Herald's Ethnography of Spiritfolk

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HERALD'S ETHNOGRAPHY
of SPIRITFOLK
by u/f_com
Art: Midjourney

Wilder


The Wilders are a deeply spiritual race, born from the essence of nature itself. The antlers or horns adorning their heads are a testament of their bond with their surroundings. Living in remote wilderness areas in tribal communities known as Totems, they revere the ancestral guardians of nature and help them ward off intruders.

Wardens of Nature


These deeply spiritual beings are in tune with the world around them, able to read the signs and portents of nature as easily as one might read a book. Their connection to their ancestral guardians is so strong that their very appearance is shaped by the environment around them when they are born. It's as if the land and its spirits come together to create new life, imbuing the Wilders with a power and wisdom that can only come from living in harmony with nature.

Appearance


A Wilder's appearance is a reflection of the natural environment in which they were born, with antlers or horns, and other adaptations that vary depending on their ancestral ground. In arctic regions, their antlers might resemble those of an elk, while in lush jungles, they might look more like the horns of a gazelle. This adaptation allows the Wilders to blend seamlessly into their environment, becoming one with the natural world around them. Their appearance is not determined by their parents' nature, but by the environment around them when they are born, proof of the deep bond that they share with the ancestral guardians of nature.

Ancestral Grounds


The Wilders' Ancestral Ground is a sacred place, a location where they were born and which they hold dear. They often form small tribes around them called Totems, each led by a shaman. The Totems are often spread out across remote wilderness areas without any connection between each other, living off the land and surviving through hunting, fishing, and gathering.

While in their Ancestral Ground, they age at a glacial pace, almost as if time itself were slowed down by the spirits they serve. But outside of these hallowed places, Wilders age at the same rate as humans.

Reclused from Civilization


Wilders, with their deep connection to nature and ancestral guardians, have long been reclusive people. They are mistrustful of outsiders and have a deep-seated wariness towards other civilised races, as they view them as a threat to the delicate balance of nature. This mistrust is only compounded by the fact that the Wilders are often misunderstood or even feared by other races, who view their spiritual practices as strange or even frightening. Only those who show a deep respect for nature and a willingness to learn from the Wilders are able to earn their trust and build relationships with them.

Wilder Traits


Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.


Creature Type. You are a Humanoid.


Size. You are Medium.


Speed. Your walking speed is 30 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 discern colors in that darkness only as shades of grey.


Wildsense. Your innate tuning with the wilderness grants you proficiency in one of the following skills: perception, insight, survival, nature or animal handling.

In addition, as an action, you can open your awareness to the natural surroundings. You detect the presence of beasts or monstrosities within 60 feet of you. Until the end of your next turn, you know the species and the emotional state of any being whose presence you sense, but not their location or exact number. You can use this ability a number of times equal to twice your proficiency bonus, regaining all expended uses when you finish a long rest.


Languages. Your character can speak, read, and write Common and Sylvan. You can communicate simple ideas to any Beast. It can understand your words, though you have no special ability to understand it in return.

Herald's Ethnography of Spiritfolk 0.1 | f_com

Ancestral Ground. When you select this race, choose the ancestral terrain where you were born: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.

Depending on your ancestral terrain, you gain one of the feature in the Ancestral Ground table.


Once per long rest, as an action you can call forth the spiritual guardians around you. For a number of hours equal to your proficiency bonus, you also gain the feature connected to the terrain that currently surrounds you. If it’s the same as your ancestral terrain, you instead gain another feature of your choice.


Shamanic Spellcasting. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Beast Bond spell with this trait. Starting at 5th level, you can also cast the Flock of Familiars spell with it. Once you cast Beast Bond or Flock of Familiars with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells when you cast them with this trait. None of these spells require spell components when you cast them with this trait.


Ancestral Ground table
Terrain Feature
Arctic You don’t need to eat and you can tolerate very cold environments.
Coast You can hold your breath for up to 15 minutes at a time.
Desert You don’t need to drink and you can tolerate very hot environments.
Forest Your walking speed is increased by 5 feet.
Grassland You can't be surprised, unless you are incapacitated.
Mountain You have a climb speed equal to your walking speed.
Swamp You ignore nonmagical difficult terrain created by mud, water or vegetation.
Underdark Your darkvision has a range of 120 feet, instead of 60.

Kitsune


Deep within the secluded valleys that dot the expansive mountain ranges of the Lands, the unique race of Kitsune have made their home. They are the chosen emissaries of Huxian, a revered fox spirit, and members of the enigmatic Sisterhood of Huxian. The Kitsune are imbued with their power through a sacred ceremony involving the spirit's ancient fox mask. This secretive process bestows upon them mystical abilities and an often daunting mission that sends them far from their homes.

Appearance


The Kitsune are marked by distinct fox-like features that set them apart from other races. Most noticeable among these is their sweeping tail, reminiscent of their divine patron. In rare instances, some also develop fox-like ears, claws or fangs, signifying a profound connection with the Huxian spirit. As a Kitsune grows in magical ability and wisdom, they may sprout additional tails. These multi-tailed Kitsune are often seen as exceptionally blessed and are deeply respected within their communities.

Huxian's Chosen


The mysterious Sisterhood of Huxian preserves the fox woman spirit's worship, dedicated to fulfilling her will. The Shrine of Huxian, a sacred site for the Sisterhood, houses the enchanted fox mask through which the deity communicates. The mask occasionally whispers the name of a village girl to the high priestess. Once named, the girl undergoes a solemn ceremony where she dons the mask and is bestowed with the blessings of Huxian. The spirit gives her a vision and a purpose—often a role as a spy, an undercover agent, or even an assassin—which she must play in service to her people.

Silent Guardians


Following their transformative ceremony, the newly-minted Kitsune leave the comforts of their village to embark on their divine mission. Placed strategically in positions of influence in neighboring countries, they serve as political deterrents, protecting their secluded homeland from outside threats. Their presence maintains a delicate balance of power, ensuring the safety and tranquility of their people.

Shapechangers


In addition to their unique physical characteristics, Kitsune possess the extraordinary ability to shape-shift into foxes. This skill aids them greatly in their clandestine endeavors, providing a means of stealth and escape. Their connection with the Huxian spirit also grants them access to a range of magic, further enhancing their prowess. Despite their gentle demeanor and quaint lifestyle, the Kitsune are a force to be reckoned with, guarding their lands and culture with a silent yet potent might.

Kitsune Traits


Ability Score Increase. Your Dexterity score increases by 2.


Creature Type. You are a Humanoid.


Size. You are Medium.


Speed. Your walking speed is 30 feet.


Aspects of the Fox. As a kitsune, you can only be female. Also, you have a fox tail and you may have developed other minor physical traits of the fox, such as their ears or claws. A kitsune that can cast spells grows a number of tails equal to the higher spell slot level available.


Shapechange. As an action, you can shapechange into a fox form. You can shapechange a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Your maintain your game statistics, but your size becomes Small and your base walking speed increases by 10 feet.
  • You cannot speak, cast spells other than your subrace spells, or handle objects larger than Tiny. Any equipment you are wearing or carrying is merged into the fox form, and you don't gain any benefit from it.
  • You stay in the new form until you use an action to revert to your true form or until you die.

Languages. Your character can speak, read, and write Common and Sylvan.


Subrace. Depending on the mission bestowed upon you by Huxian, you receive a different blessing, drawing the powers from the different foxes that aid the spirit.

Dusk Fox


Ability Score Increase. Your Intelligence score increases by 1.


Darkvision. You can see dim light within 60 feet of you as bright light and in darkness as if it was in dim light. You can't decern color in darkness, only shades of grey.


Elusive Stride. While in your fox form, you leave behind no tracks or other traces of your passage and you can’t be tracked except by magical means. In addition, you have advantage on all Dexterity (Stealth) checks.

Moon Fox


Ability Score Increase. Your Charisma score increases by 1.


Alluring Whispers. While in your fox form, you retain your ability to speak and you have advantage on all Charisma (Deception) checks.


Trickster’s Magic. You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Once you cast it with this trait, you do so again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait. You can cast these spells while in your fox form without requiring components.

Aurora Fox


Ability Score Increase. Your Wisdom score increases by 1.


Keen Senses. While in your fox form, you always know where north is and you have an excellent memory for trails you have traveled on. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.


Trailblazer. You know the Dancing Lights cantrip. You can cast it without requiring components and it doesn’t require your concentration to maintain. Wisdom is your spellcasting ability for it.

In addition, as a bonus action you can command one or more lights to stay in a specific locations or to follow a creature of your choice. The light doesn’t count against your number of active lights. It remains active following your command regardless of its distance from you and the other lights for a number of hours equal to your proficiency bonus or until you extinguish it as a bonus action. You can command a number of lights using this feature equal to twice your proficiency bonus, regaining all expended uses when you finish a long rest.

Herald's Ethnography of Spiritfolk 0.1 | f_com
Kitsune Variants

The kitsune are traditionally only female, but you can adapt the race and ignore the Aspect of the Fox requirements. You can also adapt it to fit any small land-dwelling critter instead of a fox.

Kintsujin

In the distant Archipelago of Jincan, Kintsujin is the term used by the Jin people to denote those who have survived a grueling rite of initiation. A Kintsujin is considered guardian bound to the ancient evil known as Gu, chained in the depths between the islands. The Kintsujin are marked by their terracotta-like skin and the unique, gold-laced scars of past battles.

Life Among the Jin

Jincan, the homeland of the Jin people, is an archipelago with each island operating as an independent city-state. Each city-state houses its unique school of martial discipline, shaping the fighting styles and philosophies of their respective inhabitants. A Jin is trained to be warrior first, and even humble fishermen are rigorously trained in the art of war. A good part of the Jin people, however, keeps honing their skills as highly sought-after sellswords, earning coin to support their families and schools back home.

Martial culture

The city-states are direct democracies, but often times its the voice of school master that counts over the others. These, mostly women, enforce a strict martial rule that is welcomed by thei citizens. In times of need, a caste of old masters is woken up from their statue-like slumber to help steer the cities with their secular wisdom.

