But the minatures really got me thinking about how much I like beast-folk over demi-humans in terms of class alternatives to humans for fantasy adventure campaigns. In fact, I think beast-folk have three specific advantages over humans because animals are: familiar & symbolic, mortal, and have extraordinary (but not supernatural) abilities.
Familiar & Symbolic
In terms of roleplay, its going to be easier understanding animals or animal-folks, than to imagine and role-play an immortal elf. Animals occupy our homes, surround us, and have been with most of us throughout many aspects of our lives.
Humans also have centuries of animal worship, either as god figures themselves, or as something adjacent to. They are central to our fables, parables, and tall tales. They are used to embody the qualities of our sports teams, from the strong to the ferocious to the quick. And they continue to be stand-ins for human personalities and class positions in pop culture, especially in animation or puppetry.
This all means that most humans can see an animal and describe its symbolic qualities, goals, and weaknesses far quicker than most any other non-human representation. For instance, if you show someone the picture of a lion, they most likely will list symbolic qualities: brave and strong, but also prideful and arrogant, with a desire to be king. Or at least give you very well-known characteristics of the literal animal itself.
Mortality & Other
| Easy to sleep all day when your lifespan is 500+ years |
The biggest issues for me with two common demi-human races, elves and dwarves, is that each is near-immortal or at least have increadbly long life spans. This singular facet would radically change one's stance on almost every problem. Immortality lends itself to patience, thoughtfulness, and overplanning. Years can be spent in pondering and consensus-making. For human players, time-as-a-factor is baked into all of our lives. D&D itself, these days, is a 2-4 hour, once-weekly game because time is a factor. So, I don't think human players can truly can model this behavior arising from immortality, consistantly, in a game. Animals on the other hand, are mortal and actually often more short-lived. But on the relevant timeline to fictional elves/dwarves, humans and animals are practically the same.
Extraordinary, But Not Supernatural, Abilities (Maybe)
Most animals have senses and abilities that far exceed those of a human. And because many of them evolved for survival, they often are oriented around solving an environmental problem- avoiding detection, and/or tracking prey- so very gamable! For instance, a dog's sense of smell is 10,000 to 100,000 times greater than a human's. A cat cannot see in total darkness, but requires only 1/6th the light of a human to see their surroundings and can survive falls up to 30 stories, versus a human's 4 stories.
Now, sure, it's not like players really understand what it's like to see through a hawk's eyes. But these abilities are not supernatural at a base level and so can easily be understood in fictional situations e.g. a dog can smell through a door, but may not smell the ghosts on the other side as they are incorporeal.
However, looping back to the familiar symbolism, some animal qualities could be cast on a "mythic" level, such as a salamander's fire resistance or foxes' natural ability to lie. Yet, again, these are abilities are still well understood by human players.
But I Like Beast-headed Humans Even More
I have personally always enjoyed the idea of beast-headed humans. In particular, when the transformation is a curse bestowed on a human by the fay for some justified or trivial transgression. To me, this bestows the PC with a goal- to undo the curse. But it is also a very visible mark that the fictional world can react to. Which is often neglected in D&D, how your PC appears should affect how NPCs react to them. Much like it would in the real world.
And again, its even easier to role-play than a human-sized animal. What if you were you, but cursed to wear the head of an animal? You gain some abilities due to this new transformation, but also a set of assumptions and are an outcast.
Beast-headed Humans Or The Fay-Cursed
Too boorish, too clever, too desperate, and/or too ignorant to understand what you were agreeing to, who you were talking back to, or who you were stealing from, so you now wear a heraldic animal head as a mark and punishment.
Weapons & Armor: As Dwarf HD: At level 1, roll 2d8 and take the highest die; 1d8 per level there after Saves: As Dwarf Experience: As Dwarf Special Abilities:
Animal Senses: All beast-heads have a 2-in-6 to listen and smell, and a candle can provide as much light to see as a torch, but they cannot see in total darkness.
Curse: During character creation, roll 1d12 to determine what fate has befallen your PC.
- Lion- Once a month, you may command a number of normal man-types (half your CHA) that will perform, with great bravery, one task. Afterward, they become lazy, indolent, and rest on their laurels, telling grand tales about what they did.
- Stag- You can sleep in the woods as comfortably as you can in an inn. If you do so, the animals of the forest will tell you rumors of what is happening in all directions. Hunters believe your heart will grant them a wish.
- Wolf- If you are clad in the skin of a sheep or the clothing of a grandmother, people will believe you are that until you attack. Children and dogs will have their deep suspicions. Abandoned by humans, you are embraced by the pack, you may call for a number of wolves equal to your hireling count by CHA
- Fox- You can lie with ease. But no one will believe you when telling the truth. Any lie told in the service of the truth will backfire (e.g. Telling people there is gold in the well to rescue a trapped baby will delay rescue of the baby as people ask more about the gold).
- Eagle- You are vigilant and a fierce guardian, if you fill 3 slots of encumbrance with the object/person you are in charge of protecting, you gain the ability to interpose between them and a threat as well as gain +2 AC when defending; if in a room for a week, you are only surprised on a 1 there. Horses hate you and your presence.
- Pard- All royalty will be willing to believe you are a lost heir (3d6 under CHA). Their current children will think the opposite, and it's difficult to erase this suspicion.
- Rat- Any item a normal rat can carry can be brought to you in roughly 3 moons, provided it is something left unattended and you are in a location with rats. Mice are too provincial and Giant rats too unruly to command. Most people will assume your presence naturally fouls the air.
- Bull- Duplicate your highest ability score in STR or if it is highest, add 1. No normal dungeon door can impede you and you are good at mazes. However, you are easily goaded into a fight (Save vs spells to avoid), and you will break anything delicate.
- Boar- You require twice as much food, rest, poison, or potion. Even a basilisk must look at you twice. And by that same token, demand twice as much reward, gratitude, or grace. However, you are twice as generous than most. And require twice as many buttons to keep your shirt on.
- Raven- You wear the head of a bird that exists both here and beyond; as such, you can sense the undead as others can hear noise (2-in-6). And a good mimic, you can cast first-level non-divine spells you see and hear.
- Goat or Donkey- Contrarian as a profession. You can never be commanded and infact, if commanded, you will refuse to do it. Even a harpy’s song, a siren’s call, or a wizard's charm will not get you to move.
- Tygr- If you declare "I strike!", then you may move up to 20' and make a free melee attack at advantage, criting on a 19-20. If you discuss the use of this ability in the open, you must attack at disadvantage. You must then remain engaged with the target until you or it dies. People fine your gaze unnerving as if you are always on edge.
- Stronghold Lieutenants (roll 1d6): 1-2. Giant Talking Animal of Head-Type 3-4. Chaotic Figher (level 4 + 1d4) 5-6. 2d4 Fay Rakes (Hardly lift a hand, but throw good parties)
- Stronghold Guard: 3d6 x10 1HD brigands (75% human and 25% hound-headed)
- If there are 3+ levels, Stronghold Residents (roll 1d6, assume number as lair of monster type): 1. Werewolves 2. Hill Giant 3. Purple Wyrm 4. Minotaurs 5. Questing Beast 6. Wicked Trents




