Humblewood dnd pdf download - logically correctly
Humblewood dnd pdf download - authoritative
![humblewood dnd pdf download humblewood dnd pdf download](http://geekandsundry.com/wp-content/uploads/2019/04/GMH-Humblewood-Image-3.jpg)
1HumblewooodWelcometotheWood-v0.9.pdf
Date uploaded
Copyright
Available Formats
Share this document
Share or Embed Document
Did you find this document useful?
Welcome to the Wood PDF (V0.9)
COMPATIBLE
CAMPAIGN
1 C hapter 1 | Welcome to the Wood 7
1 Welcome to the Wood
the story begins
Races of the Wood
all walks of life
T
he various folk who make up the world of Humble- allowed them to work together and prosper, creating a harmony
wood are divided into two categories: the birdfolk and in the Wood which has lasted for an age.
the humblefolk. While they resemble animals, the folk While a diverse group, adapted for a variety of environ-
who inhabit the cities, towns, and villages of Humblewood are ments within the Wood, birdfolk also share several physical
all humanoids. traits which have allowed them to find common ground in
This chapter outlines the ten core races, five birdfolk and five
the construction of their perches. Beyond the obvious physical
humblefolk, who make up the majority of characters found in similarities, all birdfolk possess arms covered in feathers, which
the Wood. It also details various character creation options, new extend into wing-like appendages. While incapable of true
class options, backgrounds, feats, and spells to help you make powered flight, the strong hollow bones and lightweight bodies
your own Humblewood adventurer. of birdfolk allow them to easily use their feathered arms to
glide, and unless severely encumbered, all birdfolk can recover
THE BIRDFOLK gracefully from what would otherwise be a deadly fall. In some
The birdfolk races of Humblewood are as diverse and unique birdfolk races these wings have grown strong enough to bear
as the forest itself. Only the skillful survive the forest, and the their owners upwards in a mighty flap, while others instead
birdfolk have become masters of both the forest floor and the developed talons which make for both deadly defensive weapons
canopies above, creating several settlements (known colloquially and useful tools for scaling tall trees.
as “perches”) throughout the Wood. Despite regional differences The birdfolk have established themselves as a political force
and cultural peculiarities among the different kinds of birdfolk to be reckoned with in Humblewood. They shaped their mighty
in the Wood, the birdfolk races nevertheless share much of their capital from the great tree Alderheart, and from this bastion of
culture, language, history, and origin myths. This solidarity has safety their ruling body, the Birdfolk Council, makes decisions
the BIRDFOLK
LUMA CORVUM RAPTOR GALLUS STRIG
8 Chapter 1 | Welcome to the Wood
which impact all of Humblewood. The birdfolk are well-de- tablished birdfolk perches, though many found birdfolk archi-
fended from outside threats thanks to the Perch Guard, a force tecture to be restrictive for creatures without wings. In the same
of soldiers trained in both aerial and ground combat, that keeps way, some groups of birdfolk, feeling too crowded within the
their cities and the denizens within safe. booming perches, began to spread out and seek shelter within
While Alderheart has been a beacon of peace and harmony small woodland villages. Even today, the birdfolk who choose to
for many years, the coming of the fires has thrown the region live on the forest floor find themselves stigmatized, as a life in
into chaos. The Perch Guard forces are spread thin across the the canopy is considered proper in birdfolk society.
canopy cities, barely able to secure the main roads for merchants After the establishment of the treaty, humblefolk began to
while keeping their homes safe from the blazes. Now the great live once again in small woodland villages beneath the trees,
birdfolk cities face more threats from bandits and forest fires although now in more diverse communities alongside some
than ever before. Through it all, though, the birdfolk trust in ground-dwelling birdfolk. With the expansion of the Humble-
solidarity, between themselves and the diverse groups of habi- folk Treaty to allow humblefolk to call upon Perch Guard
tants who call their perches home, to weather the coming storm garrisons in times of crisis, and the birdfolk militias keeping
as they have so many times before. the roads safe for merchant caravans, the Wood truly entered a
golden age. Life for many humblefolk was peaceful and prosper-
THE HUMBLEFOLK ous…until the fires came.
