Apefolk
Apefolk are an advanced society of beastfolk who were fully awakened by druidic magics. They have developed a vibrant and diverse society that continues to grow at a rapid pace as it is driven by their naturally curious minds.
Apefolk Features
Age Apefolk reach maturity around age 20 and rarely live longer than 70 years.
Speed Your base walking speed is 30ft.
Languages You can speak, read, and write Common and one language of your choice
Ability Score Your score Strength score increases by 1, and your Intelligence score increases by 1.
Natural Climber Your long limbs allows you to climb with ease. You gain a climbing speed of 30ft.
Innovation Your natural curiosity grants you the ability to create tools you need to survive. As a result, you gain proficiency in a tool kit of your choice.
Long-limbed Your arms are proportionally longer than other humanoids of your size. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Simian Apefolk
Simian apefolk are the smallest of all their kin. They make up for their small size with their nimble fingers and prehensile tail.
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Ability Score Increase Your Dexterity score increases by 1
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Appearance Simian apefolk retains a humanoid appearance although they are covered with short fur that varies in color depending on their region or family.
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Size Simian apefolk are extremely small, typically about the size of an halfling or gnome. Your size counts as Small.
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Quick Fingered You are able to use your bonus action to Interact with an Object.
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Prehensile Tail You can grasp things with your prehensile tail. It has a reach of 5 feet, and it can lift no more than 30 pounds. You can use it to do simple tasks such as lifting, dropping, holding, pushing, or pulling an object or a creature; opening or closing a door or a container; grappling someone; or making an unarmed strike. It 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.
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Naturally Stealthy You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
Chimp Apefolk
Chimp apefolk are the most common of all apefolk. They are particularly known for their superior intellect, creativity, and crafting skills.
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Ability Score Increase Your Intelligence score increases by 1
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Appearance Chimp apefolk are humanoid in appearance sporting short fur that varies in color depending on their region or family.
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Size Chimp apefolk tend to be somewhat shorter but bulkier than the average human. Your size counts as Medium.
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Natural Talent You gain proficiency in one additional skill and tool proficiency of your choice.
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Improvisation Your naturally curious mind allows you to find a solution to seemingly impossible tasks. When you make an ability check that you are not proficient in, you can use your reaction to add 1d4 to the total result. You can use this feature a number of times equal to your proficiency bonus before a long rest.
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Natural Crafter Your creative mind allows you to create simple tools from nearly anything. Upon each short rest, you can craft a Small tool, object, or simple weapon from nonliving organic matter, such as leather, rope, cloth or wood. You can also choose inorganic objects such as stone or clay. You are able to craft a simple tool, object, or weapon no more than 10gp in worth. To use this trait, you need an appropriate artisan's tools, such as leatherworker's tools.
Gorilla Apefolk
Gorilla apefolk are the largest of all apefolk resembling colossal gorillas or even yetis. They are particularly known for their sheer strength.
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Ability Score Increase Your Strength score increases by 1
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Appearance Gorilla apefolk are humanoid in appearance sporting short fur that varies in color depending on their region or family.
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Size Gorilla apefolk tend to be roughly the same height as most orcs. However, they tend to be much bulker than even all but the largest of goliaths. Your size counts as Medium
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Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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Brute Strength You gain proficiency in Athletics.
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Ape Fury Thanks to your sheer strength, you are able to turn nearly anything into a lethal weapon. You are proficient in making making melee or ranged attacks with improvised weapons. Upon hitting a creature with an improvised weapon, you can deal 1d6 damage instead.
Mandrill Apefolk
Mandrill apefolk are some of the most beautiful as well as intimidating of all apefolk due to their colorful skin, magnificent manes, and sharp fangs. In fact, their skin color is known to change according to their mood. It is believed that these apes have been touched by the magic of the Feywild sometime in the past.
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Ability Score Increase Your Charisma score increases by 1
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Appearance Mandrill apefolk are humanoid in appearance sporting short but colorful fur that varies in all shades of color, even rare hues such as blue, red, or orange. Some older individuals even sport luxurious and multicolored manes.
