CV Race: Beastmen

Beastmen

Beastmen were created in the previous age by the High Druid to combat the undead creations of the Lich King and they have faithfully served among the lower classes of the various kingdoms since.

Beastmen are so-called as, while they walk on their hind legs and have hands and feet, in all other respects they resemble a particular animal. A Beastman’s build varies in the same way as a Human’s. Their bestial features vary to a degree, although most are based on a mammalian species, such as rats, bears, horses, wolves, weasels or lions, etc. When creating a Beastman character, you should consider which type of animal the character is to resemble. It should fit into one of these three categories: Agile (such as rat, weasel or ferret), Common (such as a horse, dog, wolf or goat), or Large (such as a lion or bear). When you know which animal your character resembles, you should assign attributes that fit their assumed characteristics. For instance, Lions are considered to be strong and noble, so should have high physical traits and charisma. Rats are considered devious and quick, usually having high Wisdom and Dexterity. This may seem unfair. After all, rats (for instance) are actually rather cute and friendly creatures. However, it seems that the exterior appearance of Beastmen usually reflects their personality in terms of what most people understand that animal’s personality to be. There is also a tendency for beastmen of a particular species to behave true to stereotypes (this is a generalization and there are exceptions but overall it holds true); thus lion beastmen are noble and tend towards leadership roles within beastmen communities; rat beastmen are devious and tend towards kleptomania; lizard beastmen tend to be slothful until their ire is roused and then burst into a frenzy of action; dog beastmen are social, loyal people that bond to their pack and so on. Scholars have debated the issue in recent years and have found no answer. However, they have discovered that Beastmen are definitely a single race, albeit a varied one.

Female Beastmen only account for approximately 25% of the Beastman population, so it is more common for Beastmen to intermarry and breed with other humanity. The lower classes usually see little wrong with the practice, but the upper classes generally find it abhorrent (exceptions exist in certain kingdoms, in particular Cyrillia and Amazonia). Nevertheless, there are plenty of secret upper class brothels that provide all manner of Beastmen for secret liaisons with the aristocracy.

When two Beastmen get together they also usually produce a child that resembles the mother, but if this isn’t the case the mother and child are usually not in any danger. However, sometimes the child resembles neither parent, and its personality is made apparent by the new animal it mimics. When a Beastman has a child with another member of humanity then the child has an equal chance of resembling the mother or father.

Beastmen are often judged by their outward appearance. A rat or weasel would live a lonely, shunned life, while a noble lion would be popular and possibly be propositioned often by the other races. Due to their subservient social position (it is very rare to find a Beastman above the lower classes, and unheard of to find one in the upper class), many are turning to politics such as socialism, bolshevism, communism, or plain anarchy, in attempts to better their position.


Beastman Traits

Depending on the base type of Beastman, they will have certain traits in common

Agile Beastman

All PCs are exceptional All non-human races +2 to two stats of choice, regardless of subrace. This replaces all stat bonuses listed for each race. [NPC Agile Beastmen have +2 to Dex and Wis]
Age Beastmen reach adulthood in their late teens and live less than a century.
Alignment Beastmen tend toward no particular alignment. The best and worst are found among them.
Size Agile beastmen vary widely in height and build, from barely 1 feet to approximately 6 feet tall. If your height is less than 3 feet, you are Small, if it is greater than 3 feet then you are Medium.
Speed Your base walking speed is 35 feet.
Beast Speech Beastmen can communicate simple ideas with animals of their own kind.
Low-Light Vision Due to your enhanced senses, 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 it it were dim light. You can’t discern color in darkness, only shades of gray.
Bestial Senses Whether it is enhanced smell, sight, taste, hearing, touch, or some combination. The senses of the beastman are enhanced. You have advantage on perception checks.
Bestial Movement Depending on your specific animal type you have an enhanced movement mode (see below for examples).
Bestial Trait Depending on your specific animal type you have a bestial trait that represents that animal (see below for examples).
Language You can speak, read, and write Common and any others appropriate to your background.

