Humblewood pdf download free
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. You can speak, read, and write Birdfolk.
You can also understand Auran, though you cannot speak it naturally. There are two main subraces of corvum: dusk and kindled. Choose one of these subraces. Dusk Corvum As a dusk corvum, you are more at home in the bustle of society than in the wilds of the forest. Ability Score Increase. Your Dexterity score increases by 1. You have advantage on Dexterity Stealth checks made in dim light or darkness. Street Smarts. You gain proficiency in the Insight skill. Kindled Corvum 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.
Your Charisma score increases by 1. 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.
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. C hapter 1 Welcome to the Wood 13 Gallus The gallus commonly dwell in small, familial communities as opposed to the grand perches of the Wood. Of the birdfolk, they are the most likely to be found living among the humblefolk. Gallus have a deep respect for nature and a love of gardening unmatched by other birdfolk.
They value their social bonds above all else, and are always ready to help their neighbors and promote the common good. They are polite but have little patience for deceit and rudeness. A Varied Folk The gallus are a varied folk, resembling as many different varieties of wildfowl as there are trees in the Wood.
Some are pheasant-like, others are grouse-like, while some resemble chickens or turkeys. There are dozens of variations of feathers, colors, and patterns even between gallus of the same subrace. The gallus are proud of their appearances but not to the point of vanity. Maintaining good grooming is akin to keeping a knife sharp and shows a level of respect for oneself. Birdfolk are generally welcoming to other races, but the gallus are particularly well-known for their willingness to include virtually anyone in social or familial groups.
In gallus culture, it is customary to always offer your seat at a table to guests. Salt of the Earth Gallus are a social and communal folk. They tend to form close-knit communities wherever they roost, and their sense of pride for their community runs deep. When tragedy leaves children in their village orphaned, it is customary for gallus families to take them in. Gallus value honest work, such as farming and smithing, and share labor equally between all community members. There is nothing a gallus would not give to their neighbors in a time of need.
While other birdfolk might look down on gallus for their common ways, the gallus have excellent interpersonal skills. They are insightful and empathetic, but not to the point of being socially exploitable. The gallus have an ear for the truth, and are often capable of rooting out lies and dishonesty. Your Wisdom score increases by 2. While ages fluctuate, gallus reach maturity around 18 and can live anywhere between 70 and years.
Most gallus are lawful good. They are a salt-ofthe-earth sort of folk who believe in justice, the value of hard work, and the importance of respecting others. Gallus are the most varied of the birdfolk races, ranging from just under 4 feet to just over 5 feet tall, and showing many unique builds. The variety of shapes and sizes means 14 Chapter 1 Welcome to the Wood one with the wood they also encompass a variety of weights, but most average around 90 pounds.
Wing Flap. As a bonus action, you can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can use it in conjunction with a regular jump, but not while gliding. Whenever you make an Intelligence History check related to the history of your race, culture, or community, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Militia Training. You have proficiency in simple weapons. Of the People. There are two main subraces of gallus: bright and huden. Huden Gallus As a huden gallus, you are of the land.
Like the Amaranthine Hanera, you have a unique connection to the Great Bright Gallus Rhythm of nature, and in return the Rhythm grants you many As a bright gallus, you are a natural leader. Growing up gifts. This innate bond with nature may alienate you from city in your close-knit community has taught you how to inspire life, but you will always have a home within the more remote others and rally folks to a common cause.
This air of command parts of the Wood. One With the Wood. You have proficiency in the Inspiring. By spending an action and giving words of Nature skill. Your connection to the Great Rhythm is to see and hear you. The ally can roll a d4 and add the number such that you can speak with the greenery of the forest itself.
Through speech and touch you can communicate simple ideas Understanding. You have proficiency in the Insight skill. You are able to interpret their responses in simple language. Plants in the Wood do not experience the world in terms of sight, but most can feel differences in temperature, describe things that have touched them, as well as hear vibrations that happened around them including speech. C hapter 1 Welcome to the Wood 15 uma Lumas are a race of polar opposites when it comes to their role in perch society.