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Size Your size counts as Medium.
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Menacing You gain proficiency in Intimidation.
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Fangs Your possess several extremely sharp fangs that can be used to make unarmed strikes. If you hit a creature with them, you can deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
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Fey Ancestry You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Loxodon
Loxodons are the largest of all beastfolk standing nearly 7 to 8 feet tall. They resemble bipedal elephants and often adorn their magnificent trunks that never stop growing throughout their life. Depending on their status or wealth, they may decorate these tusks with jewelery and precious metals.
Loxodon Features
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Age Loxodons mature at the same rate as humans, however, they are considered mature by their people at 60 years old. Their lifespan can be as long as 450 years.
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Speed Your base walking speed is 30ft.
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Size Your size counts as Medium
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Languages You can speak, read, and write Common and one language of your choice
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Ability Score Your score Strength score increases by 1, and your Constitution score increases by 1.
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Trunk 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. It 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.
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Tusks Your possess bulky tusks that can be used to make unarmed strikes. If you hit a creature with them, you can deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
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Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
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Long Memory You have advantage on Intelligence checks to remember to accurately recall anything you have seen or heard within the last month.
Behemmoth Loxodon
These loxodon traces their ancestry to the aggressive behemmoth. Just as their ancestor, they possess thick plates and bony protrusions to protect them for harm. They also sport an extremely muscular trunk and numerous pairs of jagged tusks.
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Ability Score Increase Your Strength score increases by 1
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Powerful Trunk Your trunk is much more powerful than the rest of your kin. Your trunk can lift a number of pounds equal to 10 times your Strength score. When you make an unarmed strike with your trunk dealing 1d6 + your Strength modifier upon a hit. Upon a hit, you can use your bonus action to grapple the target as a bonus action. You are still subject to the other limitations of your trunk.
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Natural Armor You have thick, leathery skin. When you aren't wearing armor, your AC is 13 + your Constitution 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.
Elephantine Loxodon
These loxodon are the most common of their kind. They are easily recognizable by their leathery skin and oversized ears.
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Ability Score Increase Your Wisdom score increases by 1
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Goring Tusks Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your tusks as a bonus action.
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Serene Mind You have advantage on saving throws against being charmed and frightened.
Mammoth Loxodon
These loxodon make their home in the frigid reaches of the Material Plane. Unlike the rest of their kin, they possess a thick coat of fur to protect them from the elements.
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Ability Score Increase Your Constitution score increases by 1
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Artic Fur You have resistance to cold damage.
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Barreling Charge Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your tusks. 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 against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Lupines
At first glance, lupines are often confused for werewolves. However, these beastfolk are believed to awakened dogs or wolves through the influence of druidic magic. However, some legends claims that they ultimately descended from lycanthropes who lost their ability to change their shape.
Lupine Features
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Age Lupines have lifespans equivalent to humans
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Speed Your base walking speed is 30ft.
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Size Your size counts as Medium.
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Languages You can speak, read, and write Common and one language of your choice
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Ability Score Your score Wisdom score increases by 2.
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Keen Smell You have a strong sense of smell that grants you proficiency in Perception checks.
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Scent Mark As a bonus action, you can mark a creature you can see within 30ft. of you. For the duration, you have advantage on Intelligence or Wisdom checks to find the marked creature. This effect lasts a number of hours equal to your proficiency bonus. You cannot use this feature again until you finish a short or long rest.
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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.
Canine Lupine
Canine lupines are some of the most common of their kind. Their appearance closely resembles that of a common dog. Much like their bestial counterparts, they are known for their extreme bravery and loyalty.
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Ability Score Increase Your Constitution score increases by 1
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Dauntless You have advantage on saving throws against being frightened.
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Loyal You have advantage on saving throws against being charmed
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Embrace the Pack You can unleash a howl that bolsters the resolve of your allies. As a bonus action, you and a number of creatures of your choice equal to your proficiency bonus within 30ft. of you that can hear you gain temporary hitpoints equal to your Level + your Charisma modifier until the end of your next turn. While creatures possess these temporary hitpoints, they gain immunity to being charmed or frightened for the duration.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Hunter Lupine
Hunter lupines fully embrace their predatory heritage and the concept of the pack.
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Ability Score Increase Your Strength score increases by 1
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Battle Scent Your keen senses allow you to pick up the slightest scent in the heat of battle. As a bonus action, you are able to take the Search action on your turn.
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Predator Instinct You can add your proficiency bonus to your initiative bonus.
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Call of the Hunt You can release a savage howl to spur your allies into a violent frenzy. As a bonus action, you and a number of creatures equal to your proficiency bonus that can hear you gain advantage on their next attack roll until the end of your next turn.
Once you use this feature, you cannot do so again until you finish a short or long rest
Alpha Lupine
Alpha lupines are the rarest of all their kind. These lupines are believed to retain the very blood of their ancestors. As a result, they are revered by the rest of their kin who believe they are born with the innate gift of leading a pack.
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Ability Score Increase Your Charisma score increases by 1
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Alpha Instinct You gain proficiency in Intimidation and Persuasion
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Alpha's Howl You can release a bloodcurdling howl to terrify your enemies. Creatures of your choice within a 30ft. of you that can hear you must succeed a Wisdom saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed saving throw, creatures are considered frightened by you until the end of your next turn.
Once you use this feature, you cannot do so again until you finish a short or long rest
Tabaxi
Tabaxi are catlike beastfolk that come in all shapes and sizes. They generally tend to be quite free spirited traveling across the world in search of the next great thrill or adventure.
Tabaxi Features
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Age Tabaxi have lifespans equivalent to humans.
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Speed Your base walking speed is 30ft.
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Size Your size counts as Medium
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Languages You can speak, read, and write Common and one language of your choice
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Ability Score Your score Dexterity score increases by 1, and your Wisdom score increases by 1.
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Keen Senses You gain proficiency in Stealth and Perception
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Darkvision You have a cat's keen senses, especially in the dark. 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.
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Sharp Claws Your are naturally equipped with sharp claws. If you hit a creature with them, you can deal slashing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
Feral Tabaxi
Feral tabaxi fully embrace their predatory ancestry. Many of this subspecies possess beautiful coats that allow them to blend into their environments. Depending on the region, these can sport numerous patterns such as spots or stripes.
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Ability Score Increase Your Wisdom score increases by 1
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Agile Climber Your sharp claws allows you to climb difficult surfaces with ease. As a result, you gain a climbing speed of 30ft.
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Nature Strider You are especially adept at traveling quickly through the untamed wilds.. You can move through one of the following nonmagical terrains without expending additional movement: forest(heavy plant life); rocky or sand terrain, snowy or icy terrain.
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Primal Predator Your fur coat grants you advantage on Dexterity(Stealth) checks in one of the following conditions or terrains: darkness; forest (ample plant life); rocky or mountainous terrain; snow or ice.
Sabertooth
As their name suggests, sabertooth tabaxi possess a deadly set of elongated fangs the size of daggers. Thanks to their physical prowess and natural weapons, they are the strongest and most intimidating of all their kin.
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Ability Score Increase Your Strength score increases by 1
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Apex Predator Your elongated claws and fangs are much more lethal than the rest of your kin. If you hit a creature with them, you can deal slashing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
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Menacing Your frightening appearance grants you proficiency in Intimidation.
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Pounce Immediately after you hit a creature with an melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to knock that target to the ground using your sheer strength. The target must be within 5 feet of you and no more than your size or smaller than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can knock it prone.
Softpaw
Softpaw tabaxi are the smallest of all their kind. They are extremely small and are comparable to gnomes and halflings in size. However, they make up for their tiny size for the inexplicable luck and strange knack for always landing on their feet.
