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Forestfolk
\pagebreak # ForestFolk #### Forestfolk of the Summer and Unseelie Courts Divided into those who serve the Fey-Lords and who serve the Darkness, the Forestfolk are some of the most elusive beings of the Forgotten Realms. For thousands of years, a bloody civil war has raged between the two fey factions. A battle between those who insight mischief and terror, and those who help and heed. The fight is eternal. #### Assistants of the cycle Although the two factions may have differing opinions on the outer-realms of the fey-wild and beyond, they do share something in common. Their respect for the cycle of nature and its boons. The Unseelie embodying rot and decomposition, the way living beings and plants serve nature even in death. The Summer Court manifesting growth and beauty, the relentless blooming of nature. #### A Verdant Keepsake Many Forestfolk have their own keepsake, an item of great importance to them. Maybe this item was passed down through generations, or something they merely imprinted on since a young age. They are fiercely protective of these objects, some even deriving to madness when one is lost or until another one is found. These objects can range from peculiarly shaped pieces of bark, an animal skull or even an uprooted tree-stump that they found and started to wear. #### Forestfolk Names Forestfolk won't be named by their parents, but themselves. They'll come up with a name in their own time. That's if they haven't been given a nickname by the other Forestfolk before they do. They're a creative, and sometimes cruel, bunch. **Male Names.** Fisher, Throwin, Runnar, Bicker, Tripin, Bight, Spittem, Chirp, Oggle, Biggand, Ruckus, Plint **Female Names** Bloom, Rally, Flite, Hacia, Talli, Petal, Taeth, Shortr, Kakle, Whisser, Dullun, Boria, Lithel, Spittal ### Forestfolk Traits *As a Forestfolk, you have these unique traits* **Ability Score Increase.** Your Wisdom Ability Score increases by 2. **Age.** Forestfolk mature at about 12 and can live to about 110 without difficulties **Alignment.** Those of the Summer Court tend to lean towards Lawful or even Chaotic Good alignments. Those of the Unseelie can range from Chaotic to Neutral. **Size.** Sizes can vary. They are normally shorter than the average human, but the Unseelie can get bigger. **Speed.** Your base walking speed is 30 feet. **Hide from Sight.** Keeping completely still, and sticking to a surface, you can appear as a natural part of the surroundings. A creeping patch of moss, or a lump in the ground. You blend in like no other. If you were to use this ability in a place that is not suiting, for example, a palace kitchen, than those who notice have an advantage on their Investigation and insight checks against you. The DC for this is your Wisdom Ability Score + your Proficiency Bonus. Minimum of 10. You can do this how many times a day for 1 hour equal to your Proficiency Bonus. **Trackless.** As a Forestfolk, you leave no footprints. As though nature itself is trying to hide your presence from the rest of the world. **Subrace.** Choose to be a Forestfolk of either the Summer or Unseelie Court. ### Summer Court Traits The Fey who serve the Lords. Also called the ‘Seelie Court’, 'The Shining Throne' or 'The Golden Ones', the Forestfolk of the Summer Court are not short on veneration through myth and legend. Known to seek help from humans, to warn those who have accidentally offended them, and to return human kindness with favours of their own. Still, a being belonging to this court will avenge insults and can be prone to mischief themselves. **Ability Score Increase.** Either your Intelligence or Charisma Scores increase by 1. **Convenience Manoeuvre.** Once a day, when a Large or smaller creature misses you with a melee attack, you can force them to make a Dexterity Saving Throw with a DC of 10 + your Wisdom or Dexterity Modifier. If they fail, they are tripped by a conveniently grown root or struck by a low hanging branch, falling prone. **Gift.** As a Forestfolk you must choose one of the following gifts. If none of them appeal to you, speak with your DM about one that is not on the list. * **Speak with Beasts.** You can cast Speak with Animals at will without using a spell slot. * **Insect Wings.** You have a pair of wings resembling that of a moth, beetle or dragonfly. You gain a flying speed of 30 feet, losing it when you are covered in water. You regain your flying speed after a short rest and your wings have dried. * **Keen Senses.** Your features are more animalistic than the other Forestfolk. You gain advantage on Wisdom (Perception) checks with either your hearing, sight or smell. * **Calming Aura.** You have advantage on Persuasion checks made to calm something down before violence ensues. * **River Runner.** You have a swim speed of 30 feet and can use your Hide from Sight ability when you are partially or completely submerged in water. * **One with Nature.** You know the *Druidcraft* and *Dancing Lights* cantrips. \pagebreak ### Unseelie Court Those who trick and deceive in the name of amusement. Sometimes known as ‘The Winter Court’, The Unseelie consists of the darkly-inclined fey. Unlike the Summer Court, no offense is necessary to bring down their assaults. Like the beings of the Summer Court who are not always benevolent, neither are the fey of the Unseelie Court always malevolent. Most Unseelies can become fond of a particular being or settlement if they view them as respectful. **Ability Score Increase.** Either your Strength or Dexterity Scores increase by 1. **Dangerous Games.** Once a day, you can make an attack or a bonus action at the end of another creature’s turn. However, the next attack against you is considered a critical hit on a roll of 18, 19 or 20. **Gift.** As a Forestfolk you must choose one of the following gifts. If none of them appeal to you, speak with your DM about one that is not on the list. * **Illusory Mucus.** You can mould your spittle into shapes, the mucus then taking the form of whatever you desire. The object can be no larger than your palm and reverts back to mucus within 15 minutes of making it. The objects made by you cannot be used as spell components, seeing as it is just mucus. * **Wings of Leather.** You have a pair of wings that resemble those of a bat. You gain a flying speed of 25 feet and can perch on any rough surface with the wings. * **Bestial.** You have claws and large teeth. Unarmed strikes deal 1d4 + Strength Modifier Slashing Damage, and your bite deals 1d6 + Strength Modifier Piercing Damage. You are Proficient with both of these natural attacks. * **Unseelie Aura.** You can reroll an Intimidation or Persuasion check if you do not like the first result. However, you have to take the second result. You can do this once per short rest. * **Haunting Assertion.** You can throw your voice around the environment. Making it seem as though the walls are talking, or as though the reeds are whispering your name. When used in such a way, you are considered proficient in intimidation. * **Twisted Fingers.** You have long fingers and twisting nails. Your fingers count as *Thieves' Tools* and your can add half your proficiency to their use if you aren't proficient *Thieves' Tools* already.
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