Risen Animal (5e Race)
Risen Animal
Physical Description
Through various polymorph spells, many animals have been permanently transformed into humanoids. Depending on the skill of the spell-caster, they may look like barely humanoid animals or ordinary members of their new race. Most retain at least some resemblance to their original species, though (for example, a wolf may retain its yellow eyes). Most Animals resemble humans and elves since most were transformed by humans and elves.
History
Many stories in humanoids' folklore involve turning animals into people or vice versa. Inspired by these tales, magic-users often practice polymorph spells and the like on animals, and in many cases, they forget to remove these spells, trapping the animals in their new bodies.
Some governing bodies have considering banning or restricting polymorph spells, but cases of Risen Animals are generally considered too rare to be a problem, and areas with large magic communities consider the spells too important to legislate against.
Society
Some Risen Animals remain near their home, especially ones used to living in groups, such as wolves and rabbits. However, due to the extreme difficulty in communicating with members of their original species, these Risen Animals are often forced to live alone.
Unable to return to their original home, many Risen Animals attempts to integrate into humanoid society. Although they have an extremely difficult time of it at first, there are a lot of Animals leading relatively normal lives, however, they usually have a strong sense of longing for their original life. In areas with large magic communities, where usage of polymorph spells is most common, there may be a few tiny communities of Risen Animals.
Most Risen Animals feel a sense of resentment towards the magic-user who transformed them, or magic-users in general.
Risen Animal Names
Since Risen Animals aren't a race in and of themselves, they don't have their own names. Risen Animals occasionally go by an approximation of their name as an animal. However, since it is often difficult for them to pronounce their animal name and difficult for humanoids to understand it, they often go by a name associated with their new race (for example, a Risen Animal who has been transformed into an elf may use an elven name). Some Risen Animals create a portmanteau of animal and humanoid names.
Risen Animal Traits
Animals transformed into humanoids by magic-users.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Risen Animals can live as long as their humanoid race.
Alignment. Risen Animals are frequently neutral or chaotic.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Habitat. You retain your knowledge of your home. Choose one type of terrain you used to inhabit: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You have advantage on Intelligence (Nature) checks related to your habitat.
Fitting In. You try your best to fit into humanoid society. You gain proficiency in one artisan tool or musical instrument of your choice.
One of Them. You may add double your proficiency bonus to Wisdom (Animal Handling) checks you make involving your original species.
Animal Magnetism. People who like animals like you. You have advantage on Charisma checks made against individuals who have proficiency in Wisdom (Animal Handling).
Territory. Once you have stayed in a location (radius of half a mile) for more than 1 week, and have been allowed to explore freely, it becomes your territory. In your territory, you cannot get lost and have advantage on Wisdom (Perception) checks. You lose the effects of a territory if you don't visit it for 1 year, or if the territory is changed completely (for example, if the territory is destroyed). You can have up to 3 territories at once.
Languages. You understand but cannot speak the language of your original species, and you can speak Common.
Subrace. While there are technically billions of potential subraces (one for each species), Risen Animals are commonly split into 6 subraces. Some Animals may not neatly fit into one subrace, so they are a part of whichever subrace they most exemplify (for example, bats could belong to the Avian or Critter subraces. Which subrace they belong to is up to you and your DM).
Aquatic
Ability Score Increase. Your Constitution score increases by 1.
Amphibious. You can breathe air and water, and you have a swim speed of 30 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.
Breach. You can make a long-jump or a high-jump from underwater.
Avian
Ability Score Increase. Your Dexterity or Intelligence score increases by 1.
Keen Sight. You can see small details from far away. You have advantage on Wisdom (Perception) checks to make out details of far away things(1/2 mile).
Nesting. You have perfected the art of bed-making. You achieve the effects of a long rest after 6 hours, instead of 8.
Long-Jumper. When performing a long-jump or high-jump, you can jump an additional 5 feet.
Beasts
Ability Score Increase. Your Strength score increases by 1.
Bull Rush. You have advantage on Strength (Athletics) checks made to shove a target.
Land-Strider. Your base walking speed increases to 35 feet.
Scent Tracker. If you have an item belonging to someone, you have advantage on Wisdom (Survival) checks made to track them.
Bugs
Ability Score Increase. Your Intelligence or Charisma score increases by 1.
Disconcerting Presence. You have advantage on Charisma (Intimidation) checks made to frighten creatures.
Bug-Hunter. You have advantage on Wisdom (Survival) checks made to find food.
Poison Resistance. You are resistant to poison damage.
Critters
Ability Score Increase. Your Dexterity score increases by 1.
Hider. When you hide an object you can always recall the location you've hidden it.
Natural Climber. You have a climbing speed of 30 feet.
Digger. While standing on soft movable ground you have a burrowing speed of 15 feet.
Reptiles
Ability Score Increase. Your Constitution score increases by 1.
Cold-Blooded. You have advantage on Constitution saving throws against extreme heat. However, you have disadvantage on saving throws against extreme cold.
Bug-Hunter. You have advantage on Wisdom (Survival) checks made to find food.
Nictitating Membrane. You cannot be blinded by small objects like sand and poison being thrown in your eyes.
Random Height and Weight
Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|
4' 8″ | +2d10 | 100 lb. | × (2d4) lb. |
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