part of ww1 propaganda poster "To victory"
BackgroundIt is unknown how these Beaver humanoids have come into being. Speculation includes genetic engineer, magical breeding, or the children of the cult of the Beaver Lodge, and these opinions are often kept to themselves in order to prevent bloodshed.
More info on the Cult of the Beaver Lodge is listed below.
SocietyBeaverfolk usually homestead beside bodies of water. They are usually nuclear families, with a mated pair and children. Because their diet is vegetarian, they usually chew on trees for sustenance. They also raise “underwater gardens.”
When multiple families get together, they create a lodge that can also be described as compounds. Often armed as best they can, and taking advantage of natural obstacles, they are incredibly defensive.
Beaverfolk mark their territory with signs and scents to keep trespassers away.
A classic example of how they create their compounds is included on the link below:
Beaver Lodge, 15 Apr 2006. South Frontenac Township, Ontario, Canada. 20' diameter approx., Bridesmill, Creative Commons Attribution-Share Alike 3.0 Unported license.
Beaverfolk have trouble getting along with anybody but can respect the work ethic of dwarves and often create trade relationships with them. The Fey seem flighty but will stay out of their business if it is reciprocated. Desecrators and Living Dead are “unnatural” and it takes a lot to get them to trust either. However, they have working relationships with Little Bears (because they are just so darn friendly).
Despite this, Adventuring Beaverfolk consider their party their family and will go to the wall for them. They often play the “bad cop” in the party, but more often then not, their heart is in the right place. They will do anything for their family, for good or for ill.
PersonalityBeaverfolk have a Jekyll and Hyde personality. To “outsiders” they are quiet, paranoid and very suspicious. However, with friends, they are friendly to the point of nosey and will go the extra distance for their friends.
"The beaver kept looking the opposite way, "Illustrator Arthur B. Frost- Public domain
AdventuringBeaverfolk are an aquatic species that favor modern technology. The common stereotype is that of Adventurer/Scout or Combatant/Deadeye. They also are found of traps and the adventurer/troubleshoot is common as well. Those that take spellcaster classes, take Channeler/Faustian Mechanic, Channeler/Sentinel or Ritualist/Artillery Mage. When they do adventure, they go for gold and glory. They also tend to get armed to the teeth and armored to the eyeballs. They also almost always try to get a “sweet ride” and even often become Adventurer/Scrap Foots.
DescriptionThey are a fluffy rodent man with a flattened tail. Their fur ranges from dark browns to a surprising red color and even often goes white in the winter. The default is a blue-green eye color but ranges from as light as yellow to as dark as nearly black.
They prefer paramilitary gear for attire and dress for maximum effect to be intimidating.
Beaverfolk 5e Traits:
• Creature Type: Humanoid
• Ability Bonus: Constitution increases by 2, up to its normal maximum (20). Strength or Wisdom increases by 1, up to its normal maximum (20).
• Talent Access: Stout, Beaverfolk
• Size: Beaverfolk stands about 3’6’’ to 4’6’’ feet tall and weighs 65 to 75 lbs. Your size is SMALL
• Speed: 25 feet. Swim 40 feet. Any modifiers to your base walking speed always apply to your natural swim speed.
• Aqua Vision: "You treat dim light as if it was bright light for the purposes of seeing underwater.
• Hold Breath: You can hold your breath for 1 minute per point of Constitution score before needing to take a breath for at least half a minute.
• Natural Bite: You have a natural melee bite attack that deals 1d4 slashing damage.
• Proficiency: You have proficiency in the Demolitions skill and with Carpentry tools.
• Languages: French, and Trade Tongue. If used in a fantasy game, use Common and Sylvan instead.
Beaverfolk Talent TreeThe following species talents are only available to Beaverfolk and can be taken for you Agony of Choice or instead of taking a feat.
Tail Slam Beaverfolk Talent
Benefit: your tail can now generate massive sonic slam. As an action, you slam your tail. Everyone within 10, 20, or 30 feet of you (your choice of range) must make a Constitution saving throw with a DC 8 + your proficiency bonus + your Constitution modifier. On a failed save, targets take 2d4 + your proficiency bonus in thunder damage and are deafened for 1 minute. You also make enough noise to be heard from ½ a mile away. Using this talent ruins any stealth you may have. You may forgo the damage of this talent, and only make noise with it if you wish.
Sharper Incisors Beaverfolk Talent
Benefit 1: your natural bite attack now deals 2d4 slashing damage and performs a critical hit on a result of 19-20 on a d20 attack roll.
Benefit 2: You may use your teeth as Carpentry tools and may always apply your highest ability modifier for their use.
Beaver Pelt Beaverfolk Talent
Benefit 1: Your Constitution score increases by 1, and its normal maximum value is increased from 20 to 22.
Benefit 2: As long as you are wearing no armor, you have a natural armor of AC 12, plus your Dexterity modifier.
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