Homebrew Moose Folk Species Details

Across the dense forests and lush plains of the north the Moose Folk hunt the migrating plant beasts that thrive there.  This is the life they live and they will defend this sacred cycle with the respect it deserves.  As a tall and strong as a goliath, but with temperament of a wood elf, the Moose Folk are the giant guardians of nature.

Defenders of the Herd

The Moose Folk follow the herb herds and defend the natural processes that allowed it to reach such a large size.  This drives the Moose Folk to nature-based classes.  Rangers, druids, and nature themed subclasses are very common.  Moose Folk without magical affinity make fine barbarians .  Rogues are not unheard of either.  Those that do adopt more urban religion make loyal monks, paladins or clerics with the same enthusiasm as those with the traditional lifestyle.   Discipline and age often bring with them education and sometimes bring the Moose Folk to paths of wizardry and bardry.  

Peaceful, but not Necessarily Docile

The average Moose Folk is content to live their life harvesting the migrating plant beast that they have structured their way of life around.  This typical lands them in neutral and lawful alignments.  Many tribes have proud tradition of generosity and hospitality that far outweighs any bad actors you may find, Good alignments are as common as Neutral ones. 

At times a shift in the migratory patterns of their prey as lead them to conflict with more stationary agrarian civilization that don't appreciate the presence of the massive creatures.  The tribes following such a herd will not tolerate the culling of the herds that often take place as the agrarian society tries to secure their borders.  The Moose Folk can easily become chaotic forces during these circumstances.  Agrarian colonists that attempt to settle in pre-established migratory paths will end up in a similar, if smaller scale perdicament.  These conflicts turn ugly and it is possible that the Moose Folk become the villains in these scenarios and fit into a Chaotic or Neutral Evil alignment.  After all the vegetation beasts can sometimes be terrifyingly enormous and potentially violent.  The Moosefolk will not necessarily be sympathic the victims of these creatures, particularly colonists.  After all the conflict between rogue vegetation beast herds and an agrarian society is one side's way of life being left in tatters.

Leave Nothing to Waste

The Moose Folk are respectful to a fault, particularly when it comes from nature.  The wooden bones of the vegetation beasts are used for their weapons.  They'd reuse their own filth if they knew how.  purify food and drink is frequently used to purify urine among its frequent use among the Moose Folk.  In fact, if you learn magic from a Moose Folk (if it is indeed something they can teach you) purify food and drink will be the first spell you are taught.  Handmade tools and clothing are a near constant among the Moose Folk.

Moose Folk Names

Moose Folk parents name their children in their own language using a action as and a noun for the and combining them into a single word although sometimes this is reversed.  For example, the words for walking and bear, pimohtewin and maskwa would be combined as Pimohtewinmaskwa.  The parents will formulate a name based on an image the child can call on to guide them to a values the parents wish to instill.  They will sometimes translate their names into common during conversation with out siders, but this is not a universal practice.  Moose Folk names are not typically gendered.  

Moose Folk Traits

Moose Folk typically share these traits in common with each other.

Crafting

A Moose Folk, if traditionally raised can craft mundane items from organically sourced materials in 2d6 days minus your intelligence score with proper tools and materials.  The time spent to make the object is not constant work and may not require constant attention, the time period rolled does not preclude you from doing normal activates.  If you forgo all non essential tasks you can create the item in 1d6 days minus your intelligence score.  Crafting may require a stationary location that you must periodically return to.  Creatable items can include bows, cloth and leather armour, wooden objects that include no complex metal parts(triggers, gears, etc.).  Simple metal parts (arrow heads, nails, etc.) can be used in the crafting process but are not created during the process.  Stone parts can sometimes replace metal ones, but the resulted item may be weaker than a store bought item at the dungeon masters discretion (i.e. stone arrows versus metal ones).  Arrows/bolts and similar items can be crafted in batches of 10 times your intelligence modifier with a minimum of ten. Clear item creation with your Dungeon Master.  They may decide you are too busy to craft an item or that you could not feasibly craft the item you want.

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Age

The Moose Folk reach maturity at 50 and live to between four and five hundred years. 

Alignment

Moose Folk are typically some combination of neutral, good, and lawful.  They are a docile people that seek stability.  They don't seek out trouble and but will keep the peace within their territory.  True Neutral and Lawful Neutral are common alignments for the average Moose Folk and will easily allow themselves to become a curiosity within a larger kingdom if they are allowed to maintain their traditional ways.  Kindness and compassion are not rare virtues within the tribes.  They will often shelter the lost and feed the hungry with their excess food.  Their nomadic lifestyle's need for large uninterrupted space can put them at odds with colonizers and rising agricultural societies that interrupt the forests and migrating game that fuel their lifestyle and this can through the neutral and lawful Moose Folk into less docile alignments.

Size

Goliaths are between 7 and 8 feet tall ignoring the antlers and weigh between 300 and 400 pounds.  Male Moose Folk have antlers, the antlers can as small as 2', 6" tip to tip and be up to 6' but more commonly stop just after the 5 foot mark  and antler size averages at 4', 6".  Your size is Medium.

Speed

Your base walking speed is 30 feet.

Antlers

A male born Moose Folk begins seasonal antler growth at the age of 10.  The Antler's are covered in velvety fur.  After a ten day of winter weather a Moose Folk that is an adult rolls a d4 and adds their Constitution modifier to the result and then subtracts 1 for every ten day of continuous winter weather.  If the result is 0 or lower the antlers are shed.  After a ten day of non-winter weather roll a d4 and add your constitution modifier plus 1 for every ten day of non-winter weather, if the result is greater than 4, antlers begin to grow back.  Regrowth to average size (4' 6") takes 1d4 months.   

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Tools profeciency

You can have woodworker's, leather worker's, herbalist's or brewer's kit

Bull Rush

An antlered Moose Folk makes an attack roll and charges in a straight line up to their movement speed in length, but no shorter that 10 feet.  Your character will be in the area at the end of that line at the end of the attack.  A bull rush can not be attempted on difficult terrain unless the attacker is able to ignore that terrain's effect through another ability.  On hit the target takes 2d10 damage plus your character's strength modifier and if the creature in medium or smaller it is knocked prone 5 feet in front of the end of the charge line.   On a miss the target can move 5 feet out of the way of the charge in direction of their choice out the way of the charge if able and make an attack of opportunity, the space they move to can be point in the charge before they would have been hit.  The target's movement on a missed attack does not trigger an attack of opportunity from the attacker.  Objects and creatures that can't move out of the way are automatically hit. 

Languages

You can speak, read, and write Common and either Giant or Elvish.

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