Humblewood Playtest v0.45 PDF

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 37

THE DECK OF MANY PRESENTS

Playtest PDF (V0.45)

COMPATIBLE
CAMPAIGN
Hello Everyone!
Thank you so much for the support and interest you’ve shown Humblewood. As a special bonus for reaching
another stretch goal on the kickstarter, we are excited to be sharing some new content! We’re even more
excited to hear your opinions on it.

This document contains ONLY the character creation content from the playtest.

This includes:

• New Humblefolk races,


• Expanded feats,
• Four new spells, and
• Sub-classes!

As you test this material, head over to deckofmany.com/feedback and give us your feedback. You can return
to the survey over and over, so feel free to fill out your feedback as you test the different content.

LEave Feedback
deckofmany.com/feedback

Cheers,
The Deck of Many Team
May all your hits be crits!

TABLE OF CONTENTS
Birdfolk 4
Corvum 4
Gallus 5
Luma 7
Raptor 8
Strig 9
Humblefolk 10
Cerva 11
Hedge 13
Jerbeen 14
Mapach 15
Vulpin 17
New Class Options 19
New Backgrounds 27
New Feats 30
New Spells 32
Got feedback? Want more?
We’d love to hear it! Humblewood is live on Kickstarter!

LEAVE FEEDBACK CHECK IT OUT

deckofmany.com/feedback Humblewood.net

Got questions? Want updates?


Join our Discord and chat with us! Follow our Twitter!

JOIN OUR SERVER @THEDECKOFMANY

deckofmany.com/discord
RACES OF THE WOOD
The various people who make up the world of While a beacon of peace and harmony for many
Humblewood are generally divided into two years, since the coming of the fires, the order that
categories: the birdfolk and the humblefolk. once held throughout the Wood has been thrown
into chaos, and the great birdfolk cities now face

THE BIRDFOLK 
more threats from bandits and marauders than
ever before. Through it all the birdfolk trust in
The birdfolk races of Humblewood are as diverse their solidarity, both between themselves and the
and unique as the forest itself. Only the skillful diverse groups of people who call their perches
survive the forest, and the birdfolk have become home to weather the coming storm, as they have
masters of both the forest floor and the canopies so many times before.
above, creating several large settlements (known
colloquially as ‘perches’) throughout the Wood.
Despite regional differences and regional
CORVUM 
It's hard to say whether the corvum are distrusted
peculiarities among the different kinds of birdfolk
because they behave the way they do, or if they
in the Wood, the birdfolk races nevertheless share
much of their culture, language, history and origin behave the way they do because they are
myths. This solidarity has allowed them to work distrusted. The reputation of the corvum in
together and prosper, creating a harmony in the birdfolk society is nothing short of villainous, and
Wood which has lasted for an age. they are regularly cast as the antagonists of any
situation.
While a diverse group, adapted for a variety of
different environments within the Wood, birdfolk FOR PERSONAL GAIN 
also share several physical traits which have
allowed them to find commonality in the way they It is widely believed that corvum only look out
construct their perches. Beyond the obvious for themselves. Sometimes this presents as
physical similarities, each birdfolk possesses arms flexible morals and in others it simply means they
which extend into wing-like appendages, covered follow a personal code instead of subscribing to
in feathers. While not capable of true powered general law. Either way, corvum are a crafty race
flight, birdfolk’s strong hollow bones and and they usually get what they want, one way or
lightweight bodies allow them to easily use their another.
feathered arms to glide on the air, and unless
Corvum are typically found in positions with a
severely encumbered, all birdfolk can recover
gracefully from what would otherwise be a deadly modicum of power, such as advisors or politicians.
fall. In some birdfolk races, these wings have The stigma they face usually prevents them from
grown strong enough to bear their owners attaining too prominent a position in birdfolk
upwards in a mighty flap, while in others, this society, but the corvum are adept at working
great utility has been sacrificed for talons which behind the scenes, spreading their influence
make for both deadly defensive weapons and subtly and to great effect.
useful tools for scaling tall trees.
TOO SMART 
The birdfolk have established themselves as a
political force to be reckoned within Humblewood. Corvum are accepted, sometimes begrudgingly,
They shaped their mighty capital from the great to be among the smartest of birdfolk. They are
tree Alderheart, and from this bastion of safety keen observers and often trade in information the
their ruling body, the Bidfolk Council, makes way others trade goods. They are hungry for
decisions which impact all of Humblewood. They knowledge and leverage it to further their goals
are well defended from outside threats as well whenever possible.Their undeniable skill in
thanks to the Perch Guard, a force of soldiers
matters of logistics and planning make them
trained in both aerial and ground combat to keep
valuable to councils and powerful individuals
the cities and their denizens safe.
alike.

4
Common or in pictographs. You can also
CORVUM TRAITS  understand Auran.
Ability Score Increase​. Your Intelligence score Subrace. ​There are two main races of corvum:
increases by 2. rook and raven. Choose one of these subraces.
Age. C​ orvum live slightly shorter lives than DUSK CORVUM
other birdfolk, around 70 years. They reach As a rook corvum, you are more at home in the
adulthood at around 18 years of age. bustle of society than the wilds of the forest. You
Alignment.​ Corvum tend to put themselves understand others the way a hunter understands
above others, but still value order and rules. They their prey, and you’re just as quick to capitalize on
lean toward lawful neutral alignments. an advantage.
Size. C​ orvum cut imposing figures, usually Ability Score Increase.​ Your Dexterity score
standing between 6 and 7 feet tall, encompassing increases by 1.
a variety of different builds. They weigh around Dark Feathers. ​You have advantage on
150 lbs. Your size is Medium. Dexterity (Stealth) checks made in dim or dark
Speed.​ Your base walking speed is 30 feet. light.
Glide. ​Using your feathered arms, you can slow Street Smarts. ​You gain proficiency in the
your fall, and glide short distances. When falling Insight skill.
you can use your reaction to spread your arms,
stiffen your wing feathers, and slow your descent. KINDLED CORVUM
While doing so, you continue to fall gently at a As a kindled corvum, you know implicitly that you
speed of 60 ft. per round, taking no fall damage are the smartest person in the room. Knowing
when you land. If you would fall at least 10 feet in how to utilize that to your advantage, along with
this way, you may fly up to your movement speed your deep understanding of motivations, makes
in any direction you choose, although you cannot you a formidable opponent.
choose to move upwards, landing in the space you Ability Score Increase.​ Your Charisma score
finish your movement. You cannot glide while increases by 1.
carrying heavy weapons or wielding a shield Convincing.​ Kindled tend to have a way with
(though you may drop any held items as part of words, and are accomplished at saying what
your reaction to spread your arms). You cannot people want or need to hear. You have proficiency
glide while wearing heavy armor, or if you are in either the Deception or Persuasion skill.
encumbered. Additionally, you have advantage on all Charisma
Talons. ​Your sharp claws aid you in unarmed checks made to convince someone of your
combat and while climbing. Your damage for an exceptional knowledge on any topic related to the
unarmed strike is 1d4 piercing damage. skill provided by your learned trait.
Additionally, you have advantage on Strength Sharp Mind. ​You learn one additional
(Athletics) checks made to climb any surface your language, gain proficiency in a tool of your choice,
talons could reasonably grip. and are able to accurately recall with perfect
Learned. ​You gain proficiency in one of the clarity, anything you have seen or heard within
following skills: Arcana, History, Nature, or the past month.
Religion.
Appraising Eye. Y ​ ou have an almost GALLUS 
supernatural ability to appraise objects. By The gallus are most commonly found in small,
spending an action examining any object, you can
familial communities as opposed to the city
determine any magical properties the item has,
how they might be used or activated, as well as perches of the Wood. They value their social
what a fair market price for the object might be. bonds above all else, always helping each other
Using this skill strains the eyes, you must and promoting the common good. They are polite
complete a long or short rest before you can use it but have little patience for deceit and rudeness.
again.
Languages.​ You can speak, read, and write A VARIED FOLK 
Common and Birdfolk. Birdfolk is a language of
The gallus are a varied people, resembling as
clicks, caws, and whistles and does not have its
many different varieties of wildfowl as there are
own written language. Most birdfolk write in

5
trees in the Wood. There are dozens of variations sizes gallus can come in means they also
of feathers, colors, and patterns even between encompass a variety of different weights, but most
gallus of the same subrace. The gallus are proud of average around 100 lbs. Your size is Medium.
their appearances but not to the point of vanity. Speed.​ Your base walking speed is 30 feet.
Glide. ​Using your feathered arms, you can slow
Maintaining good grooming is akin to keeping a
your fall, and glide short distances. When falling
knife sharp and shows a level of respect for you can use your reaction to spread your arms,
oneself. stiffen your wing feathers, and slow your descent.
While doing so, you continue to fall gently at a
None of the birdfolk are exceptionally averse to speed of 60 ft. per round, taking no fall damage
other races, but the gallus are particularly when you land. If you would fall at least 10 feet in
well-known for their willingness to include this way, you may fly up to your movement speed
virtually anyone in social or even familial groups. in any direction you choose, although you cannot
choose to move upwards, landing in the space you
In gallus culture, it is customary to always offer
finish your movement. You cannot glide while
your seat at a table to guests. This is seen as the carrying heavy weapons or wielding a shield
basis of a popular and hilarious children’s story (though you may drop any held items as part of
about a meal growing too cold to eat as the gallus your reaction to spread your arms). You cannot
continually give up their seats to late arrivals to glide while wearing heavy armor, or if you are
the party. encumbered.
Wing Flap. A ​ s a bonus action, you can use your
SALT OF THE EARTH  powerful feathered arms to propel yourself
upward a distance equal to half your movement
Gallus are a social and communal folk. They tend
speed. You can use it in conjunction with a regular
to live in close-knit communities of families. sense jump, but not while gliding.
of pride for their community runs deep. They help Communal. W ​ henever you make an
raise the children of other families, they pitch in Intelligence (History) check related to the history
to make sure all the work gets done, and they of your race, culture, or community, you are
highly value honest labor, such as farming and considered proficient in the History skill and add
smithing. There is nothing that a gallus would not double your proficiency bonus to the check,
instead of your normal proficiency bonus.
give to their neighbors in a time of need.
Militia Training. ​You have proficiency in
simple weapons.
While other birdfolk might look down on gallus Of the People. Y ​ ou gain proficiency with the
for their common ways, the gallus have excellent artisan tools of your choice: brewer’s supplies,
interpersonal skills. They are insightful and carpenters tools, or smith’s tools. Gallus are salt of
empathetic, but not to the point of being socially the earth folk who believe in honest work.
exploitable. The gallus have an ear for the truth, Languages.​ You can speak, read, and write
and are often capable of rooting out lies and Common and Birdfolk. Birdfolk is a language of
clicks, caws, and whistles and does not have its
dishonesty.
own written language. Most birdfolk write in
GALLUS TRAITS  Common or in pictographs. You can also
understand Auran.
Ability Score Increase​. Your Wisdom score Subrace. ​There are two main races of gallus:
increases by 2. bright and huden. Choose one of these subraces.
Age. W​ hile ages fluctuate, gallus usually reach
maturity around 18 years and can live anywhere BRIGHT GALLUS
between 70 and 100 years. As a bright gallus, you are a natural leader. Your
Alignment.​ Gallus are salt of the earth folk time in your communal home has taught you how
who believe in justice and order. They tend to be to inspire others and rally folks to a common
lawful or neutral good. cause. This air of command follows you wherever
Size. G​ allus are the most varied of the birdfolk you roam.
races, ranging from 4 to 6 feet tall and showing Ability Score Increase.​ Your Charisma score
many unique builds. The variety of shapes and increases by 1.

