Cowfolk (5e Race)

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Cowfolk[edit]

Link to DMs Guild PDF

The beast’s hooves shook the ground as it stomped forwards through the hallway. I huddled behind my shield hoping that whatever rounded the corner would overlook my cowardly visage. I heard it enter the room and with a scrape it changed its direction towards me. With all the resolve I could muster I raised my head to peak over the top of my shield. My hands began to shake as it approached with slow menacing steps, its silhouette outlined by the torchlight. Then, as it stood before me hot air snorted out around the golden ring in its nose, it spoke. “Are you ok little one? You seem rather upset. Here.” The masculine beast pulled a flower from behind his ear and dropped it gently into my hand before he gave a soft pat on my arm. He spoke again with a such a low-pitched voice I could feel it rumbling in my chest. “See, all better! Nature knows her children best and offers her gifts freely.”

—Adventurer Bob the Human, My First Encounter with the Cowfolk

Physical Description[edit]

Cowfolk are massive bovine humanoids whose faces sport broad protruding features like that of cattle, but with large eyes and soft lashes lending a friendly looking face on most. When enraged this race’s features brings all the dread of a bull charging with reckless abandon at an enemy. The horns on each Cowfolk and the type of fur covering their body is determined by the environment they live in. Many adorn their horns with decorative rings and have jewelry placed in their ears and noses.

Cowfolk.jpg

History[edit]

GENTLE GIANTS OF THE WILDERNESS

Hailing from mountains, plains, and forest the Cowfolk have lived in harmony with each other and nature for millennia eating only plant life. Despite being able to overpower many species with physical prowess, their souls are of such a gentle nature that they instead can be found spreading peace wherever they step. However, their courage in battle and ferocity when unleashed is unmatched. No intelligent creature invites the rage of the Cowfolk without being wholly prepared for it.

Society[edit]

FORGIVE AND FORGET

Cowfolk are considered to have reached adulthood around 18 years of age, but often do not live past 60. Because of their shorter lives, their culture accepts change and views life and death not only as acceptable, but as a wonderful component of existence. As they say, “Without loss of the old how would we ever gain the new?” Due to their lifespan and a want to live free of regret, Cowfolk have a saying “Never end a day in anger. Night and the new sun will bring clarity.” Many of their nomadic tribes even designate their town elder to be a Receiver. A Receiver is one whom the anger of the entire tribe’s people is directed towards. They are to vent to her all that upsets them and let go of the wrath as the Elder proposes a solution.


FRIENDS OF ALL

Cowfolk’s calm demeanor and willingness to move past any adversity has made them accepted by nearly all races and factions. With acceptance of Cowfolk so commonplace, most cities welcome the nomadic tribes with open arms. Cowfolk never meet a stranger and attempt to make friends with anyone who will have them. Even crueler individuals, who are shunned by most, Cowfolk are cordial with. However, if backed into choosing between an evil acquaintance and a good friend they spare no feelings in the defense of what is good.


PEACEMAKERS

Cowfolk’s desire to maintain good relations amongst their tribe and with others have led them to be vocal in the world at large about resolving issues, especially if the solution seems obvious to them. This attitude, along with their likeability, has given rise to many opportunities for them to remedy conflict. With so much practice they have become adept at resolving issues and creating positive outcomes in diplomatic circles. Elders of tribes, most often the People of the Plains, as they are the easiest to reach, are sought after to arbitrate disagreements between families, guilds, and even entire kingdoms.

Cowfolk Names[edit]

A Cowfolk will receive three names in their lifetime.

At birth their parents will give them a name that tells of the aspirations they have for their child. Then, on the child’s 1st birthday the Elders will grant the tribe’s surname to them signifying acceptance into the tribe. Surnames are typically Druidic sounding. Finally, when Cowfolk reach their 18th year of life they name themselves. Often this name becomes the one they identify the most with.

Their parent-gifted name then becomes their middle name joining Tribe to individual. Cowfolk names are typically unisex in nature. Most Cowfolk find the idea of a feminine or masculine name silly.

First Names: Taro, Fornin, Bjari, Taylix, Yori, Parcha, Kaskey

Middle Names: Earthshaker, Dreamseeker, Faithfinder, Joybringer

Surnames: D’Otin, Jar’grad, Char’ze, M’Koa, T’kost


Cowfolk Traits[edit]

Your Cowfolk character is has an array of traits developed over time either by the environment they live in or instilled by their protective disposition.
Ability Score Increase. Your Constitution score increases by 2.
Age. Cowfolk mature at nearly the same rate as humans, but they do not live as long. They are seen as adults at 18. At the age of 50 they are considered to have reached old age but can live up to 70 years in extreme cases.
Alignment. Cowfolk hold nature sacred and teach that the chaos of natural order is to be accepted. So, they often find excessive laws found in bureaucratic governments odd and like most species dislike blatant acts of evil especially towards innocence.
Size. Cowfolk, while large, are of Medium size and their height varies only slightly. It is most often between 7'6" to 8' with males on average being only an inch or so taller than female Cowfolk. Male and female Cowfolk both have horns.
Speed. Cowfolk’s base walking speed is 30ft.
Powerful Build. Cowfolk count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
Rushing Defense. During combat when an enemy creature within your available movement range targets an ally with a melee attack you may use your reaction to move into the space the enemy creature occupies and shove them 5ft in a direction away from your ally. This reaction must be taken before the enemy hits. The creature must then succeed on a Strength saving throw the DC of which is 8 + your proficiency bonus + your Strength modifier or be knocked prone. Moving in this manner ignores difficult terrain. You can push size Tiny creatures up to creatures of one size category larger than you. After you use this trait, you can’t use it again until you finish a short or long rest.
Naturals of Druidic Practice.. A close relationship with nature and its protectors has led to tribes of Cowfolk being taught the Druidic language and signs. This gifted knowledge from many years ago has been passed down from generation to generation of new Cowfolk. You can speak the Druidic language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Languages. Cowfolk can speak, read, and write Common and Druidic.
Subrace. Three main subraces of Cowfolk populate the world: People of the Plain, People of the Mountain, and People of the Forest. When creating a Cowfolk character you will gain all benefits of the Cowfolk and of one of the chosen subraces.


PEOPLE OF THE PLAIN[edit]

Those born and raised in the Plains find themselves in interacting with other races frequently as they migrate across the countryside experiencing new people and cultures. This connection to a wide variety of cultures has made them very socially adept and sought after for their calming presence in council meetings, board rooms, and at family tables.

Ability Score Increase. Your Charisma score increases by 1.
Renowned Diplomats. You know the Friends cantrip. Once you reach 3rd level, you can cast the Comprehend Languages spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Calm Emotions spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

PEOPLE OF THE MOUNTAIN[edit]

Cowfolk raised in the freezing mountains amongst its frigid climate and hostile fauna have become adept at withstanding any adversity. They shrug off mighty blows and are masters at navigating any harsh environment. The mountain has made them a powerful force.

Ability Score Increase. Your Strength score increases by 1.
Back of the Mountain. The harsh creatures and environment of your home have allowed you the ability to shake off minor wounds. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a long rest.
Master Outdoorsman. You gain proficiency in the Survival skill.

PEOPLE OF THE FOREST[edit]

Within the forest the Cowfolk race thrives. They have grown close with the local druids, animals, elves, and gnomes that live within their home. They seek to protect this magical place no matter the cost. Many of their number become Druids. Cowfolk of this tribe often talk excitedly about their experiences within the loving green of nature.

Ability Score Increase. Your Wisdom score increases by 1.
Nature's Protectors. Due to your upbringing in the heart of the forest you have learned to derive great benefits from plants of all kinds.

You gain proficiency with the herbalism kit. Once you reach 3rd level, you can cast the Speak with Animals spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Beast Sense spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
7′ 0'' +1d12 300 lb. × (2d4) lb.

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


Art by Irina Vostrikoya

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