Important Design Rules
1. This is a draft, not finished balance gospel. These are intended to be playable, flavorful, and easy to tune later.
2. Race does not grant ability score bonuses by default. Recommended modern 5e approach: ability scores come from background, point buy, standard array, or your table's normal character creation method.
3. Each race includes an "Old-School ASI" suggestion. Use this only if your table still wants older 5e racial ability-score bonuses.
4. Creature Type
All of these races are Humanoid with the Animalfolk tag unless a variant says otherwise. They are not Beasts.
5. Languages
Every character knows Common plus one language tied to homeland, culture, trade, faith, or ancestry. If you want a tighter setting, replace Common with "Burrowtongue" or a similar setting language.
6. Proficiency Bonus shorthand
PB means your proficiency bonus.
7. Natural Weapons
If a race gives claws, bite, antlers, tusks, or similar natural weapons, they are simple melee weapons for you. You can use Strength or Dexterity for the attack and damage rolls unless noted. They usually deal 1d6 damage.
8. Variants
Variants are called Origin Marks. They are not separate races. They are layered onto an animalfolk race to represent divine, elemental, cursed, constructed, undead, psychic, mixed-lineage, or weird-body origins. Best balancing rule: an Origin Mark replaces your level 1 Origin Feat, free feat, or similar bonus. If your table does not use level 1 feats, the DM can grant one Origin Mark for free, but expect characters to be slightly stronger.
9. Detriments
Most races have no hard mechanical detriment. D&D 5e generally plays better when drawbacks are story levers rather than constant punishment. Some Origin Marks include optional story complications. Those are not mechanical penalties unless the DM and player want them to matter.
Back to top ↑Core Animalfolk Races
Back to top ↑Badgerfolk, “BARROWCLAWS”
Shorthand
Tunnel wardens, oath-diggers, fortress builders, siege-breakers, stubborn little anvils with teeth.
Old-School ASI
+2 Constitution, +1 Strength or Wisdom.
Size
Small or Medium.
Speed
30 ft. Burrow 10 ft through earth, sand, loose stone, or packed soil. You cannot burrow through solid stone, worked masonry, metal, or wood.
Perks
- Darkvision: You can see in dim light within 60 ft as bright light, and darkness as dim light.
- Claws: Your claws deal 1d6 slashing damage.
- Barrow Stubborn: You have advantage on saving throws against being knocked prone or forcibly moved.
- Deepcraft: You gain proficiency in Athletics, Mason's Tools, Miner's Tools, or Survival.
- Hold the Tunnel: When a creature you can see tries to move through a space within 5 ft of you, you can use your reaction to reduce its speed by 10 ft until the end of the current turn. You can use this PB times per long rest.
Detriments
None.
Best For
Dwarf, Duergar, Deep Gnome, and Earth Genasi energy without keeping literal dwarves or gnomes.
Back to top ↑Batfolk, “VEILWINGS”
Shorthand
Nocturnal healers, undertakers, echo-scouts, moon-priests, quiet messengers, velvet-goth woodland angels.
Old-School ASI
+2 Dexterity, +1 Wisdom or Charisma.
Size
Small.
Speed
25 ft. Climb 25 ft.
Perks
- Darkvision: 120 ft.
- Echo Pulse: As a bonus action, you gain blindsight out to 30 ft until the start of your next turn. This does not work while you are deafened. You can use this PB times per long rest.
- Veilwing Glide: When you fall and are not incapacitated, you can reduce the fall damage to 0 and glide horizontally 5 ft for every 5 ft you fall.
- Quiet as Dusk: You gain proficiency in Stealth or Medicine.
- Gentle Nocturne: You know the Spare the Dying cantrip. Wisdom, Intelligence, or Charisma is your spellcasting ability for it, chosen when you create the character.
Detriments
None.
Best For
Dhampir, Aasimar, Tiefling, and "beautiful little night creature" flavor.
Back to top ↑Bearfolk, “GREATPAWS”
Shorthand
Forest guardians, honey-herbalists, shrine-keepers, patient giants, warm kitchens wrapped around terrifying claws.
Old-School ASI
+2 Strength, +1 Constitution or Wisdom.
Size
Medium.
Speed
30 ft. Climb 20 ft.
Perks
- Powerful Build: You count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
- Claws: Your claws deal 1d6 slashing damage.
- Honeyed Endurance: As a bonus action, you gain temporary hit points equal to your PB + your Constitution modifier, minimum 1. You can use this PB times per long rest.
- Nose for the Living Green: You gain proficiency in Nature, Survival, Herbalism Kit, or Cook's Utensils.
- Guardian Bulk: When an ally within 5 ft of you is hit by an attack, you can use your reaction to impose a -PB penalty on the damage roll. You can use this PB times per long rest.
Detriments
None.
Best For
Goliath, Firbolg, Loxodon, and gentle-giant protector fantasy.
Back to top ↑Birdfolk, “WINDQUILLS”
Shorthand
Messengers, scouts, singers, omen-readers, duelists, spies, rooks with badges, owls with opinions.
Old-School ASI
+2 Dexterity, +1 Wisdom or Charisma.
Size
Small or Medium.
Speed
30 ft.
Perks
- Beak or Talons: Your beak or talons deal 1d6 piercing or slashing damage.
- Windquill Glide: When you fall and are not incapacitated, you can reduce the fall damage to 0 and glide horizontally 5 ft for every 5 ft you fall.
- Keen Sight: You gain proficiency in Perception. If you already have it, you gain proficiency in Performance, Stealth, or Survival.
- Sky Courier: Your long jump and high jump distances increase by a number of feet equal to your PB, and you do not treat light natural foliage as difficult terrain.
- Birdsong Talent: You can accurately mimic simple sounds and voices you have heard for at least 1 minute. A suspicious listener can make a Wisdom (Insight) check against DC 8 + your PB + your Charisma modifier.
Detriments
None.
Best For
Aarakocra, Kenku, Owlin, and some Astral Elf sky-stargazer flavor without giving permanent level 1 flight.
Back to top ↑Boarfolk, “TUSKBORN”
Shorthand
Shield-line maniacs, road-breakers, brewers, brawlers, oath-takers, muddy knights who do not stop.
Old-School ASI
+2 Strength, +1 Constitution.
Size
Medium.
Speed
30 ft.
Perks
- Tusks: Your tusks deal 1d6 piercing damage.
- Roadbreaker Charge: If you move at least 20 ft straight toward a creature and hit it with a melee attack on the same turn, you can deal extra damage equal to your PB and force the target to make a Strength saving throw against DC 8 + your PB + your Strength modifier. On a failed save, the target is pushed 5 ft or knocked prone, your choice. Use PB times per long rest.