Not all denizens of Humblewood are birdfolk. The term With the spreading flames, humblefolk villagers petitioned
“humblefolk” is used throughout the Wood to refer to the the overextended Perch Guard for aid, only to see help arrive
non-birdfolk peoples who live a little closer to the forest floor. too late, if at all. To make matters worse, after many years the
Unlike the birdfolk, whose shared language, histories, myths, divisions between the humblefolk communities have inten-
and culture have allowed them to exist in harmony for most of sified: those who found prosperity in the birdfolk cities have
Humblewood’s history, the humblefolk represent a disparate adopted a perch-dweller’s perspective, while those who live in
group of peoples, cultures, and ways of seeing the world, many the woodlands face a constant threat from brigands and forest
of whom haven’t always seen eye to eye. fires. Others have even left to join the newly reformed Bandit
Ages ago, an accord was struck between the people of Coalition, seeing not only a path for survival, but a chance
the forest floor to unite against roving bandits and quell to get even with the perch-dwelling birdfolk for broken oaths
the in-fighting that was wreaking havoc across the Wood. and unequal treatment. Yet, where the treaty holds, vibrant
This accord was known as the “Humblefolk Treaty” and was humblefolk communities can still be found. The humblefolk
witnessed by the birdfolk, who were just then beginning to are resilient, and each race will devise a way to survive in this
shape the trunk of Alderheart. The birdfolk offered the humble- dangerous wood.
folk safety within their great city, and many accepted their offer.
Over time, more and more humblefolk migrated to newly-es-
the HUMBLEFOLK
VULPIN MAPACH JERBEEN HEDGE CERVAN
C hapter 1 | Welcome to the Wood 9
Corvum hungry for knowledge
Corvums are a crow-like race with dark feathers and sharp Glide. Using your feathered arms, you can slow your
minds. Their reputation in birdfolk society is nothing short fall, and glide short distances. When falling you can use your
of villainous, and they are regularly cast as the antagonists of reaction to spread your arms, stiffen your wing feathers, and
any given situation. It’s hard to say whether the corvums are slow your descent. While doing so, you continue to fall gently
distrusted because they behave the way they do, or if they at a speed of 60 feet per round, taking no fall damage when
behave the way they do because they are distrusted. you land. If you would fall at least 10 feet in this way, you may
fly up to your movement speed in any direction you choose,
For Personal Gain although you cannot choose to move upwards, landing in
It is widely believed that corvums only look out for them- the space you finish your movement. You cannot glide while
selves. Sometimes this presents as flexible morals, and at other carrying heavy weapons or wielding a shield (though you may
times it simply means they follow a personal code instead of drop any held items as part of your reaction to spread your
subscribing to general law. Either way, corvums are a crafty race arms). You cannot glide while wearing heavy armor, or if you
and they tend to get what they want, one way or another. are encumbered.
Corvums are typically found in positions with a modicum of Talons. Your sharp claws aid you in unarmed combat and
power, such as advisors or minor officials. The stigma they face while climbing. Your damage for an unarmed strike is 1d4
usually prevents them from attaining too prominent a position piercing damage. Additionally, you have advantage on Strength
in birdfolk society, but corvums are adept at working behind the (Athletics) checks made to climb any surface your talons could
scenes, spreading their influence subtly and to great effect. reasonably grip.
Learned. You gain proficiency in one of the following skills:
Too Smart Arcana, History, Nature, or Religion.
Corvums are commonly accepted, sometimes begrudgingly, Appraising Eye. You have an almost supernatural ability to
to be among the smartest of birdfolk. Keen observers, they trade appraise objects. By spending an action examining any object,
in information the way others trade goods. They are hungry for you can determine any magical properties the item has, how
knowledge and leverage it to further their goals whenever possi- they might be used or activated, as well as a fair estimation of
ble. Their undeniable skill in matters of logistics and planning market price. Using this skill strains the eyes, and you must
make them valuable to councils and powerful individuals alike. complete a long or short rest before you can use it again.
Languages. You can speak, read, and write Birdfolk. You can
CORVUM TRAITS also understand Auran, though you cannot speak it naturally.
Ability Score Increase. Your Intelligence score
Subrace. There are two main subraces of corvum:
increases by 2.
dusk and kindled. Choose one of these subraces.
Age. Corvums reach adulthood at around 18 years.
They live slightly shorter lives than other birdfolk,
approximately 70 years.
Alignment. Shrewd and capable, corvums prefer moral
flexibility and are more likely to be neutral than either good or
evil. Nonetheless, corvums see the benefit of rules, even if many
attempt to turn them to their own advantage. Because of this
they favor lawful alignments.
Size. Corvums cut imposing figures, standing between 4
and a half and 5 and a half feet tall, encompassing a variety
of different builds. They weigh around 100 pounds. Your size
is Medium.
Speed. Your base walking speed is 30 feet.
10 Chapter 1 | Welcome to the Wood
Dusk Corvum
As a dusk corvum, you are more at home in the bustle
of society than in the wilds of the forest. You understand
subtle social cues the way a hunter understands their
prey, and you’re just as quick to capitalize on an
advantage.
Ability Score Increase. Your Dexterity score
increases by 1.
Skulker. You have advantage on Dexterity
(Stealth) checks made in dim light
or darkness.
Street Smarts. You gain proficiency in
the Insight skill.
