Homebrew Woodburrow Species Details
humble wood creatures.
Woodburrow Traits
depends on the sub race you pickCorvum
Corvums are a crow-like race with dark feathers and sharp minds. Their reputation in bird folk society is nothing short of villainous, and they are regularly cast as the antagonists of any given situation. It’s hard to say whether the Corvums are distrusted because they behave the way they do, or if they behave the way they do because they are distrusted.
For Personal Gain: It is widely believed that corvums only look out for themselves. Sometimes this presents as flexible morals, and at other times it simply means they follow a personal code instead of subscribing to general law. Either way, corvums are a crafty race and they tend to get what they want, one way or another. Corvums are typically found in positions with a modicum of power, such as advisors or minor officials. The stigma they face usually prevents them from attaining too prominent a position in birdfolk society, but corvums are adept at working behind the scenes, spreading their influence subtly and to great effect.
Too Smart: Corvums are commonly accepted, sometimes begrudgingly, to be among the smartest of birdfolk. Keen observers, they trade in information the way others trade goods. They are hungry for knowledge and leverage it to further their goals whenever possible. Their undeniable skill in matters of logistics and planning make them valuable to councils and powerful individuals alike.
As a kindled Corvum, you know implicitly that you are the smartest in the room. Your ability to utilize your knowledge to your advantage, along with your deep understanding of others motivations, makes you a formidable opponent.
intelligence +2
becomes smarter
Glide
Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered.
Talons
Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is 1d4 piercing damage. Additionally, you have advantage on Strength (Athletics) checks made to climb any surface your talons could reasonably grip.
Learned
You gain proficiency in one of the following skills: Arcana, History, Nature, or Religion.
Convincing - Kindled Corvums have a way with words, and are accomplished at saying what someone wants or needs to hear. You have proficiency in either the Deception or Persuasion skill. Additionally, you have advantage on all Charisma checks made to convince someone of your exceptional knowledge on any topic related to the skill you selected with your learned trait (Arcana, History, Nature, or Religion).
Appraising eye
You have an almost supernatural ability to appraise objects. By spending an action examining any object, you can determine any magical properties the item has, how they might be used or activated, as well as a fair estimation of market price. Using this skill strains the eyes, and you must complete a long or short rest before you can use it again.
ability score increase
Ability Score Increase. Your Charisma score increases by 1.
Sharp Mind
Sharp Mind. - You learn one additional language of your choice, gain proficiency in a tool of your choice, and are able to accurately recall with perfect clarity anything you have seen or heard within the past month.
Jerbeen
Jerbeens are small mouse-like folk with long, furred tails that help them balance. In proportion to the rest of their body, a jerbeen’s legs are long and powerful. Jerbeens can be found in a variety of places across the Wood, usually forming their own communities within birdfolk perches and humblefolk villages. Seldom do they live alone. A jerbeen’s home can contain several generations, including extended family and cousins living together under one roof. Jerbeens have a strong sense of family and like to surround themselves with good company wherever they rest.
Outsize Courage - Jerbeens are the smallest inhabitants of Humblewood, dwarfed by nearly every kind of creature they encounter. While they are quick and nimble, and possess an affable attitude, they are not very strong, brave, or powerful on their own. When they stand with a group, jerbeens are emboldened: the presence of others reassures them, granting them the courage to face even the largest threats head on. They excel in team strategies, helping one another solve problems that could not be surmounted alone.
Community First - The communal slant of jerbeens stems from more than just their love of good company: jerbeen are kind and considerate creatures, known for their joviality and charm. Being small and not particularly strong gives them a perspective that allows them to easily empathize with others, though not all jerbeens share this compassionate outlook. Some respond to the dangers outside their community by becoming insular and fearing all non-jerbeens. Jerbeens value privacy, but true isolation from friends, families, or loved ones is considered to be the worst possible fate a jerbeen could suffer.
can use help action as bonus action and can speak write and read in birdfolk and jerbeen.
Ability score increase
Ability Score Increase. Your Dexterity increases by 2, and your Charisma score increases by 1.
Standing Leap
Standing Leap. Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start.
Nimbleness
Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Take Heart
Take Heart. You have advantage on Strength saving throws and saving throws against being frightened as long as you are within 5 feet of an ally who isn’t frightened or incapacitated that you can both see and hear.
Team Tactics
Team Tactics. You can use the Help action as a bonus action.
Vulpin
Vulpins are fox-like in appearance, with light builds and sharp fangs. One of the least understood and most often vilified humblefolk in the Wood, vulpins have earned a bad reputation that isn’t entirely deserved. Much of this stems from the fact that vulpins are ambitious. Sometimes their drive to succeed can make it difficult for them to empathize with others. Vulpins feel just as deeply as other folk of the Wood, but they possess a keen survival instinct which sometimes causes them to take courses of action that are selfish. Moreover, they are sharp and savvy, possessing an uncanny force of personality that allows them to easily sway the trust of others. In the right situations, vulpins can be true friends, and in the wrong ones, deadly enemies.
Artful and Cunning: Vulpins are naturally intelligent, rivalled only by corvums. However, where corvums are studious, vulpins are more creative. They enjoy the arts and the pursuit of leisure. Some devote their lives to mastering an art form; learning sculpture, poetry, or refined swordplay. Even though vulpins come from every walk of life, they also have a reputation for being snobbish and looking down on others. All vulpins have a natural connection to the magic of the Wood, though they channel it in specialized ways. The right look from a vulpin can bewitch or terrify, and vulpins who are truly skilled can command an entire room through sheer force of presence.
Prodigious Predators: Before the Humblefolk Treaty was signed, vulpins controlled a large part of the Wood outside the influence of the birdfolk, and bands of vulpin raiders provided their own kin with a wealth of plundered goods at the expense of birdfolk and other humblefolk alike. Those days are long since gone, but the memory of the sinister vulpin has yet to fade from the minds of the humblefolk, who endured great suffering at their hands. A few vulpins have attempted to change public opinion, but the majority are unconcerned with their notoriety. Vulpins learn from a young age that they are of two natures: the sophisticated and the savage. While sophistication and elegance are generally preferred, it is considered common sense that vulpins should know when to keep their fangs hidden and when to bear them.
Evasive: you add your intelligence modifier as a bonus on all dexterity saving throws.
ability score increase
Ability Score Increase. Your Intelligence score increases by 2,
Dark vision
You are adept at hunting at night. 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.
Nommies
Bite. You have sharp fangs that enable you to make natural bite attacks.
Bewitching Guile
You can cast charm person as a 1st level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast ambush prey as a 2nd level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast fear with this trait, and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.