The different animal types are many and varied. Work with your DM to determine the Additional Ability Score Increase, Enhanced Movement and Bestial Trait that makes sense for the animal that you are based off of. Some examples follow:

Beastman: RatRat

Enhanced Movement +5 speed (40 total), Swim 20
Bestial Trait Advantage on saves vs. Disease and Poison; Resistance to Disease and Poison;Skitter power (you can use a bonus action to Disengage or Dash, if you are a Rogue with  Cunning Action you get +10 to your move speed with Cunning action instead)

Salamander

Enhanced Movement Swim 30; Climb 20
Bestial Trait Aquatic (fully functional underwater); Advantage on escape attempts, you can take your level in damage to automatically succeed and then use your bonus action to Disengage or Dash

Beastman: ToadFrog

Enhanced Movement Swim 20; Advantage on Jump checks x3 distance
Bestial Trait Aquatic (fully functional underwater); Sticky tongue (proficient, reach+1, grab); Poison Skin (when bitten opponent takes 3d6 poison damage DC 11 Con save for half; additionally a Frog Assassin can coat their weapon in this poison using a bonus action)

Common Beastman

All PCs are exceptional All non-human races +2 to two stats of choice, regardless of subrace. This replaces all stat bonuses listed for each race. [NPC Common Beastmen have +2 to Con, +1 Str, and +1 Wis ]
Age Beastmen reach adulthood in their late teens and live less than a century.
Alignment Beastmen tend toward no particular alignment. The best and worst are found among them.
Size Common beastmen vary widely in height and build, from 4 feet to over 6 feet tall. You are Medium sized.
Speed Your base walking speed is 30 feet.
Beast Speech Beastmen can communicate simple ideas with animals of their own kind.
Claws You have claws that you can use as a weapon. You can use strength or dexterity to attack with the claws. Claws (proficient, 1d4, slashing, finesse)
Low-Light Vision Due to your enhanced senses, 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 it it were dim light. You can’t discern color in darkness, only shades of gray.
Bestial Senses Whether it is enhanced smell, sight, taste, hearing, touch, or some combination. The senses of the beastman are enhanced. You have advantage on perception checks.
Bestial Movement Depending on your specific animal type you have an enhanced movement mode (see below for examples).
Bestial Trait Depending on your specific animal type you have a bestial trait that represents that animal (see below for examples).
Language You can speak, read, and write Common and any others appropriate to your background.

The different animal types are many and varied. Work with your DM to determine the Additional Ability Score Increase, Enhanced Movement and Bestial Trait that makes sense for the animal that you are based off of. Some examples follow:

Beastman: DogDog/Wolf

Enhanced Movement +5 speed (35 total)
Bestial Trait Regeneration 1 + Con mod (min 1) / round (not from death or from silver weapon or fire); Vulnerable to silver

Beastman: LionHunting Cat

Enhanced Movement +5 speed (35 total), Climb 20
Bestial Trait Improved Claws (proficient, 1d6, slashing, can use bonus action as an extra attack); Advantage on acrobatics checks; You always land on your feet after a fall and can use your reaction to stand from prone; reduce damage from any fall by 2x your level (this stacks with any other abilities or skills that reduce falling damage)

Large Beastman

All PCs are exceptional All non-human races +2 to two stats of choice, regardless of subrace. This replaces all stat bonuses listed for each race. [NPC Large Beastmen have +2 to Str, +1 Con, and +1 Wis ]
Age Beastmen reach adulthood in their late teens and live less than a century.
Alignment Beastmen tend toward no particular alignment. The best and worst are found among them.
Size Large beastmen vary widely in height and build, from 6 feet to almost 10 feet tall. You are Large sized.
Speed Your base walking speed is 25 feet.
Beast Speech Beastmen can communicate simple ideas with animals of their own kind.
Low-Light Vision Due to your enhanced senses, 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 it it were dim light. You can’t discern color in darkness, only shades of gray.
Bestial Senses Whether it is enhanced smell, sight, taste, hearing, touch, or some combination. The senses of the beastman are enhanced. You have advantage on perception checks.
Bestial Movement Depending on your specific animal type you have an enhanced movement mode (see below for examples).
Bestial Trait Depending on your specific animal type you have a bestial trait that represents that animal (see below for examples).
Language You can speak, read, and write Common and any others appropriate to your background.

The different animal types are many and varied. Work with your DM to determine the Enhanced Movement and Bestial Trait that makes sense for the animal that you are based off of. Some examples follow:

Beastman: HorseHorse

Enhanced Movement +15 speed (40 total)
Bestial Trait Tough hide (AC 12 with no armor, or +1 to existing armor); can carry x4 more than strength would indicate; Advantage on checks to lift, carry, pull and do other tasks associated with a beast of burden

Beastman: GatorGiant Lizard (Alligator)

Enhanced Movement Climb 20, Swim 10
Bestial Trait Claws (proficient, 1d6, slashing, can use bonus action as an extra attack); Tough Hide (AC 13 not armor or +1 to existing armor)