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Possumfolk (5e Race)

Humanoid possums are also known as possumfolk. However, they cal themselves waba-animoosh in their own tongue. Possumfolk are rarely seen in major humanoid cities, instead opting to live far from humanoids. However, they get along well with gnomes, halflings and wood elves, as well as more elusive fey.
 

Basic Information

Tree Dwellers

While there are many possumfolk who live in underground burrows, many possumfolk opt for an arboreal lifestyle, living high in trees away from dangerous predators. The more "civilized" possumfolk" live among wood elves, symbiotically making their homes within tree-borne wood elf communities.  

Possumfolk Names

A possumfolk's name is usually defined by a well-known characteristic of the individual. Due to a low life-expectancy for most possumfolk, many aren't named until they reach maturity. Before maturity, they are given names representative of their parentage, i.e. Suma's Third.  

Male Names:

Abukcheech, Enkoodabaoo, Matunaagd, Mekledoodum, Nootau, Sunukkuhkau, Wematin

Female Names:

Anna, Brehea, Hurit, Nittawosew, Nuttah, Sooleawa, Sum  

Possumfolk Traits

As a possomfolk, you have the following characteristics.
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Possomfolk physically mature much faster than most races, reaching full maturity within their first two years. A possomfolk's second birthday is seen as its "Survival Day", where the possomfolk's likelihood of surviving into old age greatly increases. Old age for possomfolk is generally 40 to 50 years.
Alignment. Possomfolk have no interest in law, nor do they act overtly chaotic. Generally, possomfolk are good-natured, albeit paranoid and distant from other non-possomfolk creatures.
Size. Possomfolk are roughly the same size as gnomes, standing between 3 and 4 tall, weighing no more than 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet and you have a climbing speed of 25 feet.
Darkvision. Most possomfolk are nocturnal, spending their night hunting and traveling. They also make their home in underground burrows. 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.
Bite. Your fanged maw is a natural weapon that you can use to make unarmed strikes. When you do, you use your Strength modifier for attack rolls and you deal piercing damage equal to 1d4 plus your Strength modifier on a hit.
Playing Possum. When you must make a saving throw against being frightened, you can use your reaction to "play possum." When you do, you automatically pass your saving throw. You then fall prone in your space and you are paralyzed until the start of your next turn. While paralyzed, you appear to be dead. If a creature wishes to target you with an attack or harmful spell while you are in this state, it must make an Intelligence (Investigation) check contested by your Charisma (Deception) check. If the creature's check fails, it must choose a new target or lose the attack or spell. Once you use this trait, you can't use it again until you complete a short or long rest.
Prehensile Tail. Your tail can hold small objects and wrap itself around things like tree branches or door handles. Your tail has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score including yourself. You can use it to do the following simple tasks: lift, drop, or hold an object or a creature; open or close a door or a container; or grapple someone. The GM might allow other simple tasks to be added to that list of options. Your tail can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.
Languages. You can speak, read, and write Common and Opossum.
possumfolk 2
possumfolk 1

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