Squirrelfolk, Variant (5e Race)

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Squirrelfolk[edit]

As you are racing down a forest trail in the dead of night, a pack of wolves is nipping at your horse's legs. Ahead an abnormally large squirrel is in the center of the trail. Pulling your horse to one side you narrowly miss this seemingly freak of nature. Weeks later, you are in the same forest, and you have been struck down and left for dead by a gang of bandits. From the underbrush wanders the same over-sized squirrel, wearing clothes not dissimilar to your own. The squirrel introduces itself and vows to nurse you back to health.

Physical Description[edit]

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A squirrelfolk rogue

At just under two feet tall, squirrelfolk are not the most intimidating of the races. Covered in fur, they are often a red or orange color with long puffy tails, though some have a brown or even grey coat. Every squirrelfolk resembles the creatures they once were. They all have small dark noses, round black eyes and small but sharp teeth. Their choice of clothing is somewhat reminiscent of Scottish culture, often wearing a kilt instead of pants. Squirrelfolk like to cover up, as if they are always feeling cold. Wearing waistcoats over their tops and jackets over their waistcoats. Despite this, they do not wear shoes, or have ever needed them.

History[edit]

At the dawn of the Realms, Rillifane Rallathil looked down on the forests of the world and thought something was missing. Taking his favorite woodland creature, he blessed a small group of them with intelligence befitting of an elf, or human, and an increased size to match. Since then the squirrelfolk have spread throughout the forests of the world, sometimes even venturing into the civilizations of others. Though, this is frowned upon, as most squirrelfolk prefer to keep to themselves, maintain their peaceful, undisturbed lives and not do anything crazy, or unexpected, like go on adventures.

Society[edit]

Squirrelfolk live in tight-knit communities or kingdoms within the forests of the world. Like mentioned above, they are quite recluse and have high value on being respectable and normal. Doing outlandish things, like going on adventures, is looked down upon and should be left for the crazy squirrelfolk who decide to live with other races. They have a very strong religious connection to Rillifane Rallathil, the god who granted them their enlightenment. They believe that Rillifane Rallathil is the only true god, though many don't go out of their way to disrespect those who believe otherwise.

Squirrelfolk Names[edit]

Squirrelfolk names are not especially peculiar, but they do often have two names. They have their birth name, spoken only in their native tongue. But they also have a secondary name, which other races can pronounce. Listed below are the second type of names.

Male: Adelbert, Bavo, Bilberry, Ebroin, Fosco, Gorbulas, Leufroy, Mattalic, Odo, Walcaud

Female: Athalia, Fio, Himi, Jenia, Kiley, Moira, Primula, Rotrude, Shel, Taryn

Squirrelfolk Traits[edit]

Squirrelfolk are a short, cute, but noble woodland race. Enlightened by Rillifane Rallathil at the dawn of time.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Squirrelfolk become adults at the age of 8 and live to the ripe old age of 55, though some have lived to the age of 80.
Alignment. Squirrelfolk tend to naturally lean towards the Lawful and Neutral alignments, though exceptions are always common
Size. You are just over, or just under 1 and a half feet tall, your size is tiny.
Speed. Your base walking speed is 25 feet. However, if both your hands are free you can run on all fours, increasing your speed to 35 feet. You also have a climbing speed of 30 feet.
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.
Alert. You have proficiency in the Perception skill.
Rodent Bite. You can make a type of unarmed strike, a bite, without using your hands. On a hit, this bite deals piercing damage equal to 1d4 + your Strength modifier.
Vigilant Vegetarian. Squirrelfolk eat nuts, fruit, and vegetables, they will never eat meat. If forced to do so you must succeed a DC 15 Constitution saving throw or be poisoned until you finish a long rest.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. There are two subraces of squirrelfolk: Red and Grey.

Red Squirrelfolk[edit]

Red squirrelfolk are the more common of the two types, and also the smaller, generally a few inches less than their grey cousins. however, They are the "upper-class" of the squirrelfolk, often the merchants, the store clerks and the aristocrats.

Ability Score Increase. Your Charisma score increases by 1.
Upper-Class Conversation. You have proficiency in the Persuasion skill.

Grey Squirrelfolk[edit]

Grey squirrelfolk are the working class group of the society. They are the farmers, the smiths, the workmen. Though they are slightly taller than the red squirrelfolk, they are also thinner and in some regard, more agile. They are the Squirrelfolk who are sent foraging, scavenging, and reconnaissance.

Ability Score Increase. Your Wisdom score increases by 1.
Scavengers. You have proficiency in the Survival skill.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
1′ 6'' +1d6 1 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)



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