The Humblewood Campaign Setting from Hit Point Press is an enchanting book of adventure and adorable creatures. Available now on D&D Beyond, the book offers players looking to journey into the Wood a variety of character creation options, from species to subclasses, spells, and more.
Below, we dive into the player options found in Humblewood.
Third-Party Content
The Humblewood Campaign Setting is third-party content. Consult with your Dungeon Master before using any of the materials found in this book. They have the final say in what content is and is not available in adventures they run.
Species

Humblewood introduces 10 new species, many of which have multiple subspecies. These species are split across the two main cultures of the Humblewood: the canopy-soaring birdfolk and the ground-dwelling humblefolk.
Fixed Ability Score Improvements
The species in Humblewood Campaign Setting have fixed increases to their ability scores, as noted in the tables below.
A Note on Species in Humblewood
For a while now, D&D has been changing how it approaches certain conventions as they relate to various game options, and one of those involve player species. D&D is moving away from using the term "race." In this article we use the term "species," but it should be noted that the Humblewood Campaign Setting uses the term "race" to describe the same game options.
Birdfolk
The five types of birdfolk live high up in the treetops, soaring on updrafts and flitting between the canopies. Birdfolk share the Glide trait, which allows them to slow their fall, flying short distances whilst they do.
Species |
Description |
---|---|
The raven-like corvum are cunning and canny, often to the point that the other forestfolk think poorly of them for it. They gain a bonus to their Intelligence score and have sharp talons for use when making unarmed strikes. The corvum has two subspecies: dusk corvum and kindled corvum, the former being Dexterity-focused while the latter Charisma-focused. |
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Gallus are a communal folk, with the appearance of various wildfowl such as roosters, pheasants, or grouse. They can use their mighty wings to propel themselves into the air and gain a bonus to their Wisdom score and proficiencies relating to their social nature. The bright gallus subspecies is a charismatic option, able to both inspire others and understand them well. The huden gallus are down to earth, with proficiency in Nature and a limited ability to speak with plants. |
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The dove-like luma are an eccentric birdfolk, shunned for their bizarre nature as much as they are adored for it. For some luma, their feathers glitter with iridescent colors, which adds to their unusual nature. Their unique way of perceiving the world allows them to understand it in ways others cannot, which is represented by their ability to cast a sorcerer cantrip, as well as manipulate fate through re-rolls. Sable luma are hardy and hard to read, granting them a Constitution bonus and a bonus against Insight checks made against them, while sera lumas are natural performers. They can even use this talent to cast charm person. |
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As their name would suggest, raptors are birdfolk that resemble birds of prey, such as hawks, eagles, or falcons. They are nimble with sharp talons and keen senses and can reduce the effectiveness of cover, sometimes to nothing at all. Maran raptors are patient and intelligent, gaining a bonus to rolls made as part of readied actions and a +1 to Intelligence. Mistral raptors are acrobatic aerial combatants, making it harder for creatures to attack them in the air. |
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The owl-like strig are famously brave and strong, with a bonus to Strength, deadly talons, and the uncanny ability to conceal themselves before striking with deadly precision thanks to their darkvision. Stout strig are hardier with a bonus to Constitution and the ability to grapple as a bonus action when they hit a target with their talons. The swift strig are as fast as they are deadly, with a heightened Dexterity score and speed. |
Humblefolk
Amongst the roots and leaves of the forest floor, you'll find the diverse Humblefolk. From hardy cervan to crafty mapach and cunning vulpin, the Humblefolk species are a varied lot.
Species |
Description |
---|---|
The long-lived and contemplative cervan are a cautious and pragmatic deer folk. They have a bonus to Constitution and the ability to regain hit points in the face of massive amounts of damage. The grove cervan are nimble and dexterous, and the pronghorn cervan are strong and can use their antlers for unarmed strikes. |
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The wise and charismatic hedge are probably the closest to nature of all the humblefolk. Their hedgehog-like appearance lends them a selection of traits, such as a burrowing speed and the ability to use their quills offensively and defensively. They also have access to forest magic, allowing them to cast a selection of druid spells and even speak to bugs! |
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Jerbeen are mousefolk that make up for their small stature with mighty courage. They gain bonuses to their Dexterity and Charisma scores, can leap high, and dart through other creatures' spaces. Their courage also gives them advantage against being frightened, and they can Help allies as a bonus action. |
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Wise and resilient, the mapach are raccoon-esque craftspeople who seize opportunities and use their inventive spirit to turn situations in their favor, making them natural survivors. Using tinker's tools, they can use materials in their surroundings to craft crude versions of inexpensive adventuring gear. These improvised pieces of equipment do not last more than an hour. |
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Deadly and cunning, the fox-like vulpin are the most skilled predators of all the Humblefolk. Their bite makes for a powerful unarmed strike, which can use either Dexterity or Strength when they attack, and they add their Intelligence modifier to Dexterity saving throws. Additionally, they can use their charismatic nature to bewitch others, granting them the ability to cast not only charm person but the Humblewood spell ambush prey. |
Subclasses
The Humblewood Campaign Setting introduces four brand-new subclasses for your forest-bound bard, cleric, or fighter.
College of the Road (Bard). The College of the Road taps into the most eclectic and diverse selection of skills and talents of any bardic subclass, representing their free-spirited nature and long travels. Their signature feature is their Traveler's Tricks, representing various skills and abilities they have picked up along their journeys. These range from Armed Combat Lessons, where a seasoned fighter has taught them how to use the Fighting Style feature, to Dark Bargain, which allows you to channel some power from a warlock you met via a shady bargain.
Community Domain (Cleric). Many clerics' calling lies at the heart of a close-knit community, so they may choose the Community Domain. Clerics of this subclass focus their divine power on instilling those around them with the warmth and protection of hearth and home. They gain two unique Channel Divinity features: Magnificent Feast lets you prepare hearty food with magical healing properties, and Community Watch allows a number of allies to add a d6 to ability checks, attack rolls, and saving throws for a limited time.
Night Domain (Cleric). The dark of night may bring many a foul thing, but it is also a ward that shrouds the meek and vulnerable against the eyes of predators, a truth that the Night Domain embodies. Clerics of this domain wield this power to protect allies and confound enemies; they gain magically enhanced darkvision that can eventually become truesight or wreath themselves in darkness to become harder to strike by enemies. Their Channel Divinity, Invocation of Night, can snuff out all sources of light and blind nearby enemies. Likewise, their Veil of Dreams feature lets them increase the effectiveness of the sleep spell, adding to the number of hit points the spell can affect and allowing you to choose the order of affected creatures.
Scofflaw (Fighter). As their name would suggest, the Scofflaw laughs at the notion of a fair fight or a code of battle. They hit hard and fight dirty, pulling no punches, giving no quarter, and taking no prisoners. In combat, they can hurl insults like they'd hurl punches, allowing them to use Dexterity or Strength in place of Charisma when making ability checks, and they have proficiency with improvised weapons. If you like the idea of being skilled at breaking chairs over people's heads, this is the fighter for you. They can also misdirect enemies into attacking allies and deal extra damage to creatures they've misdirected.
Backgrounds

Humblewood introduces three new backgrounds, perfect for making a character of the Wood.
Bandit Defector. Having turned your back on a life of crime, you seek to turn over a new leaf. But some things are hard to leave behind. A bandit defector character has the Bandit Routes feature, allowing them to navigate forested routes and paths at a faster pace than usual.
Grounded. This is a birdfolk-focused background. A grounded character eschews the lofty canopies in favor of a life on the ground, although other birdfolk consider them odd for this choice. This grants them the feature Find Another Path, which allows them to recall the general layout of the forest floor and always be trusted to find shelter in a pinch or a route around an obstacle.
Wind-Touched. Another background aimed at birdfolk, the wind-touched background is for characters who are fated to rise far above even their feather kin and dance on the winds themselves. Often denoted by special markings or feathers, a wind-touched character has the Supernatural Presence feature. This allows you to rouse those around you into following or supporting you whenever you perform any show of power or skill that could be attributed to the winds and air.
Feats
If your campaign uses the optional feats rule, the Humblewood Campaign Setting provides seven new options to customize your character.