They are as often shunned for their eccentricities as they are celebrated for them. Lumas are smaller than most birdfolk, and resemble either doves or pigeons. Many have ruffs of feathers that shine with unique iridescent colors, something which can be seen as either alluring or unusual.
Most fledgling lumas approach social situations with hesitation, until a time when society inevitably labels them an outcast or a notable figure, and the individual naturally adapts to the role. Touched To most, lumas seem perpetually disorganized and distracted, which has lead to a belief that they are of low 16 Chapter 1 Welcome to the Wood peculiar in nature intelligence.
In truth, lumas have a unique perception of the world. They are able to interpret information in an uncommon way, allowing them to see possibilities others cannot. These inherent talents, sometimes dismissed as luck, can be improved upon with training and study. Pairing their natural gifts with magical education, powerful luma wizards and radical scholars have been at the forefront of magical innovation for some time in Humblewood.
Of Two Worlds though you may drop any held items as part of your reaction to spread your arms. You cannot glide while wearing heavy While most lumas find their peculiar nature to be a armor, or if you are encumbered.
As a bonus action, you can use your powerful the social ladder. These individuals inspire curiosity and have feathered arms to propel yourself upward a distance equal to an air of authority about them.
This divide in social standing half your movement speed. You can use it in conjunction with among lumas can make for curious and strained relationships a regular jump, but not while gliding. You know one cantrip from the sorcerer spell list. Other lumas find it difficult to exist in the larger society Charisma is your spellcasting ability for this cantrip.
It is said that this is a main contributing Fated. Whether by luck or a guiding presence, you always factor for the close-knit, and exclusive luma districts in seem to find your way. You can choose to reroll any attack, larger cities. Lumas tend to keep to themselves, preferring skill check, or saving throw. You can decide to do this after the company of those who understand them rather than your roll, but only before the outcome of the roll has been those who pass judgement.
Your Charisma score increases by 2. You can also understand Auran, though you cannot speak Age. Lumas are short-lived reaching adulthood around 20 it naturally. Few lumas live beyond 70 years. There are two main subraces of luma: sable and Alignment. Spurred by personal interests and flights of fancy, lumas lean towards chaotic alignments. While generally sera.
While you are overlooked by the crowd, your Size. Lumas are the shortest and lightest of the birdfolk, gifts are undeniable. You are destined for greatness. Your Constitution score pounds. Your size is Small. Your base walking speed is 25 feet. Hard to Read. Your innate eccentricities make it hard Glide. Using your feathered arms, you can slow your for other folk to figure you out.
When someone performs a fall, and glide short distances. When falling you can use your Wisdom Insight check against you, they have disadvantage reaction to spread your arms, stiffen your wing feathers, on their roll. Additionally, you gain advantage on Charisma and slow your descent. While doing so, you continue to fall Deception checks made against creatures that are not lumas. You have advantage on saving throws against when you land. If you would fall at least 10 feet in this way, poison and resistance against poison damage.
You cannot As a sera luma, you are revered and celebrated by those glide while carrying heavy weapons or wielding a shield around you. You have an almost unnatural beauty and grace, inspiring admiration in some and jealousy in others. Your Wisdom score increases by 1. Center of Attention. You have proficiency in the Performance skill. When you perform, you can demonstrate the innate and mystical power of your Charisma.
You may cast the charm person spell once per long rest. This spell does not require any somatic components to cast. Charisma is your spellcasting ability for this spell. C hapter 1 Welcome to the Wood 17 Raptor swift hunters When the birdfolk think of hunters or rangers, they picture a raptor.
Resembling small hawks, eagles, and other birds of prey, they have sharp talons and agile builds that help them effortlessly glide through the canopy. These birdfolk are swift and strong with an uncanny knack for tracking. They are rarely prey, and are quick to turn the tables when finding themselves hunted. Perceptive Awareness Given their heightened senses, often raptors appear to be distracted or deep in thought.
