Beastkin in Eashavar | World Anvil

Beastkin

Beastkin

Beastkin are the disfigured, mutated children of Llelles, borne from too much exposure to the unstable energies of the Wild Ways. This can be the result of personal experimentation or mere proximity to another's experiments, or it can be the result of a close brush with the Thrum - a brush that one nonetheless managed to escape without losing their mind fully. Beastkin typically present as a member of one of Eashavar's other races, with distinctly disturbing bestial features of varying quality.  

General Information

Rarity: Rare. (You may play this race only after consulting with the DM. There may be limits on the number of players able to play races of this category in a single party.)   Physical Description: By their very nature, the appearance of a Beastkin is a wide spectrum. Many Beastkin retain the majority of the aspects of whatever race they were born as, with one or two unmistakable features to betray their corruption: claws for hands, gills across their skin, a second mouth or a third and fourth eye. Others' former humanity is barely recognizable, with their bestial form having largely overtaken them. Such Beastkin do not look like Fey. A Beastkin might be a lycanthrope or werewolf, but their mutations present in the most rabid, vile, and pestilent way possible as their body is ripped apart by Llelles' influence. Nonetheless, such a Beastkin maintains their humanity in spirit - they are not feral.   Family Structure: Beastkin rarely live a life in which close contact with their families is maintained. Children who become corrupted by minor powers may be accepted and their bestial features masked, but those harshly scarred or turned as adults are often ostracized and viewed as horrific omen. Even among Fey, Beastkin are viewed as irresponsible practitioners of dark magic, and only among some Old Faith tribes do they find a certain acceptance.   Attitude Toward Society: In cosmopolitan areas, those who are Beastkin with minor features are rarely differentiated from those who are Witch-Marked. Really, citizens in such areas are used to seeing oddities of all sorts, so they don't bat an eye at a man with a claw. Thus, while Beastkin might seem naturally scorned by society, they may actually find most acceptance in the most urban of areas. Those with more major features, or those who gained bestial features through their own exploration of magic, are often abhorred by society just as much as they abhor it.   Attitude Toward Gender: For Beastkin, the primary distinction between themselves and those around them is their racial status. While Beastkin typically inherit much of the gender roles they know from the society in which they live and the race that they were born into, they rarely value them too highly or stick to them as staunchly as those who are not Beastkin. It is difficult to focus too hard on who you are in a gendered sense when you are always interpeted in a Beastkin sense.   Attitude Toward Relationships: Beastkin, by virtue of their appearance, tend to have difficult forming relationships, but that's not the only barrier in their way. Unlike others corrupted by magical energy, Beastkin are not sterile, and they will pass on their bestial characteristics to their offspring - of which they tend to have many. Those who carry the children of Beastkin (be they the Beastkin themself, or another) often die before or during birth simply because of the multitude of children they carry, which has been reported to be anywhere between four and twenty. This virility has led to rumors about Beastkin even corrupting their partners simply through contact, though such a case has never been proven to have ever occurred.  

Race (5e)

Beastkin (5e)

ability score increase: +1 Constitution
age: The lifespans of Beastkin depend heavily on their underlying race.
Size: Medium
speed: 30ft
Languages:
race features:
Farvision: You can see twice as far in dim light, and retain the ability to distinguish colors and detail under these conditions.   Beauty Sleep: When you rest, your form becomes fully bestial, like that of a werecreature. You retain full control over your senses, though this control fades the more exhausted you are when you go to rest. This bestial form gradually fades over about an hour after you awake, and it corressponds to the last aspect you manifested.   Shift: You can manifest aspects of different beasts, as listed below. You must always manifest at least one aspect, and you can only manifest one aspect at once. To change which aspect you manifest, you must fully rest.
  • Longtooth: Your jaw grows large, with large, snaggled, gnashing teeth. Once per turn, when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and take the higher of the two as you get an extra bite into your opponent.
  • Razorclaw: Your hands turn into large paws with jagged, dirty, twisting claws. You gain a claw attack that deals 1d6 piercing damage.
  • Roughpelt: Your skin becomes leathery, tough, and muscled. When you aren't wearing armor, your AC is 12 + your Constitution modifier. A shield's benefits apply as normal while you use your natural armor.
  • Cliffwalker: Your leg bones mangle and crack into a long, goat-like form which end in skewed, offputting hooves. You may ignore penalties arising from non-magical rough terrain.
  • Swarmqueen: Your stomach bloats and distends, and bugs and mites crawl in and out of the pustules that now litter it. You may cast the Infestation cantrip at will.
 

