Each of the Races given here has features that make them more beast-like, with
the aesthetics to match. Feel free to use them as-is, modify them with other
features, or mix them with any other Race at your discretion.
Corvium Traits
Appearance. Corvium are bipedal and bimanual and are covered head-to-toe
in typically black (but occasionally white around the chest and/or back)
feathers, with black, leathery hands and feet. They resemble humanoid corvids. Life Expectancy. Corvium do not live very long, usually to about 60. They
reach maturity around the age of 8. Size. Corvium are not particularly
short, but neither are they known for being tall; standard Corvium height range
is from 120 - 150cm, and they typically weigh anywhere from 75 - 120 pounds.
They can be Small (120-130cm) or Medium (131-150cm). Languages. You speak Common and Bestial. Natural Armor. Your Natural Armor score is 1. Dodge Penalty. Your Dodge Penalty is -2 if you are Small and -3 if you are Medium. R-DEF. Your R-DEF is your M-DEF + 4 if you are Small and M-DEF + 3 if you are
Medium. Speed. Corvium have a base Speed of 1.5m/sec when Small and
2m/sec when Medium. Ability Score Adjustments. If you are Small, you gain .5 to your DEX and
lose .5 in STR.
Race Features
Corvium are corvid-like, and the following are several Race features that
fit that theme. Select 4 features from this or any other Race feature list. Ability Score Improvement. Increase your INT score by .5, up to 5. This feature can
be taken twice. Animal Senses (Seeing). Your sharp, bird-like eyes give you better vision than
most, increasing your Perception proficiency by 1, up to 6, and granting you advantage on
sight-based Perception checks. Beast Speech (Birds). Corvium are able to communicate simple ideas with birds
through a series of rudimentary verbal clicks, whistles, gestures, and the like. Mimicry. You can flawlessly reproduce any sound you have ever heard. Wings. You have a pair of black-feathered wings that grant you a flying speed that is determined by your Size and STR score the same way your walking
speed is determined by your Size and AGI score. However, flying is exhausting, and after doing it for 3 seconds, you will take 1 fatigue damage
per second until you land.
Felinae Traits
Appearance. Felinae are a race of cat-like people, covered in fur that
can be any color or pattern, though a Felinae offspring will usually have
a similar coloring and pattern to one or both of their parents. Felinae do
have tails, but they are usually not strong enough to function as an extra limb. Life Expectancy. Felinae live decently long lives, averaging around 100
years and reaching maturity at around 20. Size. Felinae tend to be on the
shorter side, usually 100 - 160cm tall, weighing between 60 - 150 pounds. They
can be Small or Medium. Languages. You speak Common and Bestial. Natural Armor. Your Natural Armor score is 1. Dodge Penalty. Your Dodge Penalty is -2 when you are Small and -3 when you are Medium. R-DEF. Your R-DEF is your M-DEF + 4 when Small and your M-DEF + 3 when Medium. Speed. Felinae have a base Speed of 1.5m/sec when Small and 2m/sec when Medium. Ability Score Adjustments. If you are Small, increase your DEX by .5 and decrease your STR by .5.
Race Features
Felinae are cat-like, and the following are several Race features that
fit that theme. Select 4 features from this or any other Race feature list. Ability Score Improvement. Your AGI or DEX increases by .5, up to 5; this feature can be taken twice. Animal Reflexes. They don't call them "cat-like reflexes" for nothing;
your Reflex score increases by 1. Animal Senses (Hearing and Smelling). Your feline ears and nose allow you to be more
acutely aware of the world, increasing your Perception proficiency by 1, up to 6, and granting
you advantage on smell and sound-based Perception checks. Beast Speech (Felines). You can communicate simple ideas with cats via subtle body
language, gestures, and (when necessary) hissing. Claws and Fangs. Felinae have sharp fangs and pointed claws, making
your Unarmed attacks deal 1d4 physical base damage. Darkvision. You perceive dim light as bright light and darkness as dim
light. Quadrupedal. Your crawling speed is equal to your walking speed. Tail. Your tail is long and strong enough to essentially function as a
3rd arm.
Ophiri Traits
Appearance. Ophiri skin is covered in a layer of thin scales of varying
colors, and though they have nostrils and ear membranes, they do not have protruding
noses or ears as one might expect to see on a humanoid. Ophiri are also completely
hairless, with eyes ranging from yellow to dark green to brown to black. Lastly, female
Ophiri tend to have sharper and more pronounced facial features, with no perceptible
breast tissue to speak of. Life Expectancy. Ophiri typically live to about 70, and usually
reach maturity at around 10. Size. Ophiri are not overly small creatures, but
nor are they big by any means. Ophiri average about 120 - 180cm tall, about 100 - 200 pounds,
and can be either Small (120-130cm) or Medium (131-180cm). Languages. Ophiri can speak and write Common and
Bestial. Natural Armor. Your Natural Armor score is 1. Dodge Penalty. If you are Small, your Dodge Penalty is -2, and if you are
Medium, it’s -3. R-DEF. If you are Small/Medium, your R-DEF is your M-DEF + 4/3. Speed. Ophiri that are Small/Medium have a base Speed of
1.5/2m/sec. Ability Score Adjustments. If you are Small, you gain .5 to your DEX and
lose .5 in STR.
Race Features
Ophiri are snake-like, and the following are several Race features that
fit that theme. Select 4 features from this or any other Race feature list. Beast Speech (Snakes). You can communicate simple ideas with snakes via a series of
hisses, gestures, and gesticulations. Fangs. Ophiri have a set of very sharp fangs. These fangs count as
Unarmed weapons for you and deal 1d4 physical base damage. Infrared Vision. You have infrared vision; your
eyes become red when seeing in the infrared spectrum. Slither (Quadrupedal). You move at your normal speed while
prone. Venomous. Your blood and saliva are weak poisons that deal 1d6 base poison
damage, scale with your chosen weapon proficiency (with the damage bonus being your CON), and
leave the victim sickened for 1 minute if they take
>4 final damage from them, or only 30 seconds if they take <4 final damage.