equal to 15 (Dexterity is not factored into your AC). If you decide to wear armor, you can choose to use the armors AC calculation or your Natural Armor's AC calculation, whichever gives you the higher AC; natural armor and worn armor do not stack. A shield's benefits apply as normal while you use your natural armor.
Venomous. (Requires the the Bite Natural Weapon. Cannot have Poionous Skin.) Whenever you hit with a bite attack, the target must succeed on a Constitution saving throw or take 1d6 poison damage.
Tierwyn Heritages
In the next section are some suggestions on Tierwyn heritages, which include new options for Batfolk, Bearfolk, Dogfolk as well variants of the Aarakocra (birdfolk), Grung (frogfolk), Harengon (rabbitfolk), Locathah (fishfolk), Loxodon (Elephantfolk), and Owlin (owlfolk) that are more balanced for a variety of campaigns and thematic for the Tierwyn concept.
Additionally, you can incorporate the following ancestries published by Wizards of the Coast as Teirwyn heritages without modification: Leonin (lionfolk) from MOoT, Lizardfolk from VGtM, Minotaur (cowfolk) from GGtR and MOoT, Tabaxi (catfolk) from VGtM, and Tortle (turtlefolk) from TTP.
Batfolk
As a batfolk, you gain the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Batfolk reach maturity around age 25 and can live up to 200 years.
Alignment. Batfolk tend to be neutral on at least one part of the alignment chart.
Size. Batfolk are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Flight. You may use your action to gain a flying speed of 30 feet until the start of your next turn. You do not fall immediately on the start of your turn if you use your action each turn to continue giving yourself a flying speed. You can only use this feature while wearing light or no armor. You can fly using this feature a number of minutes equal to your Constitution score. Your flying time is restored on a short rest.
Echolocation. You gain blindsight within 60 feet, unless you are deafened or otherwise can't hear.
Bite. Your bite is natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier piercing damage.
Nocturnal. You gain proficiency in the Perception and Stealth Skills.
Languages. You can speak, read, and write Tierwynese and Common.
Bearfolk
Some Bearfolk are medium-sized, but grizzly-based are large. As a medium Bearfolk, you gain the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Bearfolk reach maturity around age 25 and can live up to 200 years.
Alignment. Bearfolk tend to be neutral on at least one part of the alignment chart.
Size. Bearfolk adults stand just over 6 feet tall and average 300 pounds.
Speed. Your base walking speed is 30 feet, and you have a climbing speed of 20 feet.
Claws. Your sharp claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d4 plus your Strength modifier.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. Once you use this trait, you can't use it again until you finish a short or long rest.
Keen Smell. You have advantage on Wisdom (Perception) checks that primarily rely on smell. When making Wisdom (Survival) checks, you can use a scent you are familiar with to track creature(s).
Languages. You can speak, read, and write Tierwynese and Common.
Large Variant Bearfolk
As a large Bearfolk, you gain the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Bearfolk reach maturity around age 25 and can live up to 200 years.
Alignment. Bearfolk tend to be neutral on at least one part of the alignment chart.
Size. Bearfolk are enourmous beasts, standing over 9 feet tall. They have bulky, muscular bodies that weigh between over 600 pounds. Your size is Large, which has special rules. See page 191 of the Player's Handbook and the Appendix in this document.
Speed. Your base walking speed is 35 feet, and you have a climbing speed of 25 feet.
Claws. Your sharp claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d6 plus your Strength modifier.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. Once you use this trait, you can't use it again until you finish a short or long rest.
Keen Smell. You have advantage on Wisdom (Perception) checks that primarily rely on smell. When making Wisdom (Survival) checks, you can use a scent you are familiar with to track creature(s).
Tough Hide. Your hide is particularly hard to pierce thanks to thick fur. Your AC is equal to 15 and Dexterity is not factored into your AC. If you decide to wear armor, you can choose to use the armors AC calculation or your Natural Armor's AC calculation, whichever gives you the higher AC; natural armor and worn armor do not stack. A shield's benefits apply as normal while you use your natural armor.
