Races Anthropomorphs Furries
Roll 1d10 Race Species
1-4 Select or roll a common (C) race/species from appropriate environment
5-7 Select or roll an uncommon (UC) race/species from appropriate environment
8-9 Select or roll a rare (R) race/species from appropriate environment
10 Select or roll a very rare (VR) race/species from appropriate environment

Legend

C = Common
UC = Uncommon
R = Rare
VR = Very Rare
L = Leader (this race is not found as a population - only as rulers).


FANTASY RACES

Civ Wild Aqua UG Race / Species / Monster Player Character traits Monster stat blocks
- R - - Alaghi 2E D&D Complete Book of Humanoids 3E D&D Monsters of Faerun
- R - - Alseid (deer-taur) - 5E D&D Tome of Beasts
- R - - Badger folk (groundling) - 3E D&D Monsters of Faerun
R R - - Bearfolk 5E D&D House (see below - ursus); 5E D&D Midgard Heroes Handbook 5E D&D Tome of Beasts; 5E D&D Creature Codex
- VR - - Boarfolk - 5E D&D Tome of Horrors
R UC - - Catfolk 5E D&D House (see below); 3E D&D Races of the Wild; B&B (see below); Savage Worlds Adventure Edition (rakashan); Savage Worlds Deluxe Edition (rakashan); Savage Worlds Fantasy Companion (rakashan); PF2 Bestiary; 2E D&D Monstrous Manual
R UC - - Catfolk (tabaxi) 5E D&D Volo's Guide to Monsters; 5E D&D Explorer's Guide to Wildemount; 5E D&D House (see below) 5E D&D Tomb of Annihilation
- R - - Centaur 5E House (see below); 5E D&D Mythic Odysseys of Theros; 5E D&D Guildmaster's Guide to Ravnica; 5E D&D Midgard Heroes Handbook; 3E D&D Races of the Wild; PF + AGE Midgard Campaign Setting; 2E D&D Complete Book of Humanoids 5E D&D Monster Manual; 5E D&D Creature Codex; PF2 Bestiary; 4E D&D Monster Manual 2; PF Bestiary; 2E D&D Monstrous Manual; Savage Worlds Fantasy Companion; Savage Worlds Hellfrost Bestiary; FF Out of the Pit
- VR - - Deerfolk - 2E D&D Dragon Magazine #190 (actaeon, ecology)
R VR - - Elephant folk (loxodon) 5E D&D House (see below); 5E D&D Guildmaster's Guide to Ravnica; -
- R - - Getiet (orc cheetah) - 3E D&D Nyambe African Adventures
VR C - VR Gnoll 5E D&D Volo's Guide to Monsters; 5E D&D Midgard Heroes Handbook; 5E D&D Southlands Heroes; 4E D&D Monster Manual; 3E D&D Races of the Wild; PF Southlands; 2E D&D Complete Book of Humanoids 5E D&D Monster Manual; 5E D&D Tome of Beasts; 5E D&D Volo's Guide to Monsters; 5E D&D Creature Codex; PF2 Bestiary; 13th Age Core Book; 4E D&D Monster Vault; 4E D&D Monster Manual; 4E D&D Monster Manual 2; 4E D&D Monster Manual 3; 4E D&D MV Threats to Nentir Vale (Blackfang); PF Bestiary; 3E D&D Monster Manual IV; 2E D&D Monstrous Manual
VR UC - - Goat folk B&B (see below - brayhan) 3E D&D The Miniatures Handbook (ibixian), 3E D&D The Diamond Throne
UC VR R - Hadozee (deck ape) 5E D&D House (see below); 3E D&D Stormwrack 3E D&D Stormwrack
- R - - Hedgehog folk (erina) - 5E D&D Tome of Beasts
R R R - Hengeyokai (shapechanging animal) 3E D&D Oriental Adventures; 2E D&D Dragon Magazine #266 3E D&D Oriental Adventures; Savage Worlds Hellfrost Bestiary (shape-leaper)
R - - - Hippo folk (giff) - 5E D&D /Mordenkainen's Tome of Foes; 2E D&D Monstrous Manual
- R - - Hybsil (antelope-taur) - 3E D&D Monsters of Faerun
UC VR - - Jackal folk 5E D&D House (sebeccai - see below); 5E D&D Plane Shift Amonkhet (twin khenra); 3E D&D Arcana Unearthed (sebeccai); 3E D&D Sandstorm (marruspawn)
- R - - Jackalwere - 5E D&D Monster Manual; 4E D&D Monster Manual 3; 3E D&D Necropolis; 2E D&D Monstrous Manual
- R - - Lemur folk - 5E D&D Tome of Beasts (kaguani)
VR UC - - Leopard folk 5E D&D House (see below - theran) -
VR UC - - Lion folk 5E D&D House (as litorian - see below); 5E D&D Mythic Odysseys of Theros (leonin); 3E D&D Arcana Unearthed (litorian); 5E D&D Mythic Odysseys of Theros (leonin);
R R VR R Lycanthropes 5E D&D Southlands Heroes 5E D&D Monster Manual; 5E D&D Plane Shift Innistrad; 5E D&D Creature Codex; PF2 Bestiary; 4E D&D Monster Vault; 4E D&D Monster Manual; 4E D&D Monster Manual 2; PF Bestiary; 2E D&D Monstrous Manual; Savage Worlds Adventure Edition; Savage Worlds Deluxe Edition
- VR - - Loxoda (elephant centaur) - 5E D&D Tome of Beasts
R R - UC Minotaur 5E D&D House (see below); 5E D&D Guildmaster's Guide to Ravnica; 5E D&D Mythic Odysseys of Theros; 5E D&D Plane Shift Amonkhet; 5E D&D Midgard Heroes Handbook; 5E D&D Southlands Heroes; 4E D&D Player's Handbook 3; 4E D&D Monster Manual; PF + AGE Midgard Campaign Setting; 2E D&D Complete Book of Humanoids; B&B (see below) 5E D&D Monster Manual; 5E D&D Creature Codex; PF2 Bestiary; 13th Age Core Book; 4E D&D Monster Vault; 4E D&D Monster Manual; 4E D&D Monster Manual 3; PF Bestiary; 2E D&D Monstrous Manual; Cypher Expanded Worlds; Savage Worlds Adventure Edition; Savage Worlds Deluxe Edition
VR R - VR Monkey / Simian folk 3E D&D Oriental Adventures (vanara) 5E D&D Tome of Beasts (behtu); 5E D&D Tome of Horrors (gribbon winged) (behtu); 5E D&D Creature Codex (simian); 3E D&D Oriental Adventures (vanara); 3E D&D Nyambe African Adventures (ingogo); 1E D&D Monster Manual II (banderlog)
- R - - Nkosi (shapshifting cat folk) PF Southlands 5E D&D Tome of Beasts
- R - - Prairie dog folk (burrowling) - 5E D&D Tome of Beasts
- VR - UC Quaggoth - 5E D&D Monster Manual; 4E D&D Underdark; 3E D&D Monsters of Faerun; 2E D&D Monstrous Manual
C R - UC Ratfolk 5E D&D House (see below); 5E D&D Midgard Heroes Handbook; 3E D&D Oriental Adventures (as nezumi); 3E D&D Rokugan (as nezumi) 5E D&D Tome of Beasts; 5E D&D Creature Codex; PF2 Bestiary; 3E D&D Oriental Adventures (as nezumi); Savage Worlds Fantasy Companion; FF Out of the Pit
VR R - - Rhino folk - FF Out of the Pit
- R - - Squirel folk - 5E D&D Creature Codex; 2E D&D Dragon Magazine #214
- R - - Taer 3E D&D Races of Stone (as feral gargun) 1E D&D Monster Manual II
R UC - - Tiger folk (tigran) 5E D&D House (see below - tigran); B&B Races (tigran) -
- R - - Tsuno (minotaur-like) - 3E D&D Oriental Adventures
- R - - Wemic (lion-taur) 2E D&D Complete Book of Humanoids; B&B (see below) 3E D&D Monsters of Faerun; 3E D&D Nyambe African Adventures (as entare); 2E D&D Monstrous Manual; 1E D&D Monster Manual II; FF Out of the Pit (as felinaur)
R UC - R Wilding (animal cross, differing types) AGE Fantasy Age Basic Rulebook (beastfolk); Savage Worlds Sundered Skies Savage Worlds Hellfrost Bestiary (beastmen); Savage Worlds Sundered Skies
VR UC - - Wolf folk (canisaran/lupin) 5E D&D House (canisaran - see below); 3E D&D Dragon Compendium (lupin); B&B (canisaran - see below) -
- R - - Yak folk - 5E D&D Creature Codex (yakirian)
- R - - Yeti - 5E D&D Monster Manual; PF2 Bestiary; 4E D&D Monster Manual 3; 3E D&D Oriental Adventures; PF Bestiary 2E D&D Monstrous Manual; Savage Worlds Hellfrost Bestiary
- R - - White ape (intelligent) - 5E D&D Tome of Beasts; Cypher Strange Bestiary
VR R - VR Sci-Fi Species (select from table below) - -

SCI-FI SPECIES

Civ Wild Aqua UG Race / Species / Monster Player Character traits Monster stat blocks
R - - - Aluphax - 5E D&D Esper Genesis Threats Database
VR UC - - Animal mutants M:YZ Genlab Alpha M:YZ Genlab Alpha
UC R - - Bothan Saga Star Wars Core Rulebook; d20 Ultimate Alien Anthology; Cypher, B&B, Year Zero sci-fi site; -
- VR - - Ceti Snapper - 5E D&D Esper Genesis Threats Database
R R - UC Chadra-fan (rodent folk) Saga Legacy Era Campaign Guide; d20 Ultimate Alien Anthology; 5E D&D, Cypher, Year Zero sci-fi site; -
R R - - Defel (wolf like) d20 Ultimate Alien Anthology; Cypher, sci-fi site; -
R R - - Ekilibri (lemur folk) - Coriolis Coriolis The Third Horizon
- R - - Ewok Saga Star Wars Core Rulebook -
VR UC - - Glabrau (snow cat folk) 5E D&D Spaceships & Starwyrms -
R UC - - Gorvax (ape-like) - 5E D&D Esper Genesis Threats Database
UC R - - Gotal (goat like) d20 Ultimate Alien Anthology; Cypher, sci-fi site; -
VR UC - - Maraquoi SF Alien Archive SF Alien Archive
R VR - - Martenka - 5E D&D Esper Genesis Threats Database
VR R - - Nekatra (canine folk) - Coriolis Coriolis The Third Horizon
- R - - Nelvaanian Saga Clone Wars Campaign Guide; Cypher, Year Zero sci-fi site; -
R - - - Nuar SF Alien Archive SF Alien Archive
UC R - - Remnant Fragged Protagonist Archive -
R R - - Skavara (badger folk) - Coriolis Coriolis The Third Horizon
R R - - Skittermander SF Alien Archive SF Alien Archive
R R - - Snivvian d20 Ultimate Alien Anthology; Cypher, Year Zero sci-fi site; -
VR R - - Talz Saga Force Unleashed Campaign Guide; d20 Ultimate Alien Anthology; Cypher, sci-fi site; -
UC R - - Togorian (large cat folk) Saga Force Unleashed Campaign Guide; d20 Ultimate Alien Anthology; Cypher, sci-fi site; -
UC UC - - Valna 5E D&D Esper Genesis Core Manual -
VR R - - Whipid Saga Force Unleashed Campaign Guide; d20 Ultimate Alien Anthology; Cypher, sci-fi site; -
R UC - - Wookie Saga Star Wars Core Rulebook; d20 Ultimate Alien Anthology; Cypher, Year Zero sci-fi site; Saga Force Unleashed Campaign Guide
UC - - - Yarkora (camel like) Saga Force Unleashed Campaign Guide; d20 Ultimate Alien Anthology; Cypher, sci-fi site; -
C R - - Ysoki (rat folk) SF Starfinder Core Rulebook -
VR R - R Fantasy Species (select from table above) - -
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INDIVIDUAL RACE FEATURES


BRAYHAN (Goat Folk)

Game Statistics & Lore. 5e D&D House (see below).
Further Lore & Roleplaying Ideas. Brayhan are a race developed for our long-running fantasy setting of Kage (and before that, Shane's Plains of Shrekk). They are horned goatfolk that have given into evil.

GAME MECHANICS

Dungeons & Dragons 5E

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CANISARAN

Game Statistics & Lore. 5e D&D House (see below).
Further Lore & Roleplaying Ideas. The canisarans are a communal/pack culture that live very close to nature. In our setting Kage, we had many initial subraces, below I have divided these according to their general homeland terrain. (See the document outlining canisaran society attached to Files below. It was written for 3E, but has all the cultural information).

Canisarans were my first fully developed race and were one of the main starters for the world of Kage. My love of Native American culture manifested in this race (and ideas were sparked by the accompanying picture by Parkinson).

GAME MECHANICS

Dungeons & Dragons 5E

Canisaran Traits

  • Ability Score Increase. Your Constitution score increases by 2.
  • Keen Senses. You have proficiency in the Perception skill. You have sharp eyesight and sensitive hearing. Also, due to your keen smell, you do not take poor vision penalties when tracking.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Natural Weapons: Canisarans have sharp teeth and pronounced jaws, that can be used as natural weapons, dealing 1d4 slashing damage. (Most canisarans are reluctant to bite foes and you are not proficient in the use of these weapons unless you take the Natural Weapons Group proficiency).
  • Size. Medium.
  • Speed. Base speed is 30 feet.

CANISARAN SUBRACES


BADLANDS CANISARAN

Badlands Canisaran Traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Desert Born. You ignore movement penalties for rocky or sandy difficult terrain. You're naturally adapted to extreme heat, as described in chapter 5 of the Dungeon Master's Guide.
  • Languages. Canisaran and one other of your choice selected from the races that share your badlands home.

Typical Badlands Canisaran Drawbacks

  • Anti-Social (Minor) OR Dullard (Minor). Many canisarans simply have trouble relating to others and do not care for formal learning or value knowledge that has nothing to do with survival or of immediate benefit.
  • Armor Avoidance (Minor). Armor is uncomfortable and typically not worn by canisarans.
  • Aversion (Minor). Applies to feline beasts and when interacting with therans, wemics and other intelligent catfolk.
  • Illiterate (Minor). Canisarans do not typically have a written tradition.
  • Outsider (Minor). Canisarans have trouble relating to anyone that has not grown up in the wild.
  • Primitive (Minor). Canisarans use what is available in their environment to craft their equipment.

Bonus Proficiencies For every minor drawback assigned to a badlands canisaran, you select on of the following proficiencies: Acrobatics, Animal handling, Athletics, Endurance, Intimidation, Stealth, Survival, or Bows (Simple) or one relevant language.


Canisaran%20-%20frontier%2C%20Armored%20with%20spear.jpg

FRONTIER CANISARAN

Frontier canisarans are more likely to come into contact with civilised races and often associate with wood elves.

Frontier Canisaran Traits

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Languages. Common, Canisaran, Elven.
  • Forest Born. You ignore movement penalties for forest difficult terrain.

Frontier Canisaran Drawbacks

  • Anti-Social (Minor) OR Dullard (Minor). Many canisarans simply have trouble relating to others and do not care for formal learning or value knowledge that has nothing to do with survival or of immediate benefit.
  • Armor Avoidance (Minor). Armor is uncomfortable and typically not worn by canisarans.
  • Aversion (Minor). Applies to feline beasts and when interacting with therans, wemics and other intelligent catfolk.
  • Illiterate (Minor). Canisarans do not typically have a written tradition.
  • Outsider (Minor). Canisarans have trouble relating to anyone that has not grown up in the wild.

Bonus Proficiencies For every minor drawback assigned to a frontier canisaran, you select on of the following proficiencies: Animal handling, Athletics, Stealth, Survival, Axes & Picks (Simple), Bows (Simple), Brawling (Simple), Clubs & Staffs (Simple), Spears (Simple) or one relevant language.


JUNGLE CANISARAN

Jungle Canisaran Traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Forest Born. You ignore movement penalties for forest difficult terrain.
  • Languages. Canisaran and one other of your choice selected from the races that share your jungle home.

Jungle Canisaran Drawbacks

  • Anti-Social (Minor) OR Dullard (Minor). Many canisarans simply have trouble relating to others and do not care for formal learning or value knowledge that has nothing to do with survival or of immediate benefit.
  • Armor Avoidance (Minor). Armor is uncomfortable and typically not worn by canisarans.
  • Aversion (Minor). Applies to feline beasts and when interacting with therans, wemics and other intelligent catfolk.
  • Illiterate (Minor). Canisarans do not typically have a written tradition.
  • Outsider (Minor). Canisarans have trouble relating to anyone that has not grown up in the wild.
  • Primitive (Minor). Canisarans use what is available in their environment to craft their equipment.

Bonus Proficiencies For every minor drawback assigned to a jungle canisaran, you select on of the following proficiencies: Animal handling, Athletics, Endurance, Intimidation, Medicine, Religion, Survival, Blowguns (Simple), Bows (Simple), Brawling (Simple), Clubs & Staffs (Simple), Spears (Simple), or Vehicles (oared) or one relevant language.


NORTHERN CANISARAN

Northern Canisaran Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Frost Born. You ignore movement penalties for snow and icy difficult terrain. You're also naturally adapted to cold climes, as described in chapter 5 of the Dungeon Master's Guide.
  • Languages. Canisaran and one other of your choice selected from the races that share your frigid home.

Typical Northern Canisaran Drawbacks

  • Anti-Social (Minor) OR Dullard (Minor). Many canisarans simply have trouble relating to others and do not care for formal learning or value knowledge that has nothing to do with survival or of immediate benefit.
  • Armor Avoidance (Minor). Armor is uncomfortable and typically not worn by canisarans.
  • Aversion (Minor). Applies to feline beasts and when interacting with therans, wemics and other intelligent catfolk.
  • Illiterate (Minor). Canisarans do not typically have a written tradition.
  • Outsider (Minor). Canisarans have trouble relating to anyone that has not grown up in the wild.
  • Primitive (Minor). Canisarans use what is available in their environment to craft their equipment.

Bonus Proficiencies For every minor drawback assigned to a northern canisaran, you select on of the following proficiencies: Acrobatics, Animal handling, Athletics, Endurance, Survival, Bows (Simple), Spears (Simple), or Vehicles (oared) or one relevant language.


PLAINS CANISARAN

Plains Canisaran Traits

  • Beast Rider. You start the game with the Beast Rider racial feat (or the features of that feat if you do not use them in your game).
  • Languages. Canisaran and one other of your choice selected from the races that share your frigid home.

Plains Canisaran Drawbacks

  • Anti-Social (Minor) OR Dullard (Minor). Many canisarans simply have trouble relating to others and do not care for formal learning or value knowledge that has nothing to do with survival or of immediate benefit.
  • Armor Avoidance (Minor). Armor is uncomfortable and typically not worn by canisarans.
  • Aversion (Minor). Applies to feline beasts and when interacting with therans, wemics and other intelligent catfolk.
  • Illiterate (Minor). Canisarans do not typically have a written tradition.
  • Outsider (Minor). Canisarans have trouble relating to anyone that has not grown up in the wild.
  • Primitive (Minor). Canisarans use what is available in their environment to craft their equipment.

Bonus Proficiencies For every minor drawback assigned to a northern canisaran, you select on of the following proficiencies: Acrobatics, Animal handling, Athletics, Endurance, Intimidation, Stealth, Survival, Axes & Picks (Simple), Bows (Simple), Spears (Simple) or one relevant language.


CANISARAN RACIAL FEATS

Race Feat & Source
Canisaran Beast Affinity (Canines) (House, D&D Racial Feats)
Canisaran Howl (House, D&D Racial Feats)
Canisaran (jungle) Jungle Dweller (House, D&D Racial Feats)
Canisaran Quick Bite (House, D&D Racial Feats)
Canisaran (badlands) Wasteland Wanderer (House, D&D Racial Feats)
Canisaran Wild Survivor (House, D&D General Feats) This is a general feat, but canisarans can take it as a racial feat.
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CATFOLK

Game Statistics & Lore. 5e D&D House (see below).
Further Lore & Roleplaying Ideas. This catfolk entry can be used to represent most small, agile cat anthropomorphs. Rakasta are the typical dextrous catfolk from earlier editions of Dungeons & Dragons or the rakashans from Savage Worlds. Rakasta was a common name used for this type of catfolk, I believe from Mystara originally. In our Kage setting they are known as khitsari. Keep in mind there are several entries here for a variety of catfolk that may meet your specific need: Litorians (proud lionfolk); Tigrans (savage tigerfolk); Therans (leopard or jaguar folk); Tabaxi (smaller leopard, like clouded leopard folk that seek knowledge).

The entry below is based more upon 3E D&D catfolk as they appeared in Races of the Wild chapter 4.

GAME MECHANICS

Dungeons & Dragons 5E

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Catfolk Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • 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 colour in darkness, only shades of grey. Your eyes amplify like a cat's giving you superior vision in dark and dim conditions.
  • Keen Senses. You have proficiency in the Perception skill. Catfolk have superior senses, including smell.
  • Natural Climbers: You have advantage on all Climb checks. Catfolk have capable claws and an uncanny ability to climb.
  • Natural Weapons: Catfolk arms end in retractable claws and they have sharp teeth, both of which can be used as natural weapons, dealing 1d4 slashing damage. (You are not proficient in the use of these weapons unless you take the Natural Weapons Group proficiency).
  • Size. Medium.
  • Speed. Base speed is 30 feet.
  • Languages. Common and Elven (or another appropriate language for the catfolk's habitat. On Kage this would be Felisian)..

Typical Catfolk Drawbacks

  • Aversion (Minor). Applies to canine beasts and when interacting with canisarans, gnolls and other intelligent canine-folk. may not apply to all settings.
  • Outsider (Minor). Catfolk have trouble relating to anyone that has not grown up in the wild.
  • Primitive (Minor). Catfolk are nomads and rarely stay in one place long enough to mine and set up forges.
  • Dullard (Minor) OR Weak (Minor). Many rakasta lack the mental agility of other races and they are slight of build.
  • Illiterate (Minor). Catfolk do not typically have a written tradition.
  • Bonus Proficiencies. For each minor drawback assigned to a catfolk character, you select one of the following: Acrobatics, Animal Handling, Stealth, Survival or Natural Weapons or one relevant language.

CATFOLK RACIAL FEATS

Race Feat & Source
Catfolk Beast Affinity (felines) (House, D&D Racial Feats)
Catfolk Light Frame (House, D&D Racial Feats)
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CENTAUR

Game Statistics & Lore. 5e D&D Guildmaster's Guide to Ravnica chapter 1.
Further Lore & Roleplaying Ideas. Centaurs have been in all editions of D&D. As a playable race, you can find additional information in the 3E D&D Races of the Wild, PF & 13thAge stats in Midgard Campaign Setting and the 2E D&D Complete Book of Humanoids. The centaurs below are particular to Ravnica, so some stats may vary for other settings.

GAME MECHANICS

Dungeons & Dragons 5E

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Altered Centaur Traits

  • Hooves. If using weapon groups, you are considered proficient with Natural Weapons (Simple + Martial).

Typical Centaur Drawbacks

  • Clumsy (Minor) OR Dullard (Minor). Due to their bulk some centaur make easier targets and several lack formal learning.
  • Ungainly (Minor). Hooves do not help with silent movement and a centaur's body shape does not suit them to acrobatic endeavours.
  • Loyal (Minor). Centaur typically have a strong clan identity and this often transfers over to other close companions.
  • Oath of the Ancestors (Minor). This is not really compulsory, but is listed here as many clans do take this oath and a GM may insist it is the way for your clan, depending upon the setting.
  • Outsider (Minor). Centaur are usually people of the wilds.
  • Primitive (Minor). Many clans do not work metal and some have even sworn to use only natural substances much like druids.

Bonus Proficiencies. For each minor drawback assigned to a centaur, you select one of the following: Animal Handling, Athletics, Endurance, History, Intimidation, Medicine, Nature, Perception, Survival, Bows (Simple + Martial), Clubs & Staffs (Simple + Martial), Spears (Simple + Martial) or one relevant language.


CENTAUR RACIAL FEATS

Race Feat & Source
Centaur Battlefield Trample (House, D&D Racial Feats)
Centaur Cavalry Charge (House, D&D General Feats) This is a general feat, but centaur can take it as a racial feat and count as mounted for the features of this feat.
Centaur Four-Legged Freedom (House, D&D Racial Feats)
Centaur Iron Hooves (House, D&D Racial Feats)
Centaur Overrun (House, D&D Racial Feats)
Centaur Quick Kick (House, D&D Racial Feats)
Centaur Wild Survivor (House, D&D General Feats) This is a general feat, but centaurs can take it as a racial feat.
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HADOZEE

Game Statistics & Lore. 5e D&D (House - see below).
Further Lore & Roleplaying Ideas. Hadozee first appeared in Wizards of the Coasts' 3E D&D Stormwrack.
Hadozee are island-dwelling simian-folk that have adapted well to ship life; so well in fact, that they are often known as deck apes. They have an inherent, nautical wanderlust that inspires them to sail the oceans and explore uncharted waters and islands.

Detailed Hadozee Lore we have written.

GAME MECHANICS

Dungeons & Dragons 5E

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Hadozee Traits

Your hadozee character has the following racial traits.

  • Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
  • Age. Hadozee have slightly shorter life spans than humans and reach maturity a little earlier, typically around the age of 12 or 13.
  • Alignment. Hadozee tend towards neutrality. They tend to avoid having strong moral views and approach all other races with an open mind.
  • Size. Hadozee are between 5 and 6 feet tall and weigh as much as a heavy human, typically around 200 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Nimble Climber. You have a climbing speed equal to your walking speed.
  • Glide. When you fall and are not incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every one 1 foot you descend.
  • Natural Athlete. You have proficiency in the Athletics and Acrobatics skills.
  • Languages. You can speak, read, and write Common and one other language of your choice.

Typical Hadozee Drawbacks

  • Curious (Minor). Hadozee are naturally curious.
  • Dullard (Minor) OR Unwise (Minor). Hadozee rarely expand their knowledge beyond what they need to know to do their job well and can be easily taken advantage of.
  • Illiterate (Minor). Whilst the odd hadozee may have learnt to read, very few have this skill and they have no written language of their own.
  • Outsider (Minor). Many people find it strange to see deck apes aboard ships. These penalties do not apply to other hadozee or shipmates that have spent at least one week aboard.

Bonus Proficiencies. For each minor drawback assigned to a hadozee, you select one of the following: Animal Handling, Endurance, Intimidation, Stealth, oared vehicles or sailing vehicles, or one relevant language.


HADOZEE RACIAL FEATS

Race Feat & Source
Hadozee Beast Affinity (apes & monkeys) (House, D&D Racial Feats)
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LITORIAN

Game Statistics & Lore. 5e D&D House, (see below).
Further Lore & Roleplaying Ideas. Original appearance and lore in 3E D&D compatible Monte Cook's Arcana Unearthed chapter 2.

Litorians are nomadic, honour-bound lion-folk.

GAME MECHANICS

Dungeons & Dragons 5E

Leonin.jpg

Litorian Traits

  • Ability Score Increase. Your Dexterity score increases by 1 and your Strength score increases by 1.
  • 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 colour in darkness, only shades of grey. Your eyes amplify like a cat's giving you superior vision in dark and dim conditions.
  • Keen Senses. You have proficiency in the Perception skill. Having the senses of a lion means litorians have superior hearing, sight and smell.
  • Natural Climbers: You have advantage on all Climb checks. Catfolk have capable claws and an uncanny ability to climb.
  • Natural Weapons: Litorian arms end in retractable claws and they have sharp teeth, both of which can be used as natural weapons. Your claws deal 1d6 + your Strength modifier slashing damage. Your bite deals 1d6 + your Strength modifer slashing damage. (You are not proficient in the use of these weapons unless you take the Natural Weapons group proficiency).
  • Size. Medium.
  • Speed. Base speed is 30 feet.
  • Languages. Litorian and Common. (Replace Litorian with Sylvan or Elven for most settings. On Kage this would be Felisian).

Typical Litorian Drawbacks

  • Aversion (Minor). This is typical to some settings like Kage, but is not common to all settings. Applies to canine beasts and when interacting with canisarans, gnolls and other intelligent canine-folk.
  • Honor-bound (Minor). Litorians have a deep sense of personal honor centered around the notion of being true to oneself. This typically includes avoiding savagery and the use of natural weapons.
  • Outsider (Minor). Catfolk have trouble relating to anyone that has not grown up in the wild. This is not likely to apply in the setting of the Diamond Throne where they are commonly encountered and known for their honorable nature.
  • Self-Centered (Minor). Litorians typically spend a lot of time focusing inward and can be a little unobservant of the actions of others.

Bonus Proficiencies. For every minor drawback assigned to a litorian character, choose one of the following: Animal Handling, Athletics, Intimidation, Survival or Natural Weapons or one relevant language.


LITORIAN RACIAL FEATS

Race Feat & Source
Litorian Beast Affinity (felines) (House, D&D Racial Feats)
Litorian Roar (House, D&D Racial Feats)
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LOXODON

Game Statistics & Lore. 5e D&D Guildmaster's Guide to Ravnica chapter 1.
Further Lore & Roleplaying Ideas. Loxodons are elephant-folk native to Ravnica. They are known to be calm and composed.

GAME MECHANICS

Dungeons & Dragons 5E

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Typical Loxodon Drawbacks

  • Clumsy (Minor or Major). Loxodons are bulky.
  • Slow to Act (Minor or Major) OR All-Thumbs (Minor or Major). Loxodons are slow to react and have four thick digits.
  • Lumbering (Minor). Loxodons are not built for acrobatic maneuvers.
  • Loyal (Minor). Loxodons are known for their fierce loyalty and unwavering conviction.

Bonus Proficiencies. For each minor drawback assigned to a loxodon, you select one of the following: Insight, Intimidation, Perception, Clubs & Staffs (Simple), stone mason's tools, or one relevant language.

Bonus Racial Feats. For any racial major drawbacks you start with, you select one loxodon racial feat.


LOXODON RACIAL FEATS

Race Feat & Source
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MINOTAUR

Game Statistics & Lore. 5E D&D Guildmasters' Guide to Ravnica chapter 1
Further Lore & Roleplaying Ideas. Though usually an enemy, player character minotaurs have appeared in several products and settings. More ideas are in the 4E D&D Player's Handbook 3 and the 5E D&D Magic the Gathering Planeshift article Amonkhet

GAME MECHANICS

Dungeons & Dragons 5E

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Adjusted Minotaur Traits

  • Head Slam. Whilst you can gore with your horns, you may instead slam with the hard, flattened part of your head. The slam deals 1d4 + Strength modifier bludgeoning damage. You can use your head slam following a Goring Rush in place of your horns if you like.

Typical Minotaur Drawbacks

  • Anti-Social (Minor) or Clumsy (Minor). Minotaurs tend to have an aggressive demeanor and are large and cumbersome.
  • Outsider (Minor). Minotaurs suffer from suspicion to outright hatred from other races. This animosity not only stems from the minotaur's monstrous appearance, but from the infamy of their race for savage brutality.

Bonus Proficiencies. For each minor drawback assigned to a minotaur, you select one of the following: Athletics, Endurance, Intimidation, Axes & Picks (Simple + Martial), Long Blades (Simple + Martial), Natural weapons, Spears (Martial + Simple), or one relevant language.


MINOTAUR RACIAL FEATS

Race Feat & Source
Minotaur Bloodied Ferocity (House, D&D Racial Feats)
Minotaur Minotaur Vitality (House, D&D Racial Feats)
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RATLING

Game Statistics & Lore. 5E D&D House (see below)
Further Lore & Roleplaying Ideas. This race was mainly inspired by the nezumi from 3E D&D Oriental Adventures.

GAME MECHANICS

Dungeons & Dragons 5E

Ratling Traits

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  • Ability Score Increase. Your Dexterity score increases by 2, and your Constitution by 1.
  • Cheek Pouches. You can store up to 2 light items (or 20 appropriate tiny items) in your cheek pouches. You can disgorge the entire contents of your pouch as a bonus action.
  • 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 colour in darkness, only shades of grey. Your large, dark eyes have adapted to the dim conditions of the deeps.
  • Languages. Common, Ratling.
  • Ratling Nimbleness. You can move through the space of any creature that is of a size larger than you.
  • Keen Senses. You have proficiency in the Perception skill. You have sharp eyesight and sensitive hearing. Also, due to your keen smell, you do not take poor vision penalties when tracking.
  • Size. Small.
  • Speed. Base speed is 30 feet.

Ratling Drawbacks

  • Annoying (Minor) OR Weak (Minor or Major). Ratlings can become annoying with their constant chatter and energy and many have small and weak builds.

Bonus Proficiencies. For each minor drawback assigned to a ratling, you select one of the following: Natural weapons (gain a bite attack that deals 1d4 piercing damage and the Finesse property), Acrobatics, Endurance, Stealth, Survival, or one musical instrument group or tool set, or one relevant language.
Bonus Racial Feat. If you take the major drawback for Weak, you select one ratling racial feat.


RATLING RACIAL FEATS

Race Feat & Source
Ratling Beast Affinity (rodents) (House, D&D Racial Feats)
Ratling Exceptional Nimbleness (House, D&D Racial Feats)
Ratling Great Feeder (House, D&D Racial Feats)
Ratling Light Frame (House, D&D Racial Feats)
Ratling Pack Tactics (House, D&D Racial Feats)
Ratling Ratfolk Climber (House, D&D Racial Feats)
Ratling Survival Instinct (House, D&D Racial Feats)
Ratling Water Ratling (House, D&D Racial Feats)
Ratling Wild Survivor (House, D&D General Feats). This is a general feat, but ratfolk can take it as a racial feat.
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SIBECCAI

Game Statistics & Lore. 5e D&D House, (see below).
Further Lore & Roleplaying Ideas. Original appearance and lore in 3E D&D compatible Monte Cook's Arcana Unearthed chapter 2.

Sibeccai are canine-folk that are strongly tied to the giants in the Diamond Throne setting. They are a militaristic race, often serving as guards and soldiers.

This entry can also be used for the twin khenra of the Amonkhet Magic the Gathering setting.

GAME MECHANICS

Dungeons & Dragons 5E

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Sibeccai Traits

  • Ability Score Increase. Your Constitution or Dexterityscore increases by 2 and your Strength, Constitution or Dexterity score increases by 1. (You cannot choose the same ability score for a total increase of 3).
  • 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 colour in darkness, only shades of grey. Your canine eyes allow you to see better in the dark.
  • Keen Senses. You have proficiency in the Perception skill. You have sharp eyesight and sensitive hearing. Also, due to your keen smell, you do not take poor vision penalties when tracking.
  • Martial Training. Sibeccai have an inherent knowledge of weapons. When they learn the basics of a type of weapon, they can use all related weapons. You are proficient in 3 martial weapons of your choice. If using our weapon group house rules, you gain proficiency (Simple + Martial) in one weapon group of your choice. Furthermore, if you gain any Simple weapon group proficiencies you also gain proficiency in the martial weapons of that group.
  • Bite: Sibeccai have sharp teeth and pronounced jaws, that can be used as natural weapons, dealing 1d4 + your Strength modifier piercing damage. (Most sibeccai are reluctant to bite foes and you are not proficient in the use of these weapons unless you take the Natural Weapons Group proficiency).
  • Size. Medium.
  • Speed. Base speed is 30 feet
  • Languages. Common and Giant.

Sibeccai Drawbacks

  • Arrogant (Minor). Does not apply to other sibeccai or giants. They see themselves as the 'chosen' race; the giants chose them over other races.
  • Aversion (Minor). Sibeccai do not like litorians and this dislike often extends to all felines and feline-like races.
  • Dullard (Minor) OR Anti-Social. Sebeccai can come across as gruff and many lack expertise outside their chosen profession.

Bonus Proficiencies. For each minor drawback assigned to a sibeccai, you select one of the following: Animal Handling, Athletics, Intimidation, Stealth, Streetwise, or any weapon group (Simple + Martial) or one relevant language.


SIBECCAI RACIAL FEATS

Race Feat & Source
Sibeccai Battle-Ready (House, D&D Racial Feats)
Sibeccai (not twinned) Determined (House, D&D Racial Feats)
Sibeccai Extra Fighting Style (House, D&D General Feats) This is a general feat, but sebeccai can take it as a racial feat and ignore the prerequisites of the feat.
Sibeccai (twinned only) Khenra Twin (House, D&D Racial Feats)
Sibeccai (not twinned) Lone Khenra (House, D&D Racial Feats)
Sibeccai Martial Adept (House, D&D General Feats) This is a general feat, but sebeccai can take it as a racial feat.
Sibeccai Quick Bite (House, D&D Racial Feats)
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TABAXI

Game Statistics & Lore. 5e D&D Volo's Guide to Monsters chapter 2; 5E D&D Explorer's Guide to Wildemount
Further Lore & Roleplaying Ideas.

GAME MECHANICS

Dungeons & Dragons 5E

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Typical Tabaxi Drawbacks

  • Dullard (Minor) OR Weak (Minor). Many tabaxi lack the mental agility of other races and they are slight of build.
  • Curious (Minor). This is the defining trait of the tabaxi.
  • Obsession (Minor). This obsession can change regularly for a tabaxi.

Bonus Proficiencies. For each minor drawback assigned to a tabaxi, you select one of the following: Arcana, Acrobatics, Performance, Sleight of Hand, Survival, Natural Weapons (Simple) or one musical instrument (or one instrument group if using our proficiency groups house rules) or one relevant language.


TABAXI RACIAL FEATS

Race Feat & Source
Tabaxi Jungle Dweller (House, D&D Racial Feats)
Tabaxi Light Frame (House, D&D Racial Feats)

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THERAN

Game Statistics & Lore. 5e D&D house (see below).
Further Lore & Roleplaying Ideas. Therans are tougher, leopard-like catfolk. They known as loners with exceptional survival instincts Therans also suit anthropomorphic versions of pumas and jaguars. They were created for our Kage setting where they are one of the guardian races.

GAME MECHANICS

Dungeons & Dragons 5E

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Theran Traits

  • Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1.
  • 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 colour in darkness, only shades of grey. Your eyes amplify like a cat's giving you superior vision in dark and dim conditions.
  • Keen Senses. You have proficiency in the Perception skill. Catfolk have superior senses, including smell.
  • Languages. Common and one other language common to the races that share your homeland. (On Kage this extra language is Felisian).
  • Natural Climbers: You have advantage on all Climb checks. Catfolk have capable claws and an uncanny ability to climb.
  • Natural Weapons: Theran arms end in retractable claws and they have sharp teeth, both of which can be used as natural weapons, dealing 1d4 slashing damage. Therans are proficient in the use of their claws and bite (and gain the Natural Weapons group proficiency if using our house rules).
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Theran Drawbacks

  • Anti-Social (Minor) OR Dullard (Minor). Therans are loners first and foremost and often do not have exposure to civilised learning.
  • Aversion (Minor). Applies to canine beasts and when interacting with canisarans, gnolls and other intelligent canine-folk. This drawback is common to therans of Kage where they are guardian races.
  • Outsider (Minor). Catfolk have trouble relating to anyone that has not grown up in the wild.
  • Primitive (Minor). Therans are nomads and rarely stay in one place long enough to mine and set up forges.
  • Illiterate (Minor). Therans do not typically have a written tradition.

Bonus Proficiencies. For each minor drawback assigned to a theran, you select one of the following: Acrobatics, Athletics, Endurance, Intimidation, Nature, Stealth, or Survival or one relevant language.


THERAN RACIAL FEATS

Race Feat & Source
Theran Beast Affinity (felines) (House, D&D Racial Feats)
Theran Jungle Dweller (House, D&D Racial Feats)
Theran Wild Survivor (House, D&D General Feats) This is a general feat, but therans can take it as a racial feat.
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TIGRAN

Game Statistics & Lore. 5e D&D house (see below).
Further Lore & Roleplaying Ideas. The stronger, tiger-like tigrans were developed for Kage and represent a real savage, hunter-styled catfolk.

GAME MECHANICS

Dungeons & Dragons 5E

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Tigran Traits

  • Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
  • 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 colour in darkness, only shades of grey. Your eyes amplify like a cat's giving you superior vision in dark and dim conditions.
  • Keen Senses. You have proficiency in the Perception skill. Catfolk have superior senses, including smell.
  • Languages. Common and one other language common to the races that share your homeland. (On Kage this extra language is Felisian).
  • Natural Climbers: You have advantage on all Climb checks. Catfolk have capable claws and an uncanny ability to climb.
  • Natural Weapons: Tigran arms end in retractable claws and they have sharp teeth, both of which can be used as natural weapons, dealing 1d6 slashing damage. Tigrans are proficient in the use of their claws and bite (and gain the Natural Weapons group proficiency if using our house rules).
  • Size. Medium.
  • Speed. Base speed is 30 feet.

Typical Tigran Drawbacks

  • Anti-Social (Minor). Tigrans have trouble getting along with each other, let alone others.
  • Aversion (Minor). Applies to canine beasts and when interacting with canisarans, gnolls and other intelligent canine-folk. May not apply to many settings - this was in place for our Kage guardian races.
  • Dullard (Minor) OR Insensitive (Minor). Tigrans rely on might to rule, not intelligence, and they care little for others.
  • Mean (Minor). Tigrans have a savage streak.
  • Outsider (Minor). Catfolk have trouble relating to anyone that has not grown up in the wild.

Bonus Proficiencies. For each minor drawback assigned to a tigran, you select one of the following: Acrobatics, Athletics, Intimidation, Stealth, Survival, or Brawling Weapons (Simple) or one relevant language.


TIGRAN RACIAL FEATS

Race Feat & Source
Tigran Beast Affinity (felines) (House, D&D Racial Feats)
Tigran Jungle Dweller (House, D&D Racial Feats)
Tigran Wild Survivor (House, D&D General Feats) This is a general feat, but tigrans can take it as a racial feat.
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URSUS

Game Statistics & Lore. 5e D&D house (see below).
Further Lore & Roleplaying Ideas. The ursus are a race of sentient, humanoid, bear-like creatures with immense strength and surprising wisdom. They are generally solitary creatures and wander the wilds alone, but they have a loose, tribal society governed by a king or queen. This solitary nature gives them plenty of time to think and reflect on themselves and their place in the world.

Detailed Ursus Lore we have written.

GAME MECHANICS

Dungeons & Dragons 5E

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Ursus Traits

  • Ability Score Increase. Your Strength increases by 2 and Wisdom by 1.
  • Insulated. You are naturally adapted to cold climes, as described in chapter 5 of the Dungeon Master's Guide.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. You are also counted as one size larger for opposed rolls where your bulk would be beneficial, such as resisting forced movement and being swallowed whole. Furthermore, when wielding a versatile weapon, you deal the damage listed for using two-handed.
  • Natural Weapons. Ursus fingers end in thick hard claws and they have long sharp teeth, both of which can be used as weapons and deal 1d6 slashing damage. (You are not proficient in the use of these weapons unless you take the Natural Weapons group proficiency).
  • Languages. Common (& Guardinal on Kage).
  • Keen Smell. Ursus have advantage on Wisdom (Perception) checks that rely on smell.
  • 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.
  • Burst of Speed. You can perform the Dash as a bonus action. You must finish a short or long rest before you can use this feature again.
  • Size. Medium.
  • Speed. Base speed is 25 feet. Ursus lumber in their movements and tend to lack a sense of urgency (until angered), so they are generally slower than other races their size.

Typical Ursus Drawbacks

  • Anti-social (Minor). OR Outsider (minor): Ursus prefer their solitude and struggle to get along with others and the solitary nature of Ursus often seems strange to those not used to living alone in the wild.
  • Short Sighted (Minor). Though they can see in the dark, the eyesight of Ursus in general is poor.
  • All-Thumbs (Minor). Ursus claws are non-retractable and effect their fine motor skills.

Bonus Proficiencies. For each minor drawback assigned to an ursus character, you select one of the following: Athletics, Insight, Intimidation, Nature, Survival, Hammers & Maces (Simple + Martial), Natural Weapons, Spears (Simple + Martial) or smith's tools or one relevant language.


URSUS RACIAL FEATS

Race Feat & Source
Ursus Bear Hug (House, D&D Racial Feats)
Ursus Beast Affinity (bears) (House, D&D Racial Feats)
Ursus Roar (House, D&D Racial Feats)
Ursus Thick Hide (House, D&D Racial Feats)
Ursus Ursus Fury (House, D&D Racial Feats)
Ursus Wild Survivor (House, D&D General Feats) This is a general feat, but ursus can take it as a racial feat.
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WEMIC

Game Statistics & Lore.
Further Lore & Roleplaying Ideas. Wemics are lion-taurs and have been a part of the game since 2E D&D.

GAME MECHANICS

Dungeons & Dragons 5E

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