Squirrelfolk (5e Race)
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Squirrelfolk are known for their quick thinking and tongue, generally quite the talkers they have found ways to fit into towns of larger species, even though most are still comfortable in the wild woods.
Their fur ranges from a orangey red to dull greys and browns that have black hairs mixed in. Their eyes tend to be black - large and always alert. Their pride is their tails, generally well groomed and fluffy, perfect for twitching when annoyed or excited. Touching a squirrelfolk's tail is frowned upon unless you are in a relationship (either romantically or family) as squirrelfolk tend to wrap their tails around each other to show affection.
Squirrelfolk are a little like dragons in the sense that they tend to horde, though for the most part, it's for the good of their families.
Squirrelfolk eat mostly nuts, but any vegetable will do, they will never eat meat.
There are two kinds of societies in the squirrelfolk's world, they are almost polar opposites.
Town squirrelfolk tend to have an easier life, despite the hardships of trying to fit into a world of larger creatures. They make themselves into fast talking merchants, or messengers of important people, earning coins to buy food for their families. They tend to stay inside towns, having grown up hearing horror stories about the creatures of the wild. Town squirrelfolk families are close-knit and tend to live together in one house, usually consisting of grandparents, parents and up to three pups for each couple of parents. Though they tend to live right on top of each other, they would not have it any other way.
Wild squirrelfolk tend to have a harder life, forging and fighting for each day. At a young age these squirrelfolk are taught about the dangers of the wild that they live in, and how to fight, or avoid them all together and to be independent. Seeing this society is rare as they aren't very trusting of outsiders, they tend to go into hiding when seeing a stranger. Growing up in forests or woods these Squirrels see a lot of customs in towns as foreign and strange. Wild squirrelfolk families tend to be more spread out as they are territorial, most homes consist of singles or parents and up to three pups which leave as soon as they're adults to find their own section of the woods to inhabit.
Squirrelfolk gain their names in different ways, both sides tend to give lots of nicknames:
For the town squirrelfolk, they have taken on the traditions of the humans to name their children at birth, but tend to keep within the realm of their race's classic names, which usually take on the form of plants, descriptions, events or sometimes even other animals, granted they tend to be named after larger and more ferocious ones.
Male: Lion, Firewheat, Phoenix, Bon(fire)
Female: Badger, Redroot, Wonder, Dragon
For the wild squirrelfolk, they fallow the tradition of letting the pups name themselves once they come of age and are ready to leave the nest to find their own place in the world, to leave their name as a mark on it. Tree names are used a lot.
Male: Root, Draco, Pine, Griffon
Female: Birch, Bear, Oak, Wolf
Nicknames: Small One, Squeaker, Swift, Chomp, Snooze, Leap, Trouble
A race of small fur covered humanoids with a striking resemblance to squirrels.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Both subraces reach adulthood at 5 years old, but the town squirrelfolk tend to live to 40 years old while the wild squirrelfolk live to be around 32
Alignment. Squirrelfolk tend to be neutral, though like with every race, there are temptations and they can be evil or good.
Size. They usually stand between 3 to 4 feet tall and weigh around 45 pounds. Your size is Small
Speed. Your base walking speed is 25 feet. If both your hands are free you can run on all fours, increasing your speed to 30 feet and granting you a climbing speed of 30 feet.
Alert. You are proficient in the Perception skill.
Hard Bite. You can make an unarmed strike with your bite, which deals 1d4 piercing damage.
Subrace. You are either a town squirrelfolk or a wild squirrelfolk.
Languages. You can speak, read and write Common and Sylvan.
Town squirrelfolk tend to be less shy than they cousins in the wild.
Ability Score Increase. Your Intelligence score increases by 1.
Professional Salesman. You know one extra language of your choice
Town Travel. You can travel through towns at twice the normal rate. The distance you can jump is doubled when traversing buildings.
Wild squirrelfolk tend to be shyer, but excellent forgers.
Ability Score Increase. Your Strength score increases by 1.
Excellent Forager. You can always find daily provisions for yourself and up to four other people, given that the land holds water and edible plants.
Fearless Leap. While traveling through woods at twice the normal rate. The distance you can jump is doubled when traversing trees.
Random Height and Weight
|1′ 6″||+1d6||1 lb.||× (1d4) lb.|
*Height = base height + height modifier