- Relentless Hide: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once per long rest.
- Mud and Iron: You gain proficiency in Athletics, Intimidation, Brewer's Supplies, or Smith's Tools.
- Hard to Halt: You have advantage on saving throws against effects that reduce your speed.
Detriments
None.
Best For
Orc, Half-Orc, Minotaur, and Giff "big gun pig-soldier" energy, minus the space hippo.
Back to top ↑Catfolk, “MOONCLAWS”
Shorthand
Hunters, burglars, duelists, gamblers, velvet-foot nobles, lazy assassins in sunbeams.
Old-School ASI
+2 Dexterity, +1 Charisma or Wisdom.
Size
Small or Medium.
Speed
30 ft. Climb 30 ft.
Perks
- Darkvision: 60 ft.
- Claws: Your claws deal 1d6 slashing damage.
- Catfall: When you take falling damage, reduce that damage by an amount equal to 5 times your character level.
- Nine-Lives Reflex: When you fail a Dexterity saving throw, you can add a d4 to the roll, potentially turning failure into success. Use PB times per long rest.
- Velvet Step: You gain proficiency in Stealth, Acrobatics, or Sleight of Hand.
Detriments
None.
Best For
Tabaxi, Leonin, and Shifter predatory grace.
Back to top ↑Coyotefolk, “LAUGHING ROAD”
Shorthand
Tricksters, guides, taboo-breakers, desert-edge survivors, road priests, story thieves.
Old-School ASI
+2 Charisma, +1 Dexterity or Wisdom.
Size
Small or Medium.
Speed
35 ft.
Perks
- Bite: Your bite deals 1d6 piercing damage.
- Trickster's Laugh: You gain proficiency in Deception, Performance, or Survival.
- Roadrunner: You can take the Dash or Disengage action as a bonus action. Use PB times per long rest.
- Scavenger's Luck: When you roll a 1 on an ability check, you can reroll the die and must use the new result. Use PB times per long rest.
- Borderland Ear: You have advantage on Wisdom (Survival) checks to avoid becoming lost and on Intelligence checks to remember local rumors, trails, customs, or taboos.
Detriments
None.
Best For
Human versatility, Verdan weirdness, Kender curiosity, and Satyr trickster energy.
Back to top ↑Crabfolk, “BRINECLAWS”
Shorthand
Tidepool armorers, shell-shield soldiers, reef monks, wreck-divers, sideways philosophers.
Old-School ASI
+2 Constitution, +1 Strength or Wisdom.
Size
Small or Medium.
Speed
25 ft. Swim 30 ft.
Perks
- Amphibious: You can breathe air and water.
- Claws: Your claws deal 1d6 bludgeoning or slashing damage.
- Shellguard: Your base AC is 13 + your Dexterity modifier while you are not wearing armor.
- Locking Grip: When you hit a creature with your claws, you can attempt to grapple it as a bonus action. Use PB times per long rest.
- Tidepool Practicality: You gain proficiency in Athletics, Survival, Navigator's Tools, or Smith's Tools.
Detriments
None.
Best For
Tortle defense, Locathah water-body flavor, and Simic Hybrid body weirdness.
Back to top ↑Elkfolk, “CROWNSTAGS”
Shorthand
Antlered pilgrims, oath-nobles, seasonal judges, pathfinders, forest heralds, cathedral-rangers.
Old-School ASI
+2 Wisdom, +1 Strength or Charisma.
Size
Medium.
Speed
35 ft.
Perks
- Antlers: Your antlers deal 1d6 piercing damage.
- Sure Hooves: You have advantage on saving throws and ability checks to avoid falling prone from slippery ground, uneven terrain, or forced movement.
- Crown Charge: If you move at least 20 ft straight toward a creature and hit it with your antlers, you deal extra damage equal to your PB. Use PB times per long rest.
- Seasonal Bearing: You gain proficiency in Insight, Persuasion, Religion, or Survival.
- Long Road Memory: You always know which direction is north, and you have advantage on checks to remember roads, pilgrim routes, landmarks, and seasonal migration paths.
Detriments
None.
Best For
Centaur, Satyr, Firbolg, Minotaur, Eladrin, and "noble forest elf" energy without using elves.
Back to top ↑Fishfolk, “SILVERGILL”
Shorthand
River people, lake prophets, pearl-divers, current-speakers, deepwater emissaries, quiet mathematicians.
Old-School ASI
+2 Constitution, +1 Intelligence or Wisdom.
Size
Small or Medium.
Speed
30 ft. Swim 30 ft.
Perks
- Amphibious: You can breathe air and water.
- Darkvision: 60 ft.
- Currentborn: You ignore nonmagical difficult terrain caused by mud, shallow water, wet stone, reeds, riverbeds, or aquatic plants.
- Slippery Form: You have advantage on checks and saving throws made to escape grapples or restraints.
- River Mind: You gain proficiency in Arcana, History, Nature, Navigator's Tools, or Water Vehicles.
Detriments
None.
Best For
Locathah, Triton, Sea Elf, Water Genasi, and Vedalken "calm alien scholar" flavor.
Back to top ↑Frogfolk, “MARSHLEAPERS”
Shorthand
Bog alchemists, poison-dart hunters, jump-scouts, reed monks, rain chanters, battlefield repositioning gremlins.
Old-School ASI
+2 Dexterity, +1 Constitution or Wisdom.
Size
Small.
Speed
25 ft. Swim 30 ft.
Perks
- Amphibious: You can breathe air and water.
- Standing Leap: Your long jump is up to 20 ft and your high jump is up to 10 ft, with or without a running start.
- Sticky Grip: You have a climbing speed of 20 ft on wet, muddy, or natural surfaces.
- Venom Dab: As a bonus action, you can coat one weapon, piece of ammunition, or natural weapon with mild venom. The next hit within 1 minute deals extra poison damage equal to your PB. Use PB times per long rest.
- Bogwise: You gain proficiency in Acrobatics, Nature, Stealth, or Poisoner's Kit.
Detriments
None.
Best For
Grung and Bloomburrow Frog bounce/flicker flavor.
Back to top ↑Hamsterfolk, “GRANARYKIN”
Shorthand
Communal hoard-keepers, quartermasters, cooks, cellar-masters, bunker citizens, round little logistics barons.
Old-School ASI
+2 Constitution, +1 Wisdom or Charisma.
Size
Small.
Speed
30 ft.
Perks
- Brave Bellies: You have advantage on saving throws against being frightened while an ally is within 30 ft of you.
- Cheek Pouches: You can conceal or carry a number of Tiny objects equal to your PB without using your hands. Finding them requires a Wisdom (Perception) or Intelligence (Investigation) check against DC 8 + your PB + your Dexterity modifier.
- Granary Memory: You have advantage on checks to remember where food, supplies, valuables, tools, or safe rooms are stored.
- Communal Help: You can take the Help action as a bonus action. Use PB times per long rest.
- Hearth Skill: You gain proficiency in Cook's Utensils, Brewer's Supplies, Insight, or Persuasion.
Detriments
None.
Best For
Halfling, Kithkin, and cozy commonfolk energy.
Back to top ↑Insectfolk, “CHITINBORN”
Shorthand
Beetle knights, moth mystics, bee artisans, mantis duelists, dragonfly messengers, metamorphosis cults.
Old-School ASI
+2 Dexterity or Constitution, +1 Intelligence or Wisdom.
Size
Small or Medium.
Speed
30 ft.
Perks
- Chitin Shell: Your base AC is 13 + your Dexterity modifier while you are not wearing armor.
- Compound Attention: You gain proficiency in Perception or Investigation.
- Secondary Limbs: You have small secondary limbs. They can hold Tiny objects, open or close doors, draw or stow an item, or perform simple object interactions. They cannot wield weapons, shields, or spellcasting focuses.
- Metamorphosis Gift: Choose one:
A. Beetle: You count as one size larger for carrying capacity and have advantage on checks to resist being shoved. B. Moth: You know the Dancing Lights cantrip and have advantage on checks to navigate by moon, stars, flame, or bioluminescence. C. Mantis: Once per turn when you hit a creature that has not acted yet in combat, deal extra damage equal to your PB. D. Dragonfly: Your walking speed increases by 5 ft and you can leap horizontally up to 10 ft without provoking opportunity attacks. Use the leap PB times per long rest. E. Bee: You gain proficiency in Persuasion or Performance, and in one artisan's tool.
Detriments
None.
Best For
Thri-kreen, Fairy, Faerie, and the many tiny winged or chitinous woodland beings that do not need to be actual elves.
Back to top ↑Lizardfolk, “SUNSCALES”
Shorthand
Heat-blooded survivalists, ruin dwellers, scale-knights, flame cultists, desert monks, practical predators.
Old-School ASI
+2 Constitution, +1 Strength or Wisdom.
Size
Small or Medium.
Speed
30 ft. Swim 20 ft.
Perks
- Bite: Your bite deals 1d6 piercing damage.
- Natural Armor: Your base AC is 13 + your Dexterity modifier while you are not wearing armor.
- Hold Breath: You can hold your breath for up to 15 minutes.
- Sun-Banked Vigor: When you finish a short rest in warmth, sunlight, or beside an open flame, you can gain temporary hit points equal to your PB + your Constitution modifier, minimum 1.
- Practical Anatomy: You gain proficiency in Survival, Nature, Leatherworker's Tools, or Smith's Tools.
Detriments
None.
Best For
Lizardfolk, Dragonborn, Kobold, Fire Genasi, and Flamekin flavor when paired with Cinderblooded.
Back to top ↑Molefolk, “VELVETDARKS”
Shorthand
Blind archivists, tremor-scholars, mushroom librarians, under-road engineers, earth-priests, tunnel monks.
Old-School ASI
+2 Wisdom, +1 Constitution or Intelligence.
Size
Small.
Speed
25 ft. Burrow 10 ft through earth, sand, loose stone, or packed soil. You cannot burrow through solid stone, worked masonry, metal, or wood.
Perks
- Deep Darkvision: 120 ft.
- Tremor Read: As a bonus action while touching the ground, you gain tremorsense out to 30 ft until the start of your next turn. Use PB times per long rest.
- Digging Claws: Your claws deal 1d6 slashing damage.
- Under-Archive: You gain proficiency in History, Investigation, Mason's Tools, Miner's Tools, or Cartographer's Tools.
- Root Listener: You have advantage on checks to detect hollow spaces, unstable ground, hidden tunnels, buried structures, or cave-ins.
Detriments
None by default. Optional flavor-only complication: many Molefolk dislike harsh sunlight and prefer veils, goggles, hats, or shaded travel.
Best For
Deep Gnome, Duergar, Dwarf, Earth Genasi, and subterranean scholar fantasy.
Back to top ↑Mousefolk, “HEARTHMICE”
Shorthand
Tiny heroic duelists, village defenders, lantern-bearers, brave messengers, little bodies with cathedral-sized courage.
Old-School ASI
+2 Dexterity, +1 Charisma or Wisdom.
Size
Small.
Speed
30 ft.
Perks
- Nimble: You can move through the space of any creature that is larger than you.
- Brave Heart: You have advantage on saving throws against being frightened.
- Needleblade Training: You gain proficiency with rapiers, shortswords, daggers, or one martial melee weapon with the finesse property.
- Hero's Opening: Once per turn when you hit a creature larger than you with a weapon attack, you can deal extra damage equal to your PB. Use PB times per long rest.
- Hearth Skill: You gain proficiency in Acrobatics, Persuasion, Stealth, or Cook's Utensils.
Detriments
None.
Best For
Halfling, Kender, Kithkin, and classic tiny woodland hero fantasy.
Back to top ↑Otterfolk, “CURRENTHANDS”
Shorthand
River-wizards, spell-tinkerers, raft punks, boat thieves, chaos scholars, laughing arcane menaces.
Old-School ASI
+2 Intelligence, +1 Dexterity or Charisma.
Size
Small or Medium.
Speed
30 ft. Swim 30 ft.
Perks
- Hold Breath: You can hold your breath for up to 15 minutes.
- Clever Paws: You gain proficiency in Arcana, Sleight of Hand, Tinker's Tools, Thieves' Tools, or Water Vehicles.
- River Tumble: You can take the Disengage action as a bonus action. Use PB times per long rest.
- Current Magic: You know one cantrip from the Wizard, Druid, or Bard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it, chosen when you create the character.
- Slick Escape: You have advantage on ability checks made to escape a grapple while in water, rain, mud, or another slick environment.
Detriments
None.
Best For
Gnome, Vedalken, Triton, and Water Genasi energy in a playful river-body.
Back to top ↑Possumfolk, “GRAVEGRINNERS”
Shorthand
Death-fakers, scavenger saints, ancestor mediums, corpse-road guides, night cooks, nervous prophets with excellent survival instincts.
Old-School ASI
+2 Constitution, +1 Wisdom or Charisma.
Size
Small or Medium.
Speed
30 ft. Climb 20 ft.
