Homebrew Ginwin Species Details

Never trust a Ginwin further than you can throw them. That's not to say they can't make good allies, however... In fact, I'd go so far as to say making them anything other than your ally is the most foolish thing you can do.

-Rudolph Van Richten

 

 

Ginwin are a race of playful tricksters, willing to do whatever they can to make a little more money. People often mistake them for more amicable races, and Ginwin aren't quick to dispel that notion. Using their playful demeanor as a decoy, they often take advantage of people by distracting them and picking their pockets with their tails when people aren't paying attention. Their materialistic predilections leads to many troubles, and so they often hop from nook to cranny within any city, before moving again and again, looking for fresh faces to fool.

 

Wondrous Tails

 

Ginwin tails are an amazing product of nature. Not only are they extremely dextrous and strong, they carry out important functions for Ginwin throughout their lives.

What Ginwin most often use their tail to do is grab things. They can wrap around objects and carry a relatively large amount of weight. While the hair may look soft and lush at first glance, Ginwin can retract and unfurl very fine, courser hair from underneath. This courser hair acts almost like barbs, able to easily hold onto and move small objects finely. Using this hair also allows for the tail to have a better grip on any object they wish to take. They can easily puff out the fur, or retract it to make the appendage slimmer. 

Their tails are as dextrous as any of the other limbs their body has, if not more so. With the rough undercoat of barbs, the Ginwin can easily grasp and hold onto many objects and move it along the tail, even relatively small objects. The tail itself can easily wrap around any number of things, but depending on the strength of the Ginwin, their tail is only able to carry so much before it's unable to be used normally. Like a hand being filled, they can only do so much with it before they have to store objects elsewhere. 

Always remember to never trust a Ginwin's tail.

 

Wanderers by Nature

 

 Ginwin are constantly moving. Both by choice and necessity, Ginwin simply grow restless when staying in the same location for too long. This is due to how they're raised. Ginwin mothers and fathers steal from others in order to provide for their young, however, at the age of fourteen Ginwin are considered "of age", and consistently leave their family in order to steal from others themselves. Ginwin are solitary creatures normally, and don't visit family often, unless their family is in need.

 Due to this, Ginwin are often seen as aloof, as they distance themselves from any close relations with others in order to maintain this constant movement. However, due to many cities and armies finding usefulness out of their natural talents, Ginwin are often paid in order to scout and collect information about other factions. Many mercenary groups also hire Ginwin in order to help people willing to pay. Most Ginwin only really care for material gain, and many Ginwin find the opportunity to gain money from what they're good at, legally, a bargain.

 

Social Structure

 

Ginwin consistently strive for their own personal gain. However, with enough interactions between them and people they grow to care about, Ginwin can become attached to anybody. While Ginwin are more often than not isolated by choice, they behave as any other conscious creature does, and can grow emotional bonds, even if emotional bonds are relatively hard to forge for them.

 

Diet and Acquisition

 

Ginwin are extreme omnivores, and are able to eat plenty of foods without issue. However, while they can eat practically anything that can remotely be considered edible, they chase for the most lavish of foods possible. Once again, a Ginwin considers what a society views as "fancy food" as another form of material gain, and usually tries to either steal these foods outright, or steal from people in order to gain enough money to eat said "fancy foods". 

Ginwin generally will not eat meat of sentient creatures. The reason why is, to this day, unknown, but many speculate that Ginwin don't wish to attract attention from unwanted groups by eating their kind. 

 

 Morality, Cognition, and Social Conditioning

 

Ginwin aren't simple creatures, and like any other sentient being, many hold different philosophies. While a Ginwin's brain doesn't behave the same way as other creatures, what with them having an extreme propensity to steal, different Ginwin are particular about who they steal from. Many ginwin who consider themselves good typically steal only from the rich, while others simply don't care about who they steal from, or what they steal from them.

Many Ginwin are pushed to steal from the poor, as their houses and businesses are typically not as secure, and they're easier to fool. However, with enough time amongst these groups of people, a Ginwin's morality can cause them to change their targets, given enough time.

Remember that Ginwin are fickle creatures. While they prefer to live in solitude, they can develop social connection unwittingly with others. This can cause what's considered erroneous behavior from the Ginwin's perspective, but others know what this behavior is. Social conditioning is strong, and it affects many creatures, no matter their brain's structure.

 

Ginwin Names

 

Ginwin often times simply name their children based on how the society names their people. If a Ginwin's born in a Dwarvish city, for example, they could be named Yurgar, or Bofgrim. If born outside of any cities, Ginwin parents usually use names from the last city or town they resided in. 

 

 

Ginwin Traits

Ginwin are well known for their tails, but they have a few other things up their sleeves...

Ability Score Increase

Your DEX score increases by 2, and your INT score increases by 1.

Age

Ginwin typically reach biological adulthood at the age of 16, and can live for up to 80 years. Over time, however, their tails become less dextrous with age. 

Alignment

Ginwin are typically Chaotic Neutral, although they can be of any chaotic alignment.

Size

Ginwin are smaller than the average humanoid, and stand at around 3 to 4 feet tall. They weigh between 40 to 60 pounds. Your size is Small. 

Speed

Your base walking speed is 30 feet.

Claws

You can climb vertical surfaces that your claws can dig into. Your claws can dig into material that is softer than stone. Bark, vines, and wood are all examples of this. You can root yourself in a position if the ground is made of a material your claws can dig into.

Your claws are considered natural weapons with which you are proficient. They are a melee weapon attack. They deal (1 + your Dexterity modifier) slashing damage.

Prehensile Tail

Your tail is dexterous, and has great tensile strength. 

You can use your tail to dexterously hold any items in your inventory that weighs less than or equal to (3 + your strength modifier) pounds in weight.  You may use an item held by your tail as normal. You may grab items from up to 5 feet away with your tail as an action. If you spend at least 30 seconds distracting a person through conversation or other means, you have advantage on sleight of hand checks regarding your tail grabbing things the person owns. If nobody is actively watching an object, you have advantage on sleight of hand checks regarding your tail grabbing the object.

Your tail cannot attune to items.

If your tail holds more than (3 + your strength modifier) pounds in weight, total, it is considered encumbered and cannot be used to do anything other than hold things.

Your tail does not grant extra attacks, cannot hold shields, and is unable to use ranged weapons. Any weapon held by your tail must have the light property or your tail is considered encumbered and cannot be used to do anything other than hold things. You may use your tail to grab ledges from 5 feet away in any direction, as long as your tail is not holding any items already, as an action. You may grapple someone from up to 5 feet away with your tail, as long as your tail is not holding any items already, as normal.

Your tail can be used like a rope to support your total body weight plus your normal carrying capacity. Your tail cannot pull you up. If your tail is holding, supporting, or being pulled by something more than double your total body weight plus your normal carrying capacity, you are considered grappled and you take 1d6 force damage every 6 seconds.

Taking damage this way for more than a minute dislocates your tail. You cannot use your tail for anything until you are healed through magical or non-magical means if your tail is dislocated.

Extreme Omnivore

You are immune from contracting disease and being poisoned by ingestion.

Languages

You can speak, read, and write common and one other language of your choice.

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