Minks are humanoids with animal features. Similar to fish-men and merfolk, each individual takes after a specific animal. However, instead of having the characteristics of sea creatures, Minks possess the traits of fur-covered mammalian animals. As such, fur, which they also refer to as "mink", covers most of their bodies and is considered their pride and joy.
Females tend to look more like humans while males tend to look more bestial. They possess humanoid hands and feet, but those based on animals with paws will also possess paw pads on their palm and up to their first knuckle.
Tribe: When choosing a Mink, you must first choose the Tribe your Mink belongs too; Diurnal or Nocturnal.
Diurnal minks are primarily awake and active during the day. Due to catching sunlight, they do most of the agricultural work among the mink.
Nocturnal minks are primarily awake and active during the night. Owing to their nightly activities, they make excellent scouts and defenders.
Your tribe will determine several factors, such as your Racial ASI, Speed, and what Breed types you are able to choose from.
Ability Score Increase: +2 STR or DEX, +1 to the unchosen stat (Diurnal) | +2 WIS, +1 DEX (Nocturnal)
Size. Small, Medium, Large (Diurnal Only)
Speed. 35ft Overland /15ft Swim / 15 Climb (Diurnal) | 40 ft Overland/ 20ft Swim/ 20 ft Climb (Nocturnal)
Senses. Darkvision 30ft. (Nocturnal Only)
Electro: Starting at level 5, you gain the Lightning Affinity. Additionally, you may change any damage you deal with a melee weapon, unarmed, natural weapon, or Brawl Technique attack to Lightning damage as a free action. You may do this a number of times equal to your proficiency bonus per long rest. Electro attacks gain +1 to attack and damage rolls, at level 11 they gain +2
Breed Type:
Choose a breed type from the list below.
Dog / Wolf (Diurnal or Nocturnal)
Canine minks appear like wolves or dogs, with a strong nose and jaws.
You gain the following benefits:
Keen Smell: You have advantage on perception or survival checks that rely on smell.
Pack Animal: You can give yourself advantage on an attack roll if your target is within 5 feet of one of your allies. Once you use this feature, you can’t do so again until you finish a short or long rest.
Canine’s Bite: Your bite is a natural weapon, which you can use to make unarmed strikes. It deals piercing damage equal to 1d4 + your Strength modifier. When you successfully hit a target with this attack, you can attempt to grapple them as a bonus action with your jaws.
Cat (Diurnal or Nocturnal)
Cat minks are extremely dexterous, with sharp claws and the ability to see in the dark.
You gain the following benefits:
Keen Hearing: You have advantage on perception checks that rely on hearing.
Cat’s Claws: Because of your claws, your climbing speed is doubled. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You can use your Dexterity modifier when making attack rolls with your claws.
Agility: When you move on your turn in combat, you can double your speed until the end of the turn. You can use this trait once per long rest. At the start of your turn, you may choose to drop your movement speed to 0ft until the beginning of your next turn. If you do, you regain one use of this feature without taking a long rest.
Bear (Diurnal or Nocturnal)
Bear minks are tough with thick hides. They range in size, but tend to lean towards the larger side of the spectrum.
You gain the following benefits:
Ursa’s Might: You count as one size larger when determining the weight you can pull, lift, or carry.
Bear’s Jaws: You gain a bite attack which counts as a natural weapon for you. It deals piercing damage equal to 2d4 + your Strength modifier.
Thick Fat: You gain resistance Cold damage and ignore difficult terrain created by ice or snow.
Primate (Diurnal or Nocturnal)
Powerful and intelligent, apes make full use of both their might and their hands to accomplish even the most complex task.
You gain the following benefits:
Proficient Acrobat: You gain proficiency in Dexterity (Acrobatics) checks, allowing you to perform agile and acrobatic feats with ease. If you were already proficient, your expertise in acrobatics makes you a true master of balance and grace.
King Kong Strength: You count as one size larger when determining your carrying capacity and strength. You possess the mighty strength of a legendary primate, capable of lifting and pushing massive loads that would astound others.
Monkey's Ascent: You gain a climbing speed equal to your walking speed, mirroring the effortless way monkeys swing through trees and scale cliffs. Your ability to traverse vertical terrain is unmatched.
Otter (Diurnal or Nocturnal)
You are an Otter, Otters are carnivorous mammals that are part of the Mustelidae family.
You gain the following benefits:
Aquatic Grace: You gain a swim speed equal to your movement speed, effortlessly gliding through water with the finesse of a true aquatic creature.
Diver: You have a lung capacity that's 2.5 times greater than similar-sized land creature's, allowing you to stay underwater for longer periods of time. You can hold your breath underwater for up to 8 minutes.
Pack Animal: You can give yourself advantage on an attack roll if your target is within 5 feet of one of your allies. Once you use this feature, you can’t do so again until you finish a short or long rest.
Slippery: You have advantage on ability checks and saving throws made to escape grapples.
Rabbit (Diurnal)
Quick with their feet and able to leap great distances, rabbit exhibit all the reflexive traits of their animal counterpart.
You gain the following benefits:
Agility: When you move on your turn in combat, you can double your speed until the end of the turn. You can use this trait once per long rest. At the start of your turn, you may choose to drop your movement speed to 0ft until the beginning of your next turn. If you do, you regain one use of this feature without taking a long rest.
Lucky Footwork: When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop: As a bonus action, you can jump a number of feet in any direction equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Flying Squirrel (Diurnal)
Flying squirrel minks carry deft movement and deft senses. Their squirrel paws are adept at climbing up the tallest of trees. Sprouting from their sides are extended membranes of skin. These membranes grant them the ability to glide along the wind as they descend safely from the highest heights.
You gain the following benefits:
Expert Climber: You gain a climbing speed equal to your walking speed.
Glide: When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
Forager: As a bonus action, you can take the Search action.
Equine (Diurnal)
Equine minks are hoofed beings that have powerful legs, enabling them to move at high speeds with ease, and charge down any enemy that comes their way.
You gain the following benefits:
Runner: Your movement speed increases by 5 feet.
Beast of Burden: You count as one size bigger when determining your carrying capacity, and the weight you can push, drag, or lift.
Cavalier: If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with another as a bonus action.
Horned (Diurnal)
Similar to Equine minks, Horned minks tend to have hooves alongside antlers growing out of their head that make their charges extra dangerous. They also tend to have thicker hides of wool or fur, giving them an added defense against attacks.
You gain the following benefits:
Horn: You gain a horn attack which is counted as a natural weapon that you are proficient with. It deals 1d6 + (Strength modifier) bludgeoning damage. This trait’s damage scales alongside the Brawler’s unarmed damage.
Ram: If you move at least 20 feet in a straight line before performing a melee attack you may choose to attempt to knock the enemy prone or 10 feet back with your horns. The target must make a Strength saving throw or suffer either effect of your choice. The DC for this effect is determined by 8+Strength Mod+proficiency bonus.
***Natural Armor:__ While not wearing armor you have a natural AC of 10 + your Constitution modifier + your Proficiency Bonus.
Fox (Nocturnal)
Fox minks are naturally cunning and sly creatures. Resourceful and witty, they tend to outmaneuver others than tackle them head on.
You gain the following benefits:
Deceiver: You have advantage in Charisma (Deception) and Dexterity (Stealth) ability checks.
Burrower: You gain a burrow speed equal to half of your movement speed (rounded down to the nearest multiple of 5). For example, if your movement speed is 35 feet, your burrow speed would be 15 feet.
Agility: When you move on your turn in combat, you can double your speed until the end of the turn. You can use this trait once per long rest. At the start of your turn, you may choose to drop your movement speed to 0ft until the beginning of your next turn. If you do, you regain one use of this feature without taking a long rest.
Burrower (Nocturnal)
Burrower mink’s natural terrain is the earth. Nature has granted them powerful claws that break rocks, and the senses necessary to feel their way through the ground.
You gain the following benefits:
Earthsight: You gain a tremorsense of 20 feet, however, your natural sight only extends to 30 feet.
Burrower: You gain a burrow speed equal to half of your movement speed (rounded down to the nearest multiple of 5). For example, if your movement speed is 35 feet, your burrow speed would be 15 feet.
Digging Claws: You have a natural weapon in the form of claws that deals slashing damage equal to 2d4 + your Strength modifier. You can use either your Strength or Dexterity modifier when making attacks with your claws.
Rodent (Nocturnal)
Rodent minks are quick on their feet and often anxious. Extra careful, it’s hard to trap these speedy and light footed creatures.
You gain the following benefits:
Fleet Footed: You have advantage on initiative rolls and gain +10 feet to your movement speed.
Natural Instinct: Once per long rest when you are forced to make a Dexterity saving throw you may choose to automatically succeed. You must use this feature before making the roll.
Nimble: You can move through the space of any creature that is of a size larger than yours.
Bat (Nocturnal)
Bat minks are the terror of the night, able to take flight and sense all sounds hidden under the cover of dark.
You gain the following benefits:
Keen Hearing: You have advantage on perception checks that rely on hearing.
Echolocation: You gain blindsight of 10ft. This blindsight ceases to function if you are deafened.
Wings: You gain a flying speed equal to your movement speed. You cannot manipulate objects that require the use of your hands while flying in this way. You cannot benefit from this speed if you are wearing heavy armor.
Platypus (Nocturnal)
You are a semiaquatic, egg-laying mammal of action. You’ve got more than just mad skills, you got a beaver tail and a bill.
You gain the following benefits:
Electroreception: You gain blindsight with a range of 10 feet, allowing you to navigate your surroundings and detect the presence of creatures even in darkness or obscured conditions.
Aquatic Grace: You gain a swim speed equal to your movement speed, effortlessly gliding through water with the finesse of a true aquatic creature.
Platypus Paralysis: Once per turn, when you hit a creature with an unarmed attack, you can choose to envenom it. The target creature must make a Constitution Saving Throw, DC 8 + Your Constitution modifier + Your Proficiency Bonus. On a failed save, the creature succumbs to the Platypus Paralysis, becoming poisoned for one minute. They must repeat the saving throw at the end of each of their turns, enduring the debilitating effect until they succeed. Your venomous strike is as unique and potent as the platypus's own venomous spur.
Skunk (Nocturnal)
Skunks are known for their cunning and ability to emit a potent odor to deter predators. They possess keen senses and a natural affinity for stealth.
You gain the following benefits:
Keen Scent: You have advantage on Wisdom (Perception) checks that rely on smell.
Stink Spray: As a reaction when you are hit by an attack or targeted by a spell within 5 feet, you can release a noxious spray. The attacker must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of their next turn. Once you use this trait, you can't use it again until you finish a short or long rest.
Sneaky: You have proficiency in the Stealth skill. If you already have proficiency in Stealth, you gain expertise in it, which means your proficiency bonus is doubled for any ability check you make with it.