Beast-folk

Attuned with the forces of nature, yet holding power over them; open to the hand of civilization, yet struck by its oppressive fist; human features, yet bestial aspects; beast-folk are, in many ways, oxymoronic. They stay mostly isolated within their tribes, in deep forests or tall mountains, far away from the organized societies that may hunt them. A pitiful few survive in small towns or their own districts in cities, having paid for the locals' respect in blood or integrity. Many beast-folk are drawn to see the world beyond their limited worldview and thus seek lives of adventure. No matter their home, nor their history, a beast-folk always keeps pride in who they are and what they stand for.

### Beastfolk Traits

***Ability Score Increase.*** Your Charisma and Intelligence scores each increase by 1.

***Age.*** Beastfolk mature at the same rate as humans but live twice as long.

***Alignment.*** Beastfolk can be any alignment, but have a tendency towards chaotic. Many are neutral.

***Size.*** Beastfolk are the same size as humans. Your size is Medium.

***Speed.*** Your base walking speed is 35 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.

***Acute Senses.*** You have proficiency in the Perception skill, and have advantage on Perception perception checks based on hearing or smell.

***Beast Hide.*** You add half your constitution modifier to your current ac (rounded up) this bonus also works with armour.

***Adrenaline.*** At 7th level you can increase your speed and strength with you bestial blood. You can cast haste on yourself without a spell slot once per long rest.

***Languages.*** You can speak, read, and write Common and two other language of your choice.

***Subrace.*** You must choose a subrace between Dragonfolk, Bearfolk, Wolfolk, Foxfolk and Sharkfolk.

### Dragonfolk

Each dragonfolk is different based on which dragon they descend from dragonfolk live twice as long as normal people and age faster they are considered adults at the age of 12. They are alone for most of their lives some find company of others a nuisance while others wish for it but are shunned away because of what they are. Most people do not trust dragonfolk so most dragonfolk hide their appearance as they are covered head to toe in scales and their wings can also be seen.

***Ability Score Increase.*** Your Strength score increases by 2 and Constitution score increases by 1.

**Type.** Your creature type is dragon, rather than humanoid.

***Dragonfolk scales.*** Your scaled body gives you a +2 bonus to your Armor Class.

***Breath weapon.*** You gain a breath weapon based on which dragon you descend from. (you choose which dragon you descend from, look at the half dragon template for examples)

**Magic Resistance.** You have advantage on saving throws against spells and other magical effects.

***Dragonfolk resistance.*** You gain a resistance to the damage type of your dragon ancestor.

***Dragonfolk wings.*** You have a fly speed equal to your walking speed.

### Wolfolk.

The most open of the beastfolk, wolfolk are amicable and curious by nature. They find beauty in the repulsive, such as human bones, bug corpses, rotten food and other supposed "refuse" which make collections of. A wolfolk tribe is much larger than either of the other beastkin's, and the bonds of trust are larger to match. They may be courteous to outsiders if they conduct themselves properly and do not prove themselves a threat, but they also hold a great thirst for blood that shows itself when the tribe is threatened.

***Ability Score Increase.*** Your Dexterity score increase by 2 and Wisdom score increase by 1.

**Type.** Your creature type is beast, rather than humanoid.

***Wolfolk Transformation.*** Wolfolk can transform as a bonus action doing so there intelligence will drop to 3 until they stop the transformation. While transformed you gain a number of temp hp equal to twice your level + Constitution modifier and you deal an extra d8 of damage with melee attacks, if you stay transformed for longer then 30 seconds you will lose all rationality and will attack anyone near you including allies. You will stay this way for a minute during the 30 seconds you can use a bonus action to transform back

***Natural Weapons.*** Unarmed strikes with your claws deal slashing damage equal to 1d8 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You also have advantage on Athletics to grapple creatures.

**Pack Tactics.** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

### Foxfolk

Though not the most isolated of the beastfolk, the foxfolk are certainly the most well-hidden due to their talents in illusion magic. Their fur is very valuable, and humans often skin them to sell it in black markets. They hide their groves and forests with great care, so concerned of outsiders that they kill any trespassers who see through their spells on sight. This caution is mostly reached in the older generations of foxfolk; the younger ones are very whimsical, almost impish. The foxfolk take pride in appearances, both mundane and magical; a handsome kitsune elder is typically also a master of the arcane.

***Ability Score Increase.*** Your Dexterity increases by 2 and Charisma scores each increase by 1.

**Type.** Your creature type is beast, rather than humanoid.

***Foxfolk Transformation.*** Kitsune transform into lean foxes, and it's said that older and more experienced kitsune can transform into foxes with nine tails.

***Natural Weapons.*** Unarmed strikes with your claws deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Natural Magics.*** While shifted, you may cast spells. You ignore the somatic components required for spells.

***Illusionists.*** You know the *minor illusion* cantrip. You also learn the *phantasmal force* spell and may cast it with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

***Burrower***. You have a burrow speed equal to your walking speed.

### Bearfolk.

Bearfolk are the most solitary among the beastfolk, they stay isolated from people or in small tribes they are very tall compared to the other beastfolk and are known for their incredible endurance. they like to stay in caves and enjoy peace.

***Ability Score Increase.*** Your Constitution score increases by 2 and Strength score increase by 1 .

**Type.** Your creature type is beast, rather than humanoid.

***Bearfolk hide.*** Bearfolk have stronger hide then other beastfolk you have a +1 bonus to your Armor Class. You also get resistance to piercing damage because of your tough hide.

***Natural Weapons.*** Your unarmed strikes with your claws deal slashing damage equal to 1d12 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You also have advantage on Athletics to grapple creatures.

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

**Bear's Endurance.** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

### Sharkfolk

Sarkfolk are tribal folk they live in communities underwater they are territorial beings but some among them are more curious and leave the tribe to go explore the open world for many different reasons some out of curiosity and some out of finding new lands to move to.

***Ability Score Increase.*** Your Strength, Dexterity, Constitution and scores increase by 1 .

**Type.** Your creature type is beast, rather than humanoid.

***Ocean born.*** You have a swim speed equal to your walking speed.

***Amphibious.*** You can breathe air and water.

***Shark of the Depths.*** Adapted to even the most extreme ocean depths, you have resistance to cold damage.

***Blood Frenzy.*** The shark has advantage on melee attack rolls against any creature that doesn't have over half its hit points.

***Natural Weapons.*** Unarmed strikes with your bite deal piercing damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Aquatic Communication.*** The sharkfolk have always had the ability to telepathically speak to any creature with a swim speed and have them respond back.