Findle Wiki
Advertisement

The Forest Folk, are an unusual people, a heavy mix of differnet lineages merged over the ages. Rumour has it that they are a mix of Human, Elven, Goblin-kin, and many more, native to the Forest of Yod. They tend to share the savageness of their Goblin side with the aloofness of their Elven side and their appearance can vary greatly between their goblin and elven ancestors. Many share feline features from their Leonine Celestial ancestors as well. The Forest Folk have always been extremely inclusive and accept all people into their fold. Over the centuries, their clan interbred with humans more frequently until eventually becoming one with the Yupik'yod people.

The Forest Folk are by their very nature, unpopular and reclusive. Most are dealt a bad hand when it comes to their bloodlines and appear grotesque to those outside their community. When people look upon the mongrelfolk, they only see their enemies. Elves see orcs, orcs see humans, humans see hobgoblins, hobgoblins see elves.

Some of the forest folk have strong connections to lycanthropes, and the traits have been passed down and heavily infused into the various bloodlines. These bloodlines are called "shifters." The mix of shapechanger blood into their lineage seems to stabalize their disperate characteristics and helps them appear less grotesque to outsiders.

Notable members of this race include Na'Azel-leth an Liyal Shu the bard.

Many among the Forest Folk are Aasimar with Guardinal ancestery.

Mongrelfolk 3.5 Stats[]

Mongrel folk make up the majority of the Forest Folk. Your mixed heritage is reflected in your unique and grisly appearance.

  • +4 Constitution, –2 Intelligence, –4 Charisma: Mongrelfolk are hardy, but they lack proper education and others find their appearance repulsive or at least vaguely unsettling.
  • •Humanoid (human): Mongrelfolk are humanoid creatures with the human subtype.
  • Size: Medium
  • Speed: 30 feet.
  • Low-Light Vision: Mongrelfolk can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Emulate Race (Ex): Because of their radically mixed heritage, mongrelfolk can use magic items that only function for a user of a certain race. This ability works like the emulate race function of the Use Magic Device skill. A mongrelfolk can automatically emulate any humanoid race, with no need for a skill check. Mongrelfolk who have the Use Magic Device skill have a +4 racial bonus on attempts to emulate nonhumanoid races using that skill.
  • Sound Imitation (Ex): A mongrelfolk can mimic any voice or sound she has heard. Listeners must succeed on a DC 16 Will save to detect the ruse.
  • Immunity to sleep spells and similar magical effects.
  • Diffuse Blood: Mongrelfolk gain a +2 racial bonus on saving throws against any spell that targets a particular race or ignores a particular race, provided the selected race is part of their general ancestry (human, halfl ing, dwarf, elf, gnome, goblin, or orc).
  • +1 racial bonus on saving throws against enchantment spells or effects and illusion spells or effects.
  • +1 racial bonus on saving throws against poison.
  • +1 racial bonus on Appraise, Climb, Jump, Listen, Move Silently, Search, and Spot checks.
  • +4 racial bonus on Hide and Sleight of Hand checks.
  • Automatic Language: Regional Common. Bonus Languages: Any.
  • Favored Class: Rogue. A multiclass mongrelfolk’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

Mongrelfolk 5e Stats[]

  • +2 Constitution, and you may increase any other score by 1.
  • Size: Medium
  • Speed 30 ft.
  • Sound Imitation. You can mimic any voice or sound exactly as you have heard it. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
  • Diverse Ancestry. Mogrelfolk have genetics from many races and therefore may choose any two features from the list below.
    • Darkvision 60ft.
    • 1d4 unarmed attack with which you are proficient (visually this can be a claw or horn).
    • Your speed increases by 5 feet.
    • Proficiency in Stealth skill.
    • Proficiency in Sleight of Hand.
    • You can breathe water as well as air.
    • You posses a breath weapon. One target within 30feet, 2d6 (fire, poison or thunder damage). You may use this ability again after you finish a short rest.
    • Double your carrying capacity.
    • Climb speed equal to half you ground speed.
    • Blind sight with a range of 10 feet.
Shifter-4

Shifter 3.5 Stats[]