Kindled Corvum
As a kindled corvum, you know implicitly that you are
the smartest in the room. Your ability to utilize your knowl-
edge to your advantage, along with your deep understanding
of others motivations, makes you a formidable opponent.
Ability Score Increase. Your Charisma score
increases by 1.
Convincing. Kindled corvums have a way with words,
and are accomplished at saying what someone wants or
needs to hear. You have proficiency in either the Deception
or Persuasion skill. Additionally, you have advantage on all
Charisma checks made to convince someone of your excep-
tional knowledge on any topic related to the skill you selected
with your learned trait (Arcana, History, Nature,
or Religion).
Sharp Mind. You learn one additional language of your
choice, gain proficiency in a tool of your choice, and
are able to accurately recall with perfect clarity
anything you have seen or heard within the
past month.
C hapter 1 | Welcome to the Wood 11
Gallus one with the wood
The gallus commonly dwell small, familial communities pounds. Your size is Medium.
as opposed to the grand perches of the Wood. Of the birdfolk, Speed. Your base walking speed is 30 feet.
they are the most likely to be found living among the humble- Glide. Using your feathered arms, you can slow your
folk. Gallus have a deep respect for nature and a love of garden- fall, and glide short distances. When falling you can use your
ing unmatched by other birdfolk. They value their social bonds reaction to spread your arms, stiffen your wing feathers, and
above all else, and are always ready to help their neighbours slow your descent. While doing so, you continue to fall gently
and promote the common good. They are polite but have little at a speed of 60 feet per round, taking no fall damage when
patience for deceit and rudeness. you land. If you would fall at least 10 feet in this way, you may
fly up to your movement speed in any direction you choose,
A Varied Folk although you cannot choose to move upwards, landing in
The gallus are a varied folk, resembling as many different the space you finish your movement. You cannot glide while
varieties of wildfowl as there are trees in the Wood. Some are carrying heavy weapons or wielding a shield (though you may
pheasant-like, others are grouse-like, while some resemble chick- drop any held items as part of your reaction to spread your
ens or turkeys. There are dozens of variations of feathers, colors, arms). You cannot glide while wearing heavy armor, or if you
and patterns even between gallus of the same subrace. The gallus are encumbered.
are proud of their appearances but not to the point of vanity. Wing Flap. As a bonus action, you can use your powerful
Maintaining good grooming is akin to keeping a knife sharp feathered arms to propel yourself upward a distance equal to
and shows a level of respect for oneself. half your movement speed. You can use it in conjunction with a
Birdfolk are generally welcoming to other races, but the regular jump, but not while gliding.
gallus are particularly well-known for their willingness to Communal. Whenever you make an Intelligence (History)
include virtually anyone in social or familial groups. In gallus check related to the history of your race, culture, or commu-
culture, it is customary to always offer your seat at a table to nity, you are considered proficient in the History skill and add
guests. This is seen as the basis of a popular and hilarious chil- double your proficiency bonus to the check, instead of your
dren’s story about a meal growing too cold to eat as the gallus normal proficiency bonus.
continually give up their seats to late arrivals at a party. Militia Training. You have proficiency in simple weapons.
Of the People. You gain proficiency with the artisan tools of
Salt of the Earth your choice: brewer’s supplies, carpenter’s tools, or smith’s tools.
Gallus are a social and communal folk. They tend to form Languages. You can speak, read, and write Birdfolk.
close-knit communities wherever they roost, and their sense of You can also understand Auran, though you cannot speak
pride for their community runs deep. When tragedy leaves chil- it naturally.
dren in their village orphaned, it is customary for gallus families
to take them in. Gallus value honest work, such as farming
and smithing, and share labor equally between all community
members. There is nothing a gallus would not give to their
neighbors in a time of need.
While other birdfolk might look down on gallus for
their common ways, the gallus have excellent interpersonal
skills. They are insightful and empathetic, but not to the point
of being socially exploitable. The gallus have an ear
for the truth, and are often capable of rooting out lies
and dishonesty.
GALLUS TRAITS
Ability Score Increase. Your Wisdom score increases by 2.
Age. While ages fluctuate, gallus reach maturity around 18
and can live anywhere between 70 and 100 years.
Alignment. Most gallus are lawful good. They are a salt-of-
the-earth sort of folk who believe in justice, the value of hard
work, and the importance of respecting others.
Size. Gallus are the most varied of the birdfolk races, rang-
ing from just under 4 feet to just over 5 feet tall, and showing
many unique builds. The variety of shapes and sizes means they
also encompass a variety of weights, but most average around 90
12 Chapter 1 | Welcome to the Wood
Subrace. There are two main subraces of gallus: bright and Huden Gallus
huden. Choose one of these subraces. As a huden gallus, you are of the land. Like the Amaran-
thine Hanera, you have a unique connection to the Great
Bright Gallus Rhythm of nature, and in return the Rhythm grants you many
As a bright gallus, you are a natural leader. Growing up in gifts. This innate bond with nature may alienate you from city
your close-knit community has taught you how to inspire others life, but you will always have a home within the more remote
and rally folks to a common cause. This air of command follows parts of the Wood.
you wherever you roam. Ability Score Increase. Your Dexterity score increases by 1.