Aerial Expert. If your character has the Glide trait, this feat can augment that ability with several improvements. With this feat, you can jump using your Dexterity or Strength score, Dash while gliding, and even change direction and ascend.
Bandit Cunning. With this feat, you can not only add your Intelligence modifier as a bonus to a saving throw once per long rest, but you also gain the ability to use Investigation against your enemies in combat. You can use your action to make an ability check to learn details about your enemies, such as damage resistance or immunity, an attack option, or a special sense.
Heavy Glider. Another option specific to the Glide trait, this feat allows you to glide even while holding a heavy weapon or wearing heavy armor. Additionally, you can use your Glide trait to land in a hostile creature's space and potentially push them back and knock them prone.
Opportunistic Thief. If you want to give your character sticky fingers, this feat is the one for you. With Opportunistic Thief, whenever a creature misses you with an attack, you can attempt to steal an object from them. Additionally, outside of combat, you're able to perfectly conceal any object you steal or switch the object for a replacement.
Perfect Landing. This feat reduces the size of damage dice rolled when you take falling damage, prevents you from falling prone if you do damage when falling, and allows you to ignore some of the falling distance.
Speech of the Ancient Beasts. This feat grants you bonuses to interacting with Beasts, including some unique languages such as Giant Eagle and the ability to be understood by certain Beasts.
Woodwise. This feat enhances your mobility and ability to traverse natural environments, allowing you to ignore difficult terrain and not become lost in natural surroundings.
Spells
Humblewood brings a selection of 10 new spells themed for the setting
Level |
Spell |
Classes |
Description |
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2nd |
Ranger |
An illusion spell that grants you invisibility, advantage on Stealth checks to remain hidden, and additional damage when you attack unaware creatures. |
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1st |
Cleric, Druid, Ranger, Warlock, Wizard |
Create a sensor high above you that follows you as you move. You can see through the sensor as if you were in its place. |
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3rd |
Druid, Ranger |
A transmutation spell that changes your arms into wings for 1 minute, allowing you to fly and glide and slow your fall. |
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3rd |
Druid, Ranger, Warlock |
Shroud an area in a sphere of night dotted with stars. Allied creatures within the area gain a bonus to Stealth checks, whilst enemies have the potential to be blinded. |
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Cantrip |
Bard, Druid, Sorcerer, Wizard |
Using this evocation spell, a powerful wind surrounds you, imposing disadvantage on ranged attacks against you. Melee attackers must succeed on a Constitution saving throw or be pushed back and knocked prone. |
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3rd |
Cleric, Paladin |
This divination spell gives you two d20 rolls that you can substitute for an attack roll, ability check, or saving throw for the next 24 hours. |
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4th |
Bard, Cleric, Druid |
Manipulate plant life into any shape you wish with this transmutation spell. The plants can create difficult terrain and even inflict damage as you force them to grow vicious barbs. |
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1st |
Druid, Ranger, Sorcerer, Wizard |
A barrier of magical spikes forms around you, reducing the damage you take from melee attacks and inflicting damage on your attackers. |
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4th |
Cleric, Druid, Sorcerer, Wizard |
You create two small stars that orbit around you, shedding dim light. You can use your action to send one of these stars streaking off as a ranged spell attack, damaging and potentially blinding the target with radiant energy. |
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1st |
Druid, Warlock |
An abjuration spell that grants a target a buff to their armor class and gives them advantage on Stealth checks. |
Discover a Grassy Realm of Friends and Foe
The Humblewood Campaign Setting is available now on D&D Beyond. Venture into the world as a former bandit vulpin, support your friends as a Community Domain cleric, and try out new spells from Hit Point Press as you take on the challenges of the Wood!
Davyd is a moderator for D&D Beyond. A Dungeon Master of over fifteen years, he enjoys Marvel movies, writing, and of course running D&D for his friends and family, including his daughter Willow (well, one day). The three of them live with their two cats Asker and Khatleesi in south of England.
Yes! I love humblewood!
I'm so glad wizards is making an effort to bring more 3PP onto DDB, its defenitely a step in the right direction. Keep it up!
