Ancestry - Animalfolk

### **Primary Features**

The Primary Feature of an Animalfolk is informed by the animalistic features they possess. Pick one of the following sets of Primary Features:

#### Flying Animalfolk

* Creature Type
	+ Humanoid
* Size Cateogry
	+ Animalfolk come in many shapes and sizes. You may be Small or Medium sized.
* Tooth and Claw
	+ You may deal either Bludgeoning, Slashing or Piercing Damage with your Unarmed Attacks.
* Strong Flyers
	+ While you are not wearing Heavy or Difficult Armor you gain the following benefit:
		- You have a Flying Speed equal to your Movement Speed.
* Swift
	+ Your Movement Speed is increased by 10ft.

#### Wall-Climbing Animalfolk

* Creature Type
	+ Humanoid
* Size Cateogry
	+ Animalfolk come in many shapes and sizes. You may be Small or Medium sized.
* Tooth and Claw
	+ You may deal either Bludgeoning, Slashing or Piercing Damage with your Unarmed Attacks.
* Wall-Climbing
	+ You gain a Climbing Speed equal to your Movement Speed
	+ You are able to move up, down and across vertical surfaces and even ceiling. Your hands remain free while climbing. You lose this benefit if your Movement Speed is reduced to Zero or you are Knocked Prone.
* Sticky Grip
	+ If you succeed in Grappling a Character which is your size category or smaller, they have Disadvantage Saving Throws to end the Grapple.

#### Bat Animalfolk

* Creature Type
	+ Humanoid
* Size Cateogry
	+ Animalfolk come in many shapes and sizes. You may be Small or Medium sized.
* Tooth and Claw
	+ You may deal either Bludgeoning, Slashing or Piercing Damage with your Unarmed Attacks.
* Limited Flight
	+ While you are not wearing Heavy or Difficult Armor you gain the following benefit:
		- When you take the Dash Action, you gain a Flying Speed equal to your Movement Speed until the Start of your Next Turn, whereupon you may maintain this Flying Speed by immediately taking the Dash Action again.
* Blindsight
	+ You have Blindsight up to 10ft. You may see any Hidden Objects, doors and Characters within that range provided they are not behind full cover.

#### Shelled Animalfolk

* Creature Type
	+ Humanoid
* Size Cateogry
	+ Animalfolk come in many shapes and sizes. You may be Small or Medium sized.
* Tooth and Claw
	+ You may deal either Bludgeoning, Slashing or Piercing Damage with your Unarmed Attacks.
* Armored Body
	+ You have a minimum Armor Class equal to 12 + your Skill Bonus. You may add Bonuses granted by Shields and Magical Armor to this Armor Class.
* Resilient Constitution
	+ You have Advantage on Checks to prevent or end the Poisoned condition, and have Resistance to Poison damage.

#### Predatory Animalfolk

* Creature Type
	+ Humanoid
* Size Cateogry
	+ Animalfolk come in many shapes and sizes. You may be Small or Medium sized.
* Tooth and Claw
	+ You may deal either Bludgeoning, Slashing or Piercing Damage with your Unarmed Attacks.
* Rush
	+ You may as a Minor Action move up to your Movement Speed towards a Character you can see.
* Bite
	+ When you Damage a Character with an Unarmed Strike and choose you choose to cause Piercing Damage, you gain Temporary Hit Points equal to your Skill Bonus.
	+ This feature does not work against if the Unarmed Strike is made against an Undead or Construct

#### Sprinting Animalfolk

* Creature Type
	+ Humanoid
* Size Cateogry
	+ Animalfolk come in many shapes and sizes. You may be Small or Medium sized.
* Tooth and Claw
	+ You may deal either Bludgeoning, Slashing or Piercing Damage with your Unarmed Attacks.
* Swift
	+ Whenever you use the Dash action, you gain the benefits of the Disengage Action.
* Burst of Speed
	+ You may take the Dash Action on your Turn without expending either an Action or Minor Action.
	+ You may use this feature once. You may as an Action grant yourself the ability to use this feature again.