Versatile Heritage

Beastkin

Versatile Heritage
Your bloodline has been corrupted by the Wild Ways. You gain the Beastkin trait, in addition to the traits from your ancestry. You can choose from Beastkin feats and feats from your ancestry whenever you gain an ancestry feat. Additionally, you gain the Manifest Mutation ability.   Manifest Mutation: You manifest aspects of a beast. choose one ancestry feat marked as "lineage" in addition to any other ancestry feats you gain. You may not choose feats marked as "lineage" at later levels unless another feat says so. You must always manifest only one mutation.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Beastkin LoreBeastkin1-Beastkin often live in nature, away from society, and must survive on their own.
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Beastkin often live in nature, away from society, and must survive on their own. You gain the trained proficiency rank in Athletics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Beastkin Lore.
Beast SenseBeastkin1-You gain one of the following senses: low-light vision, darkvision, or scent (imprecise) 30 feet.
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You gain one of the following senses: darkvision or scent (imprecise) 30 feet. Special You can select this feat multiple times, choosing a different sense each time.
HivequeenLineage, Beastkin1-From your distended stomach or gaping maw buzzes forth a hungering swarm.
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From your distended stomach or gaping maw buzzes forth a hungering swarm. You can cast animal allies once per day as an innate primal spell as long as you manifest this mutation, but you must always summon insects.
LongmouthLineage, Beastkin1-You are tied to a beast with a bestial maw and a fierce bite.
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You are tied to a beast with a bestial maw and a fierce bite. When you manifest this mutation you gain a jaw unarmed attack that deals 1d8 piercing damage that is part of the brawling group.
OmencrowerLineage, Beastkin1-You have mangy, shedding wings which unravel loosely from your back.
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You have mangy, shedding wings which unravel loosely from your back. Though you are far from a pretty bird, your presence is a horrid omen, and you caw loudly to make it known. You can cast ill omen once per day as an innate primal spell as long as you manifest this mutation.
RazorclawLineage, Beastkin1-You are tied to a beast with wicked claws.
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When you manifest this mutation you gain a claws unarmed attack that deals 1d6 slashing damage with the agile, finesse traits that are part of the brawling group. You must have at least one hand free to use this Claw unarmed strikes.
StingerspawnLineage, Beastkin1-You bear a sharp stinger eager to spill forth venom.
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You bear a sharp stinger eager to spill forth venom. You can cast spider sting once per day as an innate primal spell as long as you manifest this mutation.
TerrorsmotherLineage, Beastkin1-Your strong tentacle can lash out at a target with near-inescapable grip.
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Your strong tentacle can lash out at a target with near-inescapable grip. You can cast tether once per day as an innate primal spell as long as you manifest this mutation.
TonguetanglerLineage, Beastkin1-Your tongue is long and sheds darkened tendrils.
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Your tongue is long and sheds darkened tendrils. You can cast grim tendrils through it once a day as an innate primal spell as long as you manifest this mutation.
Unsettling ShiftBeastkin1-As an action, you can pulse the mutation you're currently manifesting.
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As an action, you can pulse the mutation you're currently manifesting. Your bestial parts then shift unnervingly, and any witness must make a Will save against the higher of your class DC or spell DC or become frightened 1 (frightened 2 on a critical failure), at which point they become immune to this fear for 24 hours.
Animalistic ResistanceBeastkin5-Your animalistic connections help you resist natural afflictions.
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Your animalistic connections help you resist natural afflictions. You gain a +2 circumstance bonus to saves to resist diseases and poisons.
Lodge WithinBeastkin5LongmouthYou are skilled at embedding your teeth within an enemy to bring them to their knees.