Plus, this book has so many character options: species, subclasses, spells, feats!
defenitely going to buy it!
Edit: First!
Second Edit: Great job on producing so many articles, especially the recent ones on mysteries and sports, as those were very good.
So exited for this addition exactly what I've been wanting for a forest campain
Not seeing any of these feats as options in character creation after purchase, or any of the new Beast statblocks like the Mountain Lion in “Extras” for Moon Druid wildshapes.
And yes, the Humblewood content switch is toggled on. I can select and view the new species just fine. Anyone else having these issues?
Everyone in my current campaign is in love with the new sub-class options!
We bought it and three of us are planning on switching subclasses entirely >:D
I DID notice that for the "College of the Road" subclass, the "Traveler's Tricks" drop-down may need some editing as it only allows once choice, instead of the stated two choices. Additionally, the "Dark Bargain" option allows you to choose a spell but doesn't have the option for an Eldritch Invocation.
I'm sure you guys are working on this since this JUST came out-- so sorry if this is extra.
Thank you guys for all that you do.
Thanks for reaching out. This is addressed in this forum post: https://www.dndbeyond.com/forums/d-d-beyond-general/bugs-support/191160-humblewood-campaign-setting-issues-and-support
Our team is looking into this, thanks!
Sick! Thank you!
Love this, seems great!
I will add that College of the Road is heavily bugged, ie. only allowing 1 choice in bonus proficiency when you should get 3, not letting you pick an eldritch invocation for Dark Bargain and only allowing you to pick the spell for the 14th level feature,
D&D Beyond team, i would make sure that everything is working as intended, because as of launch day for me, it is not
Just to be very clear, the “species cannot interbreed and produce viable offspring” thing is a myth. Species with different chromosomal counts cannot produce viable offspring—which is why miles are infertile—but species with the same can, in fact, produce offspring capable of reproducing.
In fact, modern humans are an example of this. Early humans interbred with Neanderthals, and produced viable offspring. Especially if you are of European ancestry, you almost certainly have some Neanderthal DNA floating in your system from this cross-species interbreeding.
Anyone who says that “species” is wrong because elves and humans can produce viable offspring is demonstrating a poor understanding of biology.
REDWALL...
kinda pricy tho
(Oh boy, here we go again…)
Humblewood looks super cute and I’m glad to see it supported on D&D Beyond.
Is there any route to buy just the subclasses and race like other compendiums? I like having more subclass options for my players but don't really want to make a full 40$ investment for a lot of stuff I won't use
There is not, nor will there be. Not a single one of the third-party supplements allows piecemeal purchasing—I expect the licensing contract does not permit these smaller-scale transactions.
Humblewood was one that always interested me but I don't have the space for a lot of books in the house. I'm just happy as well that DDB is bringing the third party books into the ecosystem to use as well. Best thing they could have started doing for sure.
At least one recent official D&D book doesn't offer it, either. I suspect DnD Beyond is moving away from that pricing model to get a higher average purchase price from their customers.
I am not sure I would extrapolate a pattern from the Book of Many Things. That book is pretty unique in its circumstances—some of the items use random systems D&D Beyond is not really set up to utilize (meaning they do not want to sell you a non-functional item as a standalone purchase, as then you’d be disappointed in the purchase), and the physical product production issues mean they had a special reason to want to collect full price on the digital version.
Likewise, because of pretty standard licensing issues, you cannot extrapolate anything about WotC-produced products from the third party products.
I think we will have to wait until the Vecna book releases before speculating on a pricing model change—you cannot reasonably extrapolate any future trend from data points which look like outliers. Which, of course isn’t to say that they will not be changing the pricing model—just that it is too early and there is not enough valid information to speculate.
The Scofflaw is just…amazing.
The second my table allows this subclass; it’s getting played. Period.
These seem so awesome! I can't wait! The fox one sounds cool, and scofflaw is just a cool name, admit it.
I’m going to be honest: the only other time I’ve ever heard “scofflaw” used was “The Scofflaw” episode of Seinfeld, when Kramer started wearing an eyepatch because he saw a police officer with one; and he thought it looked neat.
Did anyone else notice the heroforge placeholder images for the races?