6
Inspiring.​ By spending an action and giving discoveries and education for some time in
words of advice or encouragement, you can Humblewood.
inspire an ally who is able to see and hear you. The
ally can roll a d4 and add the number rolled to OF TWO WORLDS 
their next ability check, attack roll, or saving
throw. While most luma find their peculiar nature to be a
Understanding. Y ​ ou have proficiency in the hindrance in society, some make use of their gifts
Insight skill. to climb the social ladder. These individuals
inspire curiosity, and seem to have an air of
HUDEN GALLUS
authority about them. This divide in social
As a huden gallus, you are of the land. You respect
the sacredness of nature and that respect is paid standing among the luma often makes for curious
back to you. Your innate connection with the wilds and strained relationships among families and
may alienate you from city life, but your true friends.
home is the Wood.
Ability Score Increase.​ Your Dexterity score Other luma find it difficult to exist in the larger
increases by 1. society of birdfolk cities. It is said that this is a
One With the Wood.​ You have proficiency in main contributing factor for the close-knit and
the Nature skill.
often exclusive luma perches or districts in larger
Seedspeech.​ Through simple sounds and
touch, you can communicate simple ideas to living cities. The luma tend to keep to themselves,
plants. You are able to interpret their responses in preferring the company of those who understand
simple language. Plants in the Wood do not them rather than those who pass judgement.
experience the world in terms of sight, but most
can feel differences in temperature, describe LUMA TRAITS 
things that have touched them, as well as hear Ability Score Increase.​ Your Charisma score
vibrations that happened around them (including increases by 2.
speech). Age. L​ uma reach adulthood around 20 years
and can live to be about 70 years old.
LUMA  Alignment.​ Spurred by personal interests and
The luma are a race of polar opposites when it flights of fancy, luma tend towards chaotic
comes to society. They are as often shunned for alignments, but rarely are they inherently evil.
their eccentricities as they are celebrated for Size. L​ uma are the shortest and lightest of the
them. Most fledgling luma approach social birdfolk, standing roughly 3 feet tall and weighing
only around 30 lbs. Your size is Small.
situations with hesitation, until a time when
Speed.​ Your base walking speed is 25 feet.
society labels them an outcast or a notable figure, Glide. ​Using your feathered arms, you can slow
and the individual naturally adapts to the role. your fall, and glide short distances. When falling
you can use your reaction to spread your arms,
TOUCHED  stiffen your wing feathers, and slow your descent.
To most, a luma seems perpetually disorganized While doing so, you continue to fall gently at a
and distracted, which has lead to a belief in their speed of 60 ft. per round, taking no fall damage
when you land. If you would fall at least 10 feet in
low intelligence. In truth, luma have a unique
this way, you may fly up to your movement speed
perception of the world. They seem able to
in any direction you choose, although you cannot
interpret information in a unique way, allowing choose to move upwards, landing in the space you
them to see possibilities others cannot. finish your movement. You cannot glide while
carrying heavy weapons or wielding a shield
These inherent talents, sometimes dismissed as (though you may drop any held items as part of
luck, can be improved upon with training at the your reaction to spread your arms). You cannot
Avium. Pairing their natural talents with magical glide while wearing heavy armor, or if you are
encumbered.
education, powerful luma wizards and radical
Wing Flap. A ​ s a bonus action, you can use your
scholars have been at the forefront of new
powerful feathered arms to propel yourself

7
upward a distance equal to half your movement
speed. You can use it in conjunction with a regular RAPTOR 
jump, but not while gliding. When the birdfolk think of hunters or rangers,
Touched. ​You know one cantrip from the they picture a raptor. These birdfolk are swift and
sorcerer spell list. Charisma is your spellcasting strong with an uncanny knack for tracking. They
ability for it. are rarely prey, and are quick to turn the tables
​Fated. ​Whether luck or a guiding presence, when finding themselves hunted.
you always seem to find your way. Once per day
you can choose to reroll any attack, skill check, or PERCEPTIVE AWARENESS 
saving throw. You can decide to do this after your Given their heightened senses, the raptors often
roll, but only before the outcome of the roll has seem to be a bit distracted or deep in thought. In
been determined. reality, they are processing the wealth of sensory
Languages.​ You can speak, read, and write
information they receive from their particularly
Common and Birdfolk. Birdfolk is a language of
clicks, caws, and whistles and does not have its keen eyes and sensitive ears. While many folk are
own written language. Most birdfolk write in only ever aware of what goes on directly around
Common or in pictographs. You can also them, raptors have an extremely wide range of
understand Auran. awareness.
Subrace. ​There are two main races of luma:
sable and sera. Choose one of these subraces. Raptors are adept at living off the land. They
SABLE LUMA are skilled hunters, usually leading the harvesting
of meat and skins for their perches. They are
As a sable luma, you are often found on the fringes
especially well versed in stalking prey from great
of social situations. While you are overlooked by
heights, lining up impossible shots that their prey
the crowd, your gifts are undeniable. You are
could not predict.
destined for greatness.
Ability Score Increase.​ Your Constitution
score increases by 1.
NATURAL PREDATOR 
Hard to Read. ​Your innate eccentricities make While many of the birdfolk races are culturally
it hard for other birdfolk to figure you out. When communal, the raptors don’t have a great sense of
someone performs a Wisdom (Insight) check connectedness, nor do they tend to create their
against you, they have disadvantage on their roll. own perches. They tend to adopt a more transient
Additionally, you gain advantage on Charisma lifestyle, moving from perch to perch, or simply
(Deception) checks made against creatures that
living in the Wood itself.
are not Luma.
Resilience.​ You have advantage on saving
throws against poison and resistance against While raptors tend to be quiet, they are not averse
poison damage. to forming relationships with other birdfolk.
Oftentimes, despite their reserved nature, raptors
SERA LUMA value personal bonds more highly than societal or
As a sera luma, you are revered and celebrated by
even familial ties.
those around you. You have an almost unnatural
beauty and grace, inspiring admiration in most
and jealousy in others. RAPTOR TRAITS 
Ability Score Increase.​ Your Wisdom score Ability Score Increase.​ Your Dexterity score
increases by 1. increases by 2.
Center of Attention. ​You have proficiency in ​ aptors live longer than any other of the
Age. R
the Performance skill. birdfolk races, reaching maturity around 20 and
Songbird. E ​ very so often, you can demonstrate living over 100 years.
the innate and mystical power of your Charisma. Alignment.​ Preferring the path of naturalists
You may cast the ​charm person​ spell once per long and hunters, raptors rarely see value in order for
rest. This spell does not require any somatic the sake of order. They tend to be neutral in
components to cast. alignment.

8
Size. ​Raptors are lean, muscular hunters but Agile. ​You have proficiency in the Acrobatics
only stand less than 4 feet tall. Their light builds skill.
usually lend them to bodies that weigh far less Aerial Defense. ​Creatures who attack you
than one would expect for their height, averaging while you are falling, gliding, or jumping have
around only 35 lbs. Your size is Small. disadvantage on their attack roll.
Speed.​ Your base walking speed is 25 feet.
Glide. ​Using your feathered arms, you can slow SEA RAPTOR
your fall, and glide short distances. When falling As a sea raptor, you are as at home in the water as
you can use your reaction to spread your arms, you are in the trees. You also have a wealth of
stiffen your wing feathers, and slow your descent. patience, only acting when it best suits your goals.
While doing so, you continue to fall gently at a Ability Score Increase.​ Your Intelligence score
speed of 60 ft. per round, taking no fall damage increases by 1.
when you land. If you would fall at least 10 feet in Swimmer. ​Your base swimming speed is 15
this way, you may fly up to your movement speed feet.
in any direction you choose, although you cannot Patient. ​When you react with a readied action,
choose to move upwards, landing in the space you you have advantage on the first die roll you make
finish your movement. You cannot glide while as a part of that action.
carrying heavy weapons or wielding a shield
(though you may drop any held items as part of STRIG 
your reaction to spread your arms). You cannot The strig are the most imposing of the birdfolk
glide while wearing heavy armor, or if you are races. They value strength and endurance, traits
encumbered. they believe to be most valuable for survival in the
​Talons. ​Your sharp claws aid you in unarmed Wood. Although they are not necessarily
combat and while climbing. Your damage for an
prejudiced against those who are weaker, they are
unarmed strike is 1d4 piercing damage.
Additionally, you have advantage on Strength quick to call out when someone is not doing their
(Athletics) checks made to climb any surface your best for the common good.
talons could reasonably grip.
Keen Senses. Y ​ ou have proficiency in the STRONG AND BRAVE 
Perception skill. While many of the birdfolk races rely on their
Woodland Hunter. ​Your accuracy allows you speed or intelligence for superiority, the strig are
to treat three-quarters cover as half cover and half
rely on their immense strength and stamina to
cover as no cover.
endure even the most punishing assault, making
Hunter’s Training. ​You have proficiency with
the longbow, short bow, and spear. Additionally, them mighty warriors. Whether defending their
your familiarity with the longbow means that it is perch or braving the Wood itself, the strig never
not considered a heavy weapon for you. shy away from a fight.
Languages.​ You can speak, read, and write
Common and Birdfolk. Birdfolk is a language of The culture of the strig is largely based on
clicks, caws, and whistles and does not have its principles of strength and endurance above all,
own written language. Most birdfolk write in
but not necessarily for the purposes of combat.
Common or in pictographs. You can also
Protecting and providing for others in hard times
understand Auran.
Subrace. ​There are two main races of raptor: is considered just as impressive, if not more so,
red-feather and sea. Choose one of these subraces. than winning a fight.

RED-FEATHER RAPTOR WOODLAND SURVIVORS 


As a red-feather raptor, you are most at home far
The strig, more than any of the other birdfolk
from the ground. You can range for miles in the
Wood without ever setting talon to soil, moving races, are most at home in the wild woods. Their
more confidently through the branches than some mottled feather patterns, while not as bright or
can on flat ground. beautiful as others, make them practically
Ability Score Increase.​ Your Wisdom score invisible in the forest. Due to this inherent
increases by 1. advantage, along with their speed and strength, a

9
conflict with a strig is usually fast to start and fast Patterned Feathers. Y​ ou have advantage on
to end. Dexterity (Stealth) checks when you attempt to
hide in a forest.
The strig prefer the relative simplicity of the forest Languages.​ You can speak, read, and write
Common and Birdfolk. Birdfolk is a language of
to the machinations of society and politics. Despite
clicks, caws, and whistles and does not have its
these individualistic tendencies, they often form own written language. Most birdfolk write in
familial and community bonds that transcend a Common or in pictographs. You can also
permanent or single physical home. understand Auran.
Subrace. ​There are two main races of strig:
STRIG TRAITS  swift and horned. Choose one of these subraces.
Ability Score Increase.​ Your Strength score SWIFT STRIG
increases by 2. As a swift strig, you are a powerful force in the
Age. S​ trig reach maturity faster than most Wood who range far and wide without ever
humanoid races, around 15 years. They can live to missing a step. You are most capable when
be around 80 years old. immersed in the forest.
Alignment.​ Strig usually put their personal Ability Score Increase.​ Your Dexterity score
morals above any imposed system of governance, increases by 1.
but still have a strong sense of community. They Swift. ​Your base walking speed is 35 feet.
tend to be chaotic good. Survivor. Y​ ou have proficiency in the Survival
Size. ​Strig are muscular, imposing folk ranging skill.
from 5 to over 6 feet tall and weighing around 120
lbs. Your size is Medium. HORNED STRIG
Speed.​ Your base walking speed is 30 feet. As a horned strig, you are as tough as they come.
Glide. ​Using your feathered arms, you can slow You are as tough as you are strong, both able to
your fall, and glide short distances. When falling weather hardship as well as impose your will on
you can use your reaction to spread your arms, the world around you.
stiffen your wing feathers, and slow your descent. Ability Score Increase.​ Your Constitution
While doing so, you continue to fall gently at a score increases by 1.
speed of 60 ft. per round, taking no fall damage Imposing. ​You have proficiency in the
when you land. If you would fall at least 10 feet in Intimidation skill.
this way, you may fly up to your movement speed Brawler. ​When you successfully attack a target
in any direction you choose, although you cannot with your Talons, you can choose to grapple that
choose to move upwards, landing in the space you target as a bonus action.
finish your movement. You cannot glide while
carrying heavy weapons or wielding a shield

THE HUMBLEFOLK 
(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.
Not all denizens of humblewood are birdfolk, and
Talons. ​Your sharp claws aid you in unarmed
this appellation refers to the peoples of the wood
combat and while climbing. Your damage for an
unarmed strike is 1d4 piercing damage. who live a little closer to the forest floor. Unlike
Additionally, you have advantage on Strength the birdfolk, whose shared language, histories,
(Athletics) checks made to climb any surface your myths, and culture have allowed them to exist in
talons could reasonably grip. harmony for most of Humblewood’s history, the
Darkvision. ​You are adapted to hunting at humblefolk represent a disparate group of
night. You can see in dim light within 60 feet of peoples, cultures, and ways of seeing the world,
you as if it were bright light, and in darkness as if
many of whom haven’t always seen eye to eye
it were dim light. You can’t discern color in
with each other.
darkness, only shades of gray.

10
Ages ago, an accord was struck between the the heart of the forest, in tree stands and groves
people of the forest floor to defend against far away from birdfolk perches.
banditry and quell the in-fighting between them
that was making lives difficult for all peoples of HALE AND HEARTY 
the wood. This accord was known as the Cervans have a robust physique and are rarely
‘Humblefolk Treaty’ and was witnessed by the sick, living to be some of the oldest out of all the
birdfolk, who were just then beginning to shape humblefolk races. Though their wariness has
the trunk of Alderheart. The birdfolk offered the earned them a reputation as timid, nothing could
humblefolk safety within their great city, and be further from the truth. Cervans are cautious
many accepted their offer. Over time, more and because they remain active and alert, and in
more humblefolk would begin to migrate to newly general cervans prefer action and practice to
established birdfolk perches, though many found contemplation and theory. Cervans like to be
birdfolk architecture to be restrictive for creatures active and engaged, and many pursue skills
without wings. independently in order to keep a sense of purpose.
This striving is what propels some cervans to
So it was that many humblefolk began to live once positions of great import throughout the wood,
again in small woodland villages beneath the and it is often remarked that a happy cervan is one
forest canopy, although now in more diverse who is hard at work.
communities. With the expansion of the
Humblefolk Treaty to allow humblefolk to call WARY AND PRACTICAL 
upon birdfolk garrisons for aid in times of crisis, One of the reasons cervans from such tightly knit
and birdfolk perch guards keeping the roads safe communities is a fear of outsiders. In the old
for merchant caravans, the Wood truly entered a times, vulpin raiders or mapach thieves were
golden age. Life for many humblefolk was serious threats, and while those times have long
good...until the fires came. passed, cervans still possess a wariness that
makes it hard for others to gain their trust. After
Now the humblefolk stand more divided than the implementation of the Humblefolk Treaty,
ever: those who have found fortune in the birdfolk many cervans continued to live by the old ways,
cities tend to see things from their perspective, however other cervan villages have since started
while those who live in the woodlands have more to contain the odd family of jerbeen, or a few lone
to fear from bandits and forest fires than ever hedges. Even under such circumstances cervans
before. Others have even left to join the bandits, have maintained positions of leadership and
seeing not only a path for survival, but a chance to delegated responsibilities to ensure that village
get even with the birdfolk for years spent living life is enjoyed by everyone.
under their talons. Yet, where the treaties still
hold, villages of diverse humblefolk can still be This ability to balance their innate caution with
found, some even living alongside birdfolk. The practical considerations is one of the cervans
humblefolk are survivors, and each has found greatest strengths. Cervans teach that the best
their own way to live in this often dangerous course of survival in any situation is to remain
Wood. calm and weigh one’s options, and this is approach
is taken by the best cervan leaders.

CERVA  THE SIGHT 


Cervans are a versatile group of deer-like Cervans have a unique ability to bounce back and
humanoids who make their homes in small, survive physical shocks that might kill others.
closely knit villages throughout Humblewood. Occasionally those who survive such traumas will
They tend to be more insular than other describe seeing visions during the event.
humblefolk, and often make their homes deep in

11
Sometimes these are flashes of insight into the proficiency in one of the following skills: Athletics,
world around them, sometimes portents of doom, Medicine, Nature, or Survival.
and other times visions of a far away future. Surge of Vigor. A​ ll cervans possess a great
This phenomenon is known among cervans as tenacity and will to survive, which allows them to
bounce back from even the most devastating
‘The Sight’, and it is believed that those who have
blows. If an attack deals over half of your hit
it carry a special connection to the world around points in damage, you immediately heal 1d12 +
them. Known as ‘the sighted’, a cerva whose sight Your Constitution Modifier hit points. You can’t
has been triggered will often be encouraged to use this feature again until you have completed a
hone it, taking on the role of a seer within their long rest.
village, although these efforts aren’t always met Languages.​ You can speak, read, and write
with success. Common and speak Cerva. Cerva is a complex
language with no written script, and it is seen as
somewhat disrespectful to try and transcribe it
The sight is elusive, and out of the control of
using Common characters. Much of cervan history
mortals. It will sometimes visit a cerva only once is preserved through village elders, and passed
in their lifetime, with no amount of training down orally through the generations as stories,
granting a glimpse of such visions again. This is songs, and sayings. A saying often invoked to
believed to be for the best, as cervans illustrate this point is “What is essential to learn
acknowledge that those who are truly sighted lies in the teaching.”
carry with them a burden of knowledge which is Subrace.​ Choose one of the two sub-races:
both a blessing and a curse. Grove Cerva or Pronghorn Cerva.
GROVE CERVA
THE BLESSING OF CAIRITH  Most cervans belong to this sub-race and form the
While it’s not unusual for some cervans to have basis of many cervan communities. They are swift
small antlers or buds visible on their heads, only and agile, able to quickly make it out of harm’s
rarely is a cerva born with a full set of antlers. way. They are also incredibly versatile, and can
These cervans are classed as a different sub-race, fulfill a variety of roles within a village or
pronghorns, and are thought to be specially adventuring party.
blessed by their amaranthine, Cairith. Unlike other
races, they generally do not consider themselves Ability Score Increase.​ Your Dexterity score
to be two different peoples, rather the two increases by 1. Grove cervans are nimble and
sub-races live alongside one another as one. quick.
Pronghorns are generally born from grove Age. C​ ervans live long lives compared to the
rest of the Humblefolk, something they attribute
parents, although the reverse can happen just as
as much to their way of life as the blessing of
frequently. Cairith. They tend to reach maturity around 12
years of age, and live around 95 years.
CERVA TRAITS  Size. ​The majority of cervans stand between 5
Ability Score Increase.​ Your Constitution and 6 feet tall, and have light builds, weighing
score increases by 2. Cervans are a hearty ilk. between 130-180 lbs. You are Medium sized.
Alignment.​ Cervans are pragmatic in their Speed.​ Your base walking speed is 35 feet.
thinking, and generally prefer to keep their Standing Leap.​ Your base long jump is 30 feet,
philosophies flexible in order to prioritize what and your base high jump is 15 feet, with or
they believe is important for both themselves and without a running start.
their communities. As such, they tend towards Nimble Step.​ Opportunity attacks made
Neutral, though any number of different against you are rolled with disadvantage.
alignments can be found among them.
Practical. ​Cervans are eminently practical and
PRONGHORN CERVA
tend to spend their time learning useful skills for Occasionally a male or female cerva will be born
life in their woodland villages. You gain who is larger and stronger than others in the
community. These cervans find themselves laden

12
with expectations from others in the village from
the moment of their birth, and while some SENSITIVE AND KIND 
embrace their positions of privilege, others chafe Hedges have an incredible capacity for empathy,
against the constraints thrust upon them.
and tend to view all creatures from the smallest
beetle to the largest beast as being equally
Ability Score Increase.​ Your Strength score
increases by 1. Pronghorns tend to be less nimble deserving of respect and dignity. They are well
than most cervans, but make up for this in raw known across the Wood for being excellent
power. conflict mediators, and often find themselves
Age. P​ ronghorns live slightly longer than grove accepting positions as diplomats or emissaries
cervans. They can live to be over 100 years old, between factions trying to broker an agreement.
something that is also seen as a sign of Cairith’s
blessing.
Hedges feel most at home when everyone gets
Size. ​While still Medium sized, pronghorns
along, and are one of the few people who truly
have heavier, more muscular builds than other
cervans and usually stand close to 7 feet tall when understand that conflict, rather than being an evil
grown, weighing around 180-250 lbs. force, simply represents an imbalance which must
Speed.​ Your base walking speed is 30 feet. be resolved. This is not to say that hedges have
Robust Build.​ You count as one size larger never known strife, only that their proactive
when determining your carrying capacity and the approach to mediation when conflict arises, and
weight you can push, drag, or lift. deep respect for the dignity of all living creatures
Antlers.​ You have a set of large, strong antlers
means they experience it far less frequently.
that can be used to make devastating charge
When strife does arise though, it can be difficult to
attacks. You can use your unarmed strike to gore
opponents, dealing 1d6+Your Strength Modifier resolve, as hedges who have felt truly and deeply
piercing damage on a hit. wronged can close themselves off from the rest of
their society, sometimes splitting a community
Additionally if you move at least 20 feet in a
along these lines.
straight line towards an opponent, you can spend
a bonus action to charge them, dealing an extra
1d6 points of piercing damage. If the target of One of the reasons hedges display such deep
your charge is Large or smaller, they must make a empathy and compassion towards others is due to
Strength saving throw against a DC of Your the strength of the emotions they feel. These
Proficiency Bonus + 8 + Your Strength Modifier. emotions can come out just as strongly negative if
On failure, the target is pushed 10 feet away from a hedge is badly hurt.
you into a space of your choice.
ONE WITH THE FOREST 
HEDGE   Gifted with a unique connection to the Great
The most diplomatic and good natured of all the
Rhythm, hedges are tied into the natural world in
humblefolk, hedges tend to live quiet lives in
a fashion similar to the luma’s connection to fate.
villages throughout the Wood or within the safety
This has granted them special magical gifts, such
of birdfolk perches. They resemble hedgehogs,
as the ability to speak with the smallest ground
although the quills that cover their backs are far
dwelling creatures in the wood, and cause flowers
tougher, able to repel blades and sharp enough to
to bloom. It is quite common for hedges to have a
pierce even the solid hides of monstrous
variety of animal friends whom they share their
creatures. Despite their sturdiness, hedges are
homes with.
sensitive and emotional creatures, who more
often display timidity than bravado. This stems
Hedges who live outside of the birdfolk cities like
not from cowardice, as many incorrectly believe,
to live in individual burrows under the great roots
but from a desire to respect the feelings and
of trees, but they don’t enjoy spending all of their
sensitivities of others.
time underground. Communities of hedges are

13
generally found near clearings or copses, where a them to wear armor. These quills provide
central meeting area and communal garden can be exceptional protection, however, and you are
constructed in the spaces between burrows. treated as having a base armor class of 14 + Your
Hedges are great lovers of gardening, and often Dexterity modifier. While you can’t wear armor,
you can still benefit from the armor class bonus
have a few small individual garden patches
provided by shields so long as you are proficient
wherever they live. with them.
Curl Up.​ You can use your action to curl up,
DRESSED FOR COMFORT  exposing attackers to a wall of your toughened
Hedges need special consideration when wearing quills. While curled up in this way you cannot
clothes and favor loose tunics, baggy trousers, move, attack, or cast spells with somatic
flowing robes and the like, which fit easily over components, and your base armor class becomes
19. You cannot benefit from any Dexterity bonus
their spines. When not actively flared out, the
to armor class while curled up, but you can still
tough quills that line their backs naturally flatten,
use shields.
becoming smooth to the touch and avoiding the Any creature that misses you with a melee
problem of piercing through their clothing. If attack while you are curled up takes 2d4 points of
suddenly frightened however, their spines tend to piercing damage from your sharp spines. If a
flare out and stiffen automatically, an accident that creature hits you while you are curled up,
has led to many having sets of clothing ruined. however, you are knocked prone in your space at
the end of the turn. You may uncurl yourself at any
point during your turn.
Adventuring clothes made specifically for hedges
Forest Magic.​ You have a deep connection to
are available in nearly every major city in
the magic of the Wood. You know the ​druidcraft
Humblewood, and tailors throughout the Wood cantrip. Additionally, you can cast ​animal
are familiar with making alterations to suit the messenger​ as a 2nd level spell once with this trait,
needs of hedges. and regain the ability to do so on a short or long
rest. Charisma is your spellcasting ability for these
HEDGE TRAITS  spells.
Ability Score Increase.​ Your Charisma score Speak With Bugs. ​Through sounds and
increases by 2, and your Wisdom score increases gestures, you can communicate simple ideas with
by 1. Hedges are diplomatic and understanding. creatures of the beast subtype that represent
Age. H​ edges take longer to mature than many insects, spiders, worms, and other creepy
other races, reaching adulthood around 20, but crawlies, regardless of their size.
they also tend to live for a long time, with many of Languages.​ You can speak, read, and write
the oldest living around 120 years. Common and Hedge. Hedge is a respectful
Alignment.​ Hedges are a compassionate and language meant to be spoken softly, and
empathetic people, and tend towards good confounds many who try to learn it due to the
alignments. Leanings towards neutrality are also prevalence of passive voice, and the deferential
common, especially among diplomats who wish to manners built into conversation. These are meant
hear every side of a debate, or those who evince a to ensure that everyone’s feelings are heard and
deep respect for the balance of nature. respected. It is written using a variation of Sylvan
Size. ​Hedges tend to have short, rounded body script.
shapes, standing between 3 and 4 feet in height,
and weighing between 40 and 70 pounds. You are JERBEEN 
Small sized. Jerbeens are small mouse-like humanoids with
Speed.​ Your base walking speed is 25 feet. You long, powerful legs in proportion to the rest of
also have a burrowing speed of 15 feet. You have their bodies and long furred tails that help them
little trouble burrowing through soil, but are balance. Jerbeens can be found in a variety of
unable to dig through anything more substantial
places across the wood, usually forming their own
than this with your clawed hands.
communities within birdfolk perches or
Spiny Quills. ​The backs of hedges are covered
with spiny quills, which makes it impossible for humblefolk villages. It is rare to see a jerbeen

14
living alone, usually a jerbeen’s home contains alignments are not uncommon among community
several generations of the family, including leaders.
relatives and cousins living together under one Size. ​You are Small sized. Jerbeens tend to have
roof. Jerbeens have a strong sense of family and incredibly small and light bodies, standing
between 2 and 3 feet tall, and weighing between
community ties and like to surround themselves
20 and 40 pounds.
with good company, wherever they rest. Speed.​ Your base walking speed is 30 feet.
Jerbeen are quick for their size.
OUTSIZE COURAGE  Standing Leap. Y ​ our base long jump is 30 feet,
Jerbeens are the smallest people in Humblewood, and your base high jump is 15 feet, with or
dwarfed by nearly every other kind of creature without a running start.
they encounter. While they are quite quick and Nimbleness. ​You can move through the space
of any creature that is of a size larger than yours.
nimble, and possess an affable attitude, they are
Take Heart. ​You have advantage on Strength
not very strong, brave, or powerful, on their own.
saving throws and saving throws against being
However, jerbeens are emboldened when they frightened as long as you are within 5 feet of an
stand with a group. The presence of others helps ally who isn’t frightened or incapacitated that you
to reassure them, and they excel in team strategy, can both see and hear.
helping one another solve problems neither could Team Tactics. Y ​ ou can take the Help action to
sumount alone. assist an ally you can see within 5 feet of you who
can see and hear you as a bonus action.
COMMUNITY FIRST  Languages.​ You can speak, read and write
Common and Jerbeen. Jerbeen is a system of
The communal slant of Jerbeens stems from more squeaks and clicks represented using a variant of
than just their love of good company. Jerbeen are Birdfolk script. It is a polite but direct language
kind and considerate creatures, known for their designed to communicate information quickly and
affability and charm. Their position as a small and effectively between multiple listeners.
not particularly strong people gives them a
perspective which allows them to easily MAPACH  
empathize with others, though not all jerbeens Mapachs are medium-sized racoon-like
share this compassionate outlook. Some respond humanoids who have a natural curiosity about the
to the dangers of the outside world by becoming world around them. They are crafty, hearty, and
insular, and fearing all non-jerbeens. To most tough, but their true strength lies in the potential
jerbeens the worst possible fate is isolation. they see when looking at the world around them.
Jerbeens value privacy as much as anyone else, Mapachs have incredibly light hands and a great
but true isolation from friends, families or loved degree of fine motor control that doesn’t diminish
ones is considered to be the worst possible fate a with age. They are also adept at climbing and
jerbeen could suffer. sneaking about. This combined with their love of
trinkets have earned them a reputation as thieves.
JERBEEN TRAITS  While there are exceptions, most mapachs are
Ability Score Increase.​ Your Dexterity quite good natured, if a little eccentric.
increases by 2, and your Charisma score increases
by 1. Jerbeens are nimble and considerate. RESILIENT OPPORTUNISTS 
Age. J​ erbeens live quickly, reaching maturity at Mapachs are adept at surviving tough woodland
around 5 years of age, and living to just around 40
conditions, and at intuiting the right course of
years old.
action when faced with a problem. They are also
Alignment.​ Being small creatures who face
many threats in the world, jerbeens are sensitive inveterate opportunists, and while some may
to the feelings of others, and generally tend consider them brash, it is not in the nature of a
towards good alignments because of this. They mapach to wait when the time is ripe. Mapachs are
also tend to form communities with incredibly alert, however, and they have a keen awareness of
strong bonds between each member, and lawful

15
their surroundings. Only the truly foolhardy svelt to wide, weighing between 90 and 160 lbs.
among them are taken in by obvious traps. Your size is Medium.
Speed.​ Your base walking speed is 30 feet. You
CANNY CRAFTSPEOPLE  also have a climb speed of 10 feet.
Darkvision. ​You can see in dim light within 60
One of the traits Mapachs are most well-known for
feet of you as if it were bright light, and in
is their ability to find a use for just about anything. darkness as if it were dim light. You can’t discern
This knack for creating functional or useful items color in darkness, only shades of gray. Mapachs
out of debris, junk, or on hand materials is known are most comfortable under the cloak of night.
as scroungecraft, and is a cultural staple among Resilience.​ You have advantage on saving
Mapach, often treated with the same regard as throws against poison and resistance against
high art among other peoples. Scroungecraft poison damage.
Scroungecraft.​ You are proficient with tinkers
demonstrates creativity, ingenuity, and
tools. Additionally, you have the ability to
resourcefulness, and many who have created
construct crude but functional versions of
interesting or unique creations in this way achieve common items using materials present in your
celebrity status among mapachs, going on to surroundings. You may spend 10 minutes to craft
showcase their skills in loosely organized these materials into any tool or piece of
scroungecraft fairs. Scroungecraft is often adventuring gear worth 30 gold pieces or less. The
misunderstood by outsiders who see it as item will be completely functional, even enough to
primitive or crude, but for mapachs it is a practical pass for a disguise if used to construct clothing.
Tools, along with any other item that would
example of useful skills which can be applied to
logically break on its first use (caltrops, arrows),
serious crafts as well. Many genius ideas created
will become useless afterward. Items made this
by mapach hands began as scroungecraft way will otherwise last 1 hour before falling apart.
prototypes. Depending on the materials available, a DM
may rule that you cannot bodge an item in this
HUBS OF INVENTION  way. For example, a vial of acid might be easy to
Mapachs are often loners, but when they do form obtain if you happen to be near a nest of acidic
their own communities or choose to join other beetle larvae and some bark you can bind into a
makeshift flask, but it would be difficult to create a
communities of humblefolk or birdfolk around the
passable facsimile of silken robes from a pile of
woods, they have a habit for fostering the leaves.
development of the area they’re in. Mapach Should you have access to the proper
ingenuity was responsible for drafting the basis materials, you can spend 8 hours converting an
for what would later become Alderheart’s pulley item you have bodged together this way into a
system, something so successful that many other permanent version, so long as you start this
birdfolk perches have adopted the technology. process before the item falls apart. Items crafted
in such a way will function exactly as a normal
MAPACH TRAITS  version of the item, and if you have proficiency in
the tools used to craft them, they can even look
Ability Score Increase.​ Your Wisdom score professionally crafted. Otherwise they retain a
increases by 2, and your Constitution score rather rough, cobbled-together appearance.
increases by 1. Mapach are wily and resilient. You can also use scroungecraft to repair
Age.​ Mapachs mature quickly, but have fairly broken equipment, provided you have the
average lifespans. They reach adulthood around 8 materials on hand. Though, how long this bodging
years, and the oldest among them live just past 60. holds together is up to the DM.
Alignment.​ Mapachs don’t typically favour ​ ou have advantage on Stealth checks
Skulker. Y
good over evil, with most choosing to remain made in dim light and total darkness.
neutral. They tend to dislike conventions that Languages.​ You can speak, read, and write
stifle their creativity, however, and so they lean Common and Mapach. Mapach is a very
more towards the freedom of chaotic alignments. technically dense language that often incorporates
Size. ​Mapachs generally stand between 4 and 5 rough equations and estimations of physical
feet tall, and encompass a variety of builds from properties in normal conversation. Awareness of

16
one's surroundings is key to survival, and their this reputation. Vulpins learn from a young age
language emphasizes this. Mapach uses its own that they are of two natures: the sophisticated and
script of glyphs made of various lines, dashes, and the savage. While sophistication and elegance are
dots. generally preferred, it is considered common

VULPIN   sense that vulpins should know when to keep


their fangs hidden and when to bear them.
One of the least understood and most often vilified
humblefolk in the Wood, vulpins have earned a VULPIN TRAITS 
bad reputation that isn’t entirely deserved. Much
Ability Score Increase.​ Intelligence score
of this stems from the fact that vulpins are increases by 2, and your Charisma score increases
ambitious, and sometimes their drive to succeed by 1. Vulpins are cunning and elegant.
can make it difficult for them to empathize with Age. V​ ulpins mature at an average pace, and
others. Vulpins feel just as deeply as other people can be comparatively long lived. They reach
of the Wood, but they possess a keen survival adulthood at 15 years, and live well into their 90s.
instinct which sometimes causes them to take Alignment.​ While the negative stereotype of
courses of action that are selfish. Despite this, they the sinister vulpin is inaccurate, it is rooted in a
germ of truth. Vulpins generally favour evil over
are sharp and savvy, possessing a natural charm
good alignments, though this usually stems from a
about them that allows them to easily earn the difficulty empathizing with others rather than
trust of others. In the right situations, vulpins can outright malice. Good vulpins try to combat these
be true friends, and in the wrong ones, deadly depictions where they can, while many others find
enemies. it advantageous to remain morally flexible. Most
vulpins chafe under strict authority, preferring
ARTFUL AND CUNNING  chaotic alignments over lawful ones. Still others
find the law can be a useful tool.
Vulpins are naturally intelligent, rivalled only by
Size. ​Vulpins cut dashing figures and are
the Corvum. Where the Corvum are studious
usually lean and well muscled. They stand
however, the vulpin are more creative. They enjoy between 4 and a half and 5 and a half feet tall, but
the arts and the pursuit of leisure, and some even are relatively lightweight, weighing between 90
spend their lives training to create such works and 140 lbs. Your size is Medium.
themselves. Vulpins also have a reputation for Speed.​ Your base walking speed is 30 feet.
being snobbish, and looking down on others. This Darkvision.​You are adapted to hunting at
is not truly the case however, and vulpins come night. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if
from every walk of life. Vulpins also have a natural
it were dim light. You can’t discern color in
connection to the magic of the Wood, though they
darkness, only shades of gray.
channel it in very specialized ways. The right look Bite. Y​ ou have sharp fangs that enable you to
from a Vulpin can bewitch or terrify, and those make natural bite attacks. You can choose to bite
who are truly skilled can command an entire room as an unarmed strike that deals 1d6 points of
through sheer force of their presence alone. piercing damage, and which can be calculated
using either your Strength or Dexterity modifier
PRODIGIOUS PREDATORS  for both the attack roll and damage bonus.
Evasive. ​You add your Intelligence modifier as
Before the Humblefolk Treaty was signed, vulpins
a bonus on all Dexterity saving throws.
controlled a large part of the Wood outside of the Bewitching Guile. ​You can cast ​charm person
birdfolk’s spheres of influence, and bands of as a 1st level spell with this trait, and regain the
vulpin raiders provided their empire with a ability to do so when you finish a long rest. When
wealth of plundered goods. These days are long you reach 3rd level, you can cast ​ambush prey​ as a
since gone, but the memory of the sinister vulpin 2nd level spell with this trait, and regain the
has yet to fade from the minds of humbefolk. A ability to do so when you finish a long rest. When
few vulpins have attempted to alter public you reach 5th level, you can cast ​fear​ with this
trait, and regain the ability to do so when you
opinion, but the majority are unconcerned with

17
finish a long rest. Intelligence is your spellcasting
ability for these spells.
Languages.​ You can speak, read, and write
Common and Vulpin. Vulpin is a language of
growls, snarls, and yips that is written in it’s own
flowing cursive script. Speakers are taught to
switch between low and high class versions of
Vulpin, and the biggest stumbling block for new
speakers is learning when to use which form
depending on the context.

18
NEW CLASS OPTIONS 
BARD 
BONUS PROFICIENCIES 
BARD COLLEGE  When you join the College of the Road at 3rd level,
rd​
At 3​ level, a bard gains the Bard College feature. choose three of the following six options (each
The following option is available to a bard, in option can only be selected once):
addition to those which already exist. ● You gain proficiency with a gaming set of your
choice
COLLEGE OF THE ROAD  ● You gain proficiency with a martial weapon of
your choice
Not an official College recognized across the land,
● You gain proficiency with herbalism kits
the College of the Road represents the very
● You gain proficiency with thieves tools
personal and eclectic sets of skills, knowledge, and
● You gain proficiency with a skill of your choice
techniques picked up along the journey of a
● You learn a single language of your choice
wandering bard. As inveterate jacks of all trades
themselves, bards possess a variety of aptitudes in
combat, magecraft, and general know-how, WANDERER’S LORE 
making them particularly well suited to learning
Also at 3rd level, you can share any useful tidbits
many different kinds of skills. It often happens
of information you have come across in your
that while traveling, a bard winds up sharing their
travels to help those more experienced to see
campfire with a motley assortment of wandering
problems from a new angle. A creature you have
adventurers, who may impart valuable lessons in
inspired with your Bardic Inspiration may choose
exchange for a lively song or a well told tale.
to roll a single Arcana, History, Nature, or Religion
Unlike with many other bards, a special kind of
skill check with advantage once within 10 minutes
sensibility is important for the College of the Road.
of being inspired. They may choose whether or
Your Wisdom determines how well you are able to
not to add the Bardic Inspiration die to this roll.
pick up the techniques you are taught along the
way, making many of them more effective.The
College of the Road is sometimes a harsh teacher, TRAVELER’S TRICKS 
but bards who follow this path often find
Additionally at 3rd level, you already have several
themselves rewarded with a diverse array of
memorable experiences from your life on the
useful tricks and tactics they’ve picked up along
road, and will continue to have more throughout
their journey. Those who underestimate a bard
your journey. You learn two Traveler’s Tricks of
from the College of the Road soon find that they
your choice (see “Traveler’s Trick Options”
are full of surprises.
below).
These Traveler’s Tricks represent skills,
College of the Road Features techniques, and useful pieces of knowledge picked
Bard Level Feature up along the road, usually while sharing meals
Bonus Proficiencies, Wanderer’s around campfires with other adventurers. Each
3rd one requires you to expend a use of your Bardic
Lore, Traveler’s Tricks (2 options)
Favorite Trick (1st), Inspiration, and takes a bonus action to use unless
6th Improved Tricks, otherwise specified.
Traveler's Tricks (3 options) At 6th level and at 14th level you learn an
Favorite Trick (2nd), additional Traveler’s Trick.
14th Improved Tricks,
Traveler's Tricks (4 options)

19
At 14th level, even if the target fails their
saving throw they only take half damage from the
IMPROVED TRICKS 
effect.
At 6th and 14th levels, your Traveler’s Tricks
become stronger. For those you already know, this Armed Combat Lessons.​ A seasoned fighter
represents the effort you have put towards taught you how to use a simple combat stance to
practicing your skills. For those learned at these wield your weapons more effectively. When you
levels, it represents encounters with more select this option, choose a Fighting Style from the
powerful adventurers willing to share the benefits Fighter’s list of class features. You may select
of their experience with you. Archery, Dueling, Great Weapon Fighting, or Two
Weapon Fighting. You can expend one use of your
Bardic Inspiration as part of a weapon attack
FAVORITE TRICK 
against one creature you could target, adding your
At 6th level, you have gained enough mastery over Bardic Inspiration die to the attack or damage roll.
one of your Traveler's Tricks that you can use it When you do this, you gain the benefits of your
whenever you need to. You may choose one chosen Fighting Style for 10 minutes.
Traveler’s Trick that you already know and At 6th level, you learn how to use your
designate it as your favorite trick. At the beginning stance to chain your attacks together in deadly
of combat on your turn, if you have no uses of combination. You may take an extra attack action
your Bardic Inspiration, regain one use. Any once before this effect ends.
Bardic Inspiration gained in such a way can only At 14th level you have learned to shore
be used to perform your favorite trick. up any weaknesses in your stance. You gain +1 to
At 14th level you can select a second favorite trick your AC for the effect’s duration.
from among Traveler’s Tricks you know.
Bind the Wound. A ​ n experienced paladin
instructed you in the basics of combat triage. You
TRAVELER'S TRICK OPTIONS 
can expend one use of your Bardic Inspiration as a
The Traveler’s Trick feature lets you choose reaction to add the number you roll on your
options for it at certain levels. The options are Bardic Inspiration die to the amount of hit points
presented here in alphabetical order. Each one is healed by you or an ally within 5 feet of you.You
associated with a different class, and those must have at least one hand free in order to
marked with an asterisk (*) are magical effects. quickly staunch the target’s wound.
If an option requires a saving throw, your At 6th level, you have learned to identify a
Traveler’s Trick save DC equals 8 + your selection of useful herbs that you can carry with
proficiency bonus + your Wisdom modifier. you in case of emergency. You may also remove
the poisoned or paralyzed condition form the
Acrobatics Lessons.​ A slick rogue once gave you target of this ability.
some pointers on zigging and zagging. You can At 14th level, you have developed a true
expend one use of your Bardic Inspiration as a knack for emergency triage. You may additionally
reaction to add the number you roll on your remove a single disease affecting the target of this
Bardic Inspiration die to a Dexterity saving throw ability.
made by you or an ally who can see and hear you
within 60 feet. Boxing Lessons. ​A wise monk was happy to share
At 6th level, if the target succeeds the the basic form of the jab and weave. When you
saving throw against an effect that would deal half take the attack action, you can expend one use of
damage on a successful save, the target takes no your Bardic Inspiration to quickly execute two
damage instead. unarmed strikes against one or more creatures
you could target instead. You may use Dexterity

20
instead of Strength for the attack and damage rolls At 6th level, you have learned how to
of these unarmed strikes. The damage these deepen your pact with the strange traveler you
unarmed strikes deal is the same as your Bardic once met. You may choose to take double the
Inspiration die. necrotic damage you rolled on your Bardic
At 6th level, you have finally mastered the Inspiration die to instead have the effect last for 1
bob and weave. You do not provoke attacks of hour.
opportunity this turn. At 14th level, your pact with the strange
At 14th level, your practice has paid off, traveler unlocks frightening new power. When
granting you the use of a slightly ki-infused attack. you reach 14th level, choose a single spell of 7th
When you hit with one of these attacks you may level or lower from the warlock’s spell list. You
attempt a stunning strike. The target must succeed may cast the spell once during this effect without
on a Constitution saving throw or be stunned until expending any spell slots, although you must cast
the end of your next turn. it at the level of your highest spell slot. In
exchange, the spell deals additional necrotic
Conjure Woodland Spirit.* ​A patient druid shared damage to you equal to twice the level at which it
the secrets of forest magic with you. You can was cast.
expend one use of your Bardic Inspiration as an
action to conjure a forest guardian spirit in an Evocation Lessons.* A ​ venerable wizard shared
unoccupied space you can see within 60 feet of secrets of evocation magic with you. When you
you. The guardian spirit is Large sized, and takes select this option, choose a damage dealing spell
the appearance of a spectral predatory cat. Any you can cast. You can expend one use of your
enemy that moves into or leaves a space adjacent Bardic Inspiration to change the type of damage
to the guardian spirit must make a Wisdom saving that spell deals to your choice of either acid, cold,
throw, taking magical slashing damage equal to fire, lightning, or thunder. You add the number
your Bardic Inspiration die on a failure. The your roll on your Bardic Inspiration die to the
guardian spirit will remain for as long as you damage dealt by the spell.
concentrate on it, up to 10 minutes. At 6th level you may choose to change the
At 6th level, your bond with the guardian spell you had previously selected with this feature
spirit grows even deeper. Any creature dealt to one that you now know.
damage by your guardian spirit has their speed At 14th level you may choose to change
reduced to 0 for the rest of the turn. the spell you had previously selected with this
At 14th level, any Large or smaller feature to one that you now know.
creature who has their speed reduced to 0 by the
guardian spirit is restrained for the duration of the Hunting Lessons.* A ​ skilled ranger taught you
effect and your guardian spirit pins them in place. how to use your magic to pinpoint your quarry’s
The target can break free by spending an action to weak spots. You can expend one use of your
make a Strength (Athletics) check against your Bardic Inspiration to target one creature you can
Traveler's Trick save DC. see within 90 feet of you as your quarry. For as
long as you concentrate on this ability, up to 1
Dark Bargain.* ​You made a shady bargain with a hour, all weapon attacks you make against the
haggard warlock. When you select this option, target deal additional damage equal to your Bardic
choose a Dark Invocation from the Warlock’s list Inspiration die.
of class features for which you meet the At 6th level, you have honed your skills to
prerequisites. You can expend one use of your the point where you can easily track your quarry.
Bardic Inspiration to gain the benefits of this Dark For the duration of the effect, you are aware of
Invocation for 10 minutes. Doing this requires you your target’s approximate distance and direction
to use your Bardic Inspiration die and take an from you, so long as you are on the same plane.
amount of necrotic damage equal to the roll.

21
At 14th level, you can maintain this effect
for up to 24 hours. DIVINE DOMAINS 
At 1​st​ level, a cleric gains the Divine Domain
Reckless Tactics. Y​ ou learned from a toughened feature. The following options are available to a
barbarian that sometimes you have to put cleric, in addition to those which already exist.
everything behind your attacks. You can expend
one use of your Bardic Inspiration as part of a COMMUNITY DOMAIN 
melee weapon attack to make the attack with
The community domain focuses on the ties that
advantage and add the number you roll on your bind all people together. These are the ties of
Bardic Inspiration die to the attacks damage roll. family and friendship, the ties to ancestors of the
Attacks made against you this round have past, as well as to younglings who will grow to
advantage. become elders in the future. The power of the
At 6th level you have learned through Gods of community is the security of home and
practice how to push your offense even further. hearth, and the joy of good company kept. Many
such gods teach the value of tradition and simple
You may impose a -5 penalty to the attack roll. If
ways of living, in harmony with the natural world.
the attack hits, you add +10 to the attacks damage.
They also tend towards the rule of law, not as a
At 14th level, your experience has taught kind of great bureaucracy, but as sacred traditions
you how to really go all in. If you have not moved passed from elder to child through the
this turn, you may voluntarily reduce your speed generations. Some advocate the removal of harsh
to 0 until your next turn to resolve this attack or disruptive forces to this order, and proper
against any number of creatures within 5 feet of sanctions for the violation of the common
you, with a separate attack roll for each target. goodwill that any community ought to provide. All
of them value unity, however, and praise the
strength that can be gained when people support
Warding Trick.* A ​ gentle cleric taught you how to
one another.
channel your magic into a protective veil. You can
expend one use of your Bardic Inspiration as an Community Domain Features
action to grant an ally you can see within 60 feet
Cleric Level Feature
of you a number of temporary hit points equal to
your roll on the Bardic Inspiration die.This ward Domain Spells,
1st
Blessing of the Hearth
lasts for as long as you maintain concentration on
it, up to 10 minutes. Channel Divinity: Magnificent
2nd
Feast
At 6th level,your practice allows you to
weave wards that retaliate against those who Channel Divinity: Community
6th
Watch
would harm your allies. As long as an ally has
temporary hit points granted by this effect, any 8th Divine Strike (1d8)
creature who deals damage to them with a melee 14th Divine Strike (2d8)
attack must make a Wisdom saving throw, taking 17th Paragon of the People
an amount of radiant damage equal to your Bardic
Inspiration die on a failure.
At 14th level, you have learned how to DOMAIN SPELLS 
make your ward even more resilient. For the You gain domain spells at the cleric levels listed in
duration of the effect, at the beginning of each the Community Domain Spells table. See the
Divine Domain class feature for how domain spells
round on your turn, the target regains a number of
work.
temporary hit points equal to your Bardic
Inspiration die.

CLERIC  Community Domain Spells

22
Cleric Level Spells any of its allies cannot benefit from this effect until
it can see at least one of its allies again.
1st ​bless, goodberry
3rd aid, heroism
DIVINE STRIKE 
5th ​beacon of hope, spirit guardians At 8th level, you gain the ability to infuse your
7th ​banishment, faithful hound weapon with the power to punish wrongdoing.
​mass cure wounds, Once on each of your turns when you hit a
9th creature with a weapon attack you can cause the
telepathic bond
attack to deal an extra 1d8 psychic damage to the
target, as visions of the evil they have wrought
BLESSING OF THE HEARTH  upon others flash before their eyes. You may
From 1st level, you gain the ability to conjure a choose whether any foe reduced to 0 hit points by
small flagstone hearth with a simple iron cooking this attack remains stable or dies. When you reach
pot whenever you rest. This hearth helps to warm 14th level, the extra damage increases to 2d8.
you and your companions, as well as to prepare
hearty and nutritious meals on the road. If you or
any friendly creatures you make camp with would
PARAGON OF THE PEOPLE 
At 17th level, your Community Watch grants an
regain hit points at the end of a short rest by
additional d6 to each affected ally, and grants
spending one or more hit dice, each of those
immunity to fear for the duration of the effect.
creatures may choose to re-roll one of their
Additionally, your Magnificent Feast produces
resting dice, taking the higher roll between the
twice as many foodstuffs, each of which can
two.
remove a single curse or disease affecting the
Additionally, you gain proficiency with Cook’s
target (including attunement to a cursed item)
Utensils.
when consumed.

CHANNEL DIVINITY: MAGNIFICENT FEAST 


Starting at 2​nd​ level, you may use your Channel
NIGHT DOMAIN 
Divinity to conjure a magical feast for the rough The night is mysterious, and brings danger. To
road ahead. By spending 10 minutes, you may others, however, the cover of darkness it brings
create a number of delicious, well prepared, yet protection from predators and valuable shadows
simple food items equal to your Wisdom modifier within which to conceal themselves. The gods of
(minimum of 1). These food items last 8 hours, night are varied, encompassing those who would
and will never spoil. If they have not been use the cover of darkness to conceal others from
consumed within 8 hours or until you have rested, threats, to those who would use the shadows for
they simply cease to exist. Eating food created in nefarious purposes. Their motives are often
this way takes an action, and provides whomever shrouded in mystery, and so their ideals tend
eats it with healing equal to 2d4 + your Cleric towards the study of mysteries of all kinds. Many
level, and can remove either the frightened or teach their followers that it is only by peering
poisoned condition from that creature (chosen by through the darkness and looking beyond what is
the creature when consumed). hidden that one can attain truth. Clerics of night
do their best to keep themselves and their
CHANNEL DIVINITY: COMMUNITY WATCH  companions safe while journeying through the
Starting at 6th level, you can use your Channel darkness.
Divinity to instill a feeling of vigilant protection for
you and your allies. You may grant yourself and a Night Domain Features
number of allies up to your Wisdom modifier Cleric Level Feature
(minimum of 1) that can see you within 30 ft. a d6
that they may roll once each round, adding the Domain Spells, Eye of Twilight,
1st
result to a skill check, saving throw, attack, or Ward of Shadows
damage roll. This effect lasts for a number of Channel Divinity: Invocation of
2nd
rounds equal to your Wisdom modifier (minimum Night
of 1 round). Any creature that can no longer see

23
Improved Ward, see, you can use your reaction to impose
6th disadvantage on the attack roll. An attacker that
Eye of Twilight improvement
can’t be blinded is immune to this feature.
Veil of Dreams,
8th You can use this feature a number of times equal
Eye of Twilight improvement
to your Wisdom modifier (a minimum of once).
Creature of the Night, You regain all expended uses when you finish a
17th
Eye of Twilight improvement long rest.

DOMAIN SPELLS  CHANNEL DIVINITY: INVOCATION OF NIGHT 


Starting at 2nd level, you can use your Channel
You gain domain spells at the cleric levels listed in
Divinity to harness the powers of night, dousing
the Night Domain Spells table. See the Divine
harsh revealing light, and clouding your foes
Domain class feature for how domain spells work.
vision with a pall of darkness.
As an action, you present your holy symbol, and
Night Domain Spells any source of mundane or magical light within 30
feet of you is extinguished. Additionally, each
Cleric Level Spells hostile creature within 30 feet of you must make a
1st ​sleep, veil of dusk* Constitution saving throw. A creature who fails
3rd darkness, moonbeam the saving throw is blinded for a number of
rounds equal to your cleric level. A creature
5th ​nondetection, globe of twilight*
blinded in this way gets a new saving throw at the
7th ​divination, stellar bodies* end of each of its turns to remove the effect. A
9th ​dream, seeming creature that has total cover from you is not
affected.
Spells marked with a * can be found in this book.
  IMPROVED WARD 
EYE OF TWILIGHT  At 6th level, you can also use your Ward of
Shadows feature when a creature that you can see
Beginning at 1st level, a divine blessing grants you
within 30 feet of you attacks a creature other than
superior vision in dark and dim conditions. You
you.
can see in dim light within 80 feet of you as if it
were bright light, and in darkness as if it were only
dim light. You can't discern color in the darkness, VEIL OF DREAMS 
only shades of gray. When you reach 8th level, you gain mastery over
When you reach 6th level, you no longer suffer a magical sleep. When you cast the sleep spell, you
penalty to Wisdom (Perception) checks while in may choose the order in which creatures within
areas lightly obscured by magical shadows within its area are affected. If the first target chosen has
80 feet of you. too many hit points to be affected, it will instead
At 8th level, your vision adapts to see in areas target the next creature you have chosen first.
heavily obscured by magical darkness within 80 Additionally any creature you put to sleep
feet of you, as though they were only lightly cannot be woken until the start of your next turn.
obscured.
Finally, at 17th level, you gain true vision in CREATURE OF THE NIGHT 
areas of magical darkness within 80 feet of you, Starting at 17th level, you can use your action to
treating it as if it were dim light. Furthermore, in activate a supernatural aura of deep night that
conditions of both normal and magical darkness lasts for 1 minute, or until you dismiss it using
you retain the ability to discern color. another action. You emit heavily obscuring
darkness in a 30-foot radius and lightly obscuring
WARD OF SHADOWS  shadows 50 feet beyond that. The darkness and
Also at 1st level, you can create a ward of divine shadows overlap and smother existing sources of
shadows that you can interpose between yourself light. Only light produced by a 9th level spell or
and an attacking enemy. When you are attacked similarly powerful effect can negate the darkness
by a creature within 30 feet of you that you can and shadows.

24
Enemies within the shadows constantly feel the advantage), Blindside
presence of hungry predators watching them, and (1/combat, 9d6)
become frightened as long as they remain inside it,
while enemies in the darkness are both blinded
and frightened for as long as they remain within
BONUS PROFICIENCY 
its area. When you choose this archetype at 3rd level, you
gain proficiency in one of the following skills of
FIGHTER  your choice: Deception, Insight, Intimidation,
Sleight of Hand, or Stealth. Alternatively, you may
MARTIAL ARCHETYPE  learn Thieves’ Cant.
At 3​rd​ level, a fighter gains the Martial Archetype
feature. The following option is available to a
fighter, in addition to those which already exist. INTIMIDATING BANTER 
At 3rd level, you are adept at integrating insults
SCOFFLAW  and barbs into your fighting style. So long as you
are in combat, you may instead use either
A fighter who hits hard and fights dirty, doing
Strength or Dexterity to make Charisma ability
what they need to survive, the Scofflaw balks at
checks.
the ideals of honour and tradition. Rules are made
to be broken, and the Scofflaw extends this logic to
their fighting style, using every trick at their BRUTAL BRAWLER 
disposal to gain the upper hand against their foes,
At 3rd level, your tavernside scuffles have honed
cowing them into submission, or overwhelming
your ability to deal damage with just about
their defenses with a single cheap shot. Strict and
anything that’s handy. You have proficiency with
disciplined fighting styles chafe against the
improvised weapons, and treat any improvised
Scofflaw, whose only interest lies in what works in
weapon you handle as if it had the finesse quality.
a practical fight. Scofflaws eventually trust their
Additionally, whenever you hit with an
notorious reputation alone to do much of the work
improvised weapon, you may spend a bonus
for them, gaining the ability to cause foes to quake
action to break it over your opponent, scoring the
with a single threat. Scofflaws are a diverse bunch
maximum possible damage the weapon could
that run the gamut from graceful yet deadly
deal, but destroying it in the process.
knaves to bruiser thugs, but what ties them
At 10th level improvised weapons you
together is their belief that there’s no such thing
wield become even more lethal in your hands,
as a bad win.
dealing an extra 2d6 damage on a hit.
At 18th level, you roll all attacks made
Scofflaw Features with improvised weapons with advantage.
Fighter
Level Feature
MISDIRECTION 
Bonus Proficiency,
3rd Intimidating Banter, At 7th level, you have become adept at using
Brutal Brawler words and gestures to goad your opponent into
7th Misdirection swinging in ways that will cause them to strike
Blindside, Brutal their allies or leave them open to a counterattack.
10th Brawler (extra 2d6 You can misdirect an opponent within 5 feet of
damage) you as a bonus action. The target must succeed on
15th Infamy, Blindside (7d6) an Intelligence saving throw against a DC equal to
Two For Flinching, 8 + your proficiency bonus + your Strength or
18th Dexterity modifier. On a failure, they spend their
Brutal Brawler (roll with

25
reaction to attack a creature of your choosing will be frightened or stunned on a failed saving
within 5 feet of them. If no other creatures are throw.
present within 5 feet of them, they waste their
reaction attacking the air where you once were.
In order for you to misdirect a creature in
this way they must be able to see and understand
you.

BLINDSIDE 
At 10th level, you are truly skilled at exploiting the
openings you create in combat, hitting off guard
opponents with swift and deadly precision blows.
You may use this technique against any creature
that hasn’t yet taken a turn in combat, or who is
unable to take a reaction when you use this ability.
You may also apply this technique to any attack
roll for which you have advantage. On a hit, you
can choose to have your attack deal an extra 5d6
points of damage, as you exploit the opening in
their defenses. Once you use this ability, you can’t
use it again until you have taken a short or long
rest.
At 15th level, the damage dealt by your
blindside increases to 7d6.
At 18th level the damage dealt by your
blindside increases to 9d6, and if you have no uses
of this ability at the beginning of combat on your
turn, you regain one use of it.

INFAMY 
At 15th level, your reputation precedes you,
making it easy to strike fear into the hearts of
those foolish enough to oppose you. As part of
your attack action, you can utter deadly threats to
a target of your attack, causing them to become
frightened of you on a failed Wisdom saving
throw. The DC for this saving throw is 8 + your
proficiency bonus + your Strength or Dexterity
modifier. A creature who is familiar with you rolls
this saving throw with disadvantage.

TWO FOR FLINCHING 


At 18th level, you have perfected the art of
intimidation in combat. Whenever you use your
infamy ability, you may choose whether the target

26
 
NEW BACKGROUNDS 
WIND-TOUCHED 
There are legends and rumors of those who are
born blessed by the wind and air, destined to soar
over any and all obstacles they may face. In some FEATURE: SUPERNATURAL PRESENCE
parts of the Wood, this is accompanied by Whether truly gifted with powers of air and wind,
markings, feather patterns, or a dramatic event in there are many people among the birdfolk and
early childhood. While some dismiss the notion as other races that truly believe. If you make a show
wives’ tales and superstition, it is said that one of power or skill that can be attributed to the wind
who is born touched by the wind will never feel or air, such as feats of acrobatics or unseen forces,
quite at home on land. those believers will become bolstered by your
supernatural presence. They will support you and,
Skill Proficiencies: ​Acrobatics, Performance depending on the level of belief, treat you with
Tool Proficiencies: ​One type of wind musical reverence and possibly even worship.
instrument SUGGESTED CHARACTERISTICS
Languages:​ You can speak Auran.
Those who are seen as wind-touched are revered
Equipment: ​A wind musical instrument (one of
by believers and scrutinized by cynics. For better
your choice), an ornate cloak, a symbol of the
or worse, they find themselves living in a world of
wind, common clothes, and a belt pouch
expectations, most of which they can’t live up to.
containing 10 gp
TITLE AND BLESSING d8 Personality Trait
For many, the moniker of “wind-touched” is
merely a title, a symbol of someone’s devotion to 1 I never back down from a challenge.
the wind and the natural world. To others, they 2 I always end up the center of attention.
believe the name to be earned, an actual blessing I am gifted by the wind and destined for
of supernatural powers gifted by the wind itself. 3
greatness.
Decide what your character believes in or roll on 4 I have no time for those who doubt me.
the table below to see how they feel.
5 I seek out challenges to test myself.
d6 Acceptance 6 I am better than everyone else.
I am truly blessed and have power over the 7 I avoid showing my power at all costs.
1
wind itself. 8 I remain humble despite my blessing.
I am devoted to the wind spirits, in action
2
and title.
d6 Ideal
3 I believe in nature and goodness.
Community​. I will use my social standing to
I will work tirelessly to earn the respect of 1
4 lift others up and inspire them. (Good)
those who give me this title.
Heroism​. I am chosen to be a brave
5 I accept this honor but have my own doubts. 2
warrior, so shall it be. (Lawful)
I feel nothing for this title, and carry it Chosen​. I am special and deserve
6 3
against my will. appropriate treatment. (Evil)
Speaker.​ I speak for the wind itself,
4
divining it’s meaning for others. (Neutral)

27
Farce.​ I will use my title for every in ways other birdfolk cannot, and from this you
5 have learned to see as they do.
advantage I can. (Evil)
Naturalism. ​I will go where the wind
6 Skill Proficiencies: ​Athletics, Insight
directs me. (Chaotic)
Tool Proficiencies: ​One type of artisan’s tools
d6 Bond Equipment: ​A set of artisan’s tools (one of your
choice), a walking stick, a trinket from another
I am guided by a wise elder who prepares culture, traveling clothes, and a belt pouch with 5
1
me for my destiny. gp.
I am estranged from my parents who don’t
2
believe in my blessing. AN ODD BIRD
In the birdfolk culture you are somewhere
I seek to discredit the person who burdened
3 between an oddity and an outcast. Some think
me with this moniker.
your aversion to heights is a commentary on the
I live in the shadow of my mentor, seeking birdfolk themselves, leading others to find you
4
their approval. off-putting. Choose how your community regards
I have a sibling who is not blessed, which you or roll on the table below to determine how
5
causes tension you fit in.
I am one with the wind. Personal
6
relationships are fleeting. d6 Community Place
I am considered weak or unskilled and
1
many treat me like a fledgling.
d6 Flaw
I can’t accept another’s suggestion once I’ve 2 I am looked upon as a traitor to my people.
1
set my path. I have brought shame to my family as a
3
2 I lash out at even the smallest criticism. result of my preferences.
I think more highly of myself than my skills 4 I am not welcome back to my family’s perch.
3
warrant. I am viewed as an oddity, someone for
5
4 I let expectations rule my decisions. others to laugh at and tease.
5 I put others in harm’s way to prove myself. I have found a new community on the forest
6
floor.
6 I am overly critical of myself.
FEATURE: FIND ANOTHER PATH
Without the benefit of going over obstacles, you
Coupled with Power  are keen to find alternate paths that circumvent
While this background primarily focuses on the  danger altogether. When you path is blocked or
beliefs and perceptions of yourself and your 
when the path requires gaining vertical height,
community, pairing this background with a 
character who actually can manipulate the wind  you can almost always find a more horizontal
through magic would set them up to become a  route. The DM will tell you of this path.
holy figure, a prophet, or a fabled hero.  
SUGGESTED CHARACTERISTICS
Those who are grounded have been affected by
GROUNDED  the way those around them have treated them in
the past. They are generally very critical of
Despite the inherent vertical aspects of birdfolk themselves and also very aware of how others
culture, namely the canopy cities, you have always view them.
felt more safe and at peace with your feet firmly
planted on the soil. You tend to be practical and
level-headed, but your different perspective on d8 Personality Trait
the world can cause others to see you as quirky, or 1 I always second guess my choices.
unsettling. Your unique way of looking at the I have learned to not let the comments of
world has allowed you the opportunity to connect 2
others affect me.
with the people who live under the forest canopy

28
I’m eager to show the benefits my unique I will put myself and others in harm’s way
3 6
perspective. to prove my abilities.

4
I’m slow to trust someone new but open up
over shared hardships.    
I manufacture difficult situations to prove
5
my abilities.
I get embarrassed easily, even when
6
someone tries to compliment me.
7 I will deny my fears to everyone.
I want to see how others handle situations
8
I’m afraid of.

d6 Ideal
Prove.​ I will show others that I am capable
1
despite my shortcomings. (Lawful)
Encourage.​ I seek out and support others
2
who are like me. (Good)
Explore.​ I desire to experience unique and
3
varied cultures and places. (Chaotic)
Punish.​ I never let an insult go, often
4
resulting in a fight. (Evil)
Evade. ​I try to avoid danger whenever
5
possible. (Neutral)
Adapt. ​I try to find new ways of overcoming
6
obstacles. (Chaotic)

d6 Bond
I must do whatever I can to restore honor to
1
my family.
I seek revenge on the one who forced me
2
from my home.
3 I follow the teachings of another like me.
4 I feel kinship to a culture outside my own.
5 I hate anyone who belittles me.
I bond deeply with those who accept me for
6
who I am.

d6 Flaw
I am incapable of action when I’m at great
1
heights.
2 I lash out at anybody who doubts my skill.
I keep a distance from others so they won’t
3
learn of my fears.
4 I project my insecurities onto others.
I am overly critical of other people’s
5
relationships.

29
 

NEW FEATS 
 
HEAVY GLIDER 
AERIAL EXPERT  Prerequisite: Birdfolk
Prerequisite: Birdfolk You were either born with great strength, or
Through intensive training or a natural luck, your trained hard to allow yourself to glide under
feathered arms have become much stronger and circumstances most would find impossible. You
more wing-like than others of your kind. You gain gain the following benefits:
the following benefits:
● You may glide while holding a heavy weapon
● Your fathered arms make it easier to jump. and wearing heavy armor as long as you
You no longer need to move at least 10 feet to aren’t encumbered.
perform long and high jumps. You may choose ● You may choose to land your glide in a space
whether the jump uses your strength or occupied by a hostile creature that is Large
dexterity score for determining height or sized or smaller. If you do so, you may roll an
distance, and you double the distance you opposed Strength check, pushing them 10 feet
would normally leap in both cases. away and knocking them prone with the force
● You may take the dash action while using your of your impact on a success. On a failure you
glide ability. land in the nearest un-occupied space instead.
● You may change direction freely while gliding,
and may gain up to 10 feet of altitude once
before you finish your descent. OPPORTUNISTIC THIEF 
You have learned the tricks of the trade of
thievery, allowing you to exploit opportunities for
BANDIT CUNNING  pick-pocketing both in and out of combat.
Your time as a bandit has granted you a good
sense for danger, and made you skilled at sizing ● Increase your Dexterity score by 1.
up opponents. ● When a creature fails a melee attack roll
against you in combat, you can make a
● Increase your Intelligence score by 1. Dexterity (Sleight of Hand) check against a DC
● When you are asked to make a saving throw, equal to 10 + the target’s Dexterity modifier.
you may spend your reaction to add your On a success, you may steal any one item that
Intelligence modifier as an additional bonus to is not being held or worn by the target.
the saving throw. You cannot use this ability ● Whenever you successfully use your Sleight of
again until you have completed a long rest. Hand skill out of combat to steal an object,
● You can make an Intelligence (Investigation) you may immediately conceal it flawlessly on
check against any creature you have seen in your person, or put another object you
combat. As long as you succeed against a DC of possess in its place.
10 + their CR, you can learn one useful fact of
your choice about the target’s combat
abilities. Choose from: PERFECT LANDING 
○ one damage resistance or immunity Your years of living at great heights have taught
○ one condition immunity you how to fall more gracefully. You gain the
○ one special ability possessed by the following benefits:
creature that either does damage, or
prevents damage ● Increase your Dexterity score by 1
○ one option under their attack, legendary, ● Reduce the damage die for fall damage from a
or reaction actions d6 to a d4.
○ one special sense they possess ● You do not fall prone after taking falling
You can only use this against any individual damage.
creature once. ● While falling you are considered to be
proficient in the Acrobatics skill. Add double

30
your proficiency bonus to this skill under
these circumstances.

SPEECH OF THE ANCIENT BEASTS 


You have a special connection with the natural
world. Great beasts regard you as their kin, and
you possess the ability to speak the languages of
the most powerful and mystic of their kind.

● Increase your Charisma score by 1.


● Beasts of Large size or larger have a
friendly disposition toward you unless
you have attacked them.
● You have advantage on Charisma checks
made against beasts that are Large sized
or larger.
● You can speak and understand Giant
Eagle, Giant Elk, and Giant Owl. You can
otherwise be understood by any beast of
Large size or larger, whether or not they
speak a language. Beasts with Intelligence
scores of 4 or lower may only be able to
understand simple concepts, however.

WOODWISE 
You have lived your entire life in the gnarled,
wooded areas of the world. You are adept at
finding your way through even the most
treacherous terrain. You gain the following
benefits:

● Increase your Wisdom score by 1.


● You gain proficiency in either the Survival or
Nature skill. Your proficiency bonus is
 
doubled for this skill.
● You ignore difficult terrain.
● You cannot become lost in natural
surroundings except by magical means.

   

31
NEW SPELLS 
BARD SPELLS  3​rd​ Level
Feathered Reach 
Cantrips (o Level)
Globe of Twilight
Gust Barrier 
4​th​ Level SORCERER SPELLS 
Shape Plants  Cantrips (o Level)

CLERIC SPELLS  Gust Barrier 


1​st​ Level 
1​st​ Level
Spiny Shield 
Elevated Sight 
4​th​ Level
3​rd​ Level
Stellar Bodies 
Invoke the Amaranthine 
4​th​ Level WARLOCK SPELLS 
Shape Plants  1​st​ Level
Stellar Bodies  Elevated Sight 
DRUID SPELLS  Veil of Dusk 
3​rd​ Level
Cantrips (o Level)
Globe of Twilight 
Gust Barrier 
1​st​ Level WIZARD SPELLS 
Elevated Sight  Cantrips (o Level)
Spiny Shield  Gust Barrier 
Veil of Dusk  1​st​ Level
3​rd​ Level Elevated Sight 
Feathered Reach  Spiny Shield 
Globe of Twilight  4​th​ Level
4​th​ Level Stellar Bodies 
Shape Plants 
Stellar Bodies     
PALADIN SPELLS
3​rd​ Level
Invoke the Amaranthine
RANGER SPELLS 
1​st​ Level
Elevated Sight 
Spiny Shield
2​nd​ Level
Ambush Prey 

32
 

SPELL DESCRIPTIONS 
The spells are presented in alphabetical order.
 
AMBUSH PREY 
2nd-level illusion FEATHERED REACH 
Casting Time:​ 1 action 3rd-level transmutation
Range:​ Self
Components:​ S, M (a broken twig) Casting Time: ​1 action
Duration: ​1 hour, or until discharged (see text) Range: ​Self
Components: ​S, M (a small feather)
You channel primal predatory energies to Duration:​ 1 minute
perfectly conceal your presence in order to
surprise your target. You become invisible for the You transform your arms into powerful wings,
spell's duration, granting advantage on all your fingers into long, graceful feathers. The
Dexterity (Stealth) checks to remain hidden. The effects of this spell last 1 minute at which point
invisibility will last for the duration of the spell, the feathers gradually fall out, leaving your normal
however, moving 5 feet or more from your arms behind. This spell confers a number of
position when you cast the spell will end the benefits upon the caster:
effect. ● You gain advantage on all athletics checks
made to make a long or high jump. You do
As long as you remain invisible, the first attack not need to move 10 feet before you jump
you make against any target who is unaware of to gain distance, and you triple the
your presence deals an additional 1d6 points of distance you would jump normally.
damage, ending the spell. ● You can use your powerful feathered
arms to propel yourself upward a
At Higher Levels.​ When you cast this spell using a distance equal to half your movement
spell slot above 2nd level, the damage of your first speed. You can do this once during your
attack increases by 1d6 for every slot level above turn and can use it in conjunction with a
2nd. regular jump.
● When falling, you can use your reaction to
ELEVATED SIGHT  stiffen your arms, and glide on the wind.
1st-level divination You may fly up to your movement speed,
in any direction, choosing where you land.
Casting Time: ​1 action You can fly up to double your movement
Range: ​120 feet speed as a bonus action for the duration
Components: ​V, S of the spell. You must land once you finish
Duration:​ Concentration, up to 1 minute your movement, although you do not take
fall damage while this spell is active, as
You cast your eyes skyward, granting you sight as your feathered arms bear you gently to
if flying. You can see as if you were in a spot you the ground.
can see up to 120 feet above you. For the duration, In order to benefit from this spell, your
you can look around from this spot. feathered arms require that your hands be free of
You can use a bonus action to move the spot’s shields and heavy weapons and that you are not
height above you. You are free to move normally, encumbered.
adjusting the location of the spot, but do so only
being able to see from the elevated location. GLOBE OF TWILIGHT 
While concentrating on this spell, you have 3rd-level conjuration
disadvantage on all Dexterity saving throws.
Casting Time: ​1 action
  Range: ​Self (15-foot radius, 15 feet high)

33
Components: ​V,​ ​S, M (a dab of pitch and a bag of Casting Time:​ 10 minutes; Special, see text
glittering sand) Range:​ Self; Special, see text
Duration:​ Concentration, up to 10 minutes Components:​ V, S, M (a holy symbol of the
amaranthine being invoked); Special, see text
You shroud the area surrounding you in a Duration:​ 24 hours, or until discharged (see text)
hemisphere of a night sky, dotted with miniature
stars. The twilight conceals your allies, but clearly You call upon the power of an amaranthine to
illuminates your enemies. grant yourself insight into the Great Rhythm that
The area of this spell is lightly obscured by moves all things. When you cast this spell, roll
magical shadow, within which small constellations 2d20s, and record what you rolled. For each die,
of stars softly twinkle. Aside from these stars, only choose either attack roll, skill check, or saving
light produced by a spell of 3rd level or higher can throw. You can choose each option multiple times.
properly illuminate any area inside the sphere. For the next 24 hours, you may substitute any roll
Non-magical light does not function inside the of an ally or enemy you can see within 60 feet with
sphere, and all other forms of magical radiance one of the recorded numbers that matches the
can only produce dim light in a 5-foot space. type of roll you wish to replace (attack roll, skill
When you cast this spell you may designate any check, or saving throw). The target still adds any
number of creatures you can see to be concealed relevant modifiers to this number, but otherwise
by the supernatural shadows while in the sphere. treat the substituted number as what they rolled.
A concealed creature has advantage on stealth
checks when inside the sphere and may attempt to To do this, you must spend a reaction to present
hide at any time. Because the area of the spell is your holy symbol, and invoke the name of the
lightly obscured, creatures within the spell's area amaranthine whose energies you called upon. You
have disadvantage on perception checks made to can do this anytime after the die has been rolled,
see those outside of it. but before the outcome of the event has been
All other creatures in the area are brightly determined.The spell ends after 24 hours have
illuminated by the light of the miniature stars that passed, or when both dice have been expended.
fill it, causing them to have disadvantage on all
perception checks inside the sphere. When a SHAPE PLANTS 
creature enters the area for the first time or starts
4th-level transmutation
its turn there, it must make a Wisdom saving
throw or be blinded until the end of its turn.
Casting Time:​ 1 action
GUST BARRIER  Range:​ Touch
Components:​ V, S
Evocation cantrip Duration:​ Instantaneous; Special, see text

Casting Time: ​1 action You call upon gentle natural magics to alter the
Range: ​Self growth of plants. You may have any plant life
Components: ​S within a cube no more than 5 feet in any direction
Duration:​ 1 round take on a shape you desire. In addition, if the plant
is capable of growing thorns or brambles you may
You spread your arms wide, allowing yourself to increase or decrease the amount each present in
become enveloped by the air around you. Until the the space (potentially making the area difficult
end of your next turn, any ranged attack made terrain, and causing 2d4 points of piercing damage
against you is done with disadvantage. for every 5 feet moved through the area, so long as
Melee attackers who successfully hit you must it makes sense for the plants being shaped). The
also make a Constitution saving throw against same is true for flowers, vines, leaves, and
your spell save DC, being flung away from you up branches.
to 10 feet and knocked prone on a failure.
After one hour, the magic of your spell fades, and
the plant resumes its normal shape. You can use a
INVOKE THE AMARANTHINE  speak with plants spell (or similar ability) to
3rd-level divination communicate with it and attempt to persuade it to

34
retain it's new form, at the DMs discretion, dealing 4d8 points of radiant damage on a hit. The
different plants have different feelings and target must then make a Constitution saving
attitudes and if the form is too different from its throw or be blinded until the start of your next
natural shape it is likely to decline. If the plant turn.
chooses to, it will retain the form you have The spell ends when either it’s duration expires,
sculpted it into, in which case the effect becomes you fall unconscious, or you have no more stars
permanent. remaining.

At Higher Levels.​ When you cast this spell using a At Higher Levels.​ When you cast this spell using a
spell slot above 4th level, the cube of plant life you spell slot above 4th level, you may create one
can affect with the spell increases by an additional additional star for every two slot levels above 4th.
5 feet for every slot level above 4th.
VEIL OF DUSK 
SPINY SHIELD  1st-level abjuration
1st-level abjuration
Casting Time:​ 1 reaction Casting Time: ​1 bonus action
Range:​ Self Range: ​60 feet
Components:​ V, S, M (a small quill) Components: ​V,​ ​S, M (a pinch of soot)
Duration:​ 1 round Duration:​ Concentration, up to 10 minutes

An ethereal barrier of spikes made of force You incant towards a creature, cloaking them in a
interposes itself between you and an attacker. shadowy veil of darkness and silence. The target
Until your next turn, when you are hit by a melee gains a +1 bonus to their armor class and rolls
attack, the spell reduces the damage your are dealt stealth checks with advantage for the duration of
by 2d4, and deals the same amount of piercing the spell.
damage to the attacker. The shield is ineffective
against ranged attacks, but still provides a +2
bonus to AC (treat as half cover) against them for
the duration.

At Higher Levels.​ When you cast this spell using a


spell slot above 1st level, increase the spells effect
by an additional 1d4 for every slot level above 1st.

STELLAR BODIES 
4th-level evocation

Casting Time: ​1 action


Range: ​Special, see text
Components: ​V, S
Duration:​ 1 minute, or until discharged (see text)

You create two small stars which orbit you. They


twinkle pleasantly, providing dim light in a 5-foot
radius centred on you for each star orbiting you.
The stars protect you. If a creature within 5 feet of
you hits you with a melee attack they must make a
Wisdom saving throw or take 1d8 points of
radiant damage for each star orbiting you.
Once per round, on your turn, you may use your
action to cause a star to streak towards an enemy
and explode in a blinding flash. Make a ranged
spell attack against an enemy within 120 feet,

35
LICENCE Material of Open Game Content. (h) “You” Not for
resale. Permission granted to print or photocopy this
The terms of the Open Gaming License Version 1.0a document for personal use only. System Reference
are as follows: Document 5.1 2 or “Your” means the licensee in terms
of this agreement.
OPEN GAME LICENSE Version 1.0a
2. The License: This License applies to any Open Game
The following text is the property of Wizards of Content that contains a notice indicating that the
the Coast, Inc. and is Copyright 2000 Wizards of Open Game Content may only be Used under and in
the Coast, Inc (“Wizards”). All Rights Reserved. 1. terms of this License. You must affix such a notice to
Definitions: (a)”Contributors” means the copyright any Open Game Content that you Use. No terms may
and/or trademark owners who have contributed be added to or subtracted from this License except
Open Game Content; (b)”Derivative Material” means as described by the License itself. No other terms
copyrighted material including derivative works or conditions may be applied to any Open Game
and translations (including into other computer Content distributed using this License.
languages), potation, modification, correction,
addition, extension, upgrade, improvement, 3.Offer and Acceptance: By Using the Open Game
compilation, abridgment or other form in which an Content You indicate Your acceptance of the terms of
existing work may be recast, transformed or adapted; this License.
(c) “Distribute” means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or 4. Grant and Consideration: In consideration for
otherwise distribute; (d)”Open Game Content” means agreeing to use this License, the Contributors grant
the game mechanic and includes the methods, You a perpetual, worldwide, royalty-free, nonexclusive
procedures, processes and routines to the extent license with the exact terms of this License to Use, the
such content does not embody the Product Identity Open Game Content.
and is an enhancement over the prior art and any
additional content clearly identified as Open Game 5.Representation of Authority to Contribute: If You
Content by the Contributor, and means any work are contributing original material as Open Game
covered by this License, including translations and Content, You represent that Your Contributions are
derivative works under copyright law, but specifically Your original creation and/or You have sufficient rights
excludes Product Identity. (e) “Product Identity” to grant the rights conveyed by this License.
means product and product line names, logos and
identifying marks including trade dress; artifacts; 6.Notice of License Copyright: You must update
creatures characters; stories, storylines, plots, thematic the COPYRIGHT NOTICE portion of this License to
elements, dialogue, incidents, language, artwork, include the exact text of the COPYRIGHT NOTICE of
symbols, designs, depictions, likenesses, formats, any Open Game Content You are copying, modifying
poses, concepts, themes and graphic, photographic or distributing, and You must add the title, the
and other visual or audio representations; names copyright date, and the copyright holder’s name to
and descriptions of characters, spells, enchantments, the COPYRIGHT NOTICE of any original Open Game
personalities, teams, personas, likenesses and special Content you Distribute.
abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or 7. Use of Product Identity: You agree not to Use any
effects, logos, symbols, or graphic designs; and any Product Identity, including as an indication as to
other trademark or registered trademark clearly compatibility, except as expressly licensed in another,
identified as Product identity by the owner of the independent Agreement with the owner of each
Product Identity, and which specifically excludes element of that Product Identity. You agree not to
the Open Game Content; (f) “Trademark” means the indicate compatibility or co-adaptability with any
logos, names, mark, sign, motto, designs that are Trademark or Registered Trademark in conjunction
used by a Contributor to identify itself or its products with a work containing Open Game Content except
or the associated products contributed to the Open as expressly licensed in another, independent
Game License by the Contributor (g) “Use”, “Used” or Agreement with the owner of such Trademark or
“Using” means to use, Distribute, copy, edit, format, Registered Trademark. The use of any Product
modify, translate and otherwise create Derivative
36
Identity in Open Game Content does not constitute a PRODUCT IDENTITY
challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open The following items are designated Product
Game Content shall retain all rights, title and interest Identity, as defined in Section 1(e) of the Open
in and to that Product Identity. Gaming License Version 1.0a and are subject to
the conditions set forth in Section 7 of the Open
8. Identification: If you distribute Open Game Content Gaming Licence, and are not Open Content:
You must clearly indicate which portions of the work
that you are distributing are Open Game Content. All artwork, including but not limited to, works
created by Leesha Hannigan, Brynn Metheney,
9. Updating the License: Wizards or its designated Tiffany Turrill, Paul Scott Canavan, Tim Paul Piotrowski,
Agents may publish updated versions of this License. Christina Kraus, Emily Hare, April Prime, Kimberli
You may use any authorized version of this License to Johnson, Ilse Gort, Lake Hurwitz, Paul Canavan
copy, modify and distribute any Open Game Content
originally distributed under any version of this License. Hit Point Press Inc. branding, including but not
limited to, logos, trademarks, graphic design,
10. Copy of this License: You MUST include a copy layouts and identifying marks,
of this License with every copy of the Open Game
Content You Distribute. The Deck of Many branding, including but not
limited to logos, trademarks, graphic design,
11. Use of Contributor Credits: You may not market or layouts and identifying marks,
advertise the Open Game Content using the name of
any Contributor unless You have written permission Humblewood branding, including but not limited
from the Contributor to do so. to, logos, trademarks, graphic design, layouts and
identifying marks,
12. Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with Graphic design elements of the Deck of Many,
respect to some or all of the Open Game Content due including but not limited to, layouts, box design,
to statute, judicial order, or governmental regulation graphics, and iconography,
then You may not Use any Open Game Material so
affected. All text created by Hit Point Press Inc. not found
in the Open Gaming License Version 1.0a, System
13. Termination: This License will terminate Reference Document 5.1 found at the internet link
automatically if You fail to comply with all terms http://media.wizards.com/2016/downloads/DND/SRD-
herein and fail to cure such breach within 30 days of OGL_V5.1.pdf,
becoming aware of the breach. All sublicenses shall
survive the termination of this License. Promotional materials for the Deck of Many,
including but not limited to, video, animation, and
14. Reformation: If any provision of this License is held social media content,
to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable. All merchandise associated with the Deck of
Many, including but not limited to, enamel pins,
15. COPYRIGHT NOTICE Open Game License v 1.0a deck boxes, books, figurines, card names, statistics,
Copyright 2000, Wizards of the Coast, LLC. abilities, spells, and all
information found on all cards.
System Reference Document 5.1 Copyright 2016,
Wizards of the Coast, Inc.; Authors Mike Mearls, OPEN GAMING CONTENT
Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. All content from the System Reference Document 5.1
Cordell, Chris Sims, and Steve Townshend, based on is Open Game Content as described in Section 1(d) of
original material by E. Gary Gygax and Dave Arneson. the License. No portion of this work other than the
material designated as Open Game Content may be
END OF LICENSE reproduced in any form without permission.

37

You might also like