Homebrew Mousefolk Species Details

One of the youngest races out there but everywhere, Mousefolk are still early into developing as a species, as advanced as they are right now.  There are still things new to them that are so common to other races, which makes them stay distant or on guard a lot to other people, animals, places or things.  Seldom do you see a mousefolk travel alone; for any reason that they would, it would be to die from old age, fatal injury, or disease.  The mousefolk are most commonly a collective community than a thieves' guild or a mercenary group, so they are more traders than fighters, but they are not naive to train and guard themselves.  It's unheard of to see a mousefolk to act chaotically on its own accord.  For any reason, a mousefolk were to go barbaric, it would be because they have become feral or diseased by rabies or something else.  Mousefolk aren't necessarily always good or neutral.  Some can be sneaky and try to get the best deal for themselves, even if it is illegal or they can break into homes or shops and steal from others.  This gives them a bad image for the other races and thus makes them cautioned around.  In cities, mousefolk usually have to live far from others' shops and homes just to be safe because they get the most prejudice there.  In the wild, mousefolk can sleep without beds or tents.

Mousefolk Traits

Your mousefolk character has certain characteristics in common with all other mousefolk.

Ability Score Modifiers

You get a +1 in both Dexterity and Charisma, and a -2 in Strength.

Age

Mousefolk mature at 6-8 years and live, averagely, to half a century.

Alignment

Mousefolk usually stay in lawful communities or groups, but few can reject laws for the sake of the adventure.  Many will try to help their neighbors, some will mind their own business, and few will take advantage of others.

Size

Mousefolk average around the same height as Halflings and Gnomes, 3 to 4 feet tall, but heavier, 50-60 lbs.

Speed

Mousefolk are faster than you think.  As a rodent, they can move 40 feet, walking speed, and scurry circles around people.

Mouse Hole

The Mousefolk can burrow a hole with a 6 feet radius as a defensive hideout.

Tool Proficiency

Mousefolk are traders and will get their hands on anything relating to a craft or trade and master it.  One choice to any Artisan's Tools.

Mouse Senses

Mousefolk have an excellent sense of smell and hearing.  They can smell and hear 60 feet all around them.  When it comes to eyesight, they have terrible vision.  10 feet in low light and nothing in the darkness.

Mousefolk Confidence

Mousefolk are stronger when together.  They become a force to be reconned with.  They become more confident in themselves and others.  Gain a plus 1d4 bonus modifier to ability checks if you have 3 or more party members/allies currently by your side. You can only use it twice. Finish short or long rest to regain it.

Languages

Your character can speak, read, and write Common and Mousefolk. Optionally, they can also speak, and only speak, a few words from one other language of their choice.  They are in the trading business.  They need to know the most common language to communicate with everyone.  That doesn't mean that they can't pick up a few words from other tongues that past by them.

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