Languages. You can speak, read, and write Tierwynese and Common.
Birdfolk
As a Birdfolk, you gain the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Additionally, reduce one of your other ability scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Birdfolk reach maturity around age 25 and can live up to 200 years.
Alignment. Birdfolk tend to be neutral on at least one part of the alignment chart.
Size. Birdfolk are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Flight. You may use your action to gain a flying speed of 30 feet until the start of your next turn. You do not fall immediately on the start of your turn if you use your action each turn to continue giving yourself a flying speed. You can only use this feature while wearing light or no armor. You can fly using this feature a number of minutes equal to your Constitution score. Your flying time is restored on a short rest.
Keen Sight. You have advantage on Wisdom (Perception) checks that primarily rely on sight. You can make out fine print on a page from 100 feet away.
Talons. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier slashing damage.
Superior Flight. Once you reach 5th level, you gain a permanent flying speed of 60 feet, which does not require an action to use. Your flying speed drops to 15 feet while wearing medium armor, and it drops to 0 while in heavy armor.
Languages. You can speak, read, and write Tierwynese and Common.
Dogfolk
As a Dogfolk, you gain the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2, a different score by 1, and decrease one different score by 1. Alternatively increase three different scores by 1 and decrease one different score by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Dogfolk reach maturity around age 25 and can live up to 200 years.
Alignment. Dogfolk tend to be neutral on at least one part of the alignment chart.
Size. Dogfolk are shorter on average than humans and slightly stockier. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Keen Smell. You have advantage on Wisdom (Perception) checks that primarily rely on smell. When making Wisdom (Survival) checks, you can use a scent you are familiar with to track creature(s).
Bite. Your sharp teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to ld6 + your Strength modifier.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Additionally, reduce one of your ability scores by 1. You cannot a reduce an ability score you have increased or reduced from the Ability Score Increase trait.
Languages. You can speak, read, and write Tierwynese and Common.
Elephantfolk
As a Elephantfolk, you gain the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Elephantfolk reach maturity around age 25 and can live up to 200 years.
Alignment. Elephantfolk tend to be neutral on at least one part of the alignment chart.
Size. Elephantfolk stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Keen Smell. You have advantage on Wisdom (Perception) checks that primarily rely on smell. You may use your action to track a creature by smell alone, using a Survival check.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Prehensile Appendage. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your OM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Tough Hide. You have thick, leathery skin. When you aren’t wearing armor, your AC 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Languages. You can speak, read, and write Tierwynese and Common.
Fishfolk
As a Fishfolk, you gain the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Fishfolk reach maturity around age 25 and can live up to 200 years.
Alignment. Fishfolk tend to be neutral on at least one part of the alignment chart.
Size. Fishfolk stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Amphibious. You can breath both air and water. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
Beast Senses. You gain proficiency with Athletics and Perception.
Slimy Skin. You have advantage on ability checks and saving throws to avoid being grappled, restrained, or knocked prone.
Tail swipe. Your long tail is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to ld8 + your Strength modifier.
Tough Hide. You have tough, scaly skin. When you aren’t wearing armor, your AC 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Languages. You can speak, read, and write Tierwynese and Common.
Frogfolk
As a Frogfolk, you gain the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Frogfolk reach maturity around age 25 and can live up to 200 years.
Alignment. Frogfolk tend to be neutral on at least one part of the alignment chart.
Size. Frogfolk stand between 2 1/2 and 3 1/2 feet tall and average about 30 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet, and you have a swimming speed of 25 feet.
Amphibious. You can breath both air and water. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
Beast Senses. You gain proficiency with Perception and Survival.
Poison Immunity. You are immune to poison damage and the poisoned condition.
Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a Constitution saving throw or take 2d4 poison damage. The DC for the saving throw is 8 + your Proficiency Bonus + your Constitution modifier.
