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Beastfolk

Ability Score Increase
Size Medium
Speed 30ft

The beastfolk are not a single race, but a grouping by the common folk of Faerun of humanoids with beast-like abilities. Creatures that look like a blend of beast and man and are known for a savages temper. These few are accepted by society from the acts of heroes from their races, but take care to play a character that must forever be on eggshells compared to the fairer races.   Charge: If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. You can use this ability a number of times equal to your proficiency bonus, and regain expended uses on a long rest.   Monstrous Weapons: You have a monstrous natural weapon, whether a kick or horn or bite, with which you’re proficient. If you hit, the target takes bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier (your choice).  

Centaur

  A few scattered tribes through the Taan and Shining South, Centaurs prefer massive Savannah’s with little tree cover and plenty of water sources. Because of their unique strength and survival traits, Centaur make excellent cavalry guard for the harsh conditions of the area. They have a bit of a temper, and difficulty with typical human settlement design.   Age: Maturity 18 to 45 years. Maximum age of 60 years.
Size: 6’8" to 7’2" tall, 280 to 480 lb.
Names: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein.
Languages: Abyssal, Skaldi
Proficiencies: Survival
Movement: 40ft speed   Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a medium or smaller creature can ride on your equine back if you can carry their weight. In such a situation, you continue to act independently, not as a controlled mount.  

Loxodon

  Loxodon are natives of Ravnica, an astral realm close to our own. They are experts in stonecrafting there, and while they are of incredible size, they have a natural serenity and grace as they work in their guildhalls and amongst their peoples. Loxodon’s have a natural loyalty and will form familial-level bonds with those they work closely with and create items together with.   Age: Maturity 45 years. Maximum age of 140 years.
Size: 6’2" to 6’8" tall, 180 to 280 lb.
Names: (male) Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, llromov, Kel, Nikoom, Ondros, Radomov. Svetel, Tamuj, Throom, Vasoo; (female) Ajj. Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya. Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja.
Languages: Imaskari
Proficiencies: Smithing   Loxodon Serenity: You have advantage on saving throws against being Charmed or Frightened, as well as Smithing checks related to Stonework.   Prehensile 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. 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.   Natural Armor: You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + 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.  

Minotaur

  Few races can boast a greater skill amongst the waves. This race, while monstrous to most civilizations, managed to form a niche in the Shou Lung Empire. Princess Yama continues to honour this agreement, with Minotaurs serving important positions in Trade, specifically Cargo and Contraband management, Naval Defence, and a few serving an Honor Guard for the Empress herself.   Age: Maturity 25 years. Maximum age of 90 years.
Size: 6’2" to 6’8" tall, 180 to 280 lb.
Names: (male) An, Chen, Chi, Fai, Jiang, Jun,Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan.
Languages: Karaturian
Proficiencies: Intimidation.   Goring Rush: Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action.   Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn,you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you.  

Pandaren

  The Pandaren, as natural defenders of the Wild, tend towards more isolationist communities deep within the Forest. While their numbers are largest in the Western Bamboo Forests of Shou, they do have Brown, Black and even Polar variant communities throughout Faerun. They are extremely teritorial and communal, which is why they are so rare in Adventuring circles.   Age: Maturity 18 years. Maximum age of 70 years.
Size: 5’11" to 6’6" tall, 220 to 360 lb.
Names: (male) Argus, Brutin, Dale, Duggar, Gorf, Kidas, Mars, Orwin, Pantg, Slark, Tusk, Zalk; (female) Alici, Brin, Connie, Flore, Mazie, Namina, Varen, Vixen, Tribbi, Willow; (Clan names) Bloody Roar, Cut Maters, Dust Burners, Final Bark, First Tooth, Furious Swipes, Proud Claw, Sharp Paw, Tough Hide, Warrior Clan, Wild Boar, Yellow Fur.
Speed: Climb 30ft
Languages: Druidic
Proficiencies: Nature, Survival   Keen Smell You gain advantage on Perception and Survival checks related to smell.   Whisper of the Woods: You have the ability to cast Speak with Plants, however you can only communicate with plants using this feature; not command, move or control them. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.  

Yuan Ti Abomination

  Once humans that were slaves of the Sarruhk Empire and transformed into their loyal servants, these creatures are able to tolerate colder climates than their progenitors so as to be sent on missions of assassination or slaughter. After the fall of the empire these creatures left for warmer climates, the Serpent Isles and areas of the Shining South. they mostly stick to their own kind, but the occasional exile turning to a life of mercenary work through the realms.   Age: Maturity 13 years. Maximum age of 60 years.
Size: 6’1" to 6’8" tall, 140 to 240 lb.
Names: (unisex) Shaztei, Ussiel, Hahlu, Thahlush, Hiku, Ssostu, Sesuya, Yoakhizis, Suleliss, Ilsesi.
Senses: 30ft Telepathy
Languages: Abyssal
Proficiencies: Poisoning, Psionics   Constrict: When you use your natural weapon attack or make a Grappled check against a Large or smaller creature is Restrained (Escape DC versus your Athletics) and your speed is reduced to 0. You can still attack while restraining a creature.


Created by

Falme.

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