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You are skilled at embedding your teeth within an enemy to bring them to their knees. You gain a +2 circumstance bonus when you attempt to Trip an opponent, and you require one less free hand to Trip.
Scratch and GougeBeastkin5RazorclawYou use your claws to great effect when grappling in close quarters.
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You use your claws to great effect when grappling in close quarters. You gain a +2 circumstance bonus when you Grapple with an opponent, and you can climb with one free hand.
Settle the BeastBeastkin5-You have learned to tame your mutation for short periods of time.
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You have learned to tame your mutation for short periods of time. You can cast illusory disguise once per day as an innate occult spell. This is a transmutation and morph effect, as your body physically transforms, rather than an illusion effect.
Wild SenseBeastkin5Beast SenseYour senses advance beyond those of your animal aspects.
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Your senses advance beyond those of your animal aspects. You gain one of the following senses available to your inherent animal: echolocation (imprecise) 30 feet or tremorsense (imprecise) 30 feet. Special You can select this feat multiple times, either choosing a different sense or improving an imprecise sense granted by this feat to a precise sense.
Deep HazeBeastkin9TerrorsmotherYour tentacles emit a gaseous vapor which suffocates all exposed to its mist.
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Your tentacles emit a gaseous vapor which suffocates all exposed to its mist. You may caast gasping marsh once per day as an innaate primal spell while you manifest your Terrorsmother mutation.
Foretell FearBeastkin9OmencrowerYour mind is staunch and terrifyingly cunning.
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Your mind is staunch and terrifyingly cunning. You may cast mind of menace once per day as an innate primal spell while you manifest your Omencrower mutation.
Paralyzing PoisonBeastkin9StingerspawnYou secrete a paralyzing substance in your venomous stinger.
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You secrete a paralyzing substance in your venomous stinger. You may cast paralyze once per day as an innate primal spell while you manifest your Stingerspawn mutation.
Return HumanityBeastkin9-When you hide your mutation through magical means, your innate humanity can suppress the beast within for longer.
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When you hide your mutation through magical means, your innate humanity can suppress the beast within for longer. Whenever you cast humanoid form or illusory disguise to alter your apperance, the spell's duration is 2 hours. At the end of the duration, you can extend the spell's duration for another hour, but doing so is taxing, making you drained 1. You can keep extending it in this way, increasing your drained condition by 1 each time, to a maximum duration of 6 hours.
Tranquil DecayBeastkin9HivequeenFrom your breath billow moths which are attracted to blood. You feast through them vicariously.
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From your breath billow moths which are attracted to blood. You feast through them vicariously. You may cast moth's supper once per day as an innate primal spell while you manifest your Hivequeen mutation.
Vivisecting FeastBeastkin9TonguetanglerYour tongue grants you a feral desire to taste the organs of your enemy.
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Your tongue grants you a feral desire to taste the organs of your enemy. You may cast organsight once per day as an innate primal spell while you manifest your Tonguetangler mutation.
Wild MutationBeastkin13-You may now take a second mutation to manifest.
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You may now take a second mutation to manifest. Alongside this feat, take another marked "lineage." You may still only manifest one mutation at a time. Special You can select this feat twice, choosing a different mutation each time.
You Might...
  • Feel an attachment to your inherent animal and seek that animal out to understand them better.
  • Wrestle with your animalistic side and choose to isolate yourself from those who may not understand your unique nature.
  • Be hesitant to trust others until they've earned it.
  Others Probably...
  • Worry that you will lose yourself to your feral instincts and attack others.
  • Confuse you with lycanthropes and steer clear away from you.
  • Believe you practice the Wild Ways.