  • Shapechanger Subtype: Shifter are humanoids with the shapechanger subtype.
  • +2 Dexterity, -2 Intelligence, -2 charisma: Shifters are lithe and agile, but their fundamental bestial nature detracts from both their reasoning ability and their social interactions.
  • Medium: As medium creatures, shifters have no special bonuses or penalties due to their size.
  • Shifters base land speed of 30 feet.
  • Shifting (SU): a shifter can tap into her lycanthropic heritage to gain short burts of physical power. Oncer per day, a shift can enter a state that is superficially similar to a barbarian's rage. Each shifter has one of six shift traits--characteristics that manifest themselves when a chracter is shifting. Each shifter trait privdes a +2 bonus to one of the character's physical ability scores ( Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter traits are described in the following section.
  • Shifitng is a free action and lasts for a number of rounds equal to 3- the shifter's Con modifier. (if a shifter trait or other effect increases the character's constiution modifier, use the newly improved modifier.) ashifter can take feats to improve this ability. These shifter feas are descirbe below.
  • Every shifter feat a chracter takes increases the duration of shifting by 1 round. For every 2 shifter feats a chracter takes, the number of time per day she can tap into the ability increases by one. So, a character with two shifter feats can shift two timesper day ( instead of the usuak ine), and each use of the abilty lasts for a number of rounds equal to 5( instead of 3) + the shifter's Con modifier.
  • Shifting, though related to and developed from lycanthropy, is niether an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can't be cured--shifting is a natural ability for the race.
  • Low-Light Vision: Shifters can see twice as far asa human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retian the ability to distinguish color and detial under these condtions.
  • +2 racial bonus on Balance, Climb , and Jump checks: a shifter's animalistic heritgae enhances many of her physical skills.
  • Automatic Languages: Regional Common. Bonus Languages: Regional Elven, Parcel, Halfling, and Sylvan.
  • Favored Class: Ranger. A multiclass shifter's ranger class does not count when determining whether he takes an experience point penalty for multiclassing.

Shifter 3.5 Bonus Traits[]

Each Shifter has one of the following special traitis, which is selected when a character is created and cannot be changed thereafter.

  • Beasthide (SU):While shfiting, a beasthide shifter gains a +2 bonus to constitution and natural armor that provides a +2 bonus to AC.
  • Longtooth (SU):While shifting, a long tooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapons, dealing 1d6 points of damge (plus and addtional +1 for every four character levels she has) with a succesful bite attack. She cannot attack more than once per round with her bite, even if her base attack is high enough to giver her multiple attacks. She can use her bite as a secondary attack (taking a -5 penalty on her attack roll) while wielding a weapon.
  • Cliffwalk (SU): while shifting, a cliffwalker shifter gains a +2 bonus to dexterity and gains a climb speed of 20 feet.
  • Razorclaw (SU): While shifting, a razorclaw shifter gains a +2 bonus to strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus and additonal +1 for every four character levels she has) with each succesful attack. She can attack with one claw as a standard action or with two claws as a full attack action (as a primary weapon). She cannot attack more thant once per round with a single claw, even if her base attack bonus is high enough to giver her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks in that round take a -2 penalty.
  • Longstride (SU): While shifting, a longstride shifter gains a +2 bonus to dexterity and a bonus of +10 feet to her base land speed.
  • Wildhunt (SU):While shifting, a wildhunt shifter gains a +2 bonus to constitution and the scent ability. This ability allows the shifter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights. A wild hunter shifter can detect opponents withing 30 feet by sense of smell. if the opponet is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents such as skunk musk or troglydyte stench, can be detected as triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait.
    • When a wildhunt shifter detects a scent, the exact location of the source isn't revealed--only its presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes withing 5 feet of the soruce, she pinpoints the source's location.
    • While shifting, a wildhunt shifter who has the track feat can follow tracks by smell, making survival checks to find or follow a trail. The typical DC for a fresh trail is 10 ( regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry's odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. This ability otherwise follows the rules for the Track feat. Shifters tracking by scent ignore the effects of surface conditions and poor visibility.
    • When not shifting, a wildhunter shifter gains a +2 bonus on survival checks due to the lingering effects of the scent ability.
Shifter 2

Shifter 5e Stats[]

  • +1 Dexterity
  • Size: Medium
  • Speed: 30 feet.
  • Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Keen Senses. You have proficiency in the Perception skill.
  • Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest.
  • Languages. You can read and write Regional Common, Goblish, and one other language of your choice.

Shifter 5e Subraces[]

Beasthide[]

Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.

  • Ability Score Increase. Your Constitution score increases by 2.
  • Tough. You have proficiency in the Athletics skill.
  • Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.

Longtooth[]

Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.

  • Ability Score Increase. Your Strength score increases by 2.
  • Fierce. You have proficiency in the Intimidation skill.
  • Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Swiftstride[]

Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.

  • Ability Score Increase. Your Dexterity and Charisma scores increase by 1.
  • Graceful. You have proficiency in the Acrobatics skill.
  • Swift Stride. Your walking speed increases by 5 feet.
  • Shifting Feature. While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Wildhunt[]

Wildhunt shifters are sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.

  • Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity increases by 1.
  • Natural Tracker. You have proficiency in the Survival skill.
  • Shifting Feature. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.

Cliffwalk[]

Your cliffwalk heritage grants you the agility of a mountain goat.

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Shifting Feature. While shifting, you gain a climb speed of 30 feet.

Razorclaw[]

As a razorclaw shifter, you make swift, slashing strikes in battle

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Shifting Feature. While shifting, you can aggressively slash with your claws.
    • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
    • You can roll a d4 in place of the normal damage of your unarmed strikes. If your unarmed strike damage die is higher than a d4, the damage die increases in one size (d4 becomes a d6, d6 a d8, d8 a d10 and d10 a d12)
    • When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
    • Your unarmed strikes deal slashing damage.
Advertisement