Homebrew WM: Musculus (Mousefolk) Species Details
Age: Maturing at 12 years old and lives up to 100 years. Also known as; The Long Lived or Ancients to other mousefolk.
Alignment: Any but tend to be neutral/good
Size: 3-5 feet tall, though the shorter tend to be plump and the taller narrow
Speed: Your base walking speed is 40 feet.
Darkvision. You can see in dim light within 60 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.
Attack: When driven into a corner know Musculus how to fight back with their natural weapons ie their sharp teeth and claws. Their claws deal slashing damage equal to 1d4. Their bite attack deals piercing damage equal to 1d6.
Prehensile Tail: All Musculus are born with some level of control over their prehensile tail. You have enough control of your tail for it to act as an extra arm. This tail is often 1 and a half times the length of their body and can be used to handle small objects that weight not more than 5 pounds, and you can perform a somatic component of a spell with your tail. Control of your tail does not grant you an extra action within your turn.
Musculus Senses: Mousefolk have large ears that listen for danger and a sensitive nose. You have proficiency in Perception and advantage on Perception checks that involve hearing/smell.
Languages: You can speak, read, and write Common and speak Musculus a language only available to mousefolk.
Due to the dexterous/clawed nature of their feet, Mousefolk do not wear shoes. This gives them the following movement abilities.
Scamper: Once per day, as a full action you can drop to all 4's a run like your ancestors; speed increase to 60, can prevent one attack of opportunity. Cannot be used again until you have a full rest.
Bouldering: Mousefolk have advantage on Climb checks and can move vertically up walks as quickly as they walk, this includes when scamper is triggered.
WM: Musculus (Mousefolk) Traits
swift, nimble, and keen sensesDarkvision
Darkvision. You can see in dim light within 60 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.
Natural Attack
Natural Attack: When driven into a corner know Musculus how to fight back with their natural weapons ie their sharp teeth and claws. Their claws deal slashing damage equal to 1d4. Their bite attack deals piercing damage equal to 1d6.
Prehensile Tail
All Musculus are born with some level of control over their prehensile tail. You have enough control of your tail for it to act as an extra arm. This tail is often 1 and a half times the length of their body and can be used to handle small objects that weight not more than 5 pounds, and you can perform a somatic component of a spell with your tail. Control of your tail does not grant you an extra action within your turn.
Musculus Senses
Mousefolk have large ears that listen for danger and a sensitive nose. You have proficiency in Perception and advantage on Perception checks that involve hearing/smell.
Languages
Languages: You can speak, read, and write Common and speak Musculus a language only available to mousefolk.
Scamper
Once per day, as a full action you can drop to all 4's a run like your ancestors; speed increase to 60, can prevent one attack of opportunity. Cannot be used again until you have a full rest.
Bouldering
Mousefolk have advantage on Climb checks and can move vertically up walks as quickly as they walk, this includes when scamper is triggered.
Skittish
Though capable of great bravery, Musculus do not hold up to direct intimidation. Disadvantage on Wisdom checks vs Intimidation.