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Ability Score Increase Your Charisma score increases by 1
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Size As a softpaw tabaxi, your size counts as Small
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Speed Due to your small size, your movement speed is 25ft.
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Nine Lives You have an impossible knack for escaping the jaws of death. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
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Cat's Landing You have an knack for landing on your feet. Whenever, you calculate fall damage, you can subtract 30ft. from the total when calculating damage as long as you are not incapacitated. Upon taking fall damage, you must make a DC 10 Dexterity saving throw. On a successful saving throw, you do not fall prone. The DC for this ability check increases by every 10ft. above 30ft. that you fall.
Swiftpaw
Swiftpaw tabaxi are the fastest of all their kin. They tend to be thinner and much more lithe than their relatives as their form emphasizes speed more than power.
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Ability Score Increase Your Dexterity score increases by 1
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Sprinter Your agile frame grants you a movement speed of 35ft.
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Feline Agility Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Ursine
Ursines are the largest of all predatory beastfolk. Just like their primal relatives, they are known for their unyielding endurance shrugging off the harshest of attack while crushing their opponents with their brutal strength.
Ursine Features
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Age Ursine have lifespans equivalent to humans although ursines have been known to live up to 100 years.
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Speed Your base walking speed is 30ft.
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Size Your size counts as Medium.
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Languages You can speak, read, and write Common and one language of your choice
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Ability Score Your score Wisdom score increases by 1, and your Strength score increases by 1.
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Keen Senses Your keen eyesight and smell grants your proficiency in Perception checks
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Darkvision As a natural predator, you are accustomed to seeing in difficult conditions, especially in the dark. 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.
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Bear Claws You possess a set of deadly claws. If you hit a creature with them, you can deal slashing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
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Ursine Endurance When you are forced to make a Constitution saving throw, you are able to do so with advantage. If the saving throw deals damage, you can take half damage on a failed saving throw, and none upon a success.
You can only use this feature once per short or long rest.
Dire Ursine
Dire ursine can trace their ancestry to the great dire bears of legend. Just like their ancestors, they possess supernatural strength and endurance.
- Ability Score Increase Your Constitution Score increase by 1.
- Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
- Relentless Endurance When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
Forest Ursine
Forest ursines are the smallest of all bearfolk. What they lack in size, they make up for with surprising agility and nimbleness.
- Ability Score Increase Your Dexterity Score increase by 1.
- Agile Climber Your sharp claws grant you a climbing speed of 30ft.
- Nimble Squeeze You can fit through a space for a creature one size smaller than you without having to squeeze.
Panda Ursine
Panda ursines are easily recognizable due to their black and white spots and relaxed demeanor. However, they have been known to take on other colors such as red or gold.
- Ability Score Increase Your Wisdom Score increase by 1.
- Serene You have advantage on saving throws agains being charmed.
- Restful Sleep Whenever you finish a long rest, you can recover one additional Hit Die. You can recover another Hit Die when you reach 9th level, and again at 17th level for a total of three additional hit die.
- Catnap You are able to make the most of even the shortest of rests. Whenever you take a short rest and you roll to recover hitpoints using your Hit Die, you can reroll 1s and 2s taking the new result.
Polar Ursine
Polar ursines make their home in the frozen reaches of the Material Plane. Thanks to their white fur, they are able to easily use their otherwise stark environment as a suitable camouflage.
- Ability Score Increase Your Strength Score increase by 1.
- Arctic Resistance You have resistance to cold damage.
- Ice Walk You are not affected by difficult terrain caused by non-magical icy or snowy terrain.
- Powerful Swimmer You have a swimming speed of 30ft.
- Snow Stealth You have advantage on Stealth checks while icy or snowy terrain.
Strix Ursine
The strix ursine is the rarest of all bearfolk as they trace their ancestry to the owlbear. Despite their looming forms, they are efficient hunters under the cover of night.
- Ability Score Increase Your Strength Score increase by 1.
- Superior Darkvision As a night predator, you are especially proficient at hunting during the night. You have darkvision up to 120ft.