Ability Score Increase. Your Charisma score increases by 1. One With the Wood. You have proficiency in the
Inspiring. By spending an action and giving words of advice Nature skill.
or encouragement, you can inspire an ally who is able to see and Seedspeech. Your connection to the Great Rhythm is
hear you. The ally can roll a d4 and add the number rolled to such that you can speak with the greenery of the forest itself.
their next ability check, attack roll, or saving throw. Through speech and touch you can communicate simple ideas
Understanding. You have proficiency in the Insight skill. to living plants. You are able to interpret their responses in
simple language. Plants in the Wood do not experience
the world in terms of sight, but most can feel differences
in temperature, describe things that have touched them,
as well as hear vibrations that happened around them (includ-
ing speech).
C hapter 1 | Welcome to the Wood 13
uma peculiar in nature
Lumas are a race of polar opposites when it comes to intelligence. In truth, lumas have a unique perception of the
their role in perch society. They are as often shunned for their world. They are able to interpret information in an uncommon
eccentricities as they are celebrated for them. Lumas are smaller way, allowing them to see possibilities others cannot.
than most birdfolk, and resemble either doves or pigeons. Many These inherent talents, sometimes dismissed as luck, can be
have ruffs of feathers that shine with unique iridescent colours, improved upon with training and study. Pairing their natural
something which can be seen as either alluring or unusual. Most gifts with magical education, powerful luma wizards and radical
fledgling lumas approach social situations with hesitation, until scholars have been at the forefront of magical innovation for
a time when society inevitably labels them an outcast or a nota- some time in Humblewood.
ble figure, and the individual naturally adapts to the role.
Touched
To most, lumas seem perpetually disorganized and
distracted, which has lead to a belief that they are of low
14 Chapter 1 | Welcome to the Wood
Of Two Worlds items as part of your reaction to spread your arms). You cannot
While most lumas find their peculiar nature to be a hindrance glide while wearing heavy armor, or if you are encumbered.
in society, some make use of their gifts to climb the social Wing Flap. As a bonus action, you can use your powerful
ladder. These individuals inspire curiosity and have an air of feathered arms to propel yourself upward a distance equal to
authority about them. This divide in social standing among half your movement speed. You can use it in conjunction with a
lumas can make for curious and strained relationships among regular jump, but not while gliding.
families and friends. Touched. You know one cantrip from the sorcerer spell list.
Other lumas find it difficult to exist in the larger society Charisma is your spellcasting ability for this cantrip.
of birdfolk cities. It is said that this is a main contributing factor Fated. Whether by luck or a guiding presence, you always
for the close-knit, and exclusive luma districts in seem to find your way. You can choose to reroll any attack, skill
larger cities. Lumas tend to keep to themselves, preferring check, or saving throw. You can decide to do this after your roll,
the company of those who understand them rather than but only before the outcome of the roll has been determined.
those who pass judgement. You can’t use this feature again until you have completed a
long rest.
LUMA TRAITS Languages. You can speak, read, and write Birdfolk.
Ability Score Increase. Your Charisma score increases by 2. You can also understand Auran, though you cannot speak
Age. Lumas are short-lived reaching adulthood around 20 it naturally.
years. Few lumas live beyond 70 years. Subrace. There are two main subraces of luma: sable and
Alignment. Spurred by personal interests and flights of sera. Choose one of these subraces.
fancy, lumas lean towards chaotic alignments. While generally
good natured, those that have been spurned by society find Sable Luma
it hard to see the benefits of altruism, but even under such As a sable luma, you are often found on the fringes of social
circumstances lumas are rarely evil. situations. While you are overlooked by the crowd, your gifts
Size. Lumas are the shortest and lightest of the birdfolk, are undeniable. You are destined for greatness.
standing roughly 3 feet tall and weighing only around 30 Ability Score Increase. Your Constitution score
pounds. Your size is Small. increases by 1.
Speed. Your base walking speed is 25 feet. Hard to Read. Your innate eccentricities make it hard
Glide. Using your feathered arms, you can slow your for other folk to figure you out. When someone performs a
fall, and glide short distances. When falling you can use your Wisdom (Insight) check against you, they have disadvantage
reaction to spread your arms, stiffen your wing feathers, and on their roll. Additionally, you gain advantage on Charisma
slow your descent. While doing so, you continue to fall gently (Deception) checks made against creatures that are not lumas.
at a speed of 60 feet per round, taking no fall damage when Resilience. You have advantage on saving throws against
you land. If you would fall at least 10 feet in this way, you may poison and resistance against poison damage.
fly up to your movement speed in any direction you choose,
although you cannot choose to move upwards, landing in the
Sera Luma
space you finish your movement. You cannot glide while carry- As a sera luma, you are revered and celebrated by those
ing heavy weapons or wielding a shield (though you may drop around you. You have an almost unnatural beauty and grace,
any held inspiring admiration in some and jealousy in others.
Ability Score Increase. Your Wisdom score increases by 1.
Center of Attention. You have proficiency in the Perfor-
mance skill.
Songbird. When you perform, you can demonstrate
the innate and mystical power of your Charisma. You
may cast the charm person spell once per long rest.
This spell does not require any somatic compo-
nents to cast. Charisma is your spellcasting
ability for this spell.
C hapter 1 | Welcome to the Wood 15
Raptor swift hunters
When the birdfolk think of hunters or rangers, they picture
a raptor. Resembling small hawks, eagles, and other birds of
prey, they have sharp talons and agile builds that help them
effortlessly glide through the canopy. These birdfolk are swift
and strong with an uncanny knack for tracking. They are rarely
prey, and are quick to turn the tables when finding them-
selves hunted.
Perceptive Awareness
Given their heightened senses, oftentimes raptors appear to
be distracted or deep in thought. In reality, they are processing
the wealth of sensory information they receive from their partic-
ularly keen eyes and sensitive ears. While many folk are only
ever aware of what goes on directly around them, raptors have
an extremely wide field of awareness.
Raptors are adept at living off the land. They are skilled
hunters, usually leading the harvesting of meat and skins for
their perches. Raptors are especially well versed in stalking prey
from great heights, lining up impossible shots that their prey
could not predict.
Natural Predator
While many of the birdfolk races are culturally communal,
raptors don’t have a great sense of connectedness, nor do they
tend to create their own perches. They are more likely to adopt a
transient lifestyle, moving from perch to perch, or to simply live
in the vast forests of the Wood itself.
Though typically quiet, raptors are not averse to forming Glide. Using your feathered arms, you can slow your
relationships with other birdfolk. Despite their reserved nature, fall, and glide short distances. When falling you can use your
raptors value personal bonds more highly than societal or even reaction to spread your arms, stiffen your wing feathers, and
familial ties. slow your descent. While doing so, you continue to fall gently
at a speed of 60 feet per round, taking no fall damage when
RAPTOR TRAITS you land. If you would fall at least 10 feet in this way, you may
Ability Score Increase. Your Dexterity score increases by 2. fly up to your movement speed in any direction you choose,
Age. Raptors reach maturity around 20 years. They can live although you cannot choose to move upwards, landing the
longer than any other birdfolk race, over 100 years. space you finish your movement. You cannot glide while carry-
Alignment. Raptors tend towards neutral alignments. Prefer- ing heavy weapons or wielding a shield (though you may drop
ring the path of naturalists and hunters, raptors rarely see value any held items as part of your reaction to spread your arms).
in order for the sake of order, and are often more pragmatic You cannot glide while wearing heavy armor, or if you are
than idealistic. encumbered.
Size. Raptors are lean, muscular hunters, but they stand Talons. Your sharp claws aid you in unarmed combat and
less than 4 feet tall. Their light builds usually lend themselves while climbing. Your damage for an unarmed strike is 1d4
to bodies that weigh far less than one would expect for their piercing damage. Additionally, you have advantage on Strength
height, averaging around only 35 pounds. Your size is Small. (Athletics) checks made to climb any surface your talons could
Speed. Your base walking speed is 25 feet. reasonably grip.
Keen Senses. You have proficiency in the Perception skill.
Woodland Hunter. Your accuracy allows you to treat
three-quarters cover as half cover and half cover as no cover.
Hunter’s Training. You have proficiency with the long-
bow, short bow, and spear. Additionally, your familiarity
with the longbow means that it is not considered a heavy
weapon for you.
16 Chapter 1 | Welcome to the Wood
Languages. You can speak, read, and write Birdfolk.
You can also understand Auran, though you cannot
speak it naturally.
Subrace. There are two main subraces of raptor:
mistral and maran. Choose one of these subraces.
Maran Raptor
As a maran raptor, you are as at home in the
water as you are in the trees. You also have a wealth of
patience, acting only when it best suits your goals.
Ability Score Increase. Your Intelligence score
increases by 1.
Swimmer. You have a swimming speed of 25 feet.
Patient. When you react with a readied action, you
have advantage on the first attack roll, skill check, or
ability check you make as a part of that action.
Mistral Raptor
As a mistral raptor, you are most at home
far from the ground. You can range for miles
in the Wood without ever setting talon to
soil, moving more confidently through the
branches than some move on flat ground.
