Apefolk

*Apefolk are magically evolved counterparts to apes that wandered old Aldrei. When magical snarls manifested themselves on this plane of existence, many apes were affected by these anomalies. The snarls granted them superior intelligence to their simian brethren. The Apefolk named this event “The Birth of Knowledge”, aptly they dubbed the snarl in which they structured their city around as “Teraka”. Most Apefolk do not pray to any Gods, except the Firbolg who had brought evolution; Loraphyra Rapidwalker.*

Developed by Gaz and Josh

AtelesPongoRajako

### Racial Traits

* **Ability Score Increase**. Your Dexterity score increases by 1.
* **Age**. Apefolk mature more quickly than humans, reaching maturity at around 8. Apefolk rarely live longer than approximately 50 years.
* **Alignment**. Though apefolk tend towards neutral alignments, they also exhibit a full range of different alignments among individuals.
* **Size**. A given apefolk can be as tall as 7 feet. Your size is medium.
* **Speed**. Your base walking speed is 30 feet.
* **Naturally Athletic**. You have proficiency in the Athletics and Acrobatics skills.
* **Unimpeded**. You ignore difficult terrain when you take a Dash action.
* **Languages**. You can speak, read, and write Common and Enseti

### Subrace

Among the apefolk, there are three variations that represent an evolutionary split. These variations help the apefolk be more resilient and able as they work together as a community. Choose one of the subraces listed below.

#### **Sub-Race: Pongo**

Your lineage is that of a particularly thoughtful and nature loving line of apefolk. Pongo’s are regularly looked to for guidance. The Pongo’s can sometimes act as historians of their people, usually through oral tradition.

* **Ability Score Increase**. Your Wisdom score increases by 2.
* **Cultured.** You gain proficiency in both History and Nature checks. Additionally you may choose another language which you can speak, read, and write.
* **Calm Mind.** You are usually calm and collected. You may spend a minute calming yourself; after you've calmed yourself, you have advantage on all Wisdom saves for an hour. Alternatively, you can use calm mind to re-roll one failed Wisdom save. After using Calm Mind for any of the previously mentioned actions, you cannot use it again until you finish a short or long rest.
* **Calm Soul.** Calming your soul can tend to be a longer process than calming your mind. When you spend ten minutes uninterrupted calming your soul, you regain a hit die. After using Calm Soul, you cannot use it again until you finish a long rest.

#### **Sub-Race: Rajako**

The largest of the apefolk, Rajako are in fact known for their toughness, their endurance, ferocity, and dedication. Though they have great capacity for kindness and empathy, the Rajako are doubtlessly the backbone of the apefolk society.

* **Ability Score Increase**. Your Strength score increases by 2.
* **Powerful Build**. You count as one size bigger when determining your carrying capacity, and the weight you can push, drag, or lift.
* **Slam Attack**. You gain a melee attack that deals bludgeoning damage equal to 1d6 + your Strength modifier. This attack automatically deals critical damage on a target that is prone.
* **Strong-Arm Toss.** You can toss something or someone within your carrying capacity up to 15ft. If the individual is unwillingly being thrown, you must make a successful grapple on them beforehand. The Strong-Arm Toss is considered a *Bonus Action*.

#### **Sub-Race: Ateles**

The smallest and quickest of the three apefolk types, the Ateles are the most numerous, making up over 70% of the apefolk population. Though considered the general working force of the apefolk, the Ateles can be just as dangerous as the Rajako, and clever as the Pongos.

* **Ability Score Increase**. Your Charisma and Dexterity scores increase by 1.
* **Arboreal**. You can move along a tree line by leaping and swinging at a speed of 40 feet. Additionally, you gain a climb speed of 30 feet.
* **Preferred Weapon.** You gain Proficiency with Quarterstaffs.
* **Nimble Escape.** You can take the Disengage or Hide action move as a *Bonus Action* on each of your turns.