Mousefolk (5e Race)

From D&D Wiki

Jump to: navigation, search

Mousefolk[edit]

The life of the Mousefolk is one spent close to the ground. With no great empires or kingdoms to call home, the Mousefolk spend their lives carving a place for themselves in the cities of the larger races or in the untamed wilds. They form tight-knit communities where every member is expected to contribute to the success of the whole. Some Mousefolk study a trade skill to support their families, while others use their natural agility and intellect for contract services.

Physical Description[edit]

ef7ec66a6fe72c93fc7ae26c81756822.jpg


Reaching a little over 2 feet tall, the Mousefolk often go unnoticed in their day to day activities. Their diminutive stature and quiet demeanor make the Mousefolk inoffensive to most, granting a certain detachment from the major conflicts and strife of the age. Their fast metabolisms and quick feet give the Mousefolk a slender build, usually weighing between 20-30 pounds.

Mousefolk fur color ranges from white to tan to brown or black, with various patterns passed through heredity. They take care to groom and clean their fur, as it represents their family and community. A Mousefolk's eye color is either red or black. Mousefolk like to wear comfortable dark colored clothes that allow for discretion and a wide range of movement.

The concept of personal wealth or glory doesn’t pervade through Mousefolk culture, most actions taken are for the good of the community rather than the self. Any wealth or resources gained are utilized for the betterment of the group. Some Mousefolk, however, use their natural abilities for personal gain. These individuals tend to be outcasts or black sheep of the clans.

Society[edit]

The Mousefolk are a resourceful and tenacious race. Mousefolk settlements can be found in the most unlikely and inhospitable of places. They tend to build homes in the dark shadows and forgotten corners of the world, such as city slums, deep forests, scorching deserts, arctic tundra, or port cities in exotic lands. The Mousefolk aren't typically farmers, instead preferring hunting, trade, and craft to meet their needs. Mousefolk caravans are not an easy target for bandits, guarded by skilled archers within and a bristling wall of oak and steel without.

Mousefolk families extend beyond blood ties, an individual's entire community is treated as kin. Mousefolk settlers will seek out other colonies, and new warrens will arise within close proximity to each other. These communities will eventually grow and merge the members of each becoming kin to the other.

Mousefolk Names[edit]

When a Mousefolk is old enough to read, they are taken by an elder to the clan's archives to study the lore and histories of their people. After several years, the individual is allowed to pick their own name, either adopting the name of a past hero, or inventing a new name for themselves.

Male: Aengus, Ashwin, Aynselle, Boris, Byrnstan, Celanawe, Colin, Demitri, Elric, Esegar, Finn, Gregory, Joseph, Luke, Martin, Matthias, Mattimeo, Odric, Seyth, Thorn, Waldwin

Female: Baeylie, Caley, Clove, Daewn, Dalla, Eda, Elis, Gale, Ingrid, Kearra, Marie!, Millicent, Moira, Nola, Rona, Rosalee, Sayble, Serra, Sylvia, Veira

Historical Names: Abershaw, Bluebell, Dalgill, Faolan, Garrow, Gamilon, Grimwold, Hannidy, Larkin, Sloan, Taryn, Tenny, Tinble, Toller, Vidar, Walmond


Mousefolk Traits[edit]

Mousefolk character has a number of traits in common with all other Mousefolk.

Furry, nimble, small, retiring and agreeable race.
Ability Score Increase. Your Dexterity score increases by 2. Wisdom by 1
Age. A mousefolk reaches adulthood at the age of 5 and lives to be about 140 years old.
Alignment. Most mousefolk are neutral, and tend towards good. They try to keep the conflicts of the other races at arm's length, but display remarkable ferocity when their friends, families, or communities are threatened. A reverence for nature and life is close to the heart of mousefolk, and they are loath to take a life if it can be avoided. They prefer to live quiet and unassuming lives, giving honest work for honest pay.
Size. Mousefolk grow between 2 and 3 feet tall and weigh about 25 pounds. Your size is Small.
Speed. Your base land speed is 25 feet.
Keen Senses. You have proficiency in the Perception skill.
Darkvision. You can see in dim light 60 feet as if it were in bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Squirm. You can move through tiny sized spaces as if you were tiny size.
Scurry. While both hands are free, your movement speed increases by 25 feet. You cannot use this trait if you are encumbered or wearing heavy armor.
Static Bonus Feat: Alert. Mousefolk & it's kind stay focus on surviving & staying alert is their primary defense against other creature greater than them.
Languages. You can speak, read, and write Common, Sylvan and Beastial. Mousefolk place great value on the written accounts of their legends and histories, and encourage everyone to keep journals and records of their deeds. Almost all mousefolk speak Common to converse with the people on whose lands they dwell or through which they are traveling.
Subrace. You may pick a specific mouse species and talk over any bonuses with your DM such as a Deer Mouse based mousefolk may have an extra bonus on stealth or something.

Alternative Traits[edit]

Some of the DM/GM found that the ability modifier is kind of overpowering & came up with an alternative.

Ability Score Increase. Your Dexterity score increases by 2 & choose either Intelligent, Wisdom or Charisma to increase by 1.

Random Height and Weight[edit]

Table: Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
2′ 5″ +2d4 20 lb. × (1d4) lb.



Back to Main Page5e HomebrewRaces

Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors