Everything Humblewood
Everything related to the Humblewood 5e setting, primarily created by myself or https://nimble.nexus/u/mechkit.
Jerbeen have advantage on a target previously hit by another Jerbeen that round.
Before moving, give an adjacent ally a stolen item.
- Stiletto.
1d4. On crit: steal an unequipped item.
Melee weapons will stick to the slime. DC 12 Might check to remove.
- Pseudopod.1d4+1
Can jump 6 spaces away, or 15 ft high.
Has advantage when with another Jerbeen Thief is near.
On crit., target makes a DEX or STR save to keep their weapon in hand (Easy, DC 8)
- Dagger.1d4+2
Advantage on poison saving throws.
Advantage on stealth checks.
- •Short Sword.1d6 + 3
- •Short Bow.1d6 + 3
A successful attack from a slime bestows the Digested condition. They deal an additional 2 damage time for each time the target has been Digested this encounter.
The slime can leave behind a sticky trail. DC 8 Might to break free.
- Acidic Touch.1d6 + 2 + ( 2 * Digested level )
Mapach have a single use item from the following list (roll 1d10), they can be used 1/Round for Free:
- (1) Lesser Healing Potion. Action: Recover 1d4+2 HP, can be used on an adjacent ally.
- (2) Torch & Pitch. Action: 1d6 Fire (Range 8), Reach 3 Difficult Terrain is created centered on the Target for 1 round. Any creatures entering or ending their turn in the Terrain take 4 Fire damage.
- (3) Rope. (Range 4) DC 12 DEX, on fail: Target is Restrained.
- (4) Bucket. Blinded, Armor increased by 1 Increment (No Armor » Medium » Heavy), can be used on an adjacent ally.
- (5) Mirror. Reaction: Reflect a Cantrip.
- (6) Telescope. Next attack against Target has Advantage.
- (7) Grappling Hook. Move 10, 1d4 Bludgeoning +1 per space moved.
- (8) Quiver & Ammo. (3x) 1d6 Piercing (Range 12).
- (9) Hunting Trap. Reaction: Target moving adjacent to you is Restrained + 1d8 Piercing.
- (10) Instrument. (Range 6) +1 Action, cannot be used on yourself.
- Shortsword.1d6+2
Mapach have a single use item from the following list (roll 1d10), they can be used 1/Round for Free:
- (1) Lesser Healing Potion. Action: Recover 1d4+2 HP, can be used on an adjacent ally.
- (2) Torch & Pitch. Action: 1d6 Fire (Range 8), Reach 3 Difficult Terrain is created centered on the Target for 1 round. Any creatures entering or ending their turn in the Terrain take 4 Fire damage.
- (3) Rope. (Range 4) DC 12 DEX, on fail: Target is Restrained.
- (4) Bucket. Blinded, Armor increased by 1 Increment (No Armor » Medium » Heavy), can be used on an adjacent ally.
- (5) Mirror. Reaction: Reflect a Cantrip.
- (6) Telescope. Next attack against Target has Advantage.
- (7) Grappling Hook. Move 10, 1d4 Bludgeoning +1 per space moved.
- (8) Quiver & Ammo. (3x) 1d6 Piercing (Range 12).
- (9) Hunting Trap. Reaction: Target moving adjacent to you is Restrained + 1d8 Piercing.
- (10) Instrument. (Range 6) +1 Action, cannot be used on yourself.
Give an adjacent Mapach without any Scroungecraft items 1 Scroungecraft item.
- Battletinker.2d10.
Craft two items from the Scroungecraft Table.
Jerbeen have advantage on a target previously hit by another Jerbeen that round.
1d4 damage is reflected back at the attacker. On 1: Medium Armor is lost, can no longer reflect damage.
May Interpose for allies, 1d4 » 1d8 when Interposing.
- •Rapier.1d8+2
- •Duel of Wit and Will (1 use).
Target creature and you are taunted by each other.
Mapach have a single use item from the following list (roll 1d10), they can be used 1/Round for Free:
- (1) Lesser Healing Potion. Action: Recover 1d4+2 HP, can be used on an adjacent ally.
- (2) Torch & Pitch. Action: 1d6 Fire (Range 8), Reach 3 Difficult Terrain is created centered on the Target for 1 round. Any creatures entering or ending their turn in the Terrain take 4 Fire damage.
- (3) Rope. (Range 4) DC 12 DEX, on fail: Target is Restrained.
- (4) Bucket. Blinded, Armor increased by 1 Increment (No Armor » Medium » Heavy), can be used on an adjacent ally.
- (5) Mirror. Reaction: Reflect a Cantrip.
- (6) Telescope. Next attack against Target has Advantage.
- (7) Grappling Hook. Move 10, 1d4 Bludgeoning +1 per space moved.
- (8) Quiver & Ammo. (3x) 1d6 Piercing (Range 12).
- (9) Hunting Trap. Reaction: Target moving adjacent to you is Restrained + 1d8 Piercing.
- (10) Instrument. (Range 6) +1 Action, cannot be used on yourself.
- •Two-Handed Mace.1d10 (Reach 2).
Next attack on hit enemy has Advantage.
- •Gut Hook Knife.1d4+2.
Vicious.
Advantage of DEX saves.
- •Bite.1d4+6
- •Short Sword.1d8+4
- •Short Bow.1d6+2
Spend 3 HP to increase or decrease Primary Die roll made by or against you by 1.
Whenever an ally dies, use Banner of War for free.
Opportunity Attack with your Falchion against Slowed enemies, on hit: Dazed.
- •Falchion.1d8+3.
On hit: Slowed.
- •Banner of War (Range 6).
An ally's next attack has an additional damage dice, their closest enemy is Taunted by them.
When the seed is placed in soil, and hears a command word, it will rapidly grow into a tall tree. The upper branches weave themselves into a dense floor in the shape of a nest. The nest is large enough to comfortably fit the party and companions.
After half a day the tree withers into dust, leaving a new seed behind that can not be used for another half a day.
(1/encounter) Force a nearby enemy to reroll an attack with disadvantage.
Can occasionally remind the party what they are suppose to be talking to an NPC about.
(1/scene) Can give a party member advantage on a social roll.
- •Surprise!
"Invisibly" sneak behind a creature you can see. Target is Distracted for the remainder of your turn.
- •Stab.
(Advantage VS Distracted targets). Explode dice as normal.
When Nick drops to 0 HP, he can freely sneak away from the encounter. If they feel loyalty to the party, they might come back next round.
This is good companion for a young, inexperienced, or distracted party.
Attacks that miss Eliza are rolled again and redirected to any adjacent creature of her choosing.
The party may use any item in Eliza's cart/on her person during combat, with gp being exchanged after combat is over/during a Field or Safe Rest, or the item being returned with a usage fee.
Eliza or a party member can move her cart as if they were Slowed, the cart provides Cover.
- •Cat's Claw.
On hit: Eliza scurries her Speed away from the target and towards Cover.
- •Healing Potion!
Eliza has (LVL/Safe Rest) Healing Potions. Eliza will charge the party +25gp per Potion starting at 0gp, price resets after a Safe Rest.
Becomes Greater Healing Potions (3d6+6, +25gp » +50gp) at >=LVL 10.
Also try Healing Potion alternatives!
When Eliza drops to 0 HP, she panics! Eliza immediately drinks a potent Healing Potion (max Healing) and runs away, she tries to find Cover or Full Cover until combat ends.
Eliza Pennygleam is a foreign Folk to the Humblewood, a "Moon Eluran." She and many other foreign merchants have become more and more common during the trying times of bandits and flames, as with danger comes demand and thus: profit. Eliza enlists the help of the party in getting to Alderheart, the capital of Humblewood, so she may sell her goods.
Small jerboa-like Folk with a penchant for bravery and community. The chinchilla-like Rockburrow Jerbeen are hardy planners and survivors, having a pragmatic sense of hospitality.
Grounded (Humblefolk).
(KEY/Safe Rest) 1 creature you can see has Disadvantage on Initiative–not including Legendary Monsters–gain Advantage on Initiative.
Teamwork Makes the Dream Work.
+KEY damage next attack after using the Help Reaction.
Leap Away (Fieldscurry).
Move up to half speed after any Reaction. (1/Encounter) Free Reaction: attack 1 target within Reach after you Leap Away, +1 Advantage per 2 spaces moved.
Fluff n’ Puff (Rockburrow).
Use KEY for Influence, Advantage if using STR. (1/Encounter) Free Reaction: Resistance to Bludgeoning, Piercing, or Slashing after taking that damage type until combat ends.
DESC
Glide (Birdfolk).
(KEY/Safe Rest) When falling, as a Reaction, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if worn Armor < STR + LVL.
The Knack.
Choose 2 KEY Skills to always roll with Advantage. Change these Skills when you change your class options.
Mimicry.
You may replicate any voice or sound you've heard over the course of a day. (1/Encounter) Add a damage dice you were attacked against immediately prior to your next attack.
DESC
Rugged (Wesfolk).
(KEY/Safe Rest, 1/Encounter) When becoming Bloodied, +1 to any KEY stat of your choosing until combat ends.
Roar of the Guardian.
(1/Encounter) When Interposing, don't move. On a failed WIL Save, target attacks any other adjacent creature of your choosing or misses their attack, and they are Frightened by you.
Snug Bear Hug.
You and allies within Reach 2 have Critical Healing (if you're already using this Optional Rule, then your Reach instead makes healing Vicious).
Light of foot and appearing like foxes, the vilified Vulpins use their natural savviness to fulfill their natural ambitiousness.
Grounded (Humblefolk).
(KEY/Safe Rest) 1 creature you can see has Disadvantage on Initiative–not including Legendary Monsters–gain Advantage on Initiative.
Bite Down.
(1/Encounter) 1d6+LVL damage, gain dealt damage as Temp HP. When you have temp HP obtained this way, Advantage on Grappling.
Marvellous Guile.
Gain a pool of points to spend on any Skill Check equal to 2xKEY total. +1 point when rolling max value on any dice.
Of all Birdfolk, the owl-like Strig are known as the best warriors. Strig pride themselves on strength of both body and character. Stout Strig have thick, hearty bodies matched with good cheer. Swift Strig instead are quick and nimble, power coming in bursts and flashes.
Glide (Birdfolk).
(KEY/Safe Rest) Reaction: When falling, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if Armor from equipment > STR + LVL.
Stone Cold.
If a creature crit you this encounter, your next attack targeting it has Advantage. If this attack is a crit, +LVL damage.
Brawler (Stout).
While Bloodied, split or combine weapon dice as you like (1d8 » 2d4, etc.), any rolled weapon dice can be chosen as the Primary Die.
Crawler (Swift).
While Bloodied: if your Defend reduces damage to 0, Interpose blocks an ally from gaining a wound, or Opportunity Attack kills an enemy, then you may Hide for free.
Amongst the Birdfolk, the corvid-like Corvum are cast as the most wicked. In truth, they are the most self-interested and intelligent Birdfolk. Dusk Corvum prowl cities and uses their understanding of others for their own benefit. Kindled Corvum instead use their own knowledge to create advantageous scenarios.
Glide (Birdfolk).
(KEY/Safe Rest) Reaction: When falling, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if Armor from equipment > STR + LVL.
Arcane Assessment.
(KEY/Encounter) You may Ask a Question about something arcane/magical in nature.
Seen-It-All (Dusk).
Gain Advantage on a Save for a stat that you or an ally made a Save for immediately prior.
Know-It-All (Kindled).
Gain Advantage on your next Skill check after learning a vital clue to solving a problem/puzzle you have, or after solving that problem/puzzle.
DESC
Rugged (Wesfolk).
(KEY/Safe Rest, 1/Encounter) When becoming Bloodied, +1 to any KEY stat of your choosing until combat ends.
Unrelenting.
(1/Encounter) When you Defend, halve incoming damage then subtract your Armor. Any attacker who's damage was reduced to 0 this way becomes Frightened by you.
Burrow n' Gusto (Brightfang).
Gain a Burrow speed. Instead of STR or DEX, add both KEY stats to Grapple checks.
Climb n' Mime (Longdance).
Gain a Climb speed. Every round you remain in the same Cover, +1 Advantage on Hide checks.
Swim n' Vim (Webpaw).
Gain a Swim speed. Advantage on saves from a damage type you took prior this or last round.
The community-focused fowl-like Gallus remain some of the humblest of the Birdfolk, willing to invite anyone of good character to join them in times of cheer and gloom alike. Bright Gallus use their charms to lead Folks to new heights. The naturalist Huden Gallus instead focus their social nature towards interpreting the woods themselves.
Glide (Birdfolk).
(KEY/Safe Rest) Reaction: When falling, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if Armor from equipment > STR + LVL.
Seat at the Table.
A max of KEY allies that you’ve Interposed for or Helped gain +KEY Armor until combat ends.
No Folk Left Behind (Bright).
Seat at the Table also grants +KEY value for all allies' Advantaged and neutral Saves.
Speak for the Trees (Huden).
If on natural terrain (tree canopy, grasslands, etc.), creatures Interposed for may be moved up to 4 spaces away instead of adjacent. Creatures you Help gain +KEY Shield Armor next time they Deflect! (or an additional +KEY Armor).
DESC
Rugged (Wesfolk).
(KEY/Safe Rest, 1/Encounter) When becoming Bloodied, +1 to any KEY stat of your choosing until combat ends.
Lock Horns.
Add KEY to your Armor. When Defending, if your attacker is your size or smaller, move them to any adjacent space.
Sure Flocking (Tethera).
Add KEY to an ally's roll when your Help them, if successful, add the Helped ally's KEY to your next Save or Skill Check.
Sure Footing (Yantan).
You ignore difficult terrain. You may Interpose from 2 or KEY Spaces, whichever is higher.
With their natural armor protecting them, the hedgehog-like Hedge have had plenty of time to become the sensitive and emotionally-attuned Folk they are known as. The bony plates of the armadillo/pangolin-like Arma Hedge are used to protect themselves and allies alike.
Grounded (Humblefolk).
(KEY/Safe Rest) 1 creature you can see has Disadvantage on Initiative–not including Legendary Monsters–gain Advantage on Initiative.
Unique Hide.
Your Armor is equal to LVL (max 4) + DEX (max 2). Your LVL max gains +4 per step of Armor equipment Proficiency (No Armor » Cloth » Leather » Mail » Plate), up to +20. You cannot don Armor equipment, but may equip Shields.
Prickly (Spiny).
When Defending, attacking enemies take half your Armor in damage.
Lamellar (Arma).
+1 Armor each time you Defend, 2xKEY max. Lose this Armor when combat ends.
The deer-like Cervan are tall, hearty, and versatile Folk who are rarely found outside of their Cervan-majority communities. Once-in-a-generation Pronghorn Cervan are born with a imposing form and long antlers, said to be blessed by the Cervan Amaranthine: Cairith.
Grounded (Humblefolk).
(KEY/Safe Rest) 1 creature you can see has Disadvantage on Initiative–not including Legendary Monsters–gain Advantage on Initiative.
Practical Tenacity.
+KEY inventory slots. When you roll Initiative, get Temp HP equal to your filled inventory slots or LVL, whichever is lower.
Stepping Swiftly (Grove).
(1/Encounter) Free Action: Move, ignoring the Hampered condition.
Antlers of the Mighty (Pronghorn).
(1/Turn) +1 Advantage on melee attacks for 1 round against a target for every 3 spaces of uninterrupted, continuous movement made towards that target.
DESC
Rugged (Wesfolk).
(KEY/Safe Rest, 1/Encounter) When becoming Bloodied, +1 to any KEY stat of your choosing until combat ends.
Sticky.
Gain a Climb speed. (1/Round) You may grab items up to Reach 4.
Shed Skin.
(1/Encounter) Remove the Grappled/Restrained, Petrified, and Poisoned conditions. Action: use your shed skin like a net, Grapple a target with Advantage. If successful, the target is Grappled and Blinded.
The songbird, dove, and pigeon-appearing Luma are known for having erratic fortunes and eccentric natures. Sable Luma shirk away from other Folk towards Luma-majority communities, indulging in their quirks. Sera Luma use their peculiarities to beguile and charm others in larger settlements.
Glide (Birdfolk).
(KEY/Safe Rest) Reaction: When falling, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if Armor from equipment > STR + LVL.
Strangeluck.
When you roll a 1 on a Primary Die, you may choose to reroll with Advantage. This ability cannot be used again until you roll max value on any dice, this roll doesn't count as a crit or critical success.
Timorous (Sable).
Any time a Condition would give you Disadvantage on an attack or give enemies Advantage on attacking you, Disadvantage » Advantage and Advantage » Disadvantage.
Ostentatious (Sera).
(1/Round) You may pass the Charmed, Frightened, or Taunted condition onto a visible ally. (KEY/Day) You may pass the previously mentioned conditions from one creature to another, DC 10+KEY WIL for unwilling creatures.
The bird-of-prey-appearing Raptor are perceptive wanderers, skilled in foraging and hunting alike. Despite being reclusive, Raptors are some of the most loyal of all Birdfolk. Maran Raptor apply their natural skills to the many patience-requiring arts of the sea. Mistral Raptors feel alive in the skies, moving across branches and treetops with ease.
Glide (Birdfolk).
(KEY/Safe Rest) Reaction: When falling, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if Armor from equipment > STR + LVL.
Chaser’s Grace.
Rushed Attack abilities that require a Save (Grappling, etc.) made by you do not give Advantage to a target you hit this round.
Home at Sea (Maran).
You gain a swim speed. (1/Round) Advantage on your next attack if you've swam this round, consecutive attacks made immediately afterwards are not subject to Disadvantage imposed by Rushed Attacks.
Home at Sky (Mistral).
You gain a climbing speed. (1/Round) Free Reaction: Defend when climbing or Gliding.
The cat-like Eluran are cautious, diplomatic, and shrewd in their approach towards outsiders. They are blessed with keen senses and latent magic, and show pride in these features. Moon Eluran are on the smaller side, utilizing their natural allure and magic in negotiation. Sun Eluran instead use their bigger stature and fiercer presence to intimidate opposition and foe alike.
Rugged (Wesfolk).
(KEY/Safe Rest, 1/Encounter) When becoming Bloodied, +1 to any KEY stat of your choosing until combat ends.
Righting Reflex.
Subtract LVL from damage taken due to Forced Movement or Falling.
Calming Purr (Moon).
You have Advantage on Checks to negotiate peace in a hostile situation. (1/Safe Rest) You and your allies take max value for each expended Hit Dice during Field Rest: Catch Breath.
Terrifying Roar (Sun).
You have Advantage on Checks to intimidate or incite a peaceful or cowardly person. (1/Safe Rest) All creatures within 1+KEY Reach are Dazed and Frightened by you.
Mapach are inquisitive and inventive raccoon-appearing Folk, known for their Scroungecrafting. The derided, opossum-like Vagrant* Mapach apply this inventiveness to their own survival. The tanuki/red panda-like Rural** Mapach are rarely seen in settlements, focusing on improving their innate tree-shaping talent.
*Inspired by the Posskin from Heliana's Guide.
**Inspired by the Tanukin from Heliana's Guide.
Grounded (Humblefolk).
(KEY/Safe Rest) 1 creature you can see has Disadvantage on Initiative–not including Legendary Monsters–gain Advantage on Initiative.
Scroungecraft.
During a Safe Rest, you may craft up to KEY mechanical Misc Adventuring Equipment, worth no more than 10GPxKEY total.
Raccoon Eyes (Urban).
You cannot be Blinded. Your Assess DC is decreased by 2xKEY.
Play Dead (Vagrant).
Hide for Free when you are reduced to 0 HP.
Gladeweaver (Rural).
Whenever you have Cover gained from a natural phenomenon/object (a tree, bushes, tall grass, etc.), you gain Full Cover.
DESC
Glide & Hover (Slyph).
(KEY/Safe Rest) When falling, as a Reaction, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (2/Encounter) Fly up to KEY spaces, you are Slowed after Flying this way. You may not Glide if worn Armor < STR + LVL.
Boisterous.
(1/Round) When Charmed, Frightened, or Taunted, a Reaction is free.
Stillness.
(1/Encounter) Action(s): Spend 1, 2, or 3 Actions and use an equivalent amount of Hit Dice to recover HP (add your STR).
Despite the innately lofty aspects of your culture, you feel most at home in simple straits.
Your groundedness gives you keen insight into navigating terrain. Should you come across any obstacle that requires you to climb or otherwise ascend, you always find a way around at ground-level.
In addition the Naturecraft skill uses KEY instead of WIL, and gain Advantage on Naturecraft checks to locate grounded things, such as fallen fruit or safe shelter.
Ambushing, stealing, bullying. It's routine, at this point. But now, you leave that life behind.
Your old practices let you get through hard-to-navigate locals with ease, and you know every back alley. (1/Day) You can automatically succeed at a check requiring navigation, or take a shortcut to travel twice as fast from one destination to another.
Born with specific markings or having had survived a strange event of circumstance in your youth, you are fabled and revered by all flying creatures.
Legends of you and your nature spread far and wide, affecting those around you like a breezy bluster. Gain Advantage on Influence checks when you make a show of power or skill that can be attributed to the wind.