Critterfolk Races
Woodland Critters
Rodentfolk (Clever Scavengers)
Example Creatures: Squirrels, mice, rats, chipmunks
- Ability Score Increase: +2 Dexterity, +1 Intelligence
- Speed: Small
- Size: 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.
- Scamper: You have a climb speed equal to your walking speed, and can move through the space of any creature one size larger than you without requiring extra movement.
- Clever Foragers: You have advantage on Investigation checks to find hidden items and scavenge for small objects in natural or urban environments.
Hedgefolk (Tough and Cunning)
Example Creatures: Hedgehogs, moles, badgers
- Ability Score Increase: +2 Constitution, +1 Wisdom
- Speed: Medium
- Size: 25 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.
- Curl Defense: Once per short rest, when hit by a melee attack, you can use your reaction to reduce the damage by your Constitution modifier.
- Burrower’s Sense: You have advantage on Perception checks to detect vibrations or movement underground.
Raccoonkin (Resourceful Tinkerers)
Example Creatures: Raccoons, opossums, skunks
- Ability Score Increase: +2 Intelligence, +1 Dexterity
- Speed: Medium
- Size: 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.
- Nimble Fingers: You gain proficiency with thieves' tools and tinker’s tools.
Birdfolk
Songbirds (Charismatic Flyers)
Example Creatures: Sparrows, finches, canaries
- Ability Score Increase: +2 Charisma, +1 Dexterity
- Speed: Small
- Size: 30 feet
- Light Wings: You can glide. When falling, you descend 10 feet horizontally for every 5 feet vertically.
- Melodic Voice: You can cast the Friends cantrip. Once per short rest, you may gain advantage on a single Persuasion check.
Owlkin (Silent Watchers)
Example Creatures: Barn owls, great horned owls, snowy owls
- Ability Score Increase: +2 Wisdom, +1 Dexterity
- Speed: Medium
- Size: 30 feet
- Darkvision: You can see in dim light within 120 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.
- Heightened Hearing: You have advantage on Perception checks that rely on sound.
Corvids (Mischievous and Clever)
Example Creatures: Crows, ravens, magpies
- Ability Score Increase: +2 Intelligence, +1 Charisma
- Speed: Medium
- Size: 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.
- Mimicry: You can mimic voices and sounds you’ve heard (Deception vs Insight).
- Scavenger Lore: Once per long rest, you may reroll a failed Arcana or History check.
Reptilefolk
Geckokin (Wall Walkers)
Example Creatures: House geckos, day geckos, tokay geckos
- Ability Score Increase: +2 Dexterity, +1 Constitution
- Speed: Small
- Size: 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.
- Wall Crawler: You can move across vertical surfaces and ceilings at half speed without checks.
- Shed Skin: Once per long rest, you may end one grappled, restrained, or paralyzed condition on yourself as a bonus action.
Turtlefolk (Resilient Defenders)
Example Creatures: Box turtles, snapping turtles, tortoises
- Ability Score Increase: +2 Constitution, +1 Wisdom
- Speed: Medium
- Size: 25 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.
- Natural Armor: Your shell provides an AC of 17 (no armor; shields allowed).
- Shell Defense: You can withdraw into your shell as an action. Until you emerge, gain +4 AC, advantage on Strength and Constitution saves, but you are prone, speed 0, disadvantage on Dexterity saves, and can only take a bonus action to emerge.
Snakemen (Constriction Specialists)
Example Creatures: Boa constrictors, pythons, king snakes
- Ability Score Increase: +2 Charisma, +1 Dexterity
- Speed: Medium
- Size: 30 feet
- Venomous Bite: You have a natural bite attack (1d4 + Dex). Once per long rest, it forces a Con save or take 2d6 poison damage. You cannot use it again until you complete a short or long rest.
- Constrict: When you hit with a melee attack, you can grapple as a bonus action and restrain the target. Maintain as an action each turn. You cannot use it again until you complete a short or long rest.
- Slither: You have advantage on checks to move through tight spaces, and ignore nonmagical difficult terrain.