- Silent Stride Despite your size, you are able to move silently and undetected. You gain proficiency in Stealth.
Verminfolk
Verminfolk are the most diverse and numerous of all beastfolk. In general, they tend to be much smaller than other beastfolk, but make up for their size with their agility and cunning.
Verminfolk Features
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Age Verminefolk mature at the same rate as humans. However, their lifespan is only up to 50 years.
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Speed Your base walking speed is 30ft.
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Languages You can speak, read, and write Common and one language of your choice
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Ability Score Your Dexterity Score increases by 2.
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Size Your size counts as Small.
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Keen Senses Your keen eyesight and smell grants your proficiency in Perception checks
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Darkvision You are accustomed to seeing in the dark. 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.
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Nimble Form You can move through the space of any creature that is of a size larger than yours.
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Diminuitive Evasion When you are forced to make a Dexterity saving throw, you are able to do so with advantage. If the saving throw deals damage, you can take half damage on a failed saving throw, and none upon a success.
You can only use this feature once per short or long rest.
Mousefolk
Mousefolk are the smallest of all beastfolk. They have a peculiar knack for being able to squeeze into the smallest of holes and even use their larger allies as cover from attacks.
- Ability Score Increase Your Charisma Score increases by 1.
- Nimble Squeeze You can fit through a space for a creature one size smaller than you without having to squeeze.
- Body Shield You are able to Hide behind a creature at least one size larger than you.
Raccoonfolk
Just like their bestial counterparts, raccoonfolk primarily use the shadows to evade detection. Thanks to their small but dexterous hands, they are able to quickly grab anything that catches their interest before scurrying away unseen.
- Ability Score Increase Your Intelligence Score increase by 1.
- Quick Fingers You have proficiency on Sleight of Hand checks.
- Shadow Walker You have advantage on Stealth checks while in dim light or darkness.
Mole Folk
Molefolk are the most reclusive of all vermin folk. Unlike their ancestors, they are not completely blind but do suffer difficulty seeing in bright light. However, they despite their small squat forms, they are surprisingly strong and fast. Thanks to their powerful claws, they are able to create tunnels to burrow into the soft earth around them.
- Ability Score Increase Your Strength Score increase by 1.
- Tremorsense You gain tremorsense up to 10ft.
- Earth Walk You are not affected by difficult terrain caused by non-magical rocky or sandy terrain
- Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Burrow You are able to burrow underneath the ground using your powerful claws. You gain a burrow speed of 10ft. and can only burrow through a surface with loose earth. You must use your bonus action to either burrow or resurface from the ground. Burrowing and resurfacing can provoke attacks of opportunity. Each time you burrow, you leave a hole 5ft in diameter in your wake.
- Sun Sensitivity You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Ratfolk
Ratfolk are probably the most common of all verminfolk. They have a natural resilience against many poisons and diseases allowing them to thrive in environments otherwise unsuitable for humanoids.
- Ability Score Increase Your Constitution Score increase by 1.
- Poison Resistance You naturally have resistance to poison and have advantage on saving throws against being poisoned or diseased.
- Vermin Speech Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
Squirrelfolk
Squirrelfolk are a peculiar breed of vermin. Just like their ancestors, they possess a natural instinct to find items they may have stored away.
- Ability Score Increase Your Wisdom Score increase by 1.
- Natural Climber You have a climbing speed of 30ft.
- Treasure Finder You have a knack for quickly finding rare and hidden things. As a bonus action, you are able to take the Search action on your turn.
- Treasure Instinct As a bonus action, you can mark an object you can see within 30ft. of you. For the duration, you have advantage on Intelligence or Wisdom checks to find the marked object. When you are within 30ft. of this object, you automatically know its location. This effect lasts a number of hours equal to your proficiency bonus. You cannot use this feature again until you finish a short or long rest.
Art Credits
Cover Art: Warren Mahy
Gorilla Apefolk: Simon Dominic Brewer
Swiftpaw Tabaxi: Bram Sels
Ratfolk: Carl Critchlow
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