Faunus, Variant (5e Race)

From D&D Wiki

Jump to: navigation, search


This page may resemble content endorsed by, sponsored by, and/or affiliated with the RWBY franchise, and/or include content directly affiliated with and/or owned by Roosterteeth Production. D&D Wiki neither claims nor implies any rights to RWBY copyrights, trademarks, or logos, nor any owned by Roosterteeth Production. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Physical Description[edit]

For the most part, faunus bear a striking resemblance to humans, in both form and function. But for most, it is easy to differentiate between the two because every faunus has an Animal Aspect. Every faunus is born with a deep connection to the beasts of the world, which each embodies in their Aspect, giving each Faunus traits of a specific beast. Animal aspects always manifest themselves physically, giving a faunus one or more body parts reminiscent of their bonded animal, such as cat ears, monkey tails, deer antlers, chameleon skin, and so forth. Aspects also manifest in more minor ways, such as eye color and shape, general hairiness, or sharp teeth. Even personality is determined in some form by aspect; aspects of prey species are often shy and meek, those of bulls are often brash, and those of cats have hankerings for tuna.


While there are some examples of Faunus that have forged their own civilization, truly, the history of Faunus has been dominated by the other races of the realms. In many realms, their animal aspects cause them to be seen as lesser than the more pure-blooded humanoids. At best, the racial tensions led faunus to remain in isolated communities in the wilderness, surviving via their bond to nature. At worst, it led to mass enslavement. In many realms, the majority of Faunus were slaves at one point, and even in places that have progressed beyond that, the lingering resentment still holds major prominence in racial relations, for all sides.


Because most faunus come with the baggage of a history of enslavement, modern Faunus civilizations and enclaves are often very progressive, doing their utmost to overcome their past with new achievements. Education is highly valued, and deep appreciation of the arts, including martial. Yet these are accomplishments are still often marred by neighboring races, either disenfranchising faunus living within their borders or political apathy for faunus states. Many faunus still live a much more subsistence lifestyle, either from forced or indentured labor or from living in tribal villages in the wilds. These populations are much more aggressive with relations to other races but form strong bonds within themselves for protection.

Faunus Names[edit]

Within the ranks of educated faunus, is has become a tradition to name children after literary inspirations to condone an air of sophistication, to expand further from their roots. Names are often chosen in correlation with the child's Animal Aspect, resulting in names that some outsiders consider somewhat humorously appropriate.

Male: Adam, Ghira, Leo, Sirius, Sun, Tyrian

Female: Blake, Kali, Katherine, Luna, Neon, Velvet

Family: Belladonna, Scarlatina, Taurus, Wukong

Faunus Traits[edit]

A people with a deep connection to nature that manifests in an Animal Aspect. And cute cat ears.
Ability Score Increase. Your Dexterity and Constitution score increase by 1.
Age. Faunus come of age in their teens and rarely exceed one century.
Alignment. While faunus have no innate tendency towards good or evil, their animalistic nature and history of suppression and revolt leave most Faunus tending towards the more chaotic alignments.
Size. Faunus vary from below five feet to seven feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Beast Senses. You have proficiency in Perception and 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.
Natural Weapons. Your Animal Aspect manifests as teeth, claws, horns, stinger, or some other body part that animals use to defend yourself with. You gain a natural weapon that you are proficient with that deal 1d4 of either bludgeoning, piercing, slashing, poison or acid damage. Once chosen you cannot change natural weapon.
Languages. You can speak, read and write Common and Sylvan.
Subrace. Every Faunus' connection to nature manifests as an Animal Aspect. Because animals can come in all shapes and size, Faunus come in a great variety of forms. Select one of the following sub-races to develop as your Animal Aspect. Remember, Animal Aspect not only influence your physiology, they also impact your personality.

Animal Aspect[edit]


Your animal aspect connects you to the creatures of the forest. You embrace the grace of the Cats, the speed of the Monkey in the trees, the hoarding tendencies of the Squirrel, or the "Foxiness" of a Fox. Your claws and tails are nimble and designed for climbing.

Ability Score Increase. Your Dexterity score increases by an additional 1.
Nimble. Your limbs are strengthened by your animal aspect, granting you proficiency in the Acrobatics skill and a climbing speed equal to your walking speed.
Prehensile Tail (Depending on Animal the Trait is based on). You gain a tail that is able to support your own weight. You can hold an item you would normally be able to carry in one arm in your tail, though it does not have the degree of motor control as your hands. Any attack made with weapons held by your tail does not add the ability modifier to attack or damage rolls.
Increased Speed (If you have no tail). Your Arboreal genes allow you to move at increased speeds, your walking speed is increased by 5 feet.


Your animal aspect connects you to the small creatures that live underfoot. You embrace the stealth of mice, the alertness of the rabbit, or possibly the buck teeth of a beaver.

Ability Score Increase. Your Wisdom score increases by 1.
Keen Senses. You have advantage on Wisdom (Perception) checks to do with hearing or sight.
Standing Leap. Your long jump is up to 25 ft. and your high jump is up to 15 ft., with or without a running start.


Your Animal Aspect connects you to a giant of the plains. You embrace the strength of the bull, the speed of the horse or the bulk of the elephant.

Ability Score Increase. Your Strength score increases by 1.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Bulk. Your large size, thick fur, or possibly layer of blubber keep you protected from the elements. You gain resistance to your choice of fire or cold damage, whichever fits your animal aspect better.


Your animal aspect connects you to a chameleon or other master of color change such as octopi. You embrace the art of stealth and can change your apperance at will.

Ability Score Increase. Your Charisma score increases by 1.
Chameleon Skin. Your animal aspect gives you the scaly skin of a chameleon, allowing you to change colors at a whim. Without active control, your colors change with your emotions, but with concentration you can control the color, eliminating the need for make-up either for beauty or for disguise checks to pass yourself off as a different skin tone. This also allows you to attempt to hide in plain sight in monotone areas such as desserts, but this only applies if you aren't wearing clothing.
Shifting Skin. You can cast the Alter Self spell once per day. You regain use of this trait once you complete a long rest.


Your Animal Aspect connects you with an armored beast, with the thick hide of rhinoceros, the scales of a pangolin, or the armored shell of a turtle or armadillo, you are much more durable to harm.

Ability Score Increase. Your Constitution score increases by an additional 1.
Naturally Armored. While you are not wearing armor, your Armor Class is equal to 12 + your Dexterity modifier.
Underarmor. Your Armor Class can not be lower than 12.


Your Animal Aspect connects you to a beast of the sea, whether fish, shark, or clam. You are a natural in the water.

Amphibious. You can breathe both water and air.
Webbed Feet. You gain a swim speed equal to your movement speed.
High Dive. When you fall into water that is more than 10' deep, you have resistance to falling damage.

Other Variations[edit]

Random Height and Weight[edit]

′ ″ + lb. × () lb.

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

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!