Spirit Folk

Spirit folk are intelligent, shapeshifting humanoids, able to shift freely between humanoid and hybrid spirit animal forms due to their bond with a certain Spirit Animals. Several sub races exist, defined by the kind of spirit animal form they can assume. They are typically found on the fringes of human-settled lands, where they can mingle in human form but retreat to solitude when they desire.

Spirit folk tend to be secretive, reclusive, and solitary, dwelling alone or in small bands. They often display personality traits similar to their animal type - so fox spirit folk are curious and inquisitive, hare spirit folk are peaceful but easily startled, and so on. Spirit folk usually do not try to fit into human society, knowing that they are different and believing that they are more closely connected to the spirit world.

In animal form, spirit folk are almost indistinguishable from normal animals except through magic. Naturally, their behavior often provides proof of their intelligence, so careful observation of a spirit folk in animal form can reveal that it is not what it appears to be.  In human form, spirit folk look exactly like normal humans though they often display some features associated with their animal form. For example, a sparrow spirit folk might have a sharply pointed nose with some feathers along the ear and arm. Some even have extra features such as ears and tails from their animal inheritance and the more prevalent these features are the more power they have.

## Traits

### ***Age:***

Spirit folk reach adulthood around age 100 and are relatively long lived, often living past 900 years.

### ***Size:***

Spirit folk in humanoid form range from under 6 to over 5 feet tall and have slender builds. Your base size is Medium.

### ***Darkvision:***

Accustomed to twilit forests and dark tunnels, 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 if it were dim light. You can’t discern color in darkness, only shades of gray.

### ***Shapechanger:***

Spirit folk are natural shapechangers and as such have two natural forms. Their spirit animal form and their hybrid form. It is an action to change between these forms. While in your hybrid form is your standard form of being and has some basic animal characteristics which consist of animal ears, a tail and slightly larger teeth in some cases. However in your animal form you adopt the physical statistics of the animal stat block but keep your mental forms. Furthermore your health is the same in both forms and always equal. If you reach zero hp you return to your hybrid form. Your skills and saving proficiencies match that of your hybrid form.

You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. equipment that merges with the form has no effect until you leave the form.

### ***Subraces:***

#### Fox:

**Ability Score Increase:** Your Wis score increases by 1

You gain proficiency in Perception and Animal Handling

**Keen Senses:** You have advantage in perception checks that rely on hearing or smell.

Fox Statblock

#### Cat:

**Ability Score Increase:** Your Int score increases by 1

You gain proficiency in Nature.

**Feline Agility:** Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns

Cat Statblock

#### Owl:

**Ability Score Increase:** Your Wis score increases by 1

You gain proficiency in Insight.

**Zoomies:** Whenever you use the dash action you don't provoke opportunity attacks for the rest of the turn.

Owl Statblock

#### Raven:

**Ability Score Increase:** Your Cha score increases by 1

You gain proficiency in Deception.

**Mimicry:** You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 5 minutes. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is fake

Raven Statblock

#### Bear:

**Ability Score Increase:** Your Str score increases by 1

You gain proficiency in Athletics.

**Claws:** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Bear Statblock

#### Horse:

**Ability Score Increase:** Your Str score increases by 1

You gain proficiency in Athletics.

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

Horse Statblock

#### Deer:

**Ability Score Increase:** Your Dex score increases by 1

You gain proficiency in Acrobatics.

**Mirthful Leaps:** Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Deer Statblock

#### Wolf:

**Ability Score Increase:** Your Dex score increases by 1

You gain proficiency in Stealth.

**Surrounding:** You have advantage on an attack roll against a creature if three allies which can include yourself are within melee range and are threatening three cardinals of the same enemy token.

Wolf Statblock

#### Turtle:

**Ability Score Increase:** Your Con score increases by 1

You gain proficiency in Medicine.

**Harden:** As you action you harden your shell plating gain a +1 to your AC as well as have advantage on Strength and Constitution saving throws. However in this state your speed is half and you have disadvantage on Dexterity saving throws. You can release this form as a bonus action.

Turtle Statblock

#### Bunny:

**Ability Score Increase:** Your Dex score increases by 1

You gain proficiency in Sleight of hand.

**Flee:** If attacked and the attack misses, you can move up to half your speed as a reaction. This movement doesn’t provoke opportunity attacks.

Bunny Statblock

#### Peacock:

**Ability Score Increase:** Your Cha score increases by 1

You gain proficiency in Persuasion.

**Brilliant Display:** Your feathers form brilliant & beautiful patterns allowing you to roll persuasion checks at advantage.

Peacock Statblock