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# Expanded Humblefolk Races The humblefolk races of Humblewood are myriad and varied. From the arboreal nests of the Treefolk Jerbeen to the deep, loamy dwellings of the Tunnel Hedges, the humblefolk come in all shapes and sizes, many more than they are sometimes credited. This homebrew adds new subraces for the Hedge, Jerbeen, Mapach, and Vulpin races of Hit Point Press’s *Humblewood* campaign setting. The absolute bare minimum of existing information is provided—since we are not adding new races, but expanding on existing ones and adding subraces where there were none, any racial traits that are printed in the Humblewood Campaign Setting are only listed by name, without any detailed rules. Please consult that book for those rules. ## Hedge In addition to the Spiked Hedges so well-known, the world of Humblewood is home to the Tunnel Hedges, which often resemble shrews or moles, at home underground. ### Hedge Traits All Hedges, regardless of whether they are Spiked or Tunnel, have the following traits: ***Ability Score Increase.*** Your Charisma score increases by 2. ***Age.*** As in the *Humblewood* book. ***Alignment.*** As in the *Humblewood* book. ***Size.*** As in the *Humblewood* book. ***Speed.*** As in the *Humblewood* book. ***Forest Magic.*** As in the *Humblewood* book. ***Speak With Bugs.*** As in the *Humblewood* book. ***Languages.*** As in the *Humblewood* book. #### Spiked Hedge The Spiked Hedges are the original gregarious Hedges from the campaign setting, and have the following additional traits: ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Natural Burrowers.*** As in the *Humblewood* book. ***Curl Up.*** As in the *Humblewood* book. ***Spiny Quills.*** As in the *Humblewood* book. #### Tunnel Hedge Tunnel Hedges lack the defensive spikes of their brethren, but are much more at home in the dirt, digging industriously and often living underground entirely. They are a stalwart, doughty folk, industrious and friendly. ***Ability Score Increase.*** Your Strength score increases by 1. ***Exceptional Burrowers.*** You have a burrowing speed of 20 ft. You are capable of digging through soil, but cannot breach anything more substantial with your clawed hands. ***Strong-Willed.*** Your strength of heart and perseverance stand you in good stead in the face of magic. You have advantage when making Charisma saves against magic. ***Tunnelsense.*** Life underground has honed your senses other than sight to a razor’s keenness. You have blindsight out to 10 ft. This range is doubled when burrowing. ## Jerbeen While a large number of Jerbeen live on the ground, a significant number reside in the trees. These arboreal Treefolk resemble squirrels more than mice and other ground-dwelling rodents, and are much more at home in the forest canopy. ### Jerbeen Traits All Jerbeen, regardless of whether they are Grassfolk or Treefolk, have the following traits: ***Ability Score Increase.*** Your Dexterity score increases by 2. **Age.** As in the *Humblewood* book. ***Alignment.*** As in the *Humblewood* book. ***Size.*** As in the *Humblewood* book. ***Speed.*** As in the *Humblewood* book. ***Nimbleness.*** As in the *Humblewood* book. ***Team Tactics.*** As in the *Humblewood* book. ***Languages.*** As in the *Humblewood* book. #### Grassfolk The Grassfolk are the original ground-dwelling Jerbeen from the campaign setting, and have the following additional traits: ***Ability Score Increase.*** Your Charisma score increases by 1. ***Standing Leap.*** As in the *Humblewood* book. ***Take Heart.*** As in the *Humblewood* book. #### Treefolk Treefolk Jerbeen lack the powerful jumping paws of their ground-dwelling kin, but they are unparalleled climbers, outpacing even the most skilled Mapach. They are a playful and persistent race, always curious. ***Ability Score Increase.*** Your Strength score increases by 1. ***Exceptional Climbers.*** You have a climb speed of 25 feet. ***Arboreal Natives.*** If you fall, the first 20 feet you fall do not count toward fall damage, and you have advantage on Stealth checks made to hide when you are in the trees. \pagebreakNum ## Mapach In addition to the Clever Mapach—raccoon-, stoat-, and weasel-folk—present in the world of Humblewood, their Stout kin also make their way through the woods. These heftier folk more closely resemble badgers, skunks, and other stocky burrowing predators. ### Mapach Traits All Mapach, regardless of subrace, have the following traits: ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Darkvision.*** As in the *Humblewood* book. ***Resilience.*** As in the *Humblewood* book. ***Languages.*** As in the *Humblewood* book. #### Clever The Clever Mapach are the original raccoon-like Mapach from the campaign setting, though some may also resemble weasels, stoats, or other cunning mustelids. They have the following additional traits: ***Ability Score Increase.*** Your Constitution score increases by 1. ***Expert Climbers.*** As in the *Humblewood* book. ***Scroungecraft.*** As in the *Humblewood* book. ***Skulker*** As in the *Humblewood* book. #### Stout Stout Mapach are built more solidly, with strong digging claws that double as weapons in a pinch. These claws reduce their ability to tinker, but their endurance is unparalleled. They have the following additional traits: ***Ability Score Increase.*** Your Strength score increases by 1. ***Heavy Claws.*** You can use your claws to make unarmed strikes. When you hit with your claws, you deal 1d6 + your Strength modifier of slashing damage. ***Savage Strength.*** When you roll a critical hit, your weapon’s damage die (*not* the crit die) deals max damage. You also gain temporary hit points equal to half the damage dealt, rounded down. ***Tunnelwarden.*** While not as skilled at digging as a Hedge, you can still hold your own. You have a burrowing speed of 10 ft. ## Vulpin In addition to the fox-like Cunning Vulpin, the strong Enduring Vulpin can be seen roaming the forests. More closely resembling wolves than foxes, they are relentless hunters. ### Vulpin Traits Both Cunning and Enduring Vulpin have the following traits: ***Ability Score Increase.*** Your Intelligence score increases by 2. ***Darkvision.*** As in the *Humblewood* book. ***Bite.*** As in the *Humblewood* book. #### Cunning The Cunning Vulpin are the fox-like of the campaign setting and have the following additional traits. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Bewitching Guile.*** As in the *Humblewood* book. ***Evasive.*** As in the *Humblewood* book. #### Enduring The Enduring Vulpin have more in common with wolves than foxes—slightly larger, and built more powerfully. They are more prone to grouping together, and fight best in a group. They have the following additional traits: ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Pack Tactics.*** You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and is not incapacitated. ***Skirmisher.*** You may perform the Disengage action as a bonus action. ***Wildheart.*** You gain Proficiency in two Skills of your choice from Animal Handling, Athletics, Investigation, Nature, Perception, or Survival.