Anim

Lion_Man_by_Indecom.pngThe coming of the anim into the Cunaerai is a story of violence, sadness and betrayal. When the servants of the Lord of Darkness took to life and substance and his godsbreath guided Night’s hatred through the jungles of Vassara and on toward The Holy Kingdom and beyond, many lands, long aloof from the affairs of the realm, forged alliance in alarm and set to battle the dark god’s minions. Two such kingdoms were Ja’Shien with their potent mages and the great and powerful druids of Cuir. With the Beast Lord’s blessing and the Magi’s indifference, the most learned of these folk joined in an effort to bring together the best attributes of man and beast into first a soldier, then an army; fit and capable enough to rout Night’s fury and crack the Dark Mirror. Their labors bore fruit and the first of the anim were born. With this newfound force the shadows were driven back and humanity saved, but of the legions of anim bred in that year to do battle with the shadow, scarce one thousand of these creatures survived it.

It was assumed that within a generation the fire within these creatures would run its destructive course and die out, the anim having been sown of magic and not whole of the realm of man or beast. The sorceries that transformed them were thought to have made them barren. What the wisest of priests could not have fathomed, however, was that the savage god of beasts took pity on these creatures, came to love them, and coveted them as his own. He blessed these beings with his own essence, gave them speech, and bid them multiply under his watchful eye. Those who created the anim with their sorceries and divine rituals, the druids of Cuir and wizards in Ja’Shien, initially watched in wonder and sought to study them. But the cold goddess of Tyranny, selfish and always eager to unleash her fury upon the children of the gods, seized upon this opportunity and breathed winter into the hearts and souls of men and women. Many humans turned in fear upon the anim, convinced they would breed like the beasts of the forests and one-day rise with power to kill those who had created them. Those beast-men that could sought refuge in the forests and wilderness where the Hunter’s hand is still strong. Some were enslaved or bonded. Many more were butchered. Though the Lord of Beasts stoked the fires of savagery and rebellion within them, the anim could not break power that humanity enjoyed upon the Cunaerai, for it is said that the great goddess of Fate grew angry at the Beast Lord for his tampering with the man-beasts of sorcery’s birth and sickened the fruit of reason and thought within the anim so that like their patron they would be forever ruled by instinct and primal desire. Thus the anim splintered amongst even themselves and, with only the mercurial drive of the Beast Lord to guide them, spread into the wilds and among the humans who had persecuted them. They remain to this day a fringe race, barely accepted and rarely tolerated by humanity except in those places where they were birthed, where many say they are exploited as slaves.

— Abril Dvel
Grand Scribe of Fallen Sengt (circa 2100)

All Anim possess the following traits:

Ability Score Increase. You may choose to increase your Strength or Dexterity by 2.
Size. Anim are about the same size as humans. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Animal Reflexes. You gain proficiency in your choice of either the Strength (Athletics) or Dexterity (Acrobatics) skill.
Darkvision. You are blessed by the bestial traits within you. 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.
Unnatural Beast. You are immune to lycanthropy and are unaffected by polymorph spells.
Parent Animal. Choose the lineage of animal you have been created from: examples include ursine (bears), taurine (bulls), caprine (rams), avian (birds), canine (wolves), reptilian (snakes), etc. You assume the physical appearance of a humanoid-animal hybrid related to your parent animal. You gain advantage to all checks when dealing with that particular animal species, whether domestic or wild. Additionally, you may always speak with your parent animal (ursine anim with bears, felidae anim with lions and tigers, etc.) as if under the effects of a speak with animals spell.
Channel Beast. On your turn, you can channel the bestial side of your heritage as a bonus action. This channelling lasts for 1 minute or until you end it on your turn as a bonus action. While you channel the beast, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your parent animal, described below. You must finish a short or long rest before you can channel the beast within you again.
Bestial Your bestial nature, cultural stigmas, and lack of anything resembling patience and tact make social interactions with other races difficult. You suffer disadvantage on all Charisma (Persuasion), Charisma (Deception), and Wisdom (Insight) checks when dealing with humanoid creatures other than Anim.
Class Restrictions Anim are denied divine gifts and are creatures warped yet sustained by the voice. They must choose from the following classes: barbarian, fighter (champion, battlemaster), rogue (thief, assassin), cleric (only the Beast Lord grants divine power to anim), druid (moon), or sorcerer (wild).
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Several subraces of anim exist, each with its own animalistic features. Choose one of the options below.

Ursine or Taurine
You assume the traits of a bear or bull. You are especially tough and persistent in battle.
Ability Score Increase. Your Constitution score increases by 1.
Channel Feature. While channeling, you gain a +1 bonus to AC and advantage on all Strength and Constitution attribute checks and Constitution saving throws.

Caprine
You assume the traits of a goat or ram.
Ability Score Increase. Your Dexterity score increases by 1.
Channel Feature. While channeling, you gain a climb speed of 30 feet. You ignore difficult terrain. You gain advantage on any check made to shove a creature (PHB pg. 195).

Felidae
You assume the traits of the cheetah or other swift cat.
Ability Score Increase. Your Dexterity score increases by 1.
Channel Feature. While channeling, you can use the Dash action as a bonus action and gain advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.

Canine or Felidae
You assume the features of a wolf, lion, or other long-toothed predator.
Ability Score Increase. Your Strength score increases by 1.
Channel Feature. While channeling, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled. You gain advantage on Strength (Athletic) checks, and your jump distance is doubled.

Reptilian or Avian
You assume the features of a reptile, a clawed bird, or similar clawed creature.
Ability Score Increase. Your Dexterity score increases by 1.
Channel Feature. While channeling, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage. You gain a climb speed of 40 feet.

Avian, Lupine or Felidae
You assume the features of a perceptive predator. Your anim traits assist you in tracking and perception.
Ability Score Increase. Your Wisdom score increases by 1.
Channel Feature. While channeling, you gain advantage on all Wisdom-based checks and saving throws. You can fly 40 feet, but must land on a solid surface by the end of your move or you glide to the nearest available space.

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Anim

Cunaerai moorcrys