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Beastfolk (Player Race): Difference between revisions

 
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[[File:Beastfolk.jpg|thumb|247x247px]]
{{Worldbuilders}} [[File:Beastfolk.jpg|thumb|247x247px]]
'''Beastfolk '''were a race of feathered and furry (but not scaly) enlightened animals given to the Quelmar Realm by gods of [[The Beastlands]].
{{Prehistoric}}

'''Beastfolk '''were a [[race]] of feathered and furry (but not scaly) enlightened animals given to the [[Quelmar]] Realm by [[gods]] of [[The Beastlands]].


Originally the Beastfolk race existed as one pureblooded (though vastly variable) people. Over time, the Beastfolk would fracture and split off in segregated groups, based almost entirely on their appearance.
Originally the Beastfolk race existed as one pureblooded (though vastly variable) people. Over time, the Beastfolk would fracture and split off in segregated groups, based almost entirely on their appearance.


These segregations were not natural, but instead an effect of the xenophobia that was rampant in the prehistoric days of the realm. Elves might feel comfortable with the mouse-looking Musfolk, but imprison the dangerous looking Leofolk, despite the fact that the two were one and the same.
These segregations were not natural, but instead an effect of the xenophobia that was rampant in the prehistoric days of the realm. [[Elves]] might feel comfortable with the mouse-looking Musfolk, but imprison the dangerous looking Leofolk, despite the fact that the two were one and the same.


The sects of Beastfolk that spread all over the realm planted the seeds for Quelmar's native animal-folk, including the [[Mousefolk]], [[Tabaxi]], [[Kenku]], [[Ursin (Player Race)|Ursin]], [[Shifter]], [[Lionfolk]] and [[Lupine]] (among others).
The sects of Beastfolk that spread all over the realm planted the seeds for Quelmar's native animal-folk, including the [[Mousefolk]], [[Tabaxi]], [[Kenku]], [[Ursin (Player Race)|Ursin]], [[Shifter]], [[Lionfolk]] and [[Lupine]] (among others).
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'''Age'''. Beastfolk are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
'''Age'''. Beastfolk are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.


'''Size'''. Beastfolk are roughly about the same size as humans. Depending on what breeds you choose features from, you may sit between 5 feet (Avi, Mus) and 7 feet (Luca, Leo). Your size is Medium.
'''Size'''. Beastfolk are roughly about the same size as [[humans]]. Depending on what breeds you choose features from, you may sit between 5 feet (Avi, Mus) and 7 feet (Luca, Leo). Your size is Medium.


'''Speed. '''You have a walking speed of 30 feet.
'''Speed. '''You have a walking speed of 30 feet.
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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.
'''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.


'''Languages. '''Beastfolk speak sylvan and one other language. Sylvan is an ancient language with uncanny similarities to Elvish, and a very large and detailed vocabulary about the natural land.
'''Languages. '''Beastfolk speak sylvan and one other language. Sylvan is an ancient language with uncanny similarities to [[Elvish]], and a very large and detailed vocabulary about the natural land.


'''Bestial Breed. '''Beastfolk choose two features from any subrace below, picking either both features of one sub-race, or one feature from two subraces.
'''Bestial Breed. '''Beastfolk choose two features from any subrace below, picking either both features of one sub-race, or one feature from two subraces.
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== Subraces ==
== Subraces ==
[[File:Avifolk.jpg|thumb|110x110px|left]]

=== Avi ===
=== Avi ===
[[File:Avifolk.jpg|thumb|110x110px|left]]
'''High Flyer'''. You gain a fly speed of 20 feet. You cannot fly while you are carrying more than half of your maximum carrying capacity. While flying you make attack rolls and ability checks at disadvantage, cannot maintain concentration on spells, and cannot cast spells.
'''High Flyer'''. You gain a fly speed of 20 feet. You cannot fly while you are carrying more than half of your maximum carrying capacity. While flying you make attack rolls and ability checks at disadvantage, cannot maintain concentration on spells, and cannot cast spells.


'''Skybond'''. You always know which direction is north, and your internal clock can tell acute time, always knowing whether it is morning, afternoon, or night, even when indoors for long periods of time.
'''Skybond'''. You always know which direction is north, and your internal clock can tell acute time, always knowing whether it is morning, afternoon, or night, even when indoors for long periods of time.[[File:Felisfolk.jpg|thumb|119x119px]]

=== Felis ===
=== Felis ===
[[File:Felisfolk.jpg|thumb|119x119px|left]]
'''Longstriding Agility'''. Your base walking speed increases to 40 feet.
'''Longstriding Agility'''. Your base walking speed increases to 40 feet.


'''Adept Climber.''' You gain a climbing speed equal to your walking speed.
'''Adept Climber.''' You gain a climbing speed equal to your walking speed.[[File:Musfolk.png|thumb|114x114px|left]]

=== Mus ===
=== Mus ===
[[File:Musfolk.png|thumb|114x114px]]
'''Burrowing'''. You gain a burrowing speed of 25 feet.
'''Burrowing'''. You gain a burrowing speed of 25 feet.


'''Fight or Flight'''. You gain proficiency with the Perception skill, and cannot be surprised. If one or more of your allies are surprised that round, you must use your action to dash.
'''Fight or Flight'''. You gain proficiency with the Perception skill, and cannot be surprised. If one or more of your allies are surprised that round, you must use your action to dash.[[File:Leofolk.jpg|thumb|120x120px]]

=== Leo ===
=== Leo ===
[[File:Leofolk.jpg|thumb|120x120px|left]]
'''Natural Weapon'''. You have a massive claws, which are a finesse, light, one-handed weapon that does 1d6 slashing damage plus your strength or dexterity modifier (must match finesse modifier). You are proficient in your natural weapon.
'''Natural Weapon'''. You have a massive claws, which are a finesse, light, one-handed weapon that does 1d6 slashing damage plus your strength or dexterity modifier (must match finesse modifier). You are proficient in your natural weapon.


'''Intimidating Roar'''. As an action, you can channel an incredibly powerful primal roar of the beastlands, which functions as the ''Thaumaturgy'' cantrip, but is not considered a spell or magical effect.
'''Intimidating Roar'''. As an action, you can channel an incredibly powerful primal roar of the beastlands, which functions as the ''Thaumaturgy'' cantrip, but is not considered a spell or magical effect.[[File:Lucafolk.JPG|thumb|127x127px|left]]

=== Luca ===
=== Luca ===
[[File:Lucafolk.JPG|thumb|127x127px|left]]
'''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.
'''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.


'''Powerful Build'''. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
'''Powerful Build'''. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.[[File:Lupufolk.jpg|thumb|129x129px]]

=== Lupu ===
=== Lupu ===
[[File:Lupufolk.jpg|thumb|129x129px|left]]
'''Heightened Senses''.''''' You have proficiency with the perception skill, and gain advantage on Perception checks that rely on sight and smell.
'''Heightened Senses''.''''' You have proficiency with the perception skill, and gain advantage on Perception checks that rely on sight and smell.


'''Pack Tactics. '''You have advantage on attack rolls against a creature, provided that at least one ally is adjacent to the target creature, and that ally is not incapacitated.
'''Pack Tactics. '''You have advantage on attack rolls against a creature, provided that at least one ally is adjacent to the target creature, and that ally is not incapacitated.

[[Category:Races]]

Latest revision as of 15:54, 19 August 2024

Prehistoric Article

This article contains information said to be from Prehistoric Times. The validity of prehistoric content is dubious at best due to poor recordkeeping in the era, and should be considered unreliable, or at best: Legend.

Beastfolk were a race of feathered and furry (but not scaly) enlightened animals given to the Quelmar Realm by gods of The Beastlands.

Originally the Beastfolk race existed as one pureblooded (though vastly variable) people. Over time, the Beastfolk would fracture and split off in segregated groups, based almost entirely on their appearance.

These segregations were not natural, but instead an effect of the xenophobia that was rampant in the prehistoric days of the realm. Elves might feel comfortable with the mouse-looking Musfolk, but imprison the dangerous looking Leofolk, despite the fact that the two were one and the same.

The sects of Beastfolk that spread all over the realm planted the seeds for Quelmar's native animal-folk, including the Mousefolk, Tabaxi, Kenku, Ursin, Shifter, Lionfolk and Lupine (among others).

Exceptions who do not trace their heritage to the Beastfolk include the hyena-looking Gnoll, whose demonic blood is more closely related to the Rakshasa, the bull-looking Minotaur, who more closely relate to Centaur, and the Aarakocra who come from a different plane.

Racial Traits[edit | edit source]

Ability Score Increase. +1 Dexterity, +1 Strength, +1 Wisdom

Age. Beastfolk are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.

Size. Beastfolk are roughly about the same size as humans. Depending on what breeds you choose features from, you may sit between 5 feet (Avi, Mus) and 7 feet (Luca, Leo). Your size is Medium.

Speed. You have a walking speed of 30 feet.

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.

Languages. Beastfolk speak sylvan and one other language. Sylvan is an ancient language with uncanny similarities to Elvish, and a very large and detailed vocabulary about the natural land.

Bestial Breed. Beastfolk choose two features from any subrace below, picking either both features of one sub-race, or one feature from two subraces.

When mixing features from subraces, you may also change the flavor of the features to match a new creature you are making. Examples include changing the Leo claws to a rhino-like horn, or the Luca trunk to a monkey-like tail.

Subraces[edit | edit source]

Avi[edit | edit source]

High Flyer. You gain a fly speed of 20 feet. You cannot fly while you are carrying more than half of your maximum carrying capacity. While flying you make attack rolls and ability checks at disadvantage, cannot maintain concentration on spells, and cannot cast spells.

Skybond. You always know which direction is north, and your internal clock can tell acute time, always knowing whether it is morning, afternoon, or night, even when indoors for long periods of time.

Felis[edit | edit source]

Longstriding Agility. Your base walking speed increases to 40 feet.

Adept Climber. You gain a climbing speed equal to your walking speed.

Mus[edit | edit source]

Burrowing. You gain a burrowing speed of 25 feet.

Fight or Flight. You gain proficiency with the Perception skill, and cannot be surprised. If one or more of your allies are surprised that round, you must use your action to dash.

Leo[edit | edit source]

Natural Weapon. You have a massive claws, which are a finesse, light, one-handed weapon that does 1d6 slashing damage plus your strength or dexterity modifier (must match finesse modifier). You are proficient in your natural weapon.

Intimidating Roar. As an action, you can channel an incredibly powerful primal roar of the beastlands, which functions as the Thaumaturgy cantrip, but is not considered a spell or magical effect.

Luca[edit | edit source]

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.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Lupu[edit | edit source]

Heightened Senses. You have proficiency with the perception skill, and gain advantage on Perception checks that rely on sight and smell.

Pack Tactics. You have advantage on attack rolls against a creature, provided that at least one ally is adjacent to the target creature, and that ally is not incapacitated.

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