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Coonfolk

  Coonfolk Traits   Ability Score Increase. Choose one ability score to improve by 2 and another to improve by 1.   Age. Coonfolk mature quickly, but have fairly average lifespans. They reach adulthood around 8, and the oldest among them live just past 60.   Alignment. Coonfolk don’t typically favour good over evil, with most choosing to remain neutral. They tend to dislike conventions that stifle their creativity, however, and so they lean more towards the freedom of chaotic alignments.   Size. Coonfolk generally stand between 4 and 5 feet tall, and encompass a variety of builds from svelte to wide, weighing between 90 and 160 lbs. Your size is Medium.   Speed. Your base walking speed is 30 feet. You also have a climb speed of 15 feet.   Darkvision. 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. Coonfolk are most comfortable under the cloak of night.   Resilience. You have advantage on saving throws against poison and resistance against poison damage.   Scroungecraft. You are proficient with tinker’s tools. Additionally, you have the ability to construct crude but functional versions of common items using materials present in your surroundings. You may spend 10 minutes to craft these materials into any tool or piece of adventuring gear worth 30 gold pieces or less. The item will be completely functional, even capable of passing for a disguise if used to construct clothing. Tools, along with any other item that would logically break on its first use (caltrops, arrows), will become useless afterward. Items made this way will otherwise last 1 hour before falling apart. Depending on the materials available, a DM may rule that you cannot craft an item in this way. For example, a vial of acid might be easy to obtain if you happen to be near a nest of acidic beetle larvae and some bark you can bind into a makeshift flask, but it would be difficult to create a passable facsimile of silken robes from a pile of leaves. Should you have access to the proper materials, you can spend 8 hours converting an item you have slapped together this way into a permanent version, so long as you start this process before the item falls apart. Items crafted in such a way will function exactly as a normal version of the item, and if you have proficiency in the tools used to craft them, they can even look professionally-crafted. Otherwise, they retain a rather rough, cobbled-together appearance. You can also use scroungecraft to repair broken equipment, provided you have the materials on hand. Though, how long your repairs hold together is up to the DM.   Skulker. You have advantage on Stealth checks made in dim light and total darkness.   Languages. You can speak, read, and write Mammalian and one other language of your choice.

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