--- source: "[[ToV - Players Guide.pdf]]" --- [[assets/46b8b84a8cffa6a267dcd5343d9297d5_MD5.jpg|Open: image-15.png]] ![[assets/46b8b84a8cffa6a267dcd5343d9297d5_MD5.jpg|The Delver's Guide to Beastworld]] Born between civilization and the wilds, beastkin are as varied as the animal kingdom itself. Sometimes called wildkin or werefolk, beastkin universally share the bipedal form of humans, goblin, or dwarves. Gifts of the blessed fruit gave rise to beastkin deities who began raising a mixture of anthromorphic animals as a people. Some beastkin believe they are relatives of the intelligent beasts that hold court in the fey realms. Others claim they are descendants of lycanthropes or other magically transformed beings. Whatever the case, all beastkin share a tie to the natural world, and many choose to live alongside the animals they resemble. Young beastkin are often driven by curiosity to seek out other civilizations and far-flung environments. Though such wanderlust may last for years, most beastkin return to their natural homes in later life, where they often act as wardens of their home territory. While all beastkin contend with primal urges, they are quick to form unshakable bonds with those who show them compassion and loyalty, whether humanoid or beast. # Traits Your beastkin character has the following hereditary traits. ## Age Beastkin mature far more quickly than most Humanoids, reaching adulthood within 5 years. Though they may live nearly a century, some beastkin live only 20 or 30 years. ## Size Your size is Medium or Small. Beastkin vary in weight and height, depending on their Beast characteristics. Most are between 4 and 8 feet tall, but if you choose to play a beastkin shorter than 4 feet, you can choose your size to be Small. Your weight varies depending on your Beast characteristics. For example, a Medium beastkin descended from bears likely weighs upward of 350 pounds, while an avian beastkin of the same size is likely to weigh around 100 pounds. ## Speed Your base walking speed is 30 feet. ## Animal Instinct You have proficiency in either the **Perception** or **Survival** skill (your choice). ## Natural Weapons You have claws, horns, hooves, fangs, spines, or a similar adaptation that serves as a natural weapon. Work with your GM to determine what type of natural weapon you possess and decide whether it does bludgeoning, piercing, or slashing damage. You can use your natural weapon to make unarmed strikes. When you hit with it, the strike deals **1d6** + your **STR** or **DEX** modifier damage (choose which during character creation) of your chosen type, instead of the bludgeoning damage normal for an unarmed strike. ## Natural Adaptation You inherit one of the following traits determined by what kind of animal characteristics you want your character to have: - **Avian**. Leathery, feathery, or gossamer wings sprout from your back or connect to your outstretched arms. You have a flying speed equal to your walking speed. You can’t fly while wearing medium or heavy armor. Carrying a heavy load or a creature of your size or larger while flying reduces your speed by half. - **Agile**. Sharp claws, cloven hooves, robust limbs, reversed joints, or suction pads on your hands and feet allow you to scrabble up trees, rock faces, and uneven surfaces with ease. You have a climbing speed equal to your walking speed. In addition, you have advantage on saves made to avoid being knocked prone - **Aquatic**. Oily fur, scales, fins, webbed hands and feet, or long, gangly limbs are common for your people. You have a swimming speed equal to your walking speed. You can hold your breath for up to 20 minutes. - **Sturdy**. Powerful limbs, fat reserves, or a thick hide allow you to endure harm and accomplish feats of remarkable athleticism. When you aren’t wearing armor, you have a natural AC of 13 + your **DEX** modifier. In addition, you count as one size larger when determining your carrying capacity and the weight you can push or drag.