#### Prey Animalfolk

* Creature Type
	+ Humanoid
* Size Cateogry
	+ Animalfolk come in many shapes and sizes. You may be Small or Medium sized.
* Tooth and Claw
	+ You may deal either Bludgeoning, Slashing or Piercing Damage with your Unarmed Attacks.
* Nervous Escape
	+ You may as a Minor Action move up to half your Movement Speed. This Movement does not cost your Movement Speed and does not provoke Opportunity Attacks.
	+ You cannot use this feature if your Movement Speed has been reduced to Zero.
* Anxious
	+ You have Advantage on Initiative Checks.

### **Secondary Feature(s):**

The Secondary Features of an Animalfolk are also informed by a number of weaker animalistic features they possess. Pick one of the following options:

### Elemental Animalfolk

* Elemental Type
	+ Choose one of the following Elemental Damage Types: Acid, Cold, Fire, Lightning or Poison Damage. This determines the Damage Resistance and Damage Type granted by this Primary Feature.
* Elemental Damage Resistance
	+ You have Resistance to your chosen Elemental Damage Type.
* Elemental Breath
	+ Once during your Turn, you may as a Minor Action use a Breath Attack.
	+ All Targets within a 15ft cone or 30ft line (choose which when you use this feature) originating from you must make a Dexterity Saving Throw with a DC determined by 8 + Endurance Modifier + Skill Bonus
	+ On a Failed Saving Throw, Targets take Damage equal to a number of rolls of a d4 equal to your Skill Bonus.
	+ The Damage Type of this effect is determined by your Elemental Type.
	+ You may use this feature once. You may as an Action grant yourself the ability to use this feature again.

#### Nocturnal Animalfolk

* Darkvision
	+ You have the ability to see well in Dim Light and poorly in Darkness up to 60ft.
* Skulker
	+ You have Advantage on Checks to hide or remain unseen while in Dim Light or Darkness.

#### Gliding Animalfolk

* Darkvision
	+ You have the ability to see well in Dim Light and poorly in Darkness up to 60ft.
* Glide
	+ While your Movement Speed is greater than Zero and you are not Knocked Prone you gain the following benefits:
		- Your fall speed is 60ft.
		- You may use your Movement to move horizontally while you are falling.
		- You do not take fall Damage when falling from any height, and you land safely on your feet after a fall

#### Climbing Animalfolk

* Darkvision
	+ You have the ability to see well in Dim Light and poorly in Darkness up to 60ft.
* Sure Footed\*\*You have a Climbing Speed equal to your Movement Speed
	+ Your Movement Speed is unaffected by Difficult Terrain.

#### Swimming Animalfolk

* Darkvision
	+ You have the ability to see well in Dim Light and poorly in Darkness up to 60ft.
* Aquatic Adaptation Swimming
	+ You have a Swimming Speed equal to your Movement Speed.
	+ You are able to breathe underwater.

#### Jumping Animalfolk

* Darkvision
	+ You have the ability to see well in Dim Light and poorly in Darkness up to 60ft.
* Superior Jump
	+ Your Jump Distance is tripled (e.g. a Jumping Animalfolk with a 10ft long horizontal distance and a 3 ft High Vertical jump could jump 30ft horizontally and 9ft vertically.)

## Background - Animalfolk

### Skills and Languages

* You learn one Skill, become Skilled in one Set of Tools, learn the Common language and one other Language of your choice.
* Animalfolk are highly varied in their cultures and customs, and so may reasonably be assumed to have learned any Skill, Tool or Language available in the Setting.

### Basic Training

* You may Train one Ability or choose one Basic Feat from the Basic Feats Section.
	+ You may not increase an Ability Bonus above 3 with this feature.
* Recommended Feats for Animalfolk include: Cantrip Student, Healthy or Weapon Techniques.

## **Lore and Description**

Animalfolk are as varied as the creatures they resemble. We provide brief descriptions of some commonly encountered Animalfolk, but prior to this here are some general points.

Animalfolk are creatures with various origins. There are tales of such creatures evolving in parallel with the Humanoid races, some originating from the lands of Fey, or from the other planes of existence, and some even being made through Arcane experiments. Their cultures are as varied as those of the other Ancestries, but are often informed by the behavioral tendencies of the animals they resemble.

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode