Beastmen (5e Race)
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Large, angry and shunned by normal races, beastmen are normally seen as dirty, filthy mutants that are only good for being killed, thanks to this beastmen are naturally aggressive and angry. But on the other hand, there are some farmers who give offings to their tribe in return for protecting the land, which is often the best outcome for both parties.
Rather stronger, and more muscular in their nature, beastmen are a strong race of beings. With the head of a beast, the most common being that of a goat or bull, the body of a strong human and with the legs normally of the same beast as its head, beastmen are some of the most barbaric humanoids in the world. Their fur is normally a brownish color, with black or white being extremely rare and normally seen as a sign of greatness by the tribe or herd.
The history of the beastmen is not really recorded as beastmen don't write down or keep records of any type, but scholars reason that beastmen are the result of a betrayal of the gods. A well-known story supporting this claim was about the minotaur beastman and his labyrinth.
The beastmen believe in four main gods, Meridia the god of life, Hircine the god of the hunt, Arkay the god of death and the god of their tribe which is the name of their tribe, their tribe god is given credit for the creation of their tribe, any luck the tribe needs, and any other lesser things.
The average group of beastmen are called tribes. A tribe is run by the largest of the beastmen being the chief with a group of shamans who are normally the eldest members of the tribe and are called bay shamans. Under them you have the gors. Gor is the name given to most members of the tribe, the members who fight in the battles, cut the trees for wood, sharpen other gors horns etc. Then finally you have ungor; ungors are the youngest and weakest members of the tribe. They are pushed around and told what to do, normally given all the dirty jobs like mucking out the horse, cleaning the floors, washing the clothes, etc.
There is however a second noted set up for beastman society called a herd. A herd is always on the move and only has a chief that is always at the head of the herd. They never have a set place and are always on the move with little care about what is in there way.
Beast Men Names
Naming for beastmen works on a three-part system, the tribe or herd name, the role then the individual's name itself. For example, Darkhide Chief Dag.
Tribe: Darkhide, Blackhoofs, Bladehorns, Dreadmanes.
Male: Gog, Gra, Frag, Drog, Barg, Dag
Female: Dil, Gril, Kan, Co
Beast Man Traits
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. Beastmen reach adulthood rather quickly at the age of 5 years old, but otherwise, age like humans with the average life span being 60 to 80 years, if they don't get killed first.
Alignment. Beastmen can be any alignment but tend to lean towards chaotic.
Size. 5ft 9in is the average height for a beastman. Your size is Medium.
Speed. Your base walking speed is 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.
Keen Senses. You have advantage on Wisdom (Perception) checks that rely on hearing and smell.
Charge.. If you move at least 15 feet straight toward a target and then hit it with a ram attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Hide Skin. When you are not wearing armor, your AC is 12 + your Dexterity modifier. You can use a shield and still gain this benefit.
Languages. Common and a beast man can talk with the beast of its type. eg, normal beast men can talk with sheep and goats. or bulls and cow type animals depending on DM chose.
Random Height and Weight
|′ ″||+||lb.||× () lb.|
*Height = base height + height modifier
When creating a <race name> character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these table in addition to or in place of your background's characteristics.