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Anivails

Anivails have been genetically mutated over generations from exposure to the Aureum of the nature spirits they worship. Close contact to their magic and blessings from Genii have bestowed them with animalistic traits that have developed over thousands of years of evolution.

ability score increase: Your Dexterity and Constitution score increase by 1.
age: Anivails come of age in their teens and rarely exceed one century, similar to humans.
alignment: While anivails have no innate tendency towards good or evil, their animalistic nature and history of suppression and revolt leave most tending towards the more chaotic alignments.
Size: Medium
speed: You have a walking speed of 30ft
Languages: You can speak, read, and write Common and Sylvan.
sub races:
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Aviara

Aviara Are Anivails with traits inherited from intelligent bird Genii, predominantly corvids, (ravens, crows, magpies, rooks and jays) and, in more tropical climates, psittacines (parrots and cockatoos). Aviara are humanoid beings with avian characteristics, such as feathered wings and bird-like eyes, and weigh around half as much as a creature their size. Their wings are attached to their mid backs, with light, hollow bones that enable swift and graceful movement for short periods.

Aviara are blessed with keen observation and supernaturally accurate memories, as well as an aptitude for engineering, healthcare and teaching professions.

ability score increase: Your Dexterity score increases by 2.
age:
Size: Medium
speed: You have a flying speed of 30 feet in addition to your walking speed
Languages:
parent race: ]
race features:
Bird Wings. You have bird wings between the shoulder blade and hip area of your back and you gain a flight speed of 30 feet. You have the ability to fly for a number of minutes equal to your proficiency bonus.
While flying, if you do not move at least half your speed during your turn, you fall to the ground. You may not fly in normal backpacks or armor. The cost to alter your gear to be suitable for flight is equal to half the cost of the gear.
Fast Metabolism. Sustained flight takes a lot of energy. You have a fast metabolism and require extra rations equivalent to 1d6 minus your constitution modifier per day.
Keen Sight. Birds are adept at spotting and finding prey. You are proficient in Perception.
Bird’s Eye View. You have advantage on Wisdom (Perception) checks that rely on sight when observing a wide area or scanning for distant objects or creatures.

Description:

You have small feathered wings along bird-like facial features.

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Canids

Canids have inherited traits from canines and wolves. Like Felids, they have had thousands of years of exposure to Genii and are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a slight bestial cast, often with large eyes and pointed ears; most canids also have prominent canine teeth and their body hair is thicker and fur-like. While a canid's appearance might remind an onlooker of an animal, they remain clearly identifiable as Anivails even when at their most feral.

Canids fall into three categories:

  • Lupus
  • Canis
  • Vulpin

ability score increase:
age:
Size: Medium
speed:
Languages:
parent race: ]
race features:

Lupin

You have the pointed ears of a wolf and fluffy wolf's tail.

Ability Score Increase. Your Strength score increases by 2
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 Smell and Hearing. Wolves have a good sense of smell and hearing, thus you have proficiency in the Perception skill.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of the your allies is within 5 ft. of the creature and the ally isn't incapacitated.

Canis

You have a variety of dog ears to pick from in addition to their wide variety of different tails, appearing like the breed you are.

Ability Score Increase. Your Charisma score increases by 2
Alpha Dog. You are inspiring and a natural leader. You know the guidance cantrip. Additionally, you can cast heroism using Charisma as your spellcasting ability modifier. You regain the use of this feature when you complete a long rest.
Keen Senses. Dogs have good hearing and a sense of smell, you have proficiency in the Perception skill.
Puppy Dog Eyes. No one can withstand your puppy dog eyes. You gain proficiency in the Persuasion skill.

Vulpin

Though not true canidae, vulpin are often classified with their distant cousins. You have the pointed ears of a fox and their bushy tail.

Ability Score Increase. Your Charisma score increases by 2
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.
Fox Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Foxy. Your foxy demeanor makes you hard to resist, before making a Charisma based skill check you can choose to grant yourself advantage. You regain usage of this feature when you complete a long rest.

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Felid

Felids blend the qualities of felines of all varieties and out of all Anivails they are the most animalistic, exhibiting vertical slit pupils, catlike ears and patterns on their skin such as tiger stripes, leopard spots and rosettes. Due to this they are a reclusive people and tend to live in secluded clans.

There are three subspecies of felid:

  • Felis
  • Leonid
  • Tigras

ability score increase:
age:
Size: Medium
speed:
Languages:
race features:

Felis

You have the triangle-shaped ears of a cat and a long furry cat tail.

Ability Score Increase. Your Dexterity score increases by 2
Cat Burglar. As a cat, you enter and exit without being noticed. You are proficient in Stealth.
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.
Hunter. You are a natural hunter, and you focus on your prey with conviction. You can cast the hunter's mark spell once. You regain usage of this feature after you complete a long rest.
Naturally Graceful. Cats always land on their feet. You have resistance to fall damage.