Ability Score Increase. Your Wisdom
score increases by 1.
Agile. You have proficiency in the
Acrobatics skill.
Aerial Defense. Creatures that attack
you while you are falling, gliding, or
jumping have disadvantage on their
attack roll.
C hapter 1 | Welcome to the Wood 17
Strig imposing yet kind
Strigs are the most imposing of the birdfolk races. Resem-
bling owls, their thick feathers, solid bodies, and broad wings
have earned them a reputation as the most powerful of the
birdfolk races. They value strength and endurance, traits they
believe crucial for survival in the Wood. Although they are not
necessarily prejudiced against those who are weaker, strigs are
quick to call out when someone is not doing their best for the
common good.
Strong and Brave
While many of the birdfolk races rely on their prowess or
intelligence for superiority, strigs use their immense strength
and stamina to endure even the most punishing assault. They
make mighty warriors, and whether defending their perch or
braving the Wood itself, strigs never shy away from a fight.
Strig culture is largely based on principles of strength
and endurance above all, but not necessarily for the purposes
of combat. Protecting and providing for others in hard
times is considered just as impressive, if not more so, than
winning a fight.
Woodland Survivors
Strigs, more than any of the other birdfolk race, are most at
home in the wild. Their mottled feather patterns, though not
as bright or beautiful as others, allow them to easily hide in the
forest. Due to this inherent advantage, along with their speed
and power, strigs make excellent hunters and rangers.
Strigs prefer the relative simplicity of the forest to the mach-
inations of society and politics. Despite these individualistic
tendencies, they are capable of forming familial and community
bonds that transcend a permanent or single physical home. although you cannot choose to move upwards, landing in
the space you finish your movement. You cannot glide while
STRIG TRAITS carrying heavy weapons or wielding a shield (though you may
Ability Score Increase. Your Strength score increases by 2.
drop any held items as part of your reaction to spread your
Age. Strigs reach maturity faster than most birdfolk races,
arms). You cannot glide while wearing heavy armor, or if you
around 15 years. They can reach a respectable old age by bird-
are encumbered.
folk standards, living around 80 years.
Talons. Your sharp claws aid you in unarmed combat and
Alignment. Strigs are normally good aligned, having a
while climbing. Your damage for an unarmed strike is 1d4
strong sense of fair play as well as a tendency to see the best in
piercing damage. Additionally, you have advantage on Strength
others. They also favor chaotic alignments, as strigs are a free-
(Athletics) checks made to climb any surface your talons could
dom-loving people who will usually put their personal morals
reasonably grip.
above any imposed system of governance.
Darkvision. You are adept at hunting under the cover of
Size. Strigs are muscular, imposing folk ranging from 4
night. You can see in dim light within 60 feet of you as if it were
to over 5 feet tall and weighing around 110 pounds. Your size
bright light, and in darkness as if it were dim light. You can’t
is Medium.
discern color in darkness, only shades of gray.
Speed. Your base walking speed is 30 feet.
Patterned Feathers. You have advantage on Dexterity
Glide. Using your feathered arms, you can slow your
(Stealth) checks when you attempt to hide in a forest.
fall, and glide short distances. When falling you can use your
Languages. You can speak, read, and write Birdfolk.
reaction to spread your arms, stiffen your wing feathers, and
You can also understand Auran, though you cannot speak
slow your descent. While doing so, you continue to fall gently
it naturally.
at a speed of 60 feet per round, taking no fall damage when
Subrace. There are two main subraces of strigs: swift
you land. If you would fall at least 10 feet in this way, you may
and stout. Choose one of these subraces.
fly up to your movement speed in any direction you choose,
18 Chapter 1 | Welcome to the Wood
Stout Strig
As a stout strig, you are as hearty as you are strong, able
to weather hardship and impose your will on the world
around you.
Ability Score Increase. Your Constitution score
increases by 1.
Imposing. You have proficiency in the Intimidation skill.
Brawler. When you successfully attack a target with your
talons, you can choose to grapple that target as a bonus action.
Swift Strig
As a swift strig, you are a powerful force in the
Wood who ranges far and wide without ever
missing a step. You
are most capable when immersed in
the forest.
Ability Score Increase. Your
Dexterity score increases by 1.
Swift. Your base walking speed
increases to 35 feet.
Survivor. You have proficiency in
the Survival skill.