Powerful Jump. Your jump distances are doubled and you may choose either Strength or Dexterity when calculating jump distance. Additionally you only need a 5 foot running start to jump max distance, instead of 10 feet.
Languages. You can speak, read, and write Tierwynese and Common.
Owlfolk
As a owlfolk, you gain the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Owlfolk reach maturity around age 25 and can live up to 200 years.
Alignment. Owlfolk tend to be neutral on at least one part of the alignment chart.
Size. Owlfolk are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Flight. You may use your action to gain a flying speed of 30 feet until the start of your next turn. You do not fall immediately on the start of your turn if you use your action each turn to continue giving yourself a flying speed. You can only use this feature while wearing light or no armor. You can fly using this feature a number of minutes equal to your Constitution score. Your flying time is restored on a short rest.
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.
Beak. Your beak is natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier piercing damage.
Nocturnal. You gain proficiency in the Perception and Stealth Skills.
Languages. You can speak, read, and write Tierwynese and Common.
Rabbitfolk
As a Rabbitfolk, you gain the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age. Rabbitfolk reach maturity around age 25 and can live up to 200 years.
Alignment. Rabbitfolk tend to be neutral on at least one part of the alignment chart.
Size. Rabbitfolk just as tall as humans, with 2-foot long ears on average, and are relatively slender. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Keen Hearing. You have advantage on Wisdom (Perception) checks that primarily rely on hearing. As an action, make a perception check using your hearing to precisely track creatures that you cannot see within 120 feet.
Kick. Your powerful legs and large feet are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to ld4 + your Strength modifier.
Nimble Movement. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Powerful Jump. Your jump distances are doubled and you may choose either Strength or Dexterity when calculating jump distance. Additionally you only need a 5 foot running start to jump max distance, instead of 10 feet.
Languages. You can speak, read, and write Tierwynese and Common.
Appendix: Large Characters
To date, Wizards of the Coast has not released any playable character ancestries that are large. This is due to a handful of balance issues that I will do my best to attempt to balance here. The balance issues I've identified are 1) dungeon balance weapon, 2) damage dice, and 3) aura abilities.
Dungeon Balance
Problem: Jeremy Crawford has stated on a livestream that Wizards of the Coast do not design their modules with large characters in mind. As a result, some modules may not work with a large characters (not enough space, imbalanced encouters, etc.)
Fix: As a Dungeon Master running a home game, I know my players' abilities, and decide which modules and dungeons to run. So while I understand why WOTC would not want to publish content with large characters, I feel I have sufficient time and knowledge to balance the game I run as a result.
Playtest Update: Over longer play, being a large character ends up being a a bigger hindrance than anticipated. Medium creatures can be surrounded by 8 medium creatures on a grid, while a large creature could be surrounded by 12 medium creatures. He is frequently hit by area of effect spells more often and needs a huge mount to travel instead of large. Map design has not been an issue (again this is a home game) but being large is mainly a hindrance. I have buffed large creatures from a previous version by letting them take an additional Awakened Ability, and it feels much better play now.
Weapon Damage
Problem: The Dungeon Master's Guide page 278 says that large creatures have larger weapons, which deal double the damage dice of medium. While this works great for monsters, a greatsword that deals 4d6+STR in a player's hands would absolute wreck encounter balance.
Fix: Looking back at 3.5 Edition, large creatures weapons scaled up by 1 die. So a medium dagger that deals 1d4 damage, would deal 1d6 when made large. 3.5 would also allow large medium and small weapons scale, so a large dagger could be used by a medium creature as a shortsword.
Use the Weapon Damage table and the Equivalent Weapons table to reference how weapons scale for Small, Medium, and Large creatures. According to the Player's Handbook, small and medium creatures use the same weapons, so I omit small weapons from these tables because they use the same stats as medium weapons.
Weapon Damage
If a Medium weapon deals ___ damage... | ...then a Large version of that weapon would deal ___ damage |
---|---|
1d4 | 1d6 |
1d6 | 1d8 |
1d8 | 1d10 |
1d10 | 1d12 |
1d12 | 2d6 |
2d6 | 2d8 |
Equivalent Weapons
A Large ___ weapon... | ...is the same thing as a Medium ___ weapon |
---|---|
Club | Quarterstaff |
Quarterstaff | Greatclub |
Dagger | Shortsword |
Shortsword | Longsword |
Longsword | Greatsword |
Sickle | Scimitar |
Rapier | Pike |
Pike | Lance |
Handaxe | Battleaxe |
Battleaxe | Greataxe |
Light Hammer | Mace |
Mace | Warhammer |
Warhammer | Maul |
Battleaxe | Greataxe |
Hand Crossbow | Light Crossbow |
Light Crossbow | Heavy Crossbow |
Shortbow | Longbow |
Playtest Update: This unfortunately hasn't come up much, as the character I have playtesting this is a full caster. But it hasn't been an issue either, so I still think this was a good idea.
Auras
Problem: This came up when requesting feedback online for large creatures. It seems like the potentially most problematic issue with large characters is the effects on "aura" abilities. Instead of having a set radius, like fireball, some features like a paladin's aura of protection, emanate outward from the character in a square around them. A medium creature's 10 foot aura includes 24 squares on a battle grid and 168 squares on a 30 foot aura. Compare that to a large creature, where 32 squares are in a 10 foot aura, and 192(!!) squares are in a 30 foot aura.
Fix: With some trial and error, I found you can shrink a large creatures aura to exactly match a medium or small creature's aura. Convert feet to squares (10 feet = 2 squares, 30 feet = 6 squares, etc.) Exclude that many squares for each corner of the aura. For a 10 foot aura, exclude 2 squares on each corner of the aura, and for a 30 foor aura, exclude 6 squares in each corner. I know this is definitely not the kind of fix that would be published in the rules, but I think it's fair to implement here.
Playtest Update: It took all of two sessions for me to toss this "fix" in my home game. My concerns about auras were largely overblown. The amount of times this large character has been targeted and hit by AOEs because of his size is far more often than the range of bardic inspiration or other spells and abilities have mattered. For those obsessed with balance, my math is correct, but I find the instances where this was a problem was a real edge case.
Credits
Art
Cover: Barrabas Sunclaws
Original art by my player Courtney G. used with permission.
Special Thanks
Thank you to my brother-in-law Matt H. for playtesting with me with his fantastic character Barrabas Sunclaw, the Bearfolk Tierwyn Bard.
Thanks to all my players - Liam, Matt, Courtney, Jennifer, Ed, and Tony - for joining me on the journey of this 3 year+ campaign.
Thanks to Ada, my main TTRPG friend, for putting up with my ramblings and giving non-player feedback.
Source Materials
The following ancestries are referenced in this module, without copying their original traits and features. You can find their original source material in:
- The Aarakocra ancestry can be found in the Elemental Evil Player's Compendium.
- The Grung ancestry can be found in One Grung Above.
- The Harengon ancestry can be found in The Wild Beyond The Witchlight.
- The Leonin and Minotaur ancestries can be found in Mythic Odysseys of Theros.
- The Lizardfolk and Tabaxi ancestries can be found in Volo's Guide to Monsters.
- The Locathah ancestry can be found in Locathah Rising.
- The Loxodon and Minotaur ancestries can be found in Guildmaster's Guide to Ravnica.
- The Owlin ancestry can be found in Strixhaven: A Curriculum of Chaos.
- The Tortle ancestry can be found in The Tortle Package.
Disclaimer
This is unofficial Fan Content permitted under the Fan Content Policy for private use only. Not for distribution. Not approved or endorsed by Wizards. Portions of the material used are property of Wizards of the Coast. ©Wizards of the Coast LLC