So, this is the kind of thing I do when I get bored: I make random PC races.
This idea started when I read in the DMG about reflavoring the Halfling to be an anthropomorphic mouse (page 285, under Cosmetic Alterations), and I thought: how cool would it be to play an Otter fighter that was basically from Narnia, or somewhere with Awakened animals. Here is my first run on Animal PCs. I'm willing to add more animals to the list if anyone has any suggestions :D
Awakened Woodland Creatures
Ability Score Increase. Your Dexterity score increases by 2.
Age. You reach maturity at 1 year old, and you live to be about 30.
Alignment. You grew up in the woodlands and you tend to fend for yourself, you don't trust outsiders as easily. You might have a personal code of honor, but you tend towards the chaotic.
Size. You stand between 2 and 3 feet tall. Your size is small.
Speed. Your base walking speed is 25 feet.
Awakened. While you appear to be just a much larger version of an animal, you are actually a much more intelligent version of that animal. This was caused by a Fey's magic, and their magic gave you the power of speech and turned your front paws into paw-like hands.
Barding and Arming. Any armor you are proficient in can be tailored to your animal body. This increases the cost of the weapon by 5gp, but allows a weapon to retain its damage die, except in the case of a weapon with the Heavy property, in which case, the weapon's damage die drops to 2d4.
Darkvision. You can see in darkness for 60 feet.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. You are a particular kind of creature from the woodlands.
Otter
Ability Score Increase. Your Wisdom score increases by 1.
Aquatic. You have advantage on Constitution checks to hold your breath, and you gain a swimming speed of 35 feet.
Badger
Ability Score Increase. Your Dexterity score does not increase. Instead your Constitution score increases by 2 and your Strength score increases by 1.
Superior Darkvision. You can see in in darkness for 120 feet.
Tunnel Dweller. You gain a burrowing speed of 10 feet.
Mouse
Ability Score Increase. Your Intelligence score increases by 1.
Crafty. You gain proficiency in the Sleight of Hand skill, and a climbing speed of 30 feet.
Rat
Ability Score Increase. Your Charisma score increases by 1.
Devious. You gain proficiency in the Deception skill, and a climbing speed of 30 feet.
Hedgehog
Ability Score Increase. Your Constitution score increases by 1.
Curled Spines. As a reaction, when you are attacked by a melee attack you may curl into a ball. This halves damage dealt to you and deals 1d6 piercing damage to the foe who attacked you. While you are curled up, you are treated as prone for the purposes of movement.
Fox
Ability Score Increase. Your Intelligence score increases by 1.
Winter Coat. When in cold conditions you are considered proficient with the Survival skill, if you are not already. You also have advantage on saving throws against cold damage.
Turtle
Ability Score Increase. Your Dexterity score does not increase. Instead your Strength score increases by 2 and your Constitution score increases by 1.
Slow and Steady Wins the Race. Your base movement speed is 20 feet. You also have a swim speed of 30 feet.
Hard Shell. You have a natural AC that equals 13 + your Strength modifier. As a reaction you may drop whatever you are holding and retreat into your shell. Opponents attacking you must make a Strength attack (DC = your AC + your proficiency bonus) or a Finesse attack that matches your AC to get into your shell. Once per short rest you may use this feature to avoid spells that require a saving throw.
Porcupine
Ability Score Increase. You Constitution score increases by 1.
Stay Back. You can throw your spines to deal 1d4 piercing damage. They have 20/60 range, and possess the Finesse property.
Cat
Ability Score Increase. You may increase your Intelligence, Wisdom, or Charisma stat by 1.
Lesser Catfall. You may treat any fall as if it were 20 feet shorter than it actually was, and as long as you beat a DC 5 Dexterity saving throw you land on your feet.
Claws. You are proficient with your unarmed strikes. They deal 1d4 slashing damage, and you may use your Strength or Dexterity score on the attack.
Lizard
Ability Score Increase. Your Constitution score increases by 1.
Minor Subrace. There are many different types of lizards from all around the world. You are likely one of the following.
Gecko
Tree Dweller. You gain a climbing speed equal to your movement speed. If you are not already proficient, you are considered proficient with Wisdom (Survival) checks in the forest.
Frilled Lizard
Frilled Intimidator. You are proficient with the Intimidation skill. You may flare your frilled hood and gain a +1 bonus to AC for 1 minute. This ability may be used once per short or long rest.
Chameleon
Stealthy. Your base movement speed is 20 feet. Your skin can change color to blend with your surroundings. As a bonus action you may start the process, and by the start of your next turn, you are completely hidden. You are no longer hidden once you make an attack, or cast a spell.
Skink
Adapt to Survive. You are proficient with the Survival skill. You may drop your tail to Disengage as a reaction. Any enemy that was attacking you misses their attack and is Surprised. You may do this once every 1d6+1 days.
Basilisk
Swift and Miraculous. Your base movement speed is 30 feet. Your legs carry you so quickly that you can run across water at a speed equal to your base movement speed + 10 feet.
Ant
Ability Score Increase. Your Dexterity Score does not increase. Instead your Strength score increases by 2, and your Constitution score increases by 1.
Carapace. Your exoskeleton grants you an AC = to 12 + your Strength modifier.
Vestigial Limbs. You have two smaller arms that can manipulate objects and interact with the environment, but cannot wield weapons that aren't Light.
Languages. You can speak Deep Speech. Communication with races that speak any other language must be done non-verbally. You do not gain any languages from your background.