Anthro Humans (5e Race)

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Anthro

'Epimetheus, Epimetheus'! Pfeh, damn Followers! We were fine as we were!

Physical Description

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A fly anthro human, by Rotarr

The anthro race is a general umbrella term for a variety of humanoids that have animal traits, most commonly distinguishable on the head and maybe a tail. They often have animal ears instead of human ones, possibly even an animal's nose and whiskers. Some have actual fur on their skin. Some even have tails that move just like an animal's. They have human limbs and bodies otherwise, though some may have claws and padded hands as well as inhuman fangs. Anthros sometimes have feral eyes, though many also have human eyes, with a variety of colors from golds to green.

History

Anthros are former humans that have lost their original place in their race due to experimentation. A cult among humans known as Followers of Epimetheus, maker of animals, despised how humans had relatively little traits compared to animals. According to myth, Prometheus made man slowly and meticulously, while Epimetheus lavished gifts on animals of all kinds like natural weapons, tough hides, speed, and keen senses. The Followers were resentful of human's basic inferiority to creatures like dragons and mindflayers. Who wouldn't want the strength of a tarrasque? Thus, the Followers sought to imbue humans with the powers of other creatures to empower them.

The experiments started out small, using animals. The Followers had two modes of operation. One looked for willing volunteers outside the cult, and the other kidnapped homeless vagabond adults and mostly children. Both groups were subject to experimentation, which was often cruel and conducted coldly. Many died in the inhumane conditions they were subjected to. the results were a bit less than satisfying since even mundane animal imbuement was so costly and inefficient. Word got out about these experiments and the local militia came to storm the laboratories and holding cells of test subjects. The Followers fled and went underground, where they are said to continue their experiments in secret to this day.

The anthro experiments who survived were taken originally as prisoners of the local government, which frankly wanted to drown all the freaks. But the state princess who was visiting that day happened to see a poor kitzune girl escape from her holdings in the local cells and demanded the local townmaster to release them. They were processed at the princess' command and basically given back some semblance of public recognition. However, they were unable to stay and migrated to an isolated place where they could live out their trauma in peace and quiet. Over time, their settlement grew to a town and then another and another. Today, the anthro race is a thriving population among those of Faerun.

Society

Anthros, being originally human, have society similar to them. Their towns are commonly like that of a human town, with a bureaucratic governing body and a healthy host of artisans and workers among commoners. They heavily value remembrance of their history and are a race very involved in combating the ills of the Followers, who are still at large. Every now and then, however, anthros experience animalistic urges, be it to urinate in public or gnaw wood. They thus value their heightened human mind as their greatest quality preventing them from becoming beasts.

Anthro Names

Anthros take names like that of humans, being formerly so.

Male: James, Huey, Luis

Female: Girodana, Leila, Nelli

Anthro Traits

Humans forced into animal experimentation
Ability Score Increase. Your Constitution score increases by 1.
Age. Anthros originally had short life spans from all the experimentation. However, now they live about as long as humans.
Alignment. Anthros can belong to any alignment, whichever feels natural to them, making them typically chaotic.
Size. Anthro size is determined by your subrace.
Speed. Your base walking speed is 30 feet.
Anthropomorphic Speech. The experiments have given you the ability to communicate with your associated animal. You can cast speak with animals with this trait. Once you cast this spell, you can't cast it again with this trait until you finish a long rest. When you use this version of speak with animals, you can only communicate with the animal which you derive your traits from. So a kitzune would only be able to communicate with foxes, for example.
Languages. You can read, write and speak Common.
Subrace. Choose from the kitsune, neko, Centaur, pandarin, fly, bubbit and adlet subraces.

Kitsune

These are anthros with fox traits. They have luxurious tails and fox ears.

Ability Score Increase. Your Charisma score increases by 2.
Size. Your size is Medium.
Vixens. You are either handsome or beautiful but all-around good looking, making you not only a smooth talker but a good deflector. You are proficient in the Persuasion and Deception skills.
Smart User. Foxes are very good at figuring things out. You are proficient in one tool of your choice.
Fox Tricks. You are very tricky and know a few ways to play a good joke. You know the prestidigitation cantrip.

Neko

Cat anthros often have cat ears, a cute nose, whiskers, and a thin tail as well as a light layer of furry fuzz.

Ability Score Increase. Your Dexterity score increase by 2.
Size. Your size is Medium.
Pounce. Your jump height is doubled.
Limber. Cats can be really flexible. You have advantage on saving throws against being grappled.
Cats Cradle. You are proficient in nets.

Fly

The Followers used various flying insects to create these anthros.

Ability Score Increase. Your Constitution score increases by an additional 1, and one other ability score of your choice increases by 1.
Size. Your size is Small.
Flight. You have small crystalline bug wings that aren't all too good for aviation but they do in a pinch. You have a limit of 60 feet of flight. After you have used up this distance, you must complete a short or long rest before flying again. If you run out of distance mid-flight, you start falling immediately and take falling damage as normal.
Cheminose. It's always odd, but insects have a thing for using scat and odorous filth to track creatures. You have advantage in Wisdom (Survival) checks to track by scent.
Measly. You really do look scrawny and spindly like a bug. You have advantage in Charisma (Persuasion) checks to appear non threatening.

Adlet

Adlets are anthros with the ears and senses of dogs and wolves. They occasionally have tails.

Ability Score Increase. Your Wisdom score increases by 2.
Size. Your size is Medium.
Digger. You have a burrowing speed of 20 feet.
Sniffer. Wolves and dogs have keen noses. You have advantage in Wisdom (Survival) checks using your nose.
Puppy Eyes. You may use an action to appeal to a creature's better side by looking forlorn and sad with big cute eyes. The targeted creature must be able to see your face clearly. They must succeed a Charisma saving throw or all attack rolls they make against you have disadvantage until the end of their next turn. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. You must complete a short or long rest before using this trait again.

Bubbit

Bubbits are rabbit infused anthros.

Ability Score Increase. Your Dexterity score increases by 2.
Size. Your size is Small.
Quick as a Bunny. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Digger. You have a burrow speed of 20 feet.
Twitchy. The rabbit is not a string animal. He must keep his wits about him, for foes are everywhere. You are proficient in the Insight skill.

Pandarin

You're a big cuddly lug that was infused with a bear. You have just the ears and maybe the stub of a tail as well as claws.

Ability Score Increase. Your Strength score increases by 2.
Size. Your size is Medium.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Bear Lug. Your carrying capacity is doubled.
Picker. You know a good berry from a bad one in the forest. You are proficient in the Nature skill.

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 3'' +4d12 120 lb. × (2) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

4.50
(2 votes)

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