Perks
- Darkvision: 60 ft.
- Death-Faker: When you take damage, you can use your reaction to fall prone and reduce the damage by an amount equal to your PB + your character level. You then appear dead to casual inspection until you move or speak. Use PB times per long rest.
- Grave-Stomach: You have advantage on saving throws against disease and against the poisoned condition.
- Last Laugh: You know the Spare the Dying cantrip.
- Scavenger Saint: You gain proficiency in Medicine, Survival, Deception, or Cook's Utensils.
Detriments
None.
Best For
Reborn, Dhampir, Hexblood, and Shadar-kai flavor without making undead a separate people by default.
Back to top ↑Rabbitfolk, “BRIARFEET”
Shorthand
Farmers, runners, spear militias, lucky messengers, swarm-families, nervous heroes, briar knights.
Old-School ASI
+2 Dexterity, +1 Wisdom or Charisma.
Size
Small or Medium.
Speed
35 ft.
Perks
- Leap: Your long jump and high jump distances increase by a number of feet equal to 5 + your PB.
- Quick Start: You add your PB to initiative rolls.
- Briar Step: You can move through nonmagical plant-based difficult terrain without spending extra movement.
- Lucky Footwork: When you fail a Dexterity saving throw, you can add a d4 to the roll, potentially turning failure into success. Use PB times per long rest.
- Hearthfield Skill: You gain proficiency in Acrobatics, Perception, Survival, or Herbalism Kit.
Detriments
None.
Best For
Harengon and Halfling energy with speed, fear, luck, and farmland heroics.
Back to top ↑Raccoonfolk, “MASKHANDS”
Shorthand
Salvagers, inventors, lock-breakers, trash alchemists, midnight quartermasters, resource gremlins with business cards.
Old-School ASI
+2 Intelligence, +1 Dexterity or Charisma.
Size
Small.
Speed
30 ft. Climb 30 ft.
Perks
- Darkvision: 60 ft.
- Deft Paws: You gain proficiency in Thieves' Tools, Tinker's Tools, Sleight of Hand, or Investigation.
- Trashcraft: During a short or long rest, you can assemble a mundane Tiny item from scraps if you have access to junk, tools, or salvage. Examples: hook, wedge, whistle, crude key blank, tiny mirror, fishing lure, button compass. The item breaks after 24 hours or after one serious use.
- Masked Escape: You can take the Hide action as a bonus action. Use PB times per long rest.
- Resourceful: When you make an ability check with a tool you are proficient in, you can add a d4 to the roll. Use PB times per long rest.
Detriments
None.
Best For
Gnome, Autognome, Warforged, and Simic Hybrid mechanics converted into junkcraft woodland fantasy.
Back to top ↑Ratfolk, “GUTTERCHOIR”
Shorthand
Urban survivors, spies, plague-doctors, tunnel unions, information brokers, sewer diplomats, street saints.
Old-School ASI
+2 Dexterity, +1 Intelligence or Constitution.
Size
Small.
Speed
30 ft. Climb 20 ft.
Perks
- Darkvision: 60 ft.
- Bite: Your bite deals 1d6 piercing damage.
- Gutter Resilience: You have advantage on saving throws against disease and the poisoned condition.
- Crowd Skulk: You can attempt to hide when you are lightly obscured by a crowd, debris, smoke, rain, sewer steam, or a creature larger than you.
- Whisper Network: You gain proficiency in Investigation, Stealth, Persuasion, or Thieves' Tools.
- Swarm Courage: While an ally is within 5 ft of you, you have advantage on saving throws against being frightened.
Detriments
None.
Best For
Goblin, Boggart, Verdan, and urban underfolk.
Back to top ↑Skunkfolk, “MIREMARKED”
Shorthand
Perfume-makers, poisoners, curse-lawyers, boundary keepers, occult apothecaries, beautiful warning signs.
Old-School ASI
+2 Charisma, +1 Constitution or Intelligence.
Size
Small or Medium.
Speed
30 ft.
Perks
- Warning Stripe: You gain proficiency in Intimidation, Persuasion, Alchemist's Supplies, or Poisoner's Kit.
- Poison Resistance: You have advantage on saving throws against poison, and you have resistance to poison damage.
- Musk Burst: As an action, you release a noxious 10-ft cone. Each creature in the cone must make a Constitution saving throw against DC 8 + your PB + your Constitution modifier. On a failed save, a creature is poisoned until the end of your next turn. Use PB times per long rest.
- Scent-Sense: You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.
- Boundary Magic: You know the Thaumaturgy or Druidcraft cantrip. Charisma, Wisdom, or Intelligence is your spellcasting ability for it, chosen when you create the character.
Detriments
None by default. Optional story complication: in some courts, people assume Skunkfolk are poisoners, witches, or duelists before they assume anything normal.
Best For
Tiefling, Feral Tiefling, Hexblood, and poison/curse folk.
Back to top ↑Snakefolk, “COILWISE”
Shorthand
Venom mystics, oathbinders, temple keepers, silent diplomats, forbidden-school scholars, polite knives.
Old-School ASI
+2 Dexterity, +1 Intelligence or Charisma.
Size
Small or Medium.
Speed
30 ft.
Perks
- Bite: Your bite deals 1d6 piercing damage.
- Venom Rite: When you hit with your bite or a piercing weapon, you can deal extra poison damage equal to your PB. Use PB times per long rest.
- Serpent Mind: You have advantage on saving throws against being charmed.
- Heat-Sense: As a bonus action, you gain blindsight out to 10 ft until the start of your next turn. Use PB times per long rest.
- Ritual Poise: You gain proficiency in Insight, Religion, Deception, or Poisoner's Kit.
Detriments
None.
Best For
Yuan-ti, Gith mental discipline, Kalashtar dream-serpent flavor, and temple-mystic menace.
Back to top ↑Squirrelfolk, “CANOPYKIN”
Shorthand
Tree-city merchants, food-hoarders, canopy scouts, graveyard recyclers, acorn bankers, branch nobility.
Old-School ASI
+2 Dexterity, +1 Intelligence or Wisdom.
Size
Small.
Speed
30 ft. Climb 30 ft.
Perks
- Canopy Balance: You have advantage on ability checks and saving throws to avoid falling from trees, ropes, ledges, rooftops, and narrow natural surfaces.
- Soft Fall: When you take falling damage, reduce that damage by an amount equal to 5 times your character level.
- Hoarder's Memory: You can perfectly remember the location of any object, cache, door, path, or hiding place you personally marked, stored, or visited within the last 30 days.
- Branch Dash: You can take the Dash action as a bonus action while climbing or moving across elevated terrain. Use PB times per long rest.
- Canopy Skill: You gain proficiency in Acrobatics, Nature, Survival, or Merchant's Tools.
Detriments
None.
Best For
Elf, Eladrin, Lorwyn-Shadowmoor Elf, Hadozee, and nimble tree-folk civilization.
Back to top ↑Turtlefolk, “SHELLBACKS”
Shorthand
Wandering houses, patient sages, shield monks, island caravaneers, old river judges, walking monasteries.
Old-School ASI
+2 Constitution, +1 Wisdom or Strength.
Size
Small or Medium.
Speed
25 ft. Swim 30 ft.
Perks
- Hold Breath: You can hold your breath for up to 1 hour.
- Natural Armor: Your base AC is 13 + your Dexterity modifier while you are not wearing armor.
- Shell Ward: As an action, you withdraw behind your shell and gain +4 AC until the start of your next turn. Your speed is 0 while this benefit lasts.
- Steady Soul: You have advantage on saving throws against being knocked prone.
- Old Road Skill: You gain proficiency in History, Insight, Religion, Survival, or Cartographer's Tools.
Detriments
None.
Best For
Tortle, Loxodon calm, Goliath endurance, and slow, deliberate wisdom.
Back to top ↑Weaselfolk, “NEEDLEFANGS”
Shorthand
Duelists, infiltrators, spies, ferret-fast criminals, royal assassins, hallway goblins with etiquette.
Old-School ASI
+2 Dexterity, +1 Intelligence or Charisma.
Size
Small.
Speed
35 ft. Climb 20 ft.
Perks
- Bite or Claws: Your bite or claws deal 1d6 piercing or slashing damage.
- Narrow Body: You can squeeze through spaces as if you were one size smaller, and you do not spend extra movement to squeeze.
- Sudden Lunge: Once per turn when you have advantage on an attack roll, you can deal extra damage equal to your PB. Use PB times per long rest.
- Court of Knives: You gain proficiency in Acrobatics, Deception, Stealth, or Thieves' Tools.
- Vanish Around a Corner: When you are lightly obscured or behind at least half cover, you can take the Hide action as a bonus action. Use PB times per long rest.
Detriments
None.
Best For
Changeling, Lorwyn Changeling, Goblin, Boggart, rogue-duelist fantasy, and long ferret trouble.
Back to top ↑Wolffolk, “HOWLBOUND”
Shorthand
Pack-law wardens, border rangers, oath hunters, war scouts, winter judges, village defenders with teeth.
Old-School ASI
+2 Wisdom, +1 Strength or Dexterity.
Size
Medium.
Speed
35 ft.
Perks
- Bite: Your bite deals 1d6 piercing damage.
- Keen Hearing and Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pack Opening: When you hit a creature with an attack while an ally is within 5 ft of that creature, you can deal extra damage equal to your PB. Use PB times per long rest.
- Oath of the Pack: You can take the Help action as a bonus action when aiding an ally who is attacking a creature within 5 ft of you. Use PB times per long rest.
- Border Skill: You gain proficiency in Athletics, Insight, Intimidation, or Survival.
Detriments
None.
Best For
Lupin, Shifter, Hobgoblin, Orc, ranger-knight fantasy, and pack-law cultures.
Back to top ↑Wolverinefolk, “IRONFUR”
Shorthand
Compact berserkers, frost-road brawlers, ambush predators, last-stand champions, walking grudges with claws.
Old-School ASI
+2 Constitution, +1 Strength or Dexterity.
Size
Small or Medium.
Speed
30 ft. Climb 20 ft.
Perks
- Claws: Your claws deal 1d6 slashing damage.
- Compact Power: You count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
- Cornered Fury: When you are below half your hit point maximum and hit with a melee attack, you can deal extra damage equal to your PB. Use PB times per long rest.
- Refuse to Drop: When you fail a death saving throw, you can reroll it and must use the new result. Once per long rest.
- Ironfur Skill: You gain proficiency in Athletics, Intimidation, Survival, or Leatherworker's Tools.
Detriments
None.
Best For
Bugbear, Goliath, Rimekin, Half-Orc, and "small but catastrophic" warrior fantasy.
Back to top ↑Origin Marks / Variants
Back to top ↑What Origin Marks Are
An Origin Mark is not your race. Your race is still Badgerfolk, Batfolk, Mousefolk, Otterfolk, Snakefolk, etc.
An Origin Mark explains the weird part
- touched by gods
- born from fire, water, air, earth, or frost
- half-awake in a dream
- cursed by a witch
- returned from death
- made of wood and brass
- descended from two peoples
- slime-touched
- shape-twisted
Why Pick One
Pick an Origin Mark when you want
- a stronger magical identity
- a replacement for classic D&D ancestry weirdness
- a way to keep Aasimar, Genasi, Tiefling, Reborn, Warforged, Changeling, Gith, etc. without cluttering the setting
- a way for two characters of the same animalfolk race to feel radically different
Balance Rule
Recommended
Choose one Origin Mark instead of your level 1 Origin Feat or free feat.
Lighter option
Take an Origin Mark for story only and ignore all perks.
Stronger option
The DM grants one free Origin Mark to every player. This makes the whole party stronger and more magical, but it is fair if everyone gets one.
Back to top ↑Dawnblooded
What It Is
Divine-touched, saint-marked, sun-blessed, prophecy-lit, angelic, or chosen by old mercy.
Why Pick It
Pick this if you want Aasimar energy without sprouting a standard angel race into the setting.
Perks
- Dawnspark: You know the Light or Sacred Flame cantrip.
- Mercy Touch: As an action, you touch a creature and restore hit points equal to your PB + your Wisdom, Charisma, or Constitution modifier, minimum 1. Use once per long rest.
- Radiant Sign: Once per long rest when you deal damage or restore hit points, you can add extra radiant healing or radiant damage equal to your PB.
- Spellcasting ability for Dawnblooded traits is Wisdom, Charisma, or Constitution, chosen when you gain this mark.
Detriments
None by default. Optional story complication: churches, prophets, and frightened peasants may assume your life belongs to something higher than you.
Good Pairings
Batfolk saint-healer, Mousefolk lantern-knight, Elkfolk pilgrim judge, Bearfolk shrine guardian.
Replaces
Aasimar.
Back to top ↑Cinderblooded
What It Is
Fire-touched, ember-veined, hearth-blessed, salamander-marked, dragon-scorched, or born under a burning omen.
Why Pick It
Pick this if you want flame ancestry, dragon breath, or infernal heat without needing Dragonborn, Fire Genasi, or Flamekin as separate races.
Perks
- Cindercraft: You know the Produce Flame or Control Flames cantrip.
- Ember Ward: You have resistance to fire damage.
- Breath of the Hearth: As an action, you exhale fire in a 15-ft cone. Creatures in the area make a Dexterity saving throw against DC 8 + your PB + your Constitution modifier. On a failed save, they take 2d6 fire damage, or half as much on success. Damage increases to 3d6 at level 5, 4d6 at level 11, and 5d6 at level 17. Use once per long rest.
- Spellcasting ability for Cinderblooded traits is Constitution, Intelligence, Wisdom, or Charisma, chosen when you gain this mark.
Detriments
None by default. Optional story complication: your temper, scent, or body heat may make you memorable.
Good Pairings
Lizardfolk dragon-priest, Boarfolk furnace knight, Skunkfolk brimstone curse-lawyer, Raccoonfolk boiler tinkerer.
Replaces
Fire Genasi, Flamekin, Dragonborn breath flavor, some Tiefling flavor.
Back to top ↑Galeblooded
What It Is
Wind-touched, storm-born, cloud-marked, sky-whispered, feather-light, or carrying weather in the bones.
Why Pick It
Pick this for Air Genasi, wingless sky spirit, storm scout, or omen messenger energy.
Perks
- Windtrick: You know the Gust cantrip.
- Featherfall Soul: You can cast Feather Fall on yourself without components. You can also include a number of falling creatures within 60 ft equal to your PB. Use once per long rest.
- Gale Step: As a bonus action, you can move up to 10 ft without provoking opportunity attacks. Use PB times per long rest.
- Spellcasting ability for Galeblooded traits is Dexterity, Wisdom, Intelligence, or Charisma, chosen when you gain this mark.
Detriments
None by default. Optional story complication: storms, birds, kites, chimes, and bad roofs keep reacting to you.
Good Pairings
Birdfolk sky-courier, Batfolk storm oracle, Squirrelfolk canopy runner, Rabbitfolk gale messenger.
Replaces
Air Genasi, some Fairy/Faerie flight flavor.
Back to top ↑Stoneblooded
What It Is
Earth-touched, root-marked, crystal-veined, mountain-sworn, clay-born, or carrying the memory of old stone.
Why Pick It
Pick this if you want Earth Genasi, Duergar, Dwarf, or deep-ancestry toughness as a mark rather than a separate race.
Perks
- Stonehand: You know the Mold Earth cantrip.
- Rockhide: When you take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce that damage by your PB. Use PB times per long rest.
- Tremor Knack: As an action while touching earth or stone, you can sense whether creatures have moved across that surface within the last hour. This gives direction and rough number, not identity.
- Spellcasting ability for Stoneblooded traits is Constitution, Wisdom, Intelligence, or Charisma, chosen when you gain this mark.
Detriments
None by default. Optional story complication: old ruins, sealed doors, and buried things notice you.
Good Pairings
Badgerfolk tunnel knight, Molefolk under-sage, Turtlefolk stone monk, Bearfolk mountain shrine guardian.
Replaces
Earth Genasi, Duergar, Dwarf stone-blood flavor.
Back to top ↑Tideblooded
What It Is
Water-touched, river-blessed, rain-sworn, sea-called, pearl-marked, or carrying a drowned ancestor's promise.
Why Pick It
Pick this for water magic without needing Triton, Sea Elf, or Water Genasi as a separate people.
Perks
- Waterhand: You know the Shape Water cantrip.
- Born to the Current: If you do not already have a swim speed, you gain a swim speed equal to your walking speed. If you already have a swim speed, it increases by 5 ft.
- Drowning Grace: You can breathe underwater for 1 hour. If you already breathe water, you instead gain advantage on saving throws against being restrained while underwater.
- River Ward: You have resistance to cold damage from nonmagical water, weather, and exposure, and advantage on checks to swim through rough water.
- Spellcasting ability for Tideblooded traits is Constitution, Wisdom, Intelligence, or Charisma, chosen when you gain this mark.
Detriments
None by default. Optional story complication: tides, wells, flood omens, and drowned ghosts may take an interest in you.
Good Pairings
Fishfolk flood prophet, Otterfolk river mage, Crabfolk tideguard, Frogfolk rain witch.
Replaces
Water Genasi, Triton, Sea Elf, and some Locathah flavor.
Back to top ↑Rimeblooded
What It Is
Winter-touched, frost-veined, snowbound, glacier-sworn, cold-starred, or carrying white fire in the marrow.
Why Pick It
Pick this if you want Rimekin, cold warrior, winter mystic, or frozen curse flavor.
Perks
- Frostsign: You know the Ray of Frost or Frostbite cantrip.
- Winter Hide: You have resistance to cold damage.
- Ice Step: You ignore nonmagical difficult terrain caused by ice, snow, slush, or frozen ground.
- Still the Blood: As a bonus action, choose one creature you can see within 30 ft. Until the start of your next turn, its speed is reduced by 10 ft if it fails a Constitution saving throw against DC 8 + your PB + your Constitution, Wisdom, or Charisma modifier. Use PB times per long rest.
Detriments
None by default. Optional story complication: warmth can feel emotionally loud, and winter spirits may claim kinship.
Good Pairings
Wolverinefolk frost brawler, Wolffolk winter ranger, Elkfolk solstice judge, Turtlefolk ice hermit.
Replaces
Rimekin and cold-flavored Goliath/Genasi ideas.
Back to top ↑Dreambound
What It Is
Psychic-touched, star-dreamed, carrying a second soul, linked to an ancestor-echo, trained by mind-monks, or haunted by a sleeping world.
Why Pick It
Pick this for Kalashtar, Gith, Githyanki, Githzerai, Astral Elf, psychic warrior, dream oracle, or mind-school flavor.
Perks
- Dream Speech: You can speak telepathically to one creature you can see within 30 ft. You do not need to share a language, but the creature must understand at least one language. The link lasts while you can see the creature.
- Mindguard: You have advantage on saving throws against being charmed or frightened.
- Lucid Strike: Once per long rest when you hit with an attack or deal damage with a spell, you can deal extra psychic damage equal to your PB.
- Dream Skill: You gain proficiency in Insight, Arcana, Religion, or one gaming set.
Detriments
None by default. Optional story complication: sleep may bring messages, arguments, or visitors.
Good Pairings
Snakefolk mind-temple initiate, Batfolk dream medium, Birdfolk star oracle, Otterfolk impossible mathematician.
Replaces
Kalashtar, Gith, Githyanki, Githzerai, Astral Elf.
Back to top ↑Moonchanged
What It Is
Shapeshifted, curse-twisted, beast-shifted, body-fluid, fae-altered, moon-marked, or born under an identity-warping omen.
Why Pick It
Pick this for Changeling, Shifter, Simic Hybrid, or Custom Lineage energy without making "shapeshifter" its own species.
Perks
- Minor Shift: As an action, you can alter cosmetic features: fur pattern, eye color, voice texture, scent, apparent age, scars, or minor body details. You cannot change your basic animalfolk race, size category, limb count, or clothing. The change lasts until you end it or use this trait again.
- Moon Surge: As a bonus action, you enter a heightened form for 1 minute. While shifted, you gain temporary hit points equal to your PB and choose one benefit:
- Stranger's Mask: You gain proficiency in Deception, Performance, Stealth, or Disguise Kit.
A. Claws or bite deal +PB damage once per turn. B. Walking speed increases by 10 ft. C. You gain advantage on Wisdom (Perception) checks that rely on smell or hearing. D. You gain a climb speed equal to your walking speed. Use once per long rest.
Detriments
None by default. Optional story complication: people may distrust an identity that can move around in the moonlight.
Good Pairings
Catfolk were-cat, Wolffolk pack-shifter, Weaselfolk false-courtier, Squirrelfolk seasonal fae-changed.
Replaces
Changeling, Lorwyn Changeling, Shifter, Simic Hybrid, Custom Lineage.
Back to top ↑Gravewake
What It Is
Returned from death, half-dead, death-favored, ancestor-ridden, corpse-blessed, vampire-brushed, or remembered so hard that the grave let go.
Why Pick It
Pick this for Reborn, Dhampir, Shadar-kai, tragic undead survivor, or occult death-priest flavor.
Perks
- Deathless Nerve: You have advantage on saving throws against disease and being frightened.
- Grave Pause: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once per long rest.
- Between Breaths: You can hold your breath for 1 hour, and you require half as much food and water as normal.
- Grave Skill: You gain proficiency in Medicine, Religion, History, or Intimidation.
Detriments
None by default. Optional story complication: mirrors, grave bells, funeral rites, and old ghosts may react to you.
Good Pairings
Possumfolk corpse-road guide, Batfolk death-priest, Mousefolk revenant knight, Skunkfolk plague-saint.
Replaces
Reborn, Dhampir, Shadar-kai.
Back to top ↑Witchmarked
What It Is
Hag-bargained, curse-born, infernal-stained, oath-twisted, forest-contracted, bad-luck-touched, or marked by forbidden law.
Why Pick It
Pick this for Hexblood, Tiefling, Feral Tiefling, hag-child, curse-lawyer, or infernal folklore flavor.
Perks
- Witchsign: You know one cantrip from this list: Thaumaturgy, Minor Illusion, Druidcraft, Prestidigitation, or Mage Hand.
- Hex Token: During a long rest, you can create a Tiny harmless token from hair, bone, wood, wax, thread, or similar materials. While the token is on a creature's person, you can communicate a one-sentence whisper to that creature from up to 1 mile away. The token crumbles after use or after 24 hours.
- Bad Luck Hook: When a creature you can see within 30 ft makes an ability check, you can use your reaction to subtract a d4 from the roll. Use PB times per long rest.
- Spellcasting ability for Witchmarked traits is Intelligence, Wisdom, or Charisma, chosen when you gain this mark.
Detriments
None by default. Optional story complication: bargains, names, debts, and loopholes matter more around you.
Good Pairings
Skunkfolk curse-lawyer, Snakefolk oathbinder, Weaselfolk hex-duelist, Coyote trick witch.
Replaces
Hexblood, Tiefling, Feral Tiefling.
Back to top ↑Wakewood
What It Is
Crafted people made from wood, brass, bone, lacquer, wicker, clay, beetle-shell, saint-relics, or spell-carved roots.
Why Pick It
Pick this for Warforged, Autognome, living doll, animated scarecrow, relic-person, or constructed woodland guardian flavor.
Perks
- Constructed Nature: You count as Humanoid, but you also count as Construct for effects that would repair, identify, or interact with constructed creatures. You still benefit from healing magic normally.
- Tireless Frame: You have advantage on saving throws against disease, and you do not need to sleep. You can finish a long rest by spending 6 hours inactive but aware.
- Built-In Tool: Choose one tool. You have proficiency with it, and you can produce a tiny built-in version of that tool from your body. It functions as a normal tool but cannot be sold or easily removed.
- Patchwork Repair: During a short rest, you can spend one Hit Die and add your PB to the hit points restored.
Detriments
None by default. Optional story complication: some people may argue over whether you have family, maker, owner, or soul. They are probably wrong, but they may still be loud.
Good Pairings
Raccoonfolk junk saint, Badgerfolk wood-and-iron tunnel guard, Birdfolk clockwork courier, Turtlefolk walking shrine.
Replaces
Warforged, Autognome.
Back to top ↑Miregloss
What It Is
Ooze-touched, slime-bodied, alchemical-spill survivors, swamp-born almost-people, bog-miracle children, translucent weirdos.
Why Pick It
Pick this for Plasmoid, Simic Hybrid, swamp mutation, potion accident, or strange-body flavor.
Perks
- Flexible Body: You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing that cannot also fit.
- Slime Grip: You have advantage on checks made to escape grapples.
- Acidic Touch: As a bonus action, you can make your next unarmed strike or natural weapon attack deal acid damage instead of its normal damage type and deal extra acid damage equal to your PB. Use PB times per long rest.
- Strange Anatomy: You have advantage on saving throws against being poisoned.
Detriments
None by default. Optional story complication: clothes, armor, etiquette, and chairs were not designed for you.
Good Pairings
Frogfolk bog mutant, Fishfolk deep ooze-child, Raccoonfolk potion disaster, Crabfolk reef-glass warrior.
Replaces
Plasmoid, Simic Hybrid.
Back to top ↑Bridgeborn
What It Is
Mixed-lineage animalfolk. A child of two peoples, a magically blended bloodline, a cultural adoptee with inherited traits, or a person born between burrows.
Why Pick It
Pick this when you want Half-Elf, Half-Orc, Khoravar, Custom Lineage, or inter-animalfolk ancestry without multiplying the race list forever.
Perks
Choose one of the following methods when you create the character.
Method A: Body and Echo
- Choose one parent race as your Body Race. You get the full mechanics of that race.
- Choose one other parent race as your Echo Race. You gain one of the following from that race:
- You do not gain burrow speed, flight, damage resistance, natural armor, or PB-based combat traits from your Echo Race.
A. one skill proficiency it offers, B. one tool proficiency it offers, C. one language or cultural knowledge trait, D. one natural weapon, but not its extra damage traits, E. a climb or swim speed of 20 ft if that race has one.
Method B: Cultural Bridge
- Choose one animalfolk race for all mechanics.
- Gain proficiency in one skill, one tool, or one language tied to the second culture.
- This is the cleanest, safest method.
Method C: True Blend, DM Permission
- Mix two races by choosing two major traits from one and one minor trait from the other.
- Do not stack natural armor, resistances, burrow speeds, or multiple PB-based damage traits.
- The DM has final approval.
Detriments
None by default. Optional story complication: inheritance laws, clan membership, marriage customs, and old family grudges can get interesting.
Good Pairings
Anything. Mouse-Wolf border knight, Bat-Rabbit night courier, Badger-Otter river engineer, Snake-Skunk curse diplomat.
Replaces
Half-Elf, Half-Orc, Khoravar, Custom Lineage, and mixed heritage in general.
Back to top ↑Official 5E Race Dna Index
This section shows where the races from your provided list went.
Aarakocra -> Birdfolk Aasimar -> Dawnblooded Air Genasi -> Galeblooded Astral Elf -> Birdfolk or Dreambound Autognome -> Wakewood or Raccoonfolk Boggart -> Ratfolk or Weaselfolk Bugbear -> Wolverinefolk Centaur -> Elkfolk Changeling -> Moonchanged Custom Lineage -> Bridgeborn or Moonchanged Deep Gnome / Svirfneblin -> Molefolk or Badgerfolk Dhampir -> Gravewake or Batfolk Dragonborn -> Lizardfolk plus Cinderblooded Duergar -> Badgerfolk, Molefolk, or Stoneblooded Dwarf -> Badgerfolk or Molefolk Earth Genasi -> Stoneblooded Eladrin -> Squirrelfolk or Elkfolk Elf -> Squirrelfolk or Elkfolk Faerie -> Insectfolk or Galeblooded Fairy -> Insectfolk or Galeblooded Feral Tiefling -> Witchmarked Fire Genasi -> Cinderblooded Firbolg -> Bearfolk or Elkfolk Flamekin -> Cinderblooded Genasi -> Cinderblooded, Galeblooded, Stoneblooded, or Tideblooded Giff -> Boarfolk Gith -> Dreambound Githyanki -> Dreambound Githzerai -> Dreambound Gnome -> Raccoonfolk or Otterfolk Goblin -> Ratfolk or Weaselfolk Goliath -> Bearfolk or Wolverinefolk Grung -> Frogfolk Hadozee -> Squirrelfolk Half-Elf -> Bridgeborn Half-Orc -> Bridgeborn, Boarfolk, Wolffolk, or Wolverinefolk Halfling -> Mousefolk, Rabbitfolk, or Hamsterfolk Harengon -> Rabbitfolk Hexblood -> Witchmarked Hobgoblin -> Wolffolk Human -> no standalone race; use any animalfolk with broad upbringing Kalashtar -> Dreambound Kender -> Mousefolk or Coyotefolk Kenku -> Birdfolk Khoravar -> Bridgeborn Kithkin -> Mousefolk or Hamsterfolk Kobold -> Lizardfolk Leonin -> Catfolk Lizardfolk -> Lizardfolk Locathah -> Fishfolk or Crabfolk Lorwyn Changeling -> Moonchanged Lorwyn-Shadowmoor Elf -> Squirrelfolk or Elkfolk Loxodon -> Bearfolk or Turtlefolk Lupin -> Wolffolk Minotaur -> Boarfolk or Elkfolk Orc -> Boarfolk, Wolffolk, or Wolverinefolk Owlin -> Birdfolk Plasmoid -> Miregloss Reborn -> Gravewake Rimekin -> Rimeblooded Satyr -> Elkfolk or Coyotefolk Sea Elf -> Fishfolk or Tideblooded Shadar-kai -> Gravewake or Dreambound Shifter -> Moonchanged, Catfolk, or Wolffolk Simic Hybrid -> Miregloss or Moonchanged Tabaxi -> Catfolk Thri-kreen -> Insectfolk Tiefling -> Witchmarked or Cinderblooded Tortle -> Turtlefolk or Crabfolk Triton -> Fishfolk or Tideblooded Vedalken -> Otterfolk or Fishfolk Verdan -> Ratfolk or Coyotefolk Warforged -> Wakewood Water Genasi -> Tideblooded Yuan-ti / Yuan-ti Pureblood -> Snakefolk
Back to top ↑Quick Character Examples
Mousefolk Dawnblooded Paladin
Tiny village hero with a lantern soul and a sword too big for the room.
Otterfolk Tideblooded Wizard
River spellcaster who treats magic like wet clockwork.
Boarfolk Cinderblooded Fighter
Furnace knight, shield-line breaker, walking tavern brawl.
Batfolk Gravewake Cleric
Nocturnal death-priest who survived the wrong funeral.
Raccoonfolk Wakewood Artificer
Living junk shrine with lockpicks in the elbows.
Snakefolk Dreambound Monk
Psychic temple duelist with silent venom and louder thoughts.
Wolverinefolk Rimeblooded Barbarian
Compact winter disaster with a heartbeat made of sleet.
Skunkfolk Witchmarked Warlock
Perfumed curse-lawyer who reads contracts like autopsy reports.
Back to top ↑Tuning Notes For Future Passes
Likely strong races
- Badgerfolk because burrow speed can break dungeons.
- Insectfolk because Chitin Shell plus secondary limbs is useful.
- Skunkfolk because poison resistance plus Musk Burst is broadly strong.
- Rabbitfolk because PB to initiative is very good.
- Turtlefolk because Shell Ward can be excellent in tight fights.
- Wakewood because constructed flavor traits can matter a lot in survival games.
Easy nerfs
- Reduce PB-times traits to once per long rest.
- Remove extra damage from charge/opening traits.
- Make burrow speeds usable only for 1 minute PB times per long rest.
- Replace resistance with advantage on saving throws only.
- Make Origin Marks purely story-only unless bought with a feat.
Likely weak races
- Hamsterfolk if the campaign is combat-heavy.
- Possumfolk if enemies rarely use poison, disease, fear, or death-state tricks.
- Fishfolk if the campaign rarely involves water.
- Molefolk if the campaign is mostly urban and brightly lit.
Easy buffs
- Add one extra skill proficiency.
- Increase a movement mode by 5 ft.
- Add PB-times bonus action Dash, Hide, Help, or Disengage.
- Add a cantrip.
- Let their signature trait recharge on a short rest instead of long rest.