In reality, they are processing the wealth of sensory information they receive from their particularly keen eyes and sensitive ears. While many folk are only ever aware of what goes on directly around them, raptors have an extremely wide field of awareness. Raptors are adept at living off the land. They are skilled hunters, usually leading the harvesting of meat and skins for their perches.
Raptors are especially well versed in stalking prey from great heights, lining up impossible shots that their prey could not predict. They are more likely to adopt a transient lifestyle, moving from perch to perch, or to simply live in the vast forests of the Wood itself.
Though typically quiet, raptors are not averse to forming relationships with other birdfolk. Despite their reserved nature, raptors value personal bonds more highly than societal or even familial ties. Your Dexterity score increases by 2. Raptors reach maturity around 20 years. They can live longer than any other birdfolk race, over years.
Raptors tend towards neutral alignments. Preferring the path of naturalists and hunters, raptors rarely see value in order for the sake of order, and are often more pragmatic than idealistic.
Raptors are lean, muscular hunters, but they stand less than 4 feet tall. Their light builds usually lend themselves to bodies that weigh far less than one would expect for their height, averaging around only 35 pounds. Keen Senses. You have proficiency in the Perception skill. Woodland Hunter. Your accuracy allows you to treat three-quarters cover as half cover and half cover as no cover.
You have proficiency with the longbow, short bow, and spear. Additionally, your familiarity with the longbow means that it is not considered a heavy weapon for you. There are two main subraces of raptor: mistral and maran. Maran Raptor As a maran raptor, you are as at home in the water as you are in the trees. You also have a wealth of patience, acting only when it best suits your goals. Your Intelligence score increases by 1. You have a swimming speed of 25 feet.
When you react with a readied action, you have advantage on the first attack roll, skill check, or ability check you make as a part of that action. Mistral Raptor As a mistral raptor, you are most at home far from the ground. You can range for miles in the Wood without ever setting talon to soil, moving more confidently through the branches than some move on flat ground. You have proficiency in the Acrobatics skill. Aerial Defense. Creatures that attack you while you are falling, gliding, or jumping have disadvantage on their attack roll.
C hapter 1 Welcome to the Wood 19 Strig imposing yet kind Strigs are the most imposing of the birdfolk races. Resembling owls, their thick feathers, solid bodies, and broad wings have earned them a reputation as the most powerful of the birdfolk races.
They value strength and endurance, traits they believe crucial for survival in the Wood. Although they are not necessarily prejudiced against those who are weaker, strigs are quick to call out when someone is not doing their best for the common good.
Strong and Brave While many birdfolk rely on their prowess or intelligence for superiority, strigs use their immense strength and stamina to endure even the most punishing assault.
They make mighty warriors, and whether defending their perch or braving the Wood itself, strigs never shy away from a fight. Strig culture is largely based on principles of strength and endurance above all, but not necessarily for the purposes of combat.
Protecting and providing for others in hard times is considered just as impressive, if not more so, than winning a fight. Woodland Survivors Strigs, more than any of the other birdfolk race, are most at home in the wild. Their mottled feather patterns, though not as bright or beautiful as others, allow them to easily hide in the forest. Due to this inherent advantage, along with their speed and power, strigs make excellent hunters and rangers.
Strigs prefer the relative simplicity of the forest to the machinations of society and politics. Despite these individualistic tendencies, they are capable of forming familial you land.
If you would fall at least 10 feet in this way, you may and community bonds that transcend a permanent or single fly up to your movement speed in one direction you choose, physical home. You cannot glide while Ability Score Increase. Your Strength score increases by 2. Strigs reach maturity faster than most birdfolk races, drop any held items as part of your reaction to spread your around 15 years. They can reach a respectable old age by bird- arms.