The Rite of the Crucible

Jin society revolves around their solmen duty as wardens of Gu, a gargantuan golden centipede-dragon. In a distant past, Gu ravaged the Lands, until it was imprisoned by Tempe, the founder of the Jin people, on the Island of Gu. Now, every citizen, upon reaching the age of twelve, is subjected to the Rite of the Crucible. They must survive alone in the monstrous-filled caverns of the Island of Gu for a hundred days. They will also face an Aspect of Gu, a giant scolopendra, the venom of which they must drink to become Kintsujin. Those who do not pass the trial either die or call for help only to spend the rest of their lives as outcasts, and many have chosen the former.

Kintsujin Metamorphosis

Upon drinking the venom, a Kintsujin's skin hardens, resembling terracotta, and they develop an incredible resistance to poisons. Their blood transforms into a golden lacquer, capable of mending their bodies and other objects, leaving behind golden scars as a testament to their trials.

Kintsujin Traits


Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.


Creature Type. You are a Humanoid.


Size. You are Medium.


Speed. Your walking speed is 30 feet.


Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.


Hardened Flesh. Your hardened terracotta-like skin gives you a base Armor Class of 12 + your Dexterity modifier when you aren't wearing armor.


Golden Mending. Your body has a natural ability to repair itself or other objects by exuding a golden lacquer.

  • You can spend Hit Dice to regain Hit Points after only 1 minute of resting. Once you use this feature, you can’t do so again until you finish a long rest.
  • You can touch an object to repair it as if by casting the mending cantrip. The golden lacquer leaves a visible traces on an object repaired with this feature.

Statuary Stillness. Your unique half-earthen biology allows you to slow your metabolism and enter a state of stillness. As an action, you can make yourself appear as an inconspicuous statue.

  • In this state, you can't move and the only action you can take is to end the condition and revert back.
  • You are considered resting, but it doesn't render you unconscious and you can see and hear as normal.
  • You don't age and you don't need to breath, eat or drink. You must still eat and drink if you don't spend the whole day in this state.
  • Your equipment magically merges with you and looks as if made of the same terracotta-like material of your skin.

Languages. Your character can speak, read, and write Common and Jinshi.


Saru

The Saru people, a race of white-furred and red-faced macaques, reside in the frigid tundra above the Master Mountains in a realm known as the Wukong Kingdom. This secluded and enigmatic land is dotted with small hunting and fishing settlements called troops. Their society appears simple, driven by raw power, loyalty, and the pursuit of survival. However, the Saru are also a symbol of resilience, strength, and unbroken spirit, living in harmony with their harsh environment. They stand as a testament to the enduring nature of tradition and the undying hope for a return to glory.

Society and Hierarchy

The troops of the Saru are close-knit communities, each led by the most formidable fighter. Challenging the leader is a rite of passage; to win is to lead, and to lose is to wander. These renegades often become nomadic explorers, their wanderlust driving them to the edges of the known world. The hierarchy within a troop is determined by strength, cunning, and skill in battle. They live by a strict code of honor and hold their leaders in high regard, for they must be ever prepared for the battles to come.

The Last Monkey King

The kingdom of Wukong has not seen a ruler for millennia. The legend of Sun Wukong, the last Monkey King, echoes in the hearts of all Saru. His entrapment under the Master Mounts and subsequent loss of the Wukong army to human subjugation is a story of both inspiration and shame. Today, the descendants of Sun Wukong's army serve humans as companions and pets, which is seen as the ultimate humiliation. Yet, they cling onto hope, believing that Sun Wukong will return one day, leading them to reclaim their honor and their lands. Their rituals, dances, and art all reflect this yearning, with warriors training vigorously for the day they march under Sun Wukong's banner once again.

Three Wise Monkeys

The Saru hold a deep spiritual connection with other monkey spirits, particularly the Three Wise Monkeys, embodying "See No Evil, Hear No Evil, Speak No Evil." These principles are central to Saru philosophy, reflecting mindfulness, integrity, and restraint. Beyond their warrior culture, the symbols of the Three Wise Monkeys guide the Saru's moral compass, representing a complex balance between strength and wisdom and connecting them to a broader cultural tapestry.

Saru Traits


Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.


Creature Type. You are a Humanoid.


Size. You are Medium or Small. You choose the size when you select this race.


Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.


Winter Fur. Your thick fur can resist the frigid nights of the tundra, granting you resistance to cold damage.


Dexterous Limbs. As a bonus action, you can use your feet or tail to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.


King's Resolve. You can take the Dodge action as a bonus action. When you do, you also have advantage on Strength and Constitution saving throws. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.


Quick Learner. You gain one skill or tool proficiency of your choice. Over the course of 1 hour, which can be during a short or long rest, you can replace this proficiency with a skill or tool proficiency of your choice, so long as you have a willing teacher.


Languages. Your character can speak, read, and write Common and Saru.


Memento


In the echoes of times past, across the humble places of diligent craftsmanship and the hearths of history, one may find life in the unexpected. Mementos stand as testament to the power of love, care, and tradition that infuses inanimate objects with an essence of their own.

Born from Love


Born from objects that have been used with affection and respect for generations, these creatures appear as constructs of varied and numerous odds and ends, collected and formed into a semblance of humanoid form. An animated mask often serves as the creature's face, expressive and full of character.

