Homebrew Schew Race Details

 

Tooth and Claw

At a glance, Schew look much like large weasels. Only when they don clothing or walk upon their hind legs does their humanoid appearance reveal itself. Standing upright, Schew might reach 5 feet tall. They have short, digitigrade legs with clawed paws, as well as short tails.

Fur covers their bodies. The thickness typically denotes the climate of their home, while their patterning typically denotes membership to a particular colony. Males' and females' coats can be a variety of colors, ranging from black and white, to subdued browns and grays, to brighter reds and oranges. Their heads complete the mustelid appearance, with rounded ears, whiskers, and muzzles. They may also have distinct variations depending on their origin or colony.

Primal Instincts 

Though the Schew have a newfound view on life and their place in it, they still fall back on their primal instincts when necessary. When cornered in combat, Schew can employ a wild and flighty stance to disorient their enemies. Moving rapidly and randomly, a Schew can evade even the most skilled enemy by outmaneuvering their attacks. Similarly, the Schew can turn to their primal bloodline to cast spells in and out of combat. 

Mustelid Mannerisms

The resemblance of Schew to weasels isn’t limited to physical features. Schew display many of the same mannerisms as ordinary weasels. They are fastidious about their fur, frequently tending to dirty or rough patches. When they do venture from their dens, they often take rest near lakes and streams where they can catch fish and bathe themselves.

Many Schew punctuate their speech with barks, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. A Schew might become frustrated with people who fail to pick up on the nuances; a Schew’s threat might be taken as a jest and vice versa.

The idea of ownership baffles most Schew. After all, who owns the earth that becomes their den? Even when explained to them, they initially find the notion of ownership mystifying. As a result, Schew who have little interaction with other people might be a nuisance as they prowl and hunt livestock. Similarly, odd or interesting objects catch their eyes often.

They find it hard not to pluck treasures and bring them back to their den to study. A Schew who spends years among other races can learn to inhibit these impulses.

Too much exposure terrifies the Schew. To be out in the open, surrounded by hostile watching eyes or without cover from danger and the elements, is a torment few Schew can withstand. Even when hidden and prowling or resting at the mouth of their earthen homes, they appear alert, with eyes moving and bodies ready to pounce.

Homelands

Once colonies of Schew settle in an area, they burrow a vast subterranean den to fit their population. Dens in close proximity to one another often share a hunting territory that extends across an area up to 100 miles on a side, with each colony hunting in the lands nearest to their den, ranging farther should resources become scarce.

A typical colony consists of one vast, subterranean den dug by its residents. The strongest acts as alpha with the support of an elder advisor. 

SCHEW IN RES

As they are newly documented on the continent of Res, Schew have only one known major colony: a large subterranean den located near a major trade route through the wastes between the World Chasm and the ruins of Roria.

Great Purpose

Schew enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in the dangerous world outside of their den. For this reason, it takes an exceptional circumstance or an incredible curiosity for a Schew to leave his or her den and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their dens; an unquenchable thirst for knowledge, an overwhelming calling to explore, or a threat to their peaceful life typically lies at the heart of the Schew adventurer’s chosen path.

Schew Names

As with much of their speech, Schew names include squeaks, trills, and barks to the point that other peoples have a difficult time pronouncing them. Typically, a name has one to three syllables with the sounds acting as connectors. When interacting with other races, Schew may use nicknames gained from people they meet, shortened forms of their full names, or words for objects that they find interesting.

A male Schew may have one of these common short names: Druff, Gren, Vern, Wurdin, or Yerth.

A female Schew may have one of these common short names: Foli, Futha, Hilse, Tila, or Yoney.

A Schew of either gender may have one of these common short names:  Nimm, Pip, Snuff, Strin, or Jend.

Common names that Schew take from objects include: Bauble, Gem, Novel, Ribbon, and Map among others. 

SCHEW BACKGROUNDS

Backgrounds that are most appropriate for Schew include the Outlander, Far Traveler, Sage, or Acolyte.

The small colonies of Schew are insular and remote, yet curious and yearning for adventure. In their birth home in the wastes between the World Chasm and Roria, no more than a few dozen Schew live away from the dens of their families. Those that do are usually druids, fighters, or monks, constantly exploring this new existence while defending themselves from equally new dangers.

Schew Traits

As a Schew, you have certain traits in common with your people. Your primal spell casting abilities and naturally evasive combat stance can be exceptionally effective in certain circumstances. As a result, playing a Schew requires special consideration by your DM.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age

Schew reach maturity by age 12. Compared to humans, Schew don’t usually live longer than 70 years.

Alignment

As they are such a young race with no traditions or tendencies to fall into, Schew are not set in the ways of a particular alignment. They typically do not take sides when it comes to law and chaos, choosing to inquire and explore instead. Colony leaders and defenders may tend toward lawful, while explorers and adventurers may tend toward chaotic alignments due to the lack of a rigid society of their own.

Size

Schew can reach nearly 5 feet tall. They have thin, elongated bodies and a wiry build that weigh between 80 and 100 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Keen Nose and Ear

Schew have excellent senses for finding hidden prizes and creatures. You have advantage on Perception checks that rely on hearing or smell.

You always know of any creature, flower, or mushroom of size small or smaller that is within 10 feet of you, as well as its exact location as long as you can smell or hear it. You do not benefit from this feature while incapacitated or unconscious.

Dance of War

The Schew have a wild flailing combat stance that disorients enemies and allows you to spend your reaction during your turn to take the disengage action.

Innate Spell Casting

You know the Primal Savagery and Message cantrips. Wisdom is your spellcasting ability for these spells.

Languages

You can speak, read, and write Common and Celestial

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2019 4:08:33 AM
25
0
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes