Lepu
Beyond and below the roots of the Alderheart lie a complex network of tunnels and passages. Within those tunnels live the Lepu, a widely varying race of rabbit-like folk. Once a regular member of the Humblefolk, they broke off contact with much of The Wood following the treaty between humblefolk and birdfolk that led to the creation of the birdfolk council.
Born to Overcome
The Lepu were a proud Humblefolk who relied on their wits and will to survive the dangers of The Wood. They are self-reliant and value ones ability to overcome obstacles. At their core the Lepu are survivors that adapt to whatever situation they might find themselves in. Now, mostly cut off from the rest of The Wood, they still believe they have everything needed to thrive.
Underground Resistance
Lacking any natural defense and with no ability to climb or fly, their communities were often the hardest hit by bandits. Despite the rise in bandit raids the Lepu were confident that the Humblefolk could deal with it on their own. The other humblefolk and birdfolk saw things differently, deciding to unite under the shared cause. Feeling the interference of the birdfolk was unessecary, the Lepu refused assistance from the Perch Guard. Instead, they retreated into the burrows they used as homes and sealed them off from the surface. Over time these burrows expanded into an advanced network of underground pathways. Eventually expanding so far as to come in contact with the roots of Alderheart itself. This has allowed the Lepu to stay mostly hidden from both the bandits and the other races of Humblewood. If you go deep enough into the Roots it's said you may find a stray Lepu or two wandering the alleys at night.
Just a Memory
Time has mostly left the Lepu to be forgotten by Humblewood. Once a valued member of the humblefolk they have since been relegated to stories told by the eldest generations. Even those that remember the Lepu tend not to do so fondly, having chosen to not sign the treaty. Though their influence can still be seen in depictions of Gaspard. Once an iconic Lepu, since adopted by the Jerbeen mythology. Should a Lepu be seen in the modern age of Humblewood, they are likely to be confused with incredibly large Jerbeen.
Age. Compared to other folk the Lepu mature incredibly fast and lead short lives. They are considered adults by the age of 3 living only between 20 and 30 years.
Alignment. Due to their short lifespan most Lepu have adopted an appreciation for the chaotic nature of the world. A common phrase of the Lepu is, "life is short, not unpleasant." Preferring to see the good in overcoming hardship rather than wollowing in the difficulties themselves.
Size. Lepu are about 4 feet tall, not counting their prodigious ears which are nearly a quarter of their height. Weight varies greaty between Lepu, but they commonly weigh between 60 and 80 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Burrowers. You have a burrowing speed of 15 feet. You are capable of burrowing through soil, but unable to dig through anything more substantial with just your hands.
Standing Leap. Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start. Innate Reflexes You may take reactions even while surprised. Languages. You can speak, read, and write Birdfolk and any one humblefolk language of your choice.
Subrace.
There are two main subraces of Lepu: Ivory and Stride. Choose one of these subraces.
Ability Score Increase. Your Charisma score increases by 1.
Lucky Foot. When you roll a 1 on an attack roll, ability check, or saving throw, you may spend your reaction to reroll and must use the new roll.
Ability Score Increase. Your Wisdom score increases by 1.
Long Stride. Your base walking speed increases to 35 feet.
Hare-brained Schemes. Your mind runs as fast as you do, playing through multiple possible outcomes in the time it take others to come up with a single solution. After rolling an ability check, but before knowing the outcome, you may spend any number of hit dice to improve the roll. Add 1d6 per hit die spent in this way to the roll.
LEPU TRAITS
Ability Score Increase. Your Dexterity score increases by 2.Age. Compared to other folk the Lepu mature incredibly fast and lead short lives. They are considered adults by the age of 3 living only between 20 and 30 years.
Alignment. Due to their short lifespan most Lepu have adopted an appreciation for the chaotic nature of the world. A common phrase of the Lepu is, "life is short, not unpleasant." Preferring to see the good in overcoming hardship rather than wollowing in the difficulties themselves.
Size. Lepu are about 4 feet tall, not counting their prodigious ears which are nearly a quarter of their height. Weight varies greaty between Lepu, but they commonly weigh between 60 and 80 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Burrowers. You have a burrowing speed of 15 feet. You are capable of burrowing through soil, but unable to dig through anything more substantial with just your hands.
Standing Leap. Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start. Innate Reflexes You may take reactions even while surprised. Languages. You can speak, read, and write Birdfolk and any one humblefolk language of your choice.
Subrace.
There are two main subraces of Lepu: Ivory and Stride. Choose one of these subraces.
Ivory Lepu
As an Ivory Lepu, you rely on luck as much as skill to get by in the world. Things always seem to work out for you, even when when they probably shouldn't.Ability Score Increase. Your Charisma score increases by 1.
Lucky Foot. When you roll a 1 on an attack roll, ability check, or saving throw, you may spend your reaction to reroll and must use the new roll.
Stride Lepu
The world moves fast, but you move faster. As a Stride Lepu you are naturaly light-footed and quick-witted, making you hard to pin down in any situation.Ability Score Increase. Your Wisdom score increases by 1.
Long Stride. Your base walking speed increases to 35 feet.
Hare-brained Schemes. Your mind runs as fast as you do, playing through multiple possible outcomes in the time it take others to come up with a single solution. After rolling an ability check, but before knowing the outcome, you may spend any number of hit dice to improve the roll. Add 1d6 per hit die spent in this way to the roll.
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