C hapter 1 | Welcome to the Wood 19
Cervan enlightened leaders
Cervans are a versatile deer-like folk who make their homes A cervan whose Sight has been triggered is encouraged to
in small, intimate villages throughout Humblewood. More hone it, so that they might take on the role of a seer within
insular than other humblefolk, cervans often reside deep in the their village. However, these efforts aren’t always met with
most ancient parts of Hublewood’s vast forest, in tree stands and success. The Sight will sometimes visit a cervan only once in
groves far from birdfolk perches. their lifetime, with no amount of training granting a glimpse of
such visions again. This is believed to be for the best, as cervans
Hale and Hearty acknowledge that those who are truly Sighted carry knowledge
Cervans have a robust physique and are rarely sick. They are that can be both a blessing and a curse.
one of the longest-lived races among the humblefolk. Though
their wariness has earned them a reputation as timid, cervans The Blessing of Cairith
are cautious because they remain active and alert, and generally While it’s not unusual for some cervans to have small antlers
prefer practice to contemplation. Cervans like to pursue skills or buds visible on their heads, only rarely is a cervan born
independently in order to give themselves a sense of purpose. who can grow a full set of antlers. These cervans are a differ-
This striving is what propels some cervans to positions of great ent subrace — pronghorns — and are thought to be specially
import throughout the Wood. A happy cervan is one who is blessed by their Amaranthine Cairith, a sacred spirit of life
hard at work. and growth believed to watch over all cervans. Unlike other
subraces, pronghorn and grove cervans are the same people. The
Wary and Practical arrival of a pronghorn cervan is an event to celebrate, as it can
One of the reasons cervans form such close-knit communi- occur only once in a generation.
ties is a mistrust of outsiders. Before the Treaty, vulpin raiders
and mapach thieves were serious threats. These times have long CERVAN TRAITS
since passed, but cervans still possess a wariness that makes it Ability Score Increase. Your Constitution score
hard for others to gain their trust. After the implementation of increases by 2.
the Humblefolk Treaty, many cervans continued to live by the Age. Cervans reach maturity around 12 years. They live long
old ways. However, some cervan villages have since started to lives compared to the rest of the Humblefolk, between 100 and
contain the odd family of jerbeen, or a few lone hedges. Even 150 years, something they attribute as much to their way of life
under such circumstances, cervans have maintained positions as the blessing of Cairith. Pronghorns generally live longer than
of leadership and delegated responsibilities to make sure that grove cervans, which is considered a sign of Cairith’s favor.
villages are run in accordance with the old cervan teachings, Alignment. Cervans are pragmatic in their thinking, and
ensuring that work necessary for survival in the most remote generally prefer to keep their philosophies flexible in order to
villages is accomplished, so that all its inhabitants may be kept prioritize what they believe is important for both themselves
healthy and happy. and their communities. They lean towards neutral alignments.
The ability to balance their innate caution with practical Size. Grove cervans stand between
considerations is one of the cervans’ greatest strengths. 5 and 6 feet tall, and have light builds,
Cervans teach that the best means of survival in any weighing between 130-180 pounds. Prong-
situation is to remain calm and weigh one’s horn cervans are taller and tend toward
options. The best cervan leaders favour this heavier, more muscular builds, standing
approach. around 7 feet tall, and sometimes weighing
over 200 pounds. Your size is Medium.
The Sight Speed. Your base walking speed is 30 feet.
Cervans have a unique ability to bounce back Practical. Cervans are eminently practical
and survive a physical shock that might kill others. and like to spend their time learning useful skills for
Occasionally, cervans who survive such traumas are life in their woodland villages. You gain proficiency
granted mystical visions. Sometimes these are flashes in one of the following skills: Athletics, Medicine,
of insight into the world around them, sometimes Nature, or Survival.
portents of doom, and other times visions of a far
away future. Known among cervans as “The Sight”,
this phenomenon is elusive, and out of the control
of mortals. Cervans who have seen visions in this
way are known as “The Sighted”, and after this
initial event, some will suddenly find them-
selves receptive to visions of the past, present,
and future.
20 Chapter 1 | Welcome to the Wood
Surge of Vigor. All cervans possess a great tenacity and
will to survive, which allows them to bounce back from even
the most devastating blows. If an attack deals over half of your
current remaining hit points in damage, you immediately regain
hit points equal to 1d12 + your Constitution Modifier. You
can’t use this feature again until you have completed a long rest.
Languages. You can speak, read, write Birdfolk, and speak
Cervan (Cervan has no written component).
Subrace. There are two main subraces of cervans: grove or
pronghorn. Choose one of these subraces.
Grove Cervan.
As a grove cervan, you are swift and agile, able to quickly
maneuver out of harm’s way. You are also incredibly versatile,
and can fulfill a variety of roles within a village or an adventur-
ing party.
Ability Score Increase. Your Dexterity score increases by 1.
Swift. Your base walking speed increases to 35 feet.
Standing Leap. Your base long jump is 30 feet, and your
base high jump is 15 feet, with or without a running start.
Nimble Step. Opportunity attacks made against you are
rolled with disadvantage.
Pronghorn Cervan. As a pronghorn cervan, you were
born larger and stronger than others in the commu-
nity and found yourself laden with expectations
from a very young age. It is up to you whether
you embrace your position of privilege, or
rebel against the constraints thrust upon you
by cervan society.
Ability Score Increase. Your Strength score
increases by 1.
Robust Build. You count as one size larger when deter-
mining your carrying capacity and the weight you can push,
drag, or lift.
Antlers. You have a set of large, strong antlers that can
be used to make devastating charge attacks. You can use your
unarmed strike to gore opponents, dealing 1d6+ your Strength
Modifier piercing damage on a hit.
Additionally, if you move at least 20 feet in a straight line
towards an opponent, you can spend a bonus action to charge
them, dealing an extra 1d6 points of piercing damage. If the
target of your charge is Large or smaller, they must make a
Strength saving throw against a DC of your Proficiency Bonus +
8 + your Strength Modifier. On failure, the target is pushed 10
feet away from you into a space of your choice.
C hapter 1 | Welcome to the Wood 21
Hedge pointed mediators
The most diplomatic and good natured of all the humble- Dressed for Comfort
folk, hedges like to live quiet lives in villages throughout the
Hedges need special consideration when wearing clothes,
Wood, or within the safety of birdfolk perches. They resemble
and favor loose tunics, baggy trousers, flowing robes, and other
hedgehogs, although the quills that cover their backs are far
clothes which fit easily over their quills. When not actively
tougher, hard enough to repel blades and sharp enough to pierce
flared out, these tough quills naturally flatten, becoming smooth
the solid hides of monstrous creatures. Despite their sturdiness,
to the touch. However, if suddenly frightened, their quills
hedges are sensitive and emotional creatures, who display meek-
reflexively flare out and stiffen, an accident which can ruin a
ness more than bravado. Their meek demeanor and deference
hedge’s clothing.
in social situations has earned them a reputation as cowards in
Adventuring clothes made specifically for hedges are avail-
the eyes of outsiders. But rather than being born of cowardice,
able in nearly every major city in Humblewood, and tailors
their behaviour stems from a desire to respect the feelings and
throughout the Wood are familiar with making alterations to
sensitivities of others, something considered to be of utmost
suit a hedge’s needs.
important in hedge society.
Sensitive and Kind HEDGE TRAITS
Ability Score Increase. Your Charisma score increases
Hedges have an incredible capacity for empathy, and tend
by 2, and your Wisdom score increases by 1.
to view all creatures, from the smallest beetle to the largest
Age. Hedges take longer to mature than most other races,
beast, as being equally deserving of respect and dignity. They are
reaching adulthood around 20 years. They also live for a long
known across the Wood for being excellent conflict mediators,
time, with many reaching 120 years or more.
and usually find themselves acting as diplomats or emissaries
Alignment. Hedges are compassionate, empathetic, and
between factions trying to broker an agreement.
diplomatic, tending towards good alignments. They also favor
Hedges feel most at home when everyone gets along. They
neutral alignments, as hedges have a great respect for the
are one of the few races who truly understand that conflict is
balance of nature.
not an evil force but simply represents an imbalance which must
Size. Hedges have short, rounded body shapes, standing
be resolved. This is not to say that hedges have never known
between 3 and 4 feet in height, and weighing between 40 and
strife, only that their proactive approach to mediation, coupled
70 pounds. Your size is Small.
with their deep respect for the dignity of all living creatures,
Speed. Your base walking speed is 25 feet.
results in fewer occasions for conflict. Yet, when a serious
conflict does arise, hedges who feel they have been truly and
deeply wronged can close themselves
off from the rest of their society, sometimes resulting in
splits in a community.
One of the reasons hedges display such deep empathy
and compassion towards others is due to the intensity of the
emotions they feel. The strength of these emotions applies as
much to positive feelings it does negative, meaning emotional
wounds run deep with hedges.
One With the Forest
Gifted with a unique connection to the Great Rhythm,
hedges are tied into the natural world in a fashion similar to the
connection possessed by some gallus. This has granted hedges
special magical gifts, such as the ability to speak with the small-
est ground-dwelling creatures in the Wood, and the power to
cause flowers to bloom. It is quite common for hedges to have a
variety of animal friends who share their home.
Hedges who dwell outside of the birdfolk cities prefer to live
in individual burrows under the great roots of trees. Communi-
ties of hedges enjoy living surrounded by nature, near clearings
within the forest or lone copses. Central meeting areas and
communal gardens can be constructed in the spaces between
burrows. Hedges love gardening, and tend to keep a few small
gardens wherever they live.
22 Chapter 1 | Welcome to the Wood
Natural Burrowers. You have a burrowing speed of
15 feet. You are capable of burrowing through soil, but are
unable to dig through anything more substantial with just
your clawed hands.
-
-