You cannot glide while wearing heavy armor, or if you folk standards, living around 80 years. Strigs are normally good aligned, having a Talons. Your sharp claws aid you in unarmed combat and strong sense of fair play as well as a tendency to see the best in while climbing.
Your damage for an unarmed strike is 1d4 others. They also favor chaotic alignments, as strigs are a freepiercing damage. Additionally, you have advantage on Strength dom-loving people who will usually put their personal morals Athletics checks made to climb any surface your talons could above any imposed system of governance.
Strigs are muscular, imposing folk ranging from 4 Darkvision. You are adept at hunting under the cover of to over 5 feet tall and weighing around pounds. Your size night. You can see in dim light within 60 feet of you as if it is Medium. You Speed. Using your feathered arms, you can slow your Patterned Feathers. You have advantage on Dexterity fall, and glide short distances. When falling you can use your Stealth checks when you attempt to hide in a forest. While doing so, you continue to fall gently You can also understand Auran, though you cannot speak at a speed of 60 feet per round, taking no fall damage when it naturally.
There are two main subraces of strigs: swift and stout. Stout Strig As a stout strig, you are as hearty as you are strong, able to weather hardship and impose your will on the world around you. Your Constitution score increases by 1. You have proficiency in the Intimidation skill. When you successfully attack a target with your talons, you can choose to grapple that target as a bonus action. Swift Strig As a swift strig, you are a powerful force in the Wood who ranges far and wide without ever missing a step.
You are most capable when immersed in the forest. Your base walking speed increases to 35 feet. You have proficiency in the Survival skill.
C hapter 1 Welcome to the Wood 21 Cervan Cervans are a versatile deer-like folk who make their homes in small, intimate villages throughout Humblewood. Hale and Hearty Cervans have a robust physique and are rarely sick. They are one of the longest-lived races among the humblefolk. Though their wariness has earned them a reputation as timid, cervans are cautious because they remain active and alert, and generally prefer practice to contemplation.
Cervans like to pursue skills independently in order to give themselves a sense of purpose. This striving is what propels some cervans to positions of great import throughout the Wood. A happy cervan is one who is hard at work. Wary and Practical One of the reasons cervans form such close-knit communities is a mistrust of outsiders. Before the Treaty, vulpin raiders and mapach thieves were serious threats. These times have long since passed, but cervans still possess a wariness that makes it hard for others to gain their trust.
After the implementation of the Humblefolk Treaty, many cervans continued to live by the old ways. However, some cervan villages have since started to contain the odd family of jerbeen, or a few lone hedges. Even under such circumstances, cervans have maintained positions of leadership and delegated responsibilities to make sure that villages are run in accordance with the old cervan teachings, ensuring that work necessary for survival in the most remote villages is accomplished, so that all its inhabitants may be kept healthy and happy.
The best cervan leaders favor this approach. The Sight Cervans have a unique ability to bounce back and survive a physical shock that might kill others. Occasionally, cervans who survive such traumas are granted mystical visions. Sometimes these are flashes of insight into the world around them, sometimes portents of doom, and other times visions of a far away future. The Sight will sometimes visit a cervan only once in their lifetime, with no amount of training granting a glimpse of such visions again.
This is believed to be for the best, as cervans acknowledge that those who are truly Sighted carry knowledge that can be both a blessing and a curse. These cervans are a different subrace—pronghorns—and are thought to be specially blessed by their Amaranthine Cairith, a sacred spirit of life and growth believed to watch over all cervans.
Unlike other subraces, pronghorn and grove cervans are the same people. The arrival of a pronghorn cervan is an event to celebrate, as it can occur only once in a generation. Your Constitution score increases by 2. Cervans reach maturity around 12 years. They live long lives compared to the rest of the Humblefolk, between and years, something they attribute as much to their way of life as the blessing of Cairith. Cervans are pragmatic in their thinking, and generally prefer to keep their philosophies flexible in order to prioritize what they believe is important for both themselves and their communities.
