Beastfolk Traits
Ability Score Increases. Increase one Ability Score by 2, and increase a different one by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Life Span. Beastfolk have a life span of about 50 years.
Size. You are Small or Medium (your Choice).
Languages. You can speak, read, and write Sylvan and Common and one other language that you and your DM agree is appropriate for the character.
Speed. Your Base Walking Speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions. 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.
Beast Descendant. You gain proficiency in the Animal Handling Skill.
Primal Connection. You know the Primal Savagery Cantrip. Starting at 3rd level, you can cast the Speak with Animals spell with this trait. Starting at 5th level, you can also cast the Enhance Ability spell with this trait. Once you cast Speak with Animals or Enhance Ability with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Mystical Senses. If you fail a Wisdom, Intelligence or Charisma Saving Throw, you can choose to succed instead. You can use this feature once per long rest
Subraces
Preyseeker
Lightfoot. Your Base Walking Speed increases to 35 feet.
Keen Senses. You gain proficiency in the Perception or Stealth Skill.
Beast Complexion. Your Claws and teeth are natural weapons, which you can use to make unarmed strikes. If You hit with them, you deal slashing or piercing damage equal to 1d6 + your Dexterity or Strength Modifier (You choose), instead of the bludgeoning damage normal for an unarmed strike.
Toughide
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Muscular Complexion. You gain proficiency in the Athletics Skill or Intimidation.
Beast Complexion Your Claws and teeth are natural weapons, which you can use to make unarmed strikes. If You hit with them, you deal bludgeoning damage equal to 1d8 + your Strength Modifier.
Keensenses
Natural Sage. You have advantage on saving throws against being Charmed or Frightened or ending that condition.
Will of Nature. You gain proficiency in the Insight or Nature Skill.
Primal Knowledge. As a reaction action you can give yourself advantage in one skill thar you have proficiency, a number of times equal to your proficiency modifier and regain all charges after a Long Rest
Kindheart
Primal Bond. Whenever a Creature makes an Insight check against you, they do it with disadvantage.
Natural Charm. You gain proficiency in the Persuasion or Deception Skill.
Beast Charm. As a Reaction you can impose disadvantage in one attack against you from an enemy you can see. You can use this trait a number of times equal to your proficiency modifier and regain all charges after a Long Rest.
Lore
Beastfolks are people of the land known from old fairy tales as the guardians of nature, those whom connection with the world has grown to a point they resemble their spiritual guardian.
Started at the very beginning of the 5th cycle, they were born from the remnants of the nature spirits of the 4th cycle. As such they are related to the Nature Circle Deities.
Society
This civilization its mostly sedentary, centered in farming, hunt and recollection. They have anything they need in nature, so they only grab whatever they need when it come to food and resources they do not grow.
Beastfolk have a conventional authority where the oldest members of the tribes are called Sages whose life years of experiences are worth following, as such they have the upper hand in decisions about their tribe concerning.
People of this kind grow in a rate slightly faster than humans, reaching adulthood at the age of 14, this age it known as the “Reception” since is when most of their supernatural abilities get sharpened and their anatomy reach their peak resemblance of their spiritual guardian. So, at this age they need to pass a ritual called “Connection” when they enter a trance like stance for a whole day in order to connect their souls to the Nature Circle Deities.
After the ritual is done Beastfolks experience one simple change that may direct them to their life goals, one of their Natural Instincts became a dominant force that marks the starting point of their lives. This instinct may vary from Motherly instincts, Hunting, Need of Knowledge or cheer Curiosity.
Lifestyle
Beastfolk who go on adventures tend to follow paths that does not go far from nature, using their ancestral knowledge they tend to follow the Pats of the Beast and Totem Warrior Barbarian, the Domains of Life, Nature and Trickery Gods, the teachings of Druidic Circles or some Ranger Conclaves.
However, it’s not set in stone, since this is very dependent of they Dominant Force, so its not impossible to find a Beastfolk who’s Dominant Force it’s the Instinct of Survivance who’s goal its to reach the peak of combat ability and became a Champion or those who want to elevate their magic abilities to the highest became masters of the School of Magic of their preference.