Homebrew Weasel Folk Species Details

Personality

Nobody ever said that slinks were completely stable individuals. In fact, most people will say quite the opposite. Though not necessarily malicious, Weasel Folk tend to be eccentric loners, which seems to be a part of their genetic makeup. While they do enjoy the company of their friends, and often act the part of the jester, clowning their way into the hearts of those around them, all slinks feel most comfortable on their own. When around others, a slink tends to be a light-hearted chatterbox, speaking before thinking and given to acting on the least impulse, which can all-too-often lead to all sorts of trouble. When alone, however, a slink undergoes a remarkable transformation, suddenly becoming an incredibly smooth operator, efficient and lethal.

Physical Description

Weasel Folk are what their alternate name suggests’‘: a humanoid version of one of the small mustelids, with bright eyes, quivering whiskers on the end of a short, delicate muzzle, soft, luxurious fur, and an almost constant state of hyperactive motion. Slinks can take after the general appearance of weasels, ferrets, mongooses, polecats, minks, sables, and other, similar, wiry predators of mustelid origins. They are small, slender, incredibly agile, and are almost impossibly flexible.

Relations

Most races are distrustful of slinks under the best of circumstances. They have an unnerving predatory quality about them which gives them an unsavory reputation, though most people who meet a slink in person can easily forget this, due to the bright and active personalities of the Weasel Folk. Because of this, Weasel Folk really do not have any racial friends, but at the same time, they lack any serious racial enemies. The only races that slinks have any serious dealings with are the proscion, who are generally thought to be the ones that taught the slinks Squeak Speak and gave them their first boost into the world of espionage and crime.

Alignment

Slinks are wild and free-spirited and given to fits of seemingly random action and bouts of playful activity. Because of this, Chaotic Neutral is the most common alignment that describes this race.

Lands

Generally solitary, slinks do not have any racial lands, though individual slinks will stake out what they consider their personal territory, whether this be in the wilderness or an urban environment. Slinks prefer territory with lots of prey, whether literal or figurative, and where they can hide easily.

Religion

A casual observer would think that slinks were areligious. This is not the case, however. Slinks are religious, preferring deities of trickery, stealth, assassination, and lighthearted fun, but they are such individualists that the idea of organized religion is almost completely anathema to them. So, while a slink might follow a deity, his manner of worship tends to be highly individualistic. Gods such as Garl Glittergold, Olidamara, and Erythnuul are all in keeping with the ideals of slinks.

Language

Squeak Speak is the native tongue of slinks, though they know Common as well. They can choose bonus languages from Avian, Dwarven, Elven, Feline, Gnome, Goblin, Halfling, Orc, Ripper, and Wolfen.

Names

Solitary by nature, Weasel Folk names would generally be considered a nickname by other species, and can be in any of the languages that a slink knows. Typical names in Common include Devilfang, Skittle, and Whitepaw, though names of similar meaning in other languages are just as likely.

Adventureres

A slink is one of those races that is less likely to adventure, not so much because of a lack of a lust for excitement, but more because they do not work very well in groups, and they always feel that they need to be checking up on what belongs to them. However, if a party can give a slink plenty of space when she needs it, and is willing to put up with some of the weaselkin’s odd behaviors, then a slink can make a most able ally, and a willing (though occasionally odd) friend.

Weasel Folk Traits

 

Ability Score Increase

Your wisdom and dexterity scores each increase by 2 While Suffering a -1 to strength.

Age

Weasel Folk age relatively the same to Humans. Maturing at the age of 14.

Size

Weasel Folk size is usually between Small and Medium size.

Speed

Your base walking speed is 30 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.

Bravado

 You have advantage on all saves against fear and fear effects.

Focused on the Prey

Once per long rest, you may choose one target creature as your prey. You gain advantage on all checks regarding that creature, but you lose any advantage against all other creatures until your prey is dead, your set goal regarding that creature is fulfilled, or you complete another long rest. This does not affect skill checks and saves that do not involve creatures.

Living with Rodentus

You have proficiency with thieves tools 

Light Build Incredible Flexibility

Weasel Folk cannot wear heavy armor

Incredible Flexibility

+2 bonus to Sleight of hand and Stealth, and a +4 racial bonus to Grapple checks.

Attach

A slink that succeeds on a Grapple check can choose to sink in its teeth (like a weasel), doing 1d4 Piercing damage  each round that the slink stays attached. If a slink has the Feral Bite Feat (found in the “Feats of the Beastfolk”) then a slink can choose to attach automatically after a successful bite attack instead, as well as doing normal bite damage each round. An attached slink loses any Dexterity bonuses to AC, and can only be removed involuntarily on a successful pin with a grapple attack, or by killing the slink.

 

 

Weasel Folk Traits

........

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.

Bravado

 You have advantage on all saves against fear and fear effects

Incredible Flexibility

+2 bonus to Sleight of hand and Stealth checks, and a +4 racial bonus to Grapple checks

Focused on the Prey

Once per long rest, you may choose one target creature as your prey. You gain advantage on all checks regarding that creature, but you lose any advantage against all other creatures until your prey is dead, your set goal regarding that creature is fulfilled, or you complete another long rest. This does not affect skill checks and saves that do not involve creatures.

Ability Score Increase

Your dexterity score increase by 2.

Ability Score Increase

+2 to wisdom 

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