They lean towards neutral alignments. Grove cervans stand between 5 and 6 feet tall, and have light builds, weighing between and pounds. Pronghorn cervans are taller and tend toward heavier, more muscular builds, standing around 7 feet tall, and sometimes weighing over pounds.
Cervans are eminently practical and like to spend their time learning useful skills for life in their woodland villages. You gain proficiency in one of the following skills: Athletics, Medicine, Nature, or Survival. Surge of Vigor. All cervans possess a great tenacity and will to survive, which allows them to bounce back from even the most devastating blows.
You can speak, read, and write Birdfolk, and speak Cervan Cervan has no written component. There are two main subraces of cervans: grove or pronghorn. You are also incredibly versatile, and can fulfill a variety of roles within a village or an adventuring party. Standing Leap. Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start. Nimble Step. Opportunity attacks made against you are rolled with disadvantage.
Pronghorn Cervan As a pronghorn cervan, you were born larger and stronger than others in the community and found yourself laden with expectations from a very young age. It is up to you whether you embrace your position of privilege, or rebel against the constraints thrust upon you by cervan society.
Your Strength score increases by 1. Robust Build. Your carrying capacity is doubled, as is the weight you can push, drag, or lift. You have a set of large, strong antlers that can be used to make devastating charge attacks. Additionally, if you move at least 20 feet in a straight line towards an opponent, you can spend a bonus action to charge them, dealing an extra 1d6 points of piercing damage.
On failure, the target is pushed 10 feet away from you into a space of your choice. C hapter 1 Welcome to the Wood 23 Hedge The most diplomatic and good natured of all the humblefolk, hedges like to live quiet lives in villages throughout the Wood, or within the safety of birdfolk perches. They resemble hedgehogs, although the quills that cover their backs are far tougher, hard enough to repel blades and sharp enough to pierce the solid hides of monstrous creatures.
Despite their sturdiness, hedges are sensitive and emotional creatures, who display meekness more than bravado. Their meek demeanor and deference in social situations has earned them a reputation as cowards in the eyes of outsiders.
But rather than being born of cowardice, their behavior stems from a desire to respect the feelings and sensitivities of others, something considered to be of utmost importance in hedge society.
Sensitive and Kind Hedges have an incredible capacity for empathy, and tend to view all creatures, from the smallest beetle to the largest beast, as being equally deserving of respect and dignity.
They are known across the Wood for being excellent conflict mediators, and usually find themselves acting as diplomats or emissaries between factions trying to broker an agreement. Hedges feel most at home when everyone gets along. They are one of the few races who truly understand that conflict is not an evil force but simply represents an imbalance which must be resolved.
This is not to say that hedges have never known strife, only that their proactive approach to mediation, coupled with their deep respect for the dignity of all living creatures, results in fewer occasions for conflict. Yet, when a serious conflict does arise, hedges who feel they have been truly and deeply wronged can close themselves off from the rest of their society, sometimes resulting in splits in a community.
One of the reasons hedges display such deep empathy and compassion towards others is due to the intensity of the emotions they feel. The strength of these emotions applies as much to positive feelings it does negative, meaning emotional wounds run deep with hedges.
One With the Forest Gifted with a unique connection to the Great Rhythm, hedges are tied into the natural world in a fashion similar to the connection possessed by some gallus. This has granted hedges special magical gifts, such as the ability to speak with the smallest ground-dwelling creatures in the Wood, and the power to cause flowers to bloom. It is quite common for hedges to have a variety of animal friends who share their home.
Hedges who dwell outside of the birdfolk cities prefer to live in individual burrows under the great roots of trees. Communities of hedges enjoy living surrounded by nature, near clearings within the forest or lone copses. Central meeting 24 Chapter 1 Welcome to the Wood pointed mediators areas and communal gardens can be constructed in the spaces between burrows.
