Beast-Man

Beast-Man
Ability Score Increase: Your Wisdom and Constitution each increase by 1.
Age: Beast-Men reach maturity at about 14 years old, and rarely live longer than 80 years.
Alignment: Beast-Men vary in alignment to the same degree that humans do.
Size: Beast-Men are size Medium, unless their subrace says otherwise.
Speed: Your base walking speed is 30 feet
Keen Senses: You are skilled in the Perception (Wisdom) skill, and your passive Perception receives a bonus of +2.
Natural Weapons: Your unarmed attacks do 1d4 damage.
Languages: You can speak, read and write Common.
Subrace: You must select one of the following sub-races.

Leopard-Men (Japanese-flavored)
Falcon-Men (ancient Egyptian flavored)
Wolf-Men (Old-West or 1800s Australian flavored)
Rhino-Men (Carribean/Jamaican flavored)
Bull-Men (Phoenician flavored)

Leopard-Men (also known as Kwai)
Ability Score Increase: Your Dexterity score increases by 2.
Darkvision: 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.
Ambush: You do an addition 1d6 damage to opponents when you hit them with a melee attack made with advantage.
Leopard-Man Combat Training: You are proficient with the longsword and shortsword.

Falcon-Men (also known as Heru)
Ability Score Increase: Your Wisdom and Charisma scores each increase by 1.
Keen Sight: You have advantage on Perception checks to see things at a distance, and you are not at disadvantage with ranged attacks made at long range.
Glide: You have resistance against falling damage.
Falcon-Man Combat Training: You are proficient with the scimitar and shortbow.

Wolf-Men (also known as Wer)
Ability Score Increase: Your Dexterity and Wisdom scores each increase by 1.
Keen Scent: You are proficient with Survival, and have advantage on Survival checks to follow tracks.
Pack Hunter: When you are adjacent to an enemy, you can use a bonus action to give an ally who is also adjacent to that enemy advantage on his attacks for one round.
Wolf-Man Combat Training: You are proficient with the revolver, hunting rifle and shotgun.

Rhino-Men (also known as Juballa)
Ability Score Increase: Your Strength and Constitution scores each increases by 1.
Inertia: Your base walking speed is 25 feet. If you move at least 20 feet, the next melee attack you make in that round has advantage.
Stable: You have advantage on Strength saves to avoid being moved or knocked down.
Thick Hide: When you are not wearing armor, your armor class is 12 + your Dexterity modifier.
Rhino-Man Combat Training: You are proficient with the maul and warhammer.

Bull-Men (also known as Minoi)
Ability Score Increase: Your Strength score increases by 2.
Labyrinthine Mind: You have advantage on all Intelligence and Wisdom checks made to navigate, follow tracks, or avoid getting lost.
Powerful Build: You count as one size category larger when determining how much you can lift, move or carry.
Horns: You can use your horns as an unarmed attack, doing 1d6 piercing damage.
Bull-Men Combat Training: You are proficient with the handaxe, battleaxe and greataxe.

Beast-Man

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