Wealdkin: Forest Second Cousins

by JazzyHugh

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Even More Wealdkin Subraces | JazzyHugh

More Wealdkin Subraces

Wealdkin, the ferocious warriors of the forest floor, come in all manner of shapes and sizes, though they typically resemble the woodland critters of temperate forests. Mouse and raccoon wealdkin are by far the most common, but a slew of other Wealdkin populate the forest, fighting over clearings, knolls, and most importantly honor and glory. Each subrace of wealdkin is defined both by their mammalian appearance, but also their customs and abilities.

This document presents several new kinds of wealdkin which your DM may or may not include as subrace options when introducing Wealdkin to their campaign. Please note that the lore and traits of these subraces are less developed than the base Wealdkin. These subraces are mutable and you are encouraged to tweak them, completely reinvent them, or simply use them as inspiration for making your own homebrew.

To see the base wealdkin traits, check out Tiny Races Underfoot.

Whitestripe Wealdkin (Badgerfolk)

Slightly more solitary than their more clan focused brethren, Badgerfolk are irritable creatures which tend to remain firmly rooted in their dens. If provoked, however, they prove to be stubborn and relentless, demanding equitable recompense, or alternatively satisfaction through an honorable duel.

Ability Score Increase. Your Constitution score increases by 1.

Darkvision. Accustomed to underground burrows, you have superior vision in dark and dim conditions. You can see in dim light within 30 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.

Burrower. You have a burrowing speed of 10 feet. You can only dig in dirt and other loose earth.

Redtail Wealdkin (Foxfolk)

Cunning and slightly amoral Wealdkin by nature, Foxfolk rarely settle down in large clans. They are much more comfortable traveling from band to band of Wealdkin, hawking wares and collecting gossip. They are well renowned for spreading said gossip as well, oftentimes leaving a path of destruction as old feuds are reignited in their wake.

Ability Score Increase. Your Charisma score increases by 1.

Sly as a Fox. When you make an ability check using either Deception or Persuasion, you can choose to get advantage on the roll.

Once you use this trait, you can't do so again until you finish a long rest.

Coarsehair Wealdkin (Marmotfolk)

Blessed with a form of limited prescience, Marmotfolk often believe that they know best, making them stubborn and ornery. Their ability to glimpse into the future can be honed, and Marmotfolk clans often form around a leader who has heightened foresight, allowing them to predict the flow of the seasons and the coming of conflict.

Ability Score Increase. Your Wisdom score increases by 1.

Coarsehair Clairvoyance. When you finish a long rest, roll a d20 and record the number rolled. You can choose to replace an ability check roll made by you or a creature that you can see with your d20 roll. You must choose to do so before the ability check is rolled. Your d20 roll can only be used once, and you lose an unused roll when you finish a long rest.

 

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