A new #DnD5e race
Beast-kin have the appearance of bipedal beasts (cats, dogs, pigs, cows, etc). They usually wear clothes, and are roughly human-sized. They can also transform to full-on beast form, in which case they use that stats for that type of beast, as well as an almost completely human form. Beast-kin typically end their utterances with an sound appropriate to their nature. E.g. “What’ll you folks have for dinner, moo?” or “Catch them before they get away! Oink!”
In their hybrid form they can move around and breath on land as humans do even if their full beast form could not, but have the special abilities of their subrace according to the table below.
In their fully human-looking form they retain only slight traces of their beast ancestry (generally ears, tail, and eyes): this form grants an extra +2 Cha but lacks any of the special abilities of the hybrid form except Animal Senses.
In their fully beast form, they have the stats and abilities of their beast, though they are size Medium unless otherwise noted.
Size Medium
Speed 35 feet
Stats +1Dex +1 Con
Animal senses: choose one since that acts as tool (grants proficiency in tasks that use it)
Proficiency: Survival
Languages: Common, specific species (e.g. Wolf-kin can talk to wolves)
Beast-kin Type Table
Roll d20 (Type and Examples)
- Fish:
Bass, Clownfish, Dolphin, Eel, Lionfish, Marlin, Puffer, Shark
- Bird:
Crow, Dove, Egret, Hummingbird, Ostrich, Parrot, Raven, Robin
- Insect
Ant, Bee, Beetle, Butterfly, Centipede, Cricket, Flea, Fly, Moth, Wasp
- Arachnid
Mite, Scorpion, Spider, Tick
- Rodent
Bat, Capybara, Gopher, Mole Mouse, Rat, Squirrel
- Canine
Dingo, Dog, Fox, Hyena, Jackal, Wolf
- Feline
Cat, Cougar, Leopard, Lion, Lynx, Ocelot, Puma, Tiger
- Bovine
Antelope, Auroch, Bison, Bull, Buffalo, Gnu, Ox, Yak
- Marsupial
Bandicoot, Kangaroo, Koala, Platypus, Possum, Tasmanian Devil
- Pachyderm
Elephant, Hippo, Rhino
- Raptor
Eagle, Falcon, Hawk, Owl, Osprey, Peregrine
- Amphibian
Frog, Newt, Salamander, Toad, Turtle
- Aquatic Mammal
Beaver, Manatee, Orca, Otter, Porpoise, Whale
- Reptile
Alligator, Crocodile, Gecko, Gila Monster, Iguana, Komodo
Dragon
- Snake
Anaconda, Boa, Cobra, Coral Snake, Mamba, Viper
- Dinosaur
T Rex, Ankylosaur, Triceratops, Allosaur, Pteranodon, Velociraptor
- Extinct Giant Mammal
Giant Sloth, Mammoth, Mastodon, Saber-tooth Tiger
- Primate
Ape, Baboon, Chimp, Gibbon, Gorilla, Lemur, Monkey, Orangutan
- Equine
Camel, Deer, Donkey, Horse, Reindeer, Zebra
- Invertebrate
Jellyfish, Octopus, Sea Anemone, Sea Urchin, Squid, Starfish
Hybrid Special Abilities
The GM and players are strongly encouraged to tweak the special abilities to better fit the exact beast type since the listed special abilities are quite general.
Fish
Breath under water, +10′ movement in water
One of Camouflage (hide as bonus action in appropriate terrain), Natural attack 1d6 Bite, Natural Attack 2d4 Poison spines
Bird
Flight or +10′ running (for flightless).
Two of Proficiency: Singing; Absolute Direction Sense; Natural Attack 1d4 Peck or Scratch, Long-distance vision
Insect
Walk on walls and ceiling
One of Poison Bite/Sting (1d6), Fly +10′, Blood sucking (recover 1d4 HP on successful attack after grapple), Can eat anything organic
Arachnid
Walk on walls and ceiling.
One of Poison Bite/Sting (1d6), Web Spinning (cast Web spell once/short rest), Blood sucking (recover 1d4 HP on successful attack after grapple)
Rodent
+1 Dex. Treat as 1 size smaller when moving through tight areas (so no penalty for small, tiny is difficult terrain). Low Light Vision. Proficiency: Climbing. +5 Move.
Canine
Proficiency: Tracking. Natural Attack 1d6 bite. Pack Tactics (gain advantage on foe if ally who isn’t incapacitated is within 5 feet of foe), Additional Keen sense.
Feline
+2 Dex. Low light vision. Proficiency: Jumping, Climbing. Natural Attack: 1d4 claws. +5 Move.
Bovine
+2 STR, Double carrying capacity. +10 Move.
Marsupial
+2 Cha. Either Proficiency Climbing or Proficiency: Jumping.
Pachyderm
+2 Str, +2 Con. Double carrying capacity. Either Trunk (extra limb), or Natural attack 1d6 (teeth/horn)
Raptor
+1 Wis. Fly +10 Move, Long-distance vision, Natural Weapon 1d6 claw.
Amphibian
+1 Wis, +1 Con. Can breathe under water, Full movement under water, Camouflage (hide as bonus action in appropriate environment). One of climb walls/ceiling freely or Proficiency: Jump +10′ jump
Aquatic Mammal
+1 Dex, +2 Dex under water, +10 movement under water. Can hold breath for 10 minutes per +1 con bonus.
Reptile
+2 AC. Additional Keen sense (one of heat detection, vibration detection, smell). Hard to Kill (advantage on Death saves)
Snake
+2 AC. Additional Keen sense (one of heat detection, vibration detection, smell). Hard to Kill (advantage on Death saves)
Dinosaur
+2 AC, +2 STR, Natural Weapon 1d8 Bite. Note that Dino beast Kin are still Medium sized humanoids, and their beast forms are only Large, even if the natural form would be Huge or bigger
Extinct Giant Mammal
Size Large (+10 Move, 5 ft reach, double carrying capacity). +2 Con. Natural Weapon 1d6 Bite or claw or tusk. Advantage on saves vs. cold.
Primate
+2 Str. Proficiency: Climbing, Jumping. One of +1 Con; Size Small; Size Tiny + Prehensile Tail.
Equine
+10 Move, Double Carrying Capacity.
Invertebrate
Advantage on saves vs. crushing; Damage Resistance vs. bludgeoning.

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