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GM Binder - Forestfolk

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373 views5 pages

GM Binder - Forestfolk

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Forestfolk

ForestFolk
Forestfolk of the Summer and Unseelie Hide from Sight. Keeping completely still, and sticking to a
surface, you can appear as a natural part of the surroundings. A
Courts creeping patch of moss, or a lump in the ground. You blend in
Divided into those who serve the Fey-Lords and who serve the
like no other. If you were to use this ability in a place that is not
Darkness, the Forestfolk are some of the most elusive beings of
suiting, for example, a palace kitchen, than those who notice
the Forgotten Realms. For thousands of years, a bloody civil war
have an advantage on their Investigation and insight checks
has raged between the two fey factions. A battle between those
against you. The DC for this is your Wisdom Ability Score + your
who insight mischief and terror, and those who help and heed.
Proficiency Bonus. Minimum of 10. You can do this how many
The fight is eternal.
times a day for 1 hour equal to your Proficiency Bonus.
Trackless. As a Forestfolk, you leave no footprints. As though
Assistants of the cycle nature itself is trying to hide your presence from the rest of the
Although the two factions may have differing opinions on the
world.
outer-realms of the fey-wild and beyond, they do share
Subrace. Choose to be a Forestfolk of either the Summer or
something in common. Their respect for the cycle of nature and
Unseelie Court.
its boons. The Unseelie embodying rot and decomposition, the
way living beings and plants serve nature even in death. The
Summer Court manifesting growth and beauty, the relentless Summer Court Traits
blooming of nature.
The Fey who serve the Lords. Also called the ‘Seelie Court’, 'The
Shining Throne' or 'The Golden Ones', the Forestfolk of the
A Verdant Keepsake Summer Court are not short on veneration through myth and
Many Forestfolk have their own keepsake, an item of great
legend. Known to seek help from humans, to warn those who
importance to them. Maybe this item was passed down through
have accidentally offended them, and to return human kindness
generations, or something they merely imprinted on since a
with favours of their own. Still, a being belonging to this court
young age. They are fiercely protective of these objects, some
will avenge insults and can be prone to mischief themselves.
even deriving to madness when one is lost or until another one
Ability Score Increase. Either your Intelligence or
is found. These objects can range from peculiarly shaped pieces
Charisma Scores increase by 1.
of bark, an animal skull or even an uprooted tree-stump that
Convenience Manoeuvre. Once a day, when a Large or
they found and started to wear.
smaller creature misses you with a melee attack, you can force
them to make a Dexterity Saving Throw with a DC of 10 + your
Forestfolk Names
Forestfolk won't be named by their parents, but themselves. Wisdom or Dexterity Modifier. If they fail, they are tripped by a
They'll come up with a name in their own time. That's if they conveniently grown root or struck by a low hanging branch,
haven't been given a nickname by the other Forestfolk before falling prone.
they do. They're a creative, and sometimes cruel, bunch. Gift. As a Forestfolk you must choose one of the following
Male Names. Fisher, Throwin, Runnar, Bicker, Tripin, Bight, gifts. If none of them appeal to you, speak with your DM about
Spittem, Chirp, Oggle, Biggand, Ruckus, Plint one that is not on the list.
Female Names Bloom, Rally, Flite, Hacia, Talli, Petal, Taeth, Speak with Beasts. You can cast Speak with Animals at will
Shortr, Kakle, Whisser, Dullun, Boria, Lithel, Spittal without using a spell slot.
Insect Wings. You have a pair of wings resembling that of a
Forestfolk Traits moth, beetle or dragonfly. You gain a flying speed of 30 feet,
losing it when you are covered in water. You regain your
As a Forestfolk, you have these unique traits
flying speed after a short rest and your wings have dried.
Ability Score Increase. Your Wisdom Ability Score
Keen Senses. Your features are more animalistic than the
increases by 2.
other Forestfolk. You gain advantage on Wisdom
Age. Forestfolk mature at about 12 and can live to about 110 (Perception) checks with either your hearing, sight or smell.
without difficulties Calming Aura. You have advantage on Persuasion checks
Alignment. Those of the Summer Court tend to lean towards made to calm something down before violence ensues.
Lawful or even Chaotic Good alignments. Those of the Unseelie River Runner. You have a swim speed of 30 feet and can use
can range from Chaotic to Neutral. your Hide from Sight ability when you are partially or
Size. Sizes can vary. They are normally shorter than the completely submerged in water.
average human, but the Unseelie can get bigger. One with Nature. You know the Druidcraft and Dancing
Speed. Your base walking speed is 30 feet. Lights cantrips.
Unseelie Court
Those who trick and deceive in the name of amusement.
Sometimes known as ‘The Winter Court’, The Unseelie consists
of the darkly-inclined fey. Unlike the Summer Court, no offense
is necessary to bring down their assaults. Like the beings of the
Summer Court who are not always benevolent, neither are the
fey of the Unseelie Court always malevolent. Most Unseelies can
become fond of a particular being or settlement if they view
them as respectful.
Ability Score Increase. Either your Strength or Dexterity
Scores increase by 1.
Dangerous Games. Once a day, you can make an attack or a
bonus action at the end of another creature’s turn. However, the
next attack against you is considered a critical hit on a roll of 18,
19 or 20.
Gift. As a Forestfolk you must choose one of the following
gifts. If none of them appeal to you, speak with your DM about
one that is not on the list.

Illusory Mucus. You can mould your spittle into shapes, the
mucus then taking the form of whatever you desire. The
object can be no larger than your palm and reverts back to
mucus within 15 minutes of making it. The objects made by
you cannot be used as spell components, seeing as it is just
mucus.
Wings of Leather. You have a pair of wings that resemble
those of a bat. You gain a flying speed of 25 feet and can
perch on any rough surface with the wings.
Bestial. You have claws and large teeth. Unarmed strikes
deal 1d4 + Strength Modifier Slashing Damage, and your bite
deals 1d6 + Strength Modifier Piercing Damage. You are
Proficient with both of these natural attacks.
Unseelie Aura. You can reroll an Intimidation or
Persuasion check if you do not like the first result. However,
you have to take the second result. You can do this once per
short rest.
Haunting Assertion. You can throw your voice around the
environment. Making it seem as though the walls are talking,
or as though the reeds are whispering your name. When
used in such a way, you are considered proficient in
intimidation.
Twisted Fingers. You have long fingers and twisting nails.
Your fingers count as Thieves' Tools and your can add half
your proficiency to their use if you aren't proficient Thieves'
Tools already.
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