An intrinsic part of their being, the Memento's tie to their birthplace is profound and everlasting. They form deep connections with the people who inhabit these spaces, whether they be master artisans, roving merchants, or cheerful bards. For them, humans and other races are sources of constant fascination, conduits of warmth and emotion, to whom they feel a dutiful sense of service and companionship.

Appearance

A Memento's appearance is as unique as the collection of trinkets that constitute its form. The common theme that binds these elements comes from their core object, a piece that holds significant personal value. Some might resemble a walking collection of antique tools, others a strolling library of cherished books, or even an ambulant assortment of beloved toys. Memento's drape themselves in meticulously tailored clothes or sturdy leathers, often adorned with intricate patterns. These cloth-skins add an additional layer of individuality to their appearance while providing a means to keep their components in close contact. Despite this, they're not limited to a strictly humanoid shape. As long as their items remain in contact with each other, they can take on virtually any form.

Collectors

Throughout their lifetime, Mementos continuously gather objects, expanding their collection and, consequently, their form. It's a reflection of their journey and the lives they've touched, a growing testament to their existence. Some have been known to grow to an impressive size, their forms a clattering, clinking assortment of countless beloved items.

A Life with Purpose

Mementos society, if it can be referred to as such, lacks formal structure. Each individual Memento is independent, their behaviour and ethics largely influenced by their birthplace and the community they serve. Yet, a shared sense of purpose binds them - a universal calling to safeguard the legacy of the tools that comprise them and to assist those who honour these tools with their skill and care.

When all the treasured objects comprising their body are broken, or when they lose their will to exist from a lack of purpose, they pass on. Yet, even in their demise, they leave behind a legacy - a rich history interwoven with the people they have served and loved.

Memento Traits


Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.


Languages. Your character can speak, read, and write Common and another language.


Creature Type. You are a Construct.


Size. You are Medium or Small. When you finish a long rest, you can change your size by incorporating or releasing objects.


Speed. Your walking speed is 30 feet.


Living Construct. Your spiritual nature allows you to benefit from several spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.


Composite Body. As an animated collection of trinkets, you gain the following benefits:

  • You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned.
  • You don't need to eat, drink, or breathe.
  • Your carrying capacity increases by 500 pounds, as objects you carry are integrated into your body and animated by the same force that gives you life.
  • As an action, you can reshape your body to assume different shapes, limited by your size. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.

Makeshift Mastery. You are proficient with improvised weapons. When you throw an improvised weapon, your range for it is 60 feet and it deals bludgeoning damage equal to 1d6 + your Strength modifier.


Made with Memories. Your intimate bond with objects enables you to perceive their history.

  • You gain proficiency with a tool of your choice. In addition, you can use tools even if you are not proficient with them, and you can add half your proficiency bonus, rounded down, to any ability check you make using a tool that doesn't already include your proficiency bonus.
  • You can cast the Identify spell without requiring components. When you cast it with this trait, you also get vision-like glimpses of the object's life, such as a previous owner or place where it belonged. Once you cast it with this trait, you do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.
Art: Super tall Mochingo

Backgrounds

The spiritfolk of the Lands come from a variety of backgrounds, often connected to their race's culture and customs. If a background provides you with a feat that comes with an ability score increase, it instead replaces one point of the race's ability score bonuses.

Rancher

Skill Proficiencies. Animal Handling, Sleight of hand


Tool Proficiency. Leatherworker's Tools


Languages. One of your choice


Equipment. A set of tribal garments, a talisman, a box of scented incence, a set of bone dice or a deck of cards, a herbalism kit, and pouch containing 10 gp


Feat. Tough


Your life was closely tied to the land and the animals that your people tended to. As a rancher, you were responsible for herding, breeding, and protecting the animals that provided your community with sustenance


Herder's Bond. Your long experience with ranching gives you an uncanny ability to understand animals. You can calm down a domesticated animal unless it's under threat and can easily discern an animal's physical and emotional state. Additionally, your background in managing herds allows you to predict weather changes and find suitable camping areas during travel.

Shaman

Prerequisite: Wilder


Skill Proficiencies. Nature, Medicine


Tool Proficiency. Herbalism Kit


Languages. Druidic


Equipment. A set of tribal garments, a talisman, a box of scented incence, a set of bone dice or a deck of cards, a herbalism kit, and pouch containing 10 gp


Feat. Ancestral Devotion


You spent years in training, studying herbs and rituals with the elders of your tribe, who instructed you to shamanic magic. As a Tribal Shaman, you have spent your life in service to a community, acting as an intermediary between the spiritual realm and your people. You have a unique understanding of ritualistic practices, talismans, and the interpretation of signs and omens. In your tribe, you were a respected figure of authority and wisdom, often providing counsel, healing, and spiritual guidance.


Elder's Regard. Wilder communities are hospitable towards you, providing you free, modest lodging and food at any of their Totems.

Vixen assassin

Prerequisite: Kitsune


Skill Proficiencies. Stealth, Deception


Tool Proficiency. Poisoner Kit


Languages. One of your choice


Equipment. A set of dark common clothes, a small token from your first mission, a poisoner kit, a small dagger, and a purse containing 15 gp


Feat. Huxian's Feral Form


You were trained in the deadly arts of stealth, disguise, and killing to carry out Huxian's vital mission. Your skills were honed for a specific purpose, whether it was to serve as a weapon in political conflicts, to eliminate threats to your people, or to exact personal vengeance. Your past may be a secret that you guard closely, a source of fear for your enemies, or a mark of prestige in certain circles.


Infiltrator. You know how to slip in and out of places unnoticed and leave little evidence of your passing. You can secure secret meetings and hideouts, or gain access to places without attracting attention from local authorities.

Vixen charmer

Prerequisite: Kitsune


Skill Proficiencies. Arcana, Persuasion


Tool Proficiency. Disguise Kit


Languages. One of your choice


Equipment. A set of fine clothes, a counterfeit signet ring of an imaginary or extinct noble house, a disguise kit, a personal trinket of "noble" significance, and a purse containing 25 gp


Feat. Huxian's Witch Form


With years of practicion, you refined the magical capabilities granted to you by Huxian. You're an alluring figure, skilled in the arts of charm and illusion, adept at navigating social circles, and using your innate magic to influence others. Perhaps you're a wandering mystic, a court entertainer, or simply a charming individual with a mysterious air.


Natural charm. Your charm and mystical aura make it easier for you to influence others. You can more easily win the attentions and sway anyone who is interested in your gender.

Jin sellsword

Prerequisite: Kintsujin


Skill Proficiencies. Athletics, Persuasion


Tool Proficiency. Artisan's Tools (of your choice)


Languages. One of your choice


Equipment. A set of fine clothes, a counterfeit signet ring of an imaginary or extinct noble house, a disguise kit, a personal trinket of "noble" significance, and a purse containing 25 gp


Feat. Golden Salve

You've left your home to spend your life as a sellsword, offering your skills to the highest bidder in the Lands. You may have served as a bodyguard for a wealthy merchant, been part of a mercenary company, or just done odd jobs where your combat prowess came in handy. While you're capable of fending for yourself, you're always on the lookout for the next job and have a knack for negotiation.


Mercenary Life. You have contacts within the world of mercenaries. You can easily get a message to a contact in any city you've visited, and they can help you find work or provide information about ongoing conflicts and potential employers.

Warden of Gu

Prerequisite: Kintsujin


Skill Proficiencies. Athletics, Religion


Tool Proficiency. Artisan's Tools (of your choice)


Languages. One of your choice


Equipment. A set of fine clothes, a counterfeit signet ring of an imaginary or extinct noble house, a disguise kit, a personal trinket of "noble" significance, and a purse containing 25 gp


Feat. Gu's Insidious Toxins


You were selected as a child to serve as a Warden of Gu, protecting your people from the ancient evil. You have been exposed more than others to the evil dwellers of the Island of Gu, granting you the power to secrete toxins yourself.


Heretic's Bane. Thanks to your time warding and sealing evil, you have developed a sixth sense for recognizing the signs of evil influence, such as demonic possession or cultist activities.

Saru hunter

Prerequisite: Saru


Skill Proficiencies. Acrobatics, Survival


Tool Proficiency. Artisan's Tools (one of your choice)


Languages. Saru Gestures


Equipment. A set of traveler’s clothes, a hunting trap, a coil of rope, a piece of fur or pelt from a significant hunt, and a pouch containing 10 gp


Feat. Wukong's Elusive Stance


From an early age, you were trained to track, trap, and kill, providing food and materials for your troop. As a hunter, you have honed your instincts and learned the secrets of the tundra.


Careful hunter. You can find tracks of animals and game easily, provided the land around is populated by animals. In addition, when you hunt a creature, you know how to kill it without spoiling it. You have better chances at harvesting parts from your preys without ruining them.

Herald's Ethnography of Spiritfolk 0.1 | f_com

Troop renegade

Prerequisite: Saru


Skill Proficiencies. Intimidation, Survival


Tool Proficiency. Musical Instrument (one of your choice)


Languages. One of your choice


Equipment. A set of traveler's clothes, a memento from your home troop (like a small totem or a piece of jewelry), a musical instrument, a pouch containing 10 gp.


Feat. Enjin's Primal Frenzy


You attempted and failed to seize power in your home troop by challenging the leader for dominance, becoming an outcast and driven to a forced exile. Stripped of your place among your kin, you've roamed the Lands as a self-reliant wander and in search of adventure. Your experience as a renegade has honed your survival instincts and widened your horizons.


Adaptability. You have traveled through countless climates and terrains, making you acclimatised with the harsh conditions of both frigid and hot regions. Also, your hardened body can go on for long stretches of time without water and food before being exhausted.

Living Magnum Opus

Prerequisite: Memento


Skill Proficiencies. Performance, Perception


Tool Proficiency. Musical Instrument (one of your choice)


Languages. Music scores


Equipment. A musical instrument (your core object), a set of traveler clothes, a collection of sheet music, a repair kit for musical instruments, and a pouch containing 15 gp


Feat. Musician


As a Memento born among traveling troupers or other performers, your very existence resonates with music and harmony. Your core object is a musical instrument that has been played by generations of musicians, absorbing the rhythm, melodies, and emotions from countless performances. The music is your life force, and your purpose is to continue the legacy of your instrument and spread the joy of music.


Heartfelt Melody. Your existence is a symphony, with every part of you resonating with musical notes. You can mimic any melody you've heard at least once using your body, which often grants you the admiration and respect of fellow musicians and performers you meet.

Living Masterpiece

Prerequisite: Memento


Skill Proficiencies. Investigation, Sleight of hand


Tool Proficiency. Artisan's Tool (one of your choice)


Languages. One of your choice


Equipment. A set of artisan's tools (your core object), a set of common clothes, a token of the craft you were born from (such as a crafted item or a piece of raw material), and a pouch containing 15 gp


Feat. Mystical Craftmanship


You emerged from the loving labor of a workshop skilled artisans. The heart of your existence is an artisan's tool, absorbing decades, if not centuries, of craftsmanship, dedication, and creativity. Your purpose is to carry on the legacy of the craft you were born from, and your body reflects the meticulous precision and aesthetic sense of your artisanal origin.


Signature craft. The quality of your work is easily recognizable to anyone familiar with the craft, often giving you a reputation in artisan circles. This reputation may get you unique opportunities, special commissions, or access to higher quality materials.

Living Relic

Prerequisite: Memento


Skill Proficiencies. Arcana, History


Tool Proficiency. Artisan's Tool (one of your choice)


Languages. One of your choice


Equipment. A relic of ages past (your core object), a set of old-fashioned fine clothes, a scroll or other written record of the past, and a pouch containing 10 gp


Feat. Echoes of Lore


As a memento, you were born from a relic of great historical or cultural significance. The object at your core has seen civilizations rise and fall, been part of legendary events, or been in possession of pivotal figures. Because of this, you carry a piece of history within you, granting you a unique perspective and a purpose tied to the preservation and understanding of the past.


Renowned artifact. Your core object is known among scholars and historians, granting you access to most libraries, universities, and museums or audiences with people of influence in academic or archeological circles.

Overseas envoy

Skill Proficiencies. Persuasion, Insight


Tool Proficiency. Gaming Set (one of your choice)


Languages. Academic


Equipment. A set of fine Overseas clothes, a scroll case with letters of introduction and accreditation, a small piece of machinery or tech unique to your homeland, a purse containing 20 gp


Feat. Gunner


As an envoy from the Overseas, you've been tasked with traversing the great ocean to reach the Lands. Your mission may vary from political negotiation, trade relations, or lobbying for specific interests. You are still unfamiliar with the customs of the Lands, but you were chosen for your keen insight and adaptability.


Ambassador. As an official envoy, you are recognized as a representative of your homeland, and you can often get away with minor offenses or misdemeanors without punishment.

Blessing Feats

Blessing Feats represent a unique connection between a race and the spiritual realm, a bond forged through faith, tradition, or servitude toward a specific spirit or deity tied to that race. Available only to characters of particular races who demonstrate unwavering devotion, these feats often embody characteristics, virtues, or abilities that are highly esteemed within the race's culture.

Ancestral Resilience

Prerequisite: Wilder


You have developed a great resilience to the elements of your Ancestral Grounds. You gain the resistance You gain resistance to the damage type related to your Ancestral Ground trait as shown on the Ancestral Resilience table, and when you use the trait to gain another terrain's features, you also gain the resistance to the damage type related to that trait for the duration.

Terrain Damage Type
Arctic Cold
Coast Lightning
Desert Fire
Forest Acid
Grassland Thunder
Mountain Radiant
Swamp Poison
Underdark Necrotic

Ancestral Devotion

Prerequisite: Wilder


You have developed a deeper devotion to your Ancestral Grounds. You gain the following features:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Alter Self spell and the 1st-level spell related to your Ancestral Ground trait as shown on the Ancestral Devotion table. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
  • When you use your Ancestral Ground trait, you can replace the 1st-level spell with the one related to the terrain you just chose. You can still only cast either spell once without expending a spell slot, if you already cast a 1st-level spell using this trait, you can't cast the one that replaces it without expending a spell slot.
Terrain Spell
Arctic Armor of Agathys
Coast Fog Cloud
Desert Burning Hands
Forest Goodberry
Grassland Longstrider
Mountain Earth tremor
Swamp Entangle
Underdark False Life

Bark Shaper


Your deep connection to plants allows you call forth their help during battle. You gain the following features:

  • You learn the Shillelagh cantrip. You choose the spellcasting ability for it when you select this feat.
  • When you cast Shillelagh, as part of the same bonus action you can conjure an armor and a quarterstaff made of bark or roots. For the duration of the spell, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use this ability a number of times equal to twice your proficiency bonus, regaining all expended uses when you finish a long rest.

Huxian's Feral Form

Prerequisite: Kitsune


The blessing of Huxian enchances your fox form to excel in combat. When you use your Shapechange trait, you can choose to enter your Feral Form, which lasts for one minute. Once you use this feature, you must finish a short or long rest before you can use it again. While in Feral Form, you gain the following benefits:

  • Your size is Medium.
  • Your AC is 14 + your Dexterity modifier.
  • Your claws and maw are natural weapons with the finesse property, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • You have advantage on Dexterity (Acrobatics) checks and opportunity attacks against you are made at disadvantage.

Huxian's Witch Form

Prerequisite: Kitsune; the ability to cast at least one spell


The blessing of Huxian enchances your fox form to bewitch others. When you use your Shapechange trait, you can choose to enter your Witch Form and gain the following benefits:

  • While in fox form, you can expend one spell slot to cast a spell of one level lower than the spell slot expended without needing any somatic or verbal components.
  • You gain advantage on Intelligence (Arcana) checks and other creatures have disadvantage on any check made to discern the nature of any illusion made by you.
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Golden Salve

Prerequisite: Kinjutsin


You have learned how to carefully apply your golden lacquer to heal. You gain the following features:

  • Each time you regain more than 1 Hit Point, you can add your Constitution modifier to the amount of Hit Points you regain.
  • As a bonus action, you can touch a willing creature and apply to it your golden lacquer. The creature can spend and roll one of its Hit Dice to restore an amount of Hit Points equal to the result + your Constitution modifier. Once you use this feature, you must finish a short or long rest before you can use it again.

Gu's Insidious Toxins

Prerequisite: Kinjutsin


Drinking the poison of the Aspect of Gu left granted you the ability to produce toxins. You gain the following benefits:

  • You can coat a weapon in poison as a bonus action, instead of an action.
  • When you finish a long rest, you gain one dose of Gu's Venom, which counts as a dose of poison and loses its effects after 24 hours. A creature subject to this poison must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, it takes your character level as poison damage and is poisoned for 1 hour. The poisoned creature is considered under the effect of the bane spell. On a successful save, the creature takes half damage and isn’t poisoned.

Raiju's Flash Strike

Prerequisite: Saru


The blessing of Raiju lets you tap into the power of thunderstorms while fighting. You gain the following benefits:

  • You have resistance to lightning damage.
  • After you hit with an unarmed strike or melee weapon attack, the target can’t take reactions until the start of its next turn.
  • On your turn, when you score a critical hit with an unarmed strike or melee weapon, roll a number of d6s equal to your proficiency bonus. You distribute them as lightning damage among any number of creatures within 15 feet of the first target, which can't be targeted by this effect.

Wukong's Elusive Stance

Prerequisite: Saru


The blessing of Wukong makes you a blur while in a defensive stance. You gain the following benefits:

  • Increase your Strength, Dexterity or Wisdom score by 1, to a maximum of 20.
  • After you hit with an unarmed strike or weapon attack, the target can’t make any attack with advantage against you until the start of your next turn.
  • Whenever a creature has disadvantage on its attacks against you, the creature must roll an additional d20 and choose the lowest roll.

Enjin's Primal Frenzy

Prerequisite: Saru


The blessing of Enjin lets you make deadly frenzied attacks. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you make an attack roll with an unarmed strike or melee weapon attack that does not already have disadvantage, you can instead roll with disadvantage. On a hit, you do not roll for damage, but use the maximum die result instead.

Wise Monkey's Curse of Numbness

Prerequisite: Saru


The blessing of the Three Wise Monkeys allows you to deprive your opponents of their senses. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Silence and Blindness Deafness spells. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Hoarder Body

Prerequisite: Memento


The trinkets and oddities you have collected over the course of your life have expanded your life force. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your carrying capacity increases by an additional 1000 pounds.
  • You can choose to grow in size and gain the "enlarge" effect of the Enlarge/Reduce spell for 1 hour. Once you use this feature, you must finish a long rest before you can use it again.

Echoes of Lore

Prerequisite: Memento


You have developed the ability to expand your life force to other objects. You gain the following benefits:

  • Whenever you make an Intelligence (History) check related to the origin of an object, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • You imbue objects within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you for 10 minutes. You can question objects about previous owners and events that transpired in its presence. The objects recall clearly the previous day, but only vaguely any event before that. Magic or otherwise historically or culturally relevant items may have developed a better memory. Once you use this feature, you must finish a long rest before you can use it again.

Mystical Craftmanship

Prerequisite: Memento


You have learned how to draw the know-how of past master craftsmen that used your tools. You gain the following benefits:

  • You have advantage on any ability check you make that uses your proficiency with a tool.
  • You can spend 1 minute to magically create an inanimate object. This object can be no larger than 1 foot on a side and weigh no more than 5 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

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Equipment

The spiritual tradition of the Lands and the technological marvels of the Overseas offer an expanded list of gear generally available for purchase. These equipment includes firearms and black powder-based devices, as well as weapon variants to reflect the different sources of craft.

Weapons

As an adventurer ventures forth into the world, they will inevitably cross paths with weapons of distinct origin and design, shaped not only by their intended use, but also by the cultural influences and crafting techniques of their forgers. This chapter takes a deep dive into the diverse array of weapon variants that populate this world - each one a reflection of the rich cultural tapestry that weaves through every corner of the Lands and the Overseas.

Different craftmanship

In the Lands, weapon-making is a time-honored tradition, where master forgers use techniques passed down through generations. The weapons they create are more than mere tools of warfare; they are pieces of art, embodying the spiritual bond between the material and immaterial world, honed with meticulous precision and crafted in harmony with nature.

Contrastingly, in the Overseas, the approach to weapon crafting is driven by innovation and utility. Here, arcane-infused materials and cutting-edge technologies are employed to forge weapons, creating a different kind of harmony - one between magic and machinery. These advancements often result in firearms and mechanized weapons, manifestations of a society rapidly pushing the boundaries of magical and technological integration.

Weapons of the Lands
  Weapon Damage Properties Mastery    Weight      Cost   
  Simple Melee Weapons
      Tonfa 1d4 bludgeoning Light Choke 1 lb. 2 gp   
      Kunai 1d4 piercing Finesse, Light, Thrown (Range 20/60) Sync 1/2 lb. 2 gp   
      Nunchaku 1d4 bludgeoning Finesse, Light Jolt 1 lb. 2 gp   
      Bō 1d6 bludgeoning Versatile (1d8) Fend 4 lb. 2 sp   
  Simple Ranged Weapons
      Shuriken 1d4 piercing Finesse, Thrown (Range 20/60) Flick 1/4 lb. 5 cp   
  Martial Melee Weapons
      Jian 1d8 piercing Finesse Gore 2 lb. 25 gp   
      Katana 1d8 slashing Versatile (1d10) Fend 3 lb. 15 gp   
      Naginata 1d10 slashing Heavy, Reach, Two-handed Vault 6 lb. 20 gp   
      Ōdachi 2d6 slashing Heavy, Two-handed Gash 6 lb. 50 gp   
      Sai 1d6 slashing Finesse, Light Feint 2 lb. 10 gp   
      Kusarigama 1d4 slashing Finesse, Reach Pull 4 lb. 10 gp   
      Wakizashi 1d6 slashing Finesse, Light Flick 3 lb. 25 gp   
      Yari 1d10 piercing Heavy, Reach, Two-handed Hurl 8 lb. 5 gp   
  Martial Ranged Weapons
      Yumi daikyū 1d8 piercing Ammunition (range 150/600), heavy, two-handed Gore 2 lb. 50 gp   
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Masteries

Most weapons crafted in the Lands play a similar role to the ones forged in the Overseas, but weapon masters agree that the subtle differences of the crafts enable different advanced techniques with each of these weapons.

Choke

Prerequisite: Deals bludgeoning damage


Once per turn, if you hit a creature with this weapon and deal damage to the creature, that creature must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + the ability modifier you used to make the attack roll or be silenced and unable to speak until the start of your next turn.

Feint

Prerequisite: Melee Weapon


As part of the Disengage or Dodge action, you can make an attack with this weapon. On a hit, you deal damage equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can’t be increased in any way, other than increasing the ability modifier.

Fend

Prerequisite: Versatile property


While you are wielding this weapon with one hand, your reach with it increases by 5 feet.

While you are wielding this weapon with two hands, when a creature you can see hits you with a melee attack, you can use your reaction to add 2 to your AC for that attack, potentially causing the attack to miss you.

Flick

Prerequisite: Finesse or Light property


If you hit a creature with this weapon, when you make an opportunity attack with this weapon, it doesn't use your reaction until the start of your next turn. The attack deal damage to that creature equal to the ability modifier you used to make the attack roll. The damage of this attack can’t be increased in any way, other than increasing the ability modifier. Once you use this property, you can't use it again until the start of you next turn.

Gash

Prerequisite: Deals slashing damage


If you hit a creature with this weapon and deal damage to the creature, you can mark the creature. After the end of your turn, when the marked creature is hit by a weapon attack, add the ability modifier you used to make the attack roll that marked the creature to the damage.

Gore

Prerequisite: Deals piercing damage


One per turn, if you hit a creature with this weapon and deal damage to the creature, that creature's armor class is reduced by 1 until the start of your next turn.

Hurl

Prerequisite: Melee Weapon, Heavy, deals piercing damage


Once per turn, if you hit a creature with this weapon and deal damage to the creature, you can move the creature to any unoccupied space within reach if it is no more than one size larger than you.

Jolt

Prerequisite: Deals bludgeoning damage


If you hit a creature with this weapon and deal damage to the creature, that creature can't make opportunity attacks until the start of your next turn.

Pull

Prerequisite: Reach property


If you hit a creature with this weapon, you choose to move to any unoccupied space within 5 feet of you pull the creature 5 feet closer to you if it is no more than one size larger than you.

Sync

Prerequisite: Light property


When you make an attack roll with this weapon, you have advantge on the extra attack of the Light property that you make with a weapon of the same kind until the end of your turn.

Vault

Prerequisite: Reach, Two-Handed properties


If you hit a creature with this weapon, you can move to an unoccupied space within 10 feet of that creature. This movement doesn't provoke opportunity attacks.

Unarmed Strikes


When you gain the Weapon Mastery property, you can replace one of the weapons with unarmed strikes. The unarmed strikes are considered to be a weapon that deals bludgeoning damage with the light property, as well as any additional property that your character applies to unarmed strikes. If your unarmed strike can deal a different type of damage, your unarmed strikes also count as dealing that damage when choosing a Mastery property. When you finish a long rest, you can choose to replace the unarmed strikes Mastery property you chose with another Mastery property. The unarmed strikes must qualify for the new property.

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