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A Beastfolk Race Saurmalians DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. Saurmalians 1 Introduction: In the Beastlands of Shaar, where tribes and clans rise and fall, a few gifted creatures have been given the gift of civilization. Through the passing years, the Saurmalians have become upright versions of their common creature ancestors. Though their intelligence rivals that of the other races of Faerûn, they still claim the same ferocity and instinct to survive. You might see a Saurmalian flying through the air above, running through the brush on all fours, or perhaps may not realize you’ve seen them at all. by Tyler Paul

Saurmalians - Beastfolk Race

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In the Beastlands of Shaar, where tribes and clans rise and fall, a few gifted creatures have been given the gift of civilization. Through the passing years, the Saurmalians have become upright versions of their common creature ancestors. Though their intelligence rivals that of the other races of Faerûn, they still claim the same ferocity and instinct to survive. You might see a Saurmalian flying through the air above, running through the brush on all fours, or perhaps may not realize you’ve seen them at all.

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Page 1: Saurmalians - Beastfolk Race

A Beastfolk Race

Saurmalians

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,

all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive

likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material

or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The

Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only. Saurmalians1

Introduction: In the Beastlands of Shaar, where tribes and clans rise and fall, a few gifted creatures have been given the gift of civilization. Through the passing years, the Saurmalians have become upright versions of their common creature ancestors. Though their intelligence rivals that of the other races of Faerûn, they still claim the same ferocity and instinct to survive. You might see a Saurmalian flying through the air above, running through

the brush on all fours, or perhaps may not realize you’ve seen them at all.

by Tyler Paul

Page 2: Saurmalians - Beastfolk Race

Animalistic SocietySaurmalian custom dictates to never smile with bared teeth, as it is a sign of aggression and a direct challenge. Most of the Saurmalians have a predilection towards nature, for obvious reasons, and hold those without respect for nature in contempt. Other races are looked upon as outsiders, assumed to not understand the animal instincts that drive a Saurmalian. Though they are standoffish in this way, they also understand the necessity of interracial relations and make strides to preserve the hard-fought peace. Some prefer not to trade or make use of gear and goods derived from the slaying of other beasts; there is something unnatural in a creature wearing another creature’s skin. These convservative extremists aren't typically found outside of their own territory.

Saurmalian NamesSaurmalian names are composed typically of three parts; the clan, the community, and the self. The clan name is common to all members within the clan, and reflects the Saurmalian belief that clan comes first. The community name is something that the Saurmalian chooses for themselves, something that others will know them by, whereas the self name is bestowed by a clan leader, and is very personal and mystic. The self names are often a mixture of sounds rather than true language, a marked tradition honoring the Saurmalian’s beastial roots.

Clan Names: Blackfeather, Glimmertooth, Ironjaw, Killtail, Razorpaw, WhitewingCommunity Names: Arphalem, Burrak, Dokka, Iffkin, Jrak, Mauzer, Mewla, Okkrata, Rumphus, Tysill, Ynsik

SaurmalianFinally settled into the crook of an old

spruce tree’s roots, Nlaspher played an old favorite

upon his violin. A ferret, hearing the sounds of camp, came sniffing for some scraps. Nlaspher entreated him to stay a while. It had been a lonesome walk for the wolf through these wooded thickets; most woodland creatures avoiding his path. But before his song could reach the conclusion, Nlaspher detected a leathery scent upon the wind; it seems his melody had attracted more than just his new acquaintance. Stowing his bow and violin, he drew his dagger. Any moment now these oily rogues would break into the glen, he could hear them plain as day now that he’d stopped playing. The hairs on his back began to stand; if it was a fight they wanted, it would be a fight they would get. —Qalar Valar, The Puppeteer and the Strings

United In Their DifferenceFiercely loyal, these once warring animal-clans have banded together to ensure their lasting claim to their shared territory. Their diverse backgrounds occasionally create tension in the clans, but rest assured the mutual assurance of their common goals runs strongly within each. During the modern age, it is not uncommon to see Saurmalians intermingled with any of the other races. Some of the old blood feuds may still exist, but for the time being, the wars of clan and kin have subsided.

Not for resale. Permission granted to print or photocopy this document for personal use only. Saurmalians2

Page 3: Saurmalians - Beastfolk Race

Avian Legacy. As a reflection of your pedigree, you have one of the following traits:

Flying. You have a flying speed of 40 feet. To use this speed, you can't be wearing medium or heavy armor. While your arms keep you aloft during flight, you may use your dexterous talons in place of your hands for unarmed strikes, wielding a weapon or shield, or interacting with objects. Darting. Your base walking speed increases to 40 feet. You can move through the space of any creature that is of a size larger than yours.

CatfolkAs a catfolk, you are dexterous and sure-footed, making you a natural at acrobatic displays and stealthy endeavors. Sometimes referred to as Bakeneko, a catfolk Saurmalian’s fur ranges from solid blacks, whites, and browns to a spotted mix of these.

Ability Score Increase. Your Dexterity and Charisma scores increase by 1. Size. Your size is Small. Speed. Your base walking speed is 25 feet. Quadruped. When you have nothing in hand and are not equipped with a shield, your base walking speed is 40 feet. Darkvision. With eyes adapted for a nighttime predator, you have superior vision in dark and dim conditions. 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. Feline Legacy. As a reflection of your pedigree, you have one of the following traits:

Stalker. As a bonus action, choose a creature you are hidden from. That creature has disadvantage on Wisdom (Perception) checks to detect you until the start of your next turn. Graceful. You have a climb speed of 25 ft. Should you fall, you may make a Dexterity saving throw to avoid any damage from falling. The DC for the save is equal to the distance you fall measured in feet.

Saurmalian TraitsYour saurmalian character has a number of traits in common with all other saurmalians.

Ability Score Increase. Your Dexterity score increases by 1. Age. Saurmalians reach adulthood in the pre-teens and don’t live much more than half a century. Alignment. Saurmalians run the gambit of law and chaos, driven by a mixture of natural order and pure instinct. Though most tend to be good aligned, some more feral saurmalians turn toward evil. Fight or Flight. When you are surprised, you may take the Attack or Dash action on your turn. Languages. You can speak, read, and write Common and one extra language of your choice. Speak with Small Beasts. Through sounds and gestures you can communicate simple ideas, typically no more than two words, with Small or smaller beasts. Subrace. Whatever lifted the saurmalians above their beast brethren seemed to only affect a few species. Though they have risen to match the other races, their beastly legacies still manifest in specific ways. Choose one of the subraces below.

BirdfolkAs a birdfolk, you are light and nimble, able to maneuver through the air or brush with ease. Sometimes referred to as Kenku or Tengu, a birdfolk Saurmalian’s plumage can range from muted and dark, to bright and prismatic.

Ability Score Increase. Your Wisdom score increases by 2.

Size. Your size is Small. Speed. Your base walking speed is 25 feet. Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Not for resale. Permission granted to print or photocopy this document for personal use only. Saurmalians3

Page 4: Saurmalians - Beastfolk Race

Vulpine Legacy. As a reflection of your pedigree, you have one of the following traits:

Sly As A Fox. Choose one skill: Deception, Insight, Investigation, or Persuasion. You are proficient in the chosen skill and may add half your proficiency bonus (rounded down) to checks with the skills not chosen. Clever Trick. You have advantage on saving throws against illusions and charm effects. You learn one Illusion or Enchantment cantrip from any spell list. The ability chosen for your Foxfolk Ability Score Increase is your spellcasting ability for it.

DogfolkAs a dogfolk, you are fierce both in loyalty and battle, making you a first choice as bodyguard or companion. Sometimes referred to as Hunjaga or Inugami, a dogfolk Saurmalian’s fur ranges from solid blacks, whites, and browns to a spotted mix of these.

Ability Score Increase. Your Strength or Wisdom score increases by 2. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Quadruped. When you have nothing in hand and are not equipped with a shield, your base walking speed is 40 feet. Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Kanine Legacy. As a reflection of your pedigree, you have one of the following traits:

Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. On Guard. When a creature within 5 feet of you attacks an ally you designate, you may use your reaction to make a melee weapon attack against the attacker. You may only designate one such ally at a time and only once per short rest.

FoxfolkAs a foxfolk, you are debonair and devious, using your intellect and charm to influence those around you. Sometimes referred to as Kitsune or Revanni, a foxfolk Saurmalian’s fur ranges between solid blacks, whites, and auburns.

Ability Score Increase. Your Intelligence or Charisma score increases by 2. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Quadruped. When you have nothing in hand and are not equipped with a shield, your base walking speed is 40 feet. Darkvision. With eyes adapted for a nighttime predator, you have superior vision in dark and dim conditions. 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.

Not for resale. Permission granted to print or photocopy this document for personal use only. Saurmalians4