Your beastfolk character has the following racial traits that it shares in common with other beastfolk, as well as additional options that are unique to its own folk.
- Age. Beastfolk have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
- Size. Beastfolk come in all shapes and sizes, depending of course on their bestial ancestry. Most commonly, beastfolk are comparable to humans, elves, and dwarves in their physical build. However, others are of similar stature to gnomes or halflings, while more massive beastfolk match the tall and brawny builds of goliaths and firbolgs. Your size is Medium or Small.
- Speed. Your base walking speed is 30 feet.
- Natural Weapon. You have a natural weapon, such as sharp teeth, claws, horns, a powerful tail, or something else. Your natural weapon can be used to make an unarmed strike, and uses either your Strength or Dexterity for its attack. It deals 1d4 damage of a type that depends on the natural weapon you chose (piercing for teeth, slashing for claws, bludgeoning for ram-like horns).
- Wild Empathy. Through sounds and gestures, you can communicate simple ideas with beasts with which you share a bestial ancestry. For example, a Wolffolk can communicate with other canines, and a Spiderfolk can communicate with other arachnids.
- Beast Traits. You choose certain racial traits that reflect your bestial appearance. Choose either two minor racial traits and one major racial trait, four minor traits, or two separate major traits.

Minor Traits
- Amphibious. You can breathe air and water.
- Bestial Gifts. You have proficiency with two of the following skills: Acrobatics, Athletics, Animal Handling, Nature, Perception, Stealth, or Survival.
- Burrower. You can burrow through up to 5 ft. of sand, earth, mud, or ice. You can’t burrow through solid rock.
- Camouflage. By spending one minute observing your surroundings, you can gain advantage on Stealth skill checks made to hide. You retain this benefit until your surroundings’ appearance changes.
- Charging Strike. After taking the Dash action on your turn, you can use your bonus action to make one attack with your natural weapon.
- Darkvision. You can see in dim light within 60 ft. 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.
- Extraordinary Leap. The distance of your long jumps is doubled. Your high jump is up to 15 ft., with or without a running start.
- Feral Sense. You have advantage on Wisdom (Perception) checks with one of your senses. Choose from: sight, smell, or hearing.
- Improved Natural Weapon. Your natural weapon’s damage die increases to 1d6, and increases again to 1d8 at 11th level.
- Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
- Natural Armor. You have a natural, physical way of protecting your body. When you aren’t wearing armor, your AC is 12 + your Dexterity or Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
- Nimble Advantage. (Prerequisite: Small Size) Your small stature grants you the following benefits:
- You can move through the space of any creature that is of a size larger than you without penalty.
- When you squeeze into a small space, your movement is unaffected.
- Creatures that are Large in size or bigger have disadvantage on opportunity attacks against you.
- Primal Speed. Any movement speed you have is increased by 5 ft.
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Sticky Limbs. You can climb difficult surfaces (including upside down on ceilings) without needing to make an ability check, at a speed of 20 feet.
- Superior Darkvision. (Prerequisite: Darkvision) Your darkvision has a radius of 120 ft.
- Sure-Footed. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
- Tenacious Hunter. You have advantage on your opportunity attacks against any creature that you have targeted with a melee attack since your last turn.
- Trampling Takedown. If you move at least 20 ft. towards a creature and hit it with your natural weapon, you can use your bonus action to force the creature to make a Strength saving throw (DC equals 11 + your proficiency bonus). On a failure, the target creature is knocked prone or pushed up to 5 ft. away from you.
- Tremorsense. You can detect and pinpoint the origin of vibrations within a 10 ft. range of your physical location, provided that the source of the vibrations is in physical contact with the same ground or substance.
- Torpor. When you take a long rest, you must spend at least 4 hours in an inactive, motionless state, rather than sleeping. In this state, you may appear to be meditating, but you are not unconscious, and you can see and hear as normal.
- Web Spinner. You can create sticky silk. You can use this silk to make a silk rope, help repair objects that have been broken apart, create a net of webbing, or a sticky trap between two points.
- A net or trap of webbing has an AC of 10; hp 5; vulnerability to fire damage; and immunity to bludgeoning, poison, and psychic damage. A creature can make a Strength check (DC equals 11 + your proficiency bonus) to burst free from your webbing.
- In addition, while in contact with a web or line of silk, you know the exact location of any other creature in contact with the same silk, and you ignore movement restrictions caused by webbing.

Major traits
- Additional Appendage. You have up to two additional limbs, a single prehensile tail, or some other appendage that you can use to perform certain tasks. Your additional appendage has a 5 ft. reach, and it can lift a number of pounds equal to five times your Strength score. It can be used to interact with objects, lift, drop, hold, push, or pull an object or a creature. Your additional appendage can be used to grapple or make an unarmed strike. Your additional appendage can’t wield weapons or shields or do anything that requires manual precision, such as using tools or performing the somatic components of a spell.
- Environmental Adaptation. You’re acclimated to certain environments and climates. Choose one from the following list:
- Arctic. You have resistance to cold damage and advantage on saving throws against heavy winds. You are unaffected by frigid temperatures, and you do not need any cold weather gear while in this environment as described in chapter 5 of the Dungeon Master’s Guide.
- Cave. You gain blindsight out to a 15-foot range. You can either use echolocation to make chirping or whistling sounds, or your hearing is so acute that you can hear the softest pin drop of sound. You can’t use this blindsight while you are deafened or in a loud environment.
- Additionally, when moving at half your speed, you can move completely silently, making no sound.
- Desert. You have resistance to fire damage and advantage on saving throws against exhaustion. You only need to drink half as much water daily, and you’re adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.
- Forest. You have a climb speed equal to 25 ft. You can add double your proficiency bonus to any Wisdom (Survival) checks you make while in a wooded area.
- Water. You have a swim speed of 30 ft., and you can hold your breath for one hour. In addition, you ignore difficult terrain caused by nonmagical water, and any drawbacks caused by a deep, underwater environment.
- Feeding Frenzy. When you hit a creature with a natural weapon that can be used to consume another creature’s flesh or blood, you can use a bonus action to devour some of the creature’s flesh or blood. The target creature takes additional weapon damage equal to your proficiency bonus, and you gain temporary hit points equal to twice that amount.
Once you use this feature, you can’t use it again until you finish a short or long rest. - Flight. You have a fly speed of 25 ft. To use this speed, you can’t be wearing Medium or Heavy armor, or wielding a weapon with the Heavy property.
- Poison and Disease Resilience. You have advantage on saving throws against poison and disease, and you have resistance against poison damage.
- Reach. When you make a melee attack on your turn, your reach for it is 5 ft. greater than normal.
- Roaring Rally. As a bonus action, you let out a ferocious roar of savage fury. You gain advantage on any weapon attack rolls you make until the end of your turn. In addition, any allies who hear your roar can immediately make one saving throw against any effect they are currently under that normally allows them to make a saving throw at the end of their turn.
Once you use this feature, you must finish a long rest before you can use it again. - Toxic. You can use a natural secretion to attack or defend yourself from an enemy. Choose one of the following options:
- Acidic Spit. As a bonus action, you project a burning liquid at one target within 10 ft. of you. That creature must make a Dexterity saving throw (DC = 11 + your proficiency bonus), taking 2d8 acid damage on a failure, or half as much on a success. This damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. Once you use this feature, you must finish a long rest before you can use it again.
- Poisonous Body. As a reaction to another creature touching your body, you can cause a toxic poison to deal damage to the target creature. The creature that touched you takes poison damage equal to twice your proficiency bonus and must succeed on a Constitution saving throw (DC = 11 + your proficiency bonus) or become poisoned for one minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you must finish a short or long rest before you can use it again.
- Venomous Attack. When you hit a creature with a natural weapon that deals piercing damage, you can leave poison in the wound. Your natural weapon deals an additional 2d6 poison damage and the target creature must succeed on a Constitution saving throw (DC = 11 + your proficiency bonus). On a failed save, it becomes poisoned until the end of your next turn. On a successful save, it does not become poisoned. This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Once you use this feature, you must finish a long rest before you can use it again.