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.
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.
| 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. |
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| 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. |
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.
You have the small round bear ears and a stubby bear tail.
| Ability Score Increase. Your Strength score increases by 2 |
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| 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. |
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 |
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| 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. |
You have the ears of a horse or pony, along with their long-haired tail.
| Ability Score Increase. Your Constitution score increases by 2 |
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| 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. |
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 |
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| 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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