Lionin

You have the Fluffy ears of a Lion and fluffy Lion's tail.

Ability Score Increase. Your Strength score increases by 2
Teeth and Claws. You have retractable claws and very sharp teeth, this allows you to do an unarmed attack of 1D8 + Str with your Bite or 1D6 + Str with your claws.
Keen Smell. Wolves have a good sense of smell, thus you have proficiency in the Perception skill.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of the your allies is within 5 ft. of the creature and the ally isn't incapacitated.

Tigran

You have small ears and a large tiger tail

Ability Score Increase. Your Strength score increases by 2
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.
Born Survivor. Choose 2 skills from: Athletics, Perception, Survival, Insight, Investigation and Nature
Sharp nails. Your nails are like a usable natural weapon. You deal 1d6 slashing damage instead of bludgeoning.
Ferocious Roar. You enter a state of rage that reveals itself in a scream of animalistic fury. All creatures within 60 feet of you must make a Wisdom Saving Throw (DC = 8 + your proficiency bonus + Your Strength score) ​​or become frightened of you for 1 minute. You can only do this a number of times equal to your proficiency bonus, and you regain all uses after a long rest.

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Chiropteran

Similar to vampires in that they are hematophagous creatures that look and act much like a traditional vampire, but with one crucial difference: they are fully alive instead of being undead. They do however suffer from solar urticaria (a rare allergic reaction to sun exposure) as well as beta thalassaemia major (a blood disorder where the body doesn’t make enough hemoglobin) and are either hematophages or have regular transfusions.

ability score increase: Your Intelligence score increases by 2
age:
Size: Medium
speed: You have a flying speed of 30 feet in addition to your walking speed
Languages:
parent race: ]
race features:
Bat Roost. When grabbing fixtures on a ceiling (such as chandeliers or stalactites), or long appendages sticking out (such as a flagpole sticking on the side of a building or branches of trees), you can hang upside-down on them without making an ability check, as long as you occupy both your hands with the task. You cannot hang upside down on smooth surfaces where there's nothing to grab onto.
However, you don't share the physiology of a real bat and have human hands instead of claws and human circulatory system, so eventually the blood will rush to your head and you will lose your grip. Thus, you can only hang like this for a minute without moving. At the end of the minute, if you did not move or succeed on a dexterity saving throw, you start falling.
Bat Wings. In addition to your ears and tail, you have bat wings between the shoulder blade and hip area and you gain a flight speed of 30 feet.
However, due to your short wingspan relative to your body mass, while flying if you do not move at least half your speed during your turn, you fall to the ground. If you are wearing armour you are not proficient in or any medium or heavy armour, you are unable to gain lift and may not fly.
Echolocation. You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 10 feet. You can't use your blindsight while deafened and creatures with keen senses can hear the small clicks you emit to do so, giving you disadvantage on Stealth checks while perceiving i this way.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
You regain hit points equal to the piercing damage dealt by the bite.
Or
You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Description:

You have the large wide ears of a bat, bat wings growing out your back, and possibly a tail if your species had one.

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Herptiles

Despite their resemblance to draconid scaled folk, Herptiles are their own people and have evolved alongside other anivails since the worlds’ creation. Gifted by reptile genii with remarkable physical defenses and a mystical connection to the natural world, Herps can survive with just their wits in situations that would be deadly for other folk.

Herptiles have colorful scales and exhibit a wide array of scale patterns, though their overall appearance is human until examined closely.

ability score increase:
age:
Size: Medium
speed:
Languages:
parent race: ]
race features:

Chameleon

Your animal aspect connects you to a chameleon or other masters of camouflage. You embrace the art of stealth and can change your appearance 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 colours at a whim. Without active control, your colours change with your emotions, but with concentration you can control the colour, 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. You gain the Mask of the Wild Trait.
Shifting Skin. You can cast the Alter Self spell once per day. You regain use of this trait once you complete a long rest.

Shellskin

Your Animal Aspect connects you with an armoured reptile, with the thick hide of crocodile, the scales of a komodo dragons, or the armoured shell of a turtle or tortoise, you are much more durable to harm.

Ability Score Increase. Your Constitution score increases by an additional 1.
Naturally Armoured. You have tough, scaly skin. While you are not wearing armour, your Armour Class is equal to 15 + your Dexterity modifier. You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Underarmour. Your Armour Class can not be lower than 15.
Shell Defense. You can withdraw and curl in on yourself as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell or defense curl, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

Serpens

Your animal aspect connects you to a snake or other poisonous reptile. You embrace the art of toxins and can change your have innate serpentine magic.

Ability Score Increase. Your Charisma score increases by 1.
Magic Resistance. You have advantage on saving throws against spells.
Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Serpentine Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Amphibia

Your Animal Aspect connects you to a beast of both the water and land, whether frog, toad, or newts (including axolotl). You are a natural in the water.

Ability Score Increase. Your Charisma score increases by 2
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.

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Megafauna

Encompassing the megafauna of the plains, megafauna embrace the strength of the bull, the speed of the horse or the bulk of the bear.

Ursids embody aspects of toughness and endurance of bear spirits, making exceptional athletes and excelling at careers requiring strength.

ability score increase:
age:
Size: Medium
speed:
Languages:
parent race: ]
race features:

Ursid

You have the small round bear ears and a stubby bear tail.

Ability Score Increase. Your Strength score increases by 2
Hibernation Preparation. Bears need to hibernate through the winter, but you don't. After eating at least 1 pound of food beyond your requirement for the day, you gain 1d6 temporary hit points for the next hour.
Keen Smell. Bears have a good sense of smell, thus you have proficiency in the Perception skill.
Mama Bear. When an ally creature is hit while you're within 5 feet of them, you can use your reaction to do a melee weapon attack on the attacker if they are within your weapon's reach. You regain usage of this feature when you finish a short or long rest.

Bovine

You have floppy cow ears, a long furry cow tail and the horns of a cow/bull.

Ability Score Increase. Your Strength score increases by 2
Charge. If you move at least 20 feet in a straight line towards a creature and then make a successful attack with your horns, the target must make a Strength saving throw or be knocked prone. The DC equals 8 + your proficiency bonus + your Strength modifier.
Horns. In addition to your cow-ears, you have natural horns. When you do an unarmed attack, you can instead use your horns to do 1d6 piercing damage using your Strength as attack and damage modifiers as normal.
Improved Digestion. Your single stomach has more digestive compartments, and thus you can eat things humans normally can't digest like grass and it'd count as food for you. However, you need twice the amount of food a normal Medium-sized creature requires each day.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Equis

You have the ears of a horse or pony, along with their long-haired tail.

Ability Score Increase. Your Constitution score increases by 2
Charge. If you move at least 20 feet straight towards a creature and then attempt to shove it to knock it prone, the target instead must make a Strength saving throw or be knocked prone. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier.
Swift Steed. Your base walking speed increases to 35 feet.
Work Horse. 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.

Aries

You have the long pointed ears of a sheep, along with their wool-like hair, curved horns, and cute little tail.

Ability Score Increase. Your Constitution score increases by 2
Horns. In addition to your sheep-ears, you have natural curved horns. Your unarmed strikes using your Horns deal 1d4 bludgeoning damage.
Sure-Footed. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Woolly Hair. Instead of hair, you grow wool on your body instead, giving you extra protection. When unarmored, your Armor Class is equal to 12 + your Dexterity modifier.

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Microfauna

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 tail of a squirrel.

Though they don't resemble small mammals and rodents in their facial features or skin colour, some do possess animalistic ears. Leporines share the keen senses and powerful leg muscles of rabbits and hare like creatures and are full of energy, like a wound-up spring. Leporines are blessed with a little aureli luck, and they often find themselves a few fortunate feet away from dangers during adventures.

ability score increase:
age:
Size: Medium
speed:
Languages:
parent race: ]
race features:

Leporine

You have a pair of floppy or pointed rabbit ears in addition to a small fluff ball tail.

Ability Score Increase. Your Wisdom score increases by 2
Fleet of Foot. Your base walking speed increases to 40 feet.
Lucky Rabbit's Foot. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Superior Hearing. Your large rabbit ears grants you an increased awareness of your surroundings compared to other kemonomimi. You are proficient in Perception.

Rodentia

You have the features of a mouse or rat and their long pointed tail.

Ability Score Increase. Your Intelligence score increases by 2
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 Smell. Mice have an amazing sense of smell, thus you have proficiency in the Perception skill.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Scurry. Your base walking speed increases to 35 feet.

Raccoon

You have the pointed ears of a raccoon and a stripped furry fail

Ability Score Increase. Your Dexterity score increases by 2
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.
Natural Bandit. As a scavenger, raccoons naturally steal things. You are proficient in Sleight of Hand and Thieves' Tools.
Tree Climber. Raccoons can climb trees, but since you have human-like hands, you can't climb quite as well. When attempting to climb trees with an Athletics check, you may use Dexterity as the modifier instead of Strength.

]
race features:
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 colour in darkness, only shades of grey.
Natural Weapons. Your Animal Aspect manifests as teeth, claws, horns, stinger, or some other body part that animals use to defend themselves. You gain a natural weapon that you are proficient with that deals 1d4 of either bludgeoning, piercing, slashing, poison, or acid damage. Once chosen you cannot change your natural weapon.
Subrace. Every anivails connection to nature manifests as an Animal Aspect. Because animals can come in all shapes and sizes, Anivail come in a great variety of forms. Select one of the following sub-races to develop as your Animal Aspect. Remember, Animal Aspects not only influence your physiology, they also impact your personality.

Description:

For the most part, anivails bear a striking resemblance to humans, in both form and function. But for most, it is easy to differentiate between the two because every anivail has an Animal Aspect. Every anivail 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 an Anivail 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 are independent and aloof.


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