Hedges love gardening, and tend to keep a few small gardens wherever they live. Dressed for Comfort Hedges need special consideration when wearing clothes, and favor loose tunics, baggy trousers, flowing robes, and other clothes which fit easily over their quills. When not actively flared out, these tough quills naturally flatten, becoming smooth to the touch.
Your Charisma score increases by 2, and your Wisdom score increases by 1. Hedges take longer to mature than most other races, reaching adulthood around 20 years. They also live for a long time, with many reaching years or more. Hedges are compassionate, empathetic, and diplomatic, tending towards good alignments.
They also favor neutral alignments, as hedges have a great respect for the balance of nature. Hedges have short, rounded body shapes, standing between 3 and 4 feet in height, and weighing between 40 and 70 pounds. Natural Burrowers. You have a burrowing speed of 15 feet. You are capable of burrowing through soil, but are unable to dig through anything more substantial with just your clawed hands. Spiny Quills. The backs of hedges are covered with spiny quills, which makes it impossible for hedges to wear armor.
Curl Up. You can use your action to curl up, exposing attackers to a wall of your toughened quills. While curled up you cannot move, attack, or cast spells with somatic components, and your base armor class becomes You cannot benefit from any Dexterity bonus to armor class while curled up, but you can still use shields.
Any creature that misses you with a melee attack while you are curled up takes 2d4 points of piercing damage from your sharp quills. If a creature hits you while you are curled up, you are knocked prone in your space at the end of the turn.
You may uncurl yourself at any point during your turn. Forest Magic. You have a deep connection to the magic of the Wood. You know the druidcraft cantrip. Additionally, you can cast animal messenger as a 2nd level spell once with this trait, and regain the ability to do so after a short or long rest.
Charisma is your spellcasting ability for these spells. Speak With Bugs. Through sounds and gestures, you can communicate simple ideas with creatures of the beast subtype that represent insects, spiders, worms, and other creepy crawlies, regardless of their size. You can speak, read, and write Birdfolk and Hedge.
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. 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.
Jerbeens have incredibly small and light bodies, When they stand with a group, jerbeens are emboldened: the standing between 2 and 3 feet tall, and weighing between 20 presence of others reassures them, granting them the courage and 40 pounds. They excel in team Speed. Your base long jump is 30 feet, and your be surmounted alone. Community First Nimbleness. You can move through the space of any creature that is of a size larger than yours.
The communal slant of jerbeens stems from more than just Take Heart. You have advantage on Strength saving throws their love of good company: jerbeen are kind and considerate and saving throws against being frightened as long as you are creatures, known for their joviality and charm. You can use the Help action as a share this compassionate outlook. Some respond to the dangers bonus action.
You can speak, read, and write Birdfolk non-jerbeens. Jerbeens value privacy, but true isolation from and Jerbeen. Your Dexterity increases by 2, and your Charisma score increases by 1. Jerbeens grow quickly, reaching maturity around 5 years. They are the shortest lived of all the humblefolk races, living just about 40 years.
Being small and facing many threats in the world, jerbeens are sensitive to the feelings of others, and tend towards good alignments. They also lean more towards lawful alignments due to their co-operative nature. C hapter 1 Welcome to the Wood 27 Mapach cunning crafters Naturally curious, mapachs are a medium-sized racoon-like race. They are crafty, hearty, and tough, but their true strength lies in the potential they see when looking at the world around them.
From fonts, to character sheets, handouts and more. Everything you need to increase immersion in your Humblewood games.
Just added to your cart. Continue shopping. Close search. Our innovative programs are designed to empower you in real world careers in less time, at a lower cost. Humblewood has been helping students earn their futures since Numerous people view college as a place for learning and training. This is one of the reasons that lots of students do not want to be in such a community.
They just look at the educational establishment as the best means to get a good job and additional opportunities in workplaces after completing their study program. Our students are the most important input to our quality and future success.
0コメント