Gerblin and Hedgen Races

Gerblin and Hedgen Races: Gerblin are small, crafty, fey who rely on contraptions to defend themselves.

Gerblin and Hedgen are small fey creatures from a realm of ice and snow. They excel at tinkering and craftsmanship and often come into conflict with each other if their communities develop too closely together. Though outsiders are treated with hostility, artisans will go to extreme lengths to trade with them and learn their secrets.

Gerblin

The Gerblins are a fey race of small, intelligent creatures known for their skilled craftsmanship and martial prowess. They hail from a realm of eternal cold and use their engineering knowledge to build weapons, traps, and intricate machines to protect their homes and families.

Gerblins are loyal to their clans and value practicality and self-preservation, but are also capable of great kindness and are known for their love of storytelling and song. Gaining the trust of a gerblin is difficult but worth a lifetime of loyalty.

Use the Gerblin Features table to help provide your character with unique and interesting characteristics.

Gerblin Features

d6Feature
1You wiggle your whiskers when curious, excited, or scared.
2Your eyes glow orange or red when angry or upset.
3Your fur has the golden markings of nobility.
4You have an abnormally fluffy tail.
5The curve of your mouth around your nose looks like you’re smiling.
6Your fur is an unusual color.

Gerblin Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Small.

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 gray.

Fey Charms. You know one of the following cantrips of your choice: guidancelight, or mage hand. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

Squirrelly. As a bonus action, you move 5 feet into the space of a hostile creature at least two sizes larger than you. While in the target’s space, you have cover from other creatures. When the creature moves, you can make a Strength (Athletics) check contested against the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target chooses the ability to use) to move with it.

Tool Proficiency. You gain proficiency with one artisan’s tools of your choice.

Languages. You can speak, read, and write Common, Sylvan and one other language that you and your DM agree is appropriate for your character.

Gerblin and Hedgen Races: Hedgen are small fey renowned for their metalworking and multi-tool gloves.

Hedgen

Hedgens are a proud and independent race, dwelling in the frozen lands of the north. They are renowned for their skill in metalworking and the creation of intricate multi-tool gloves that are coveted by artisans across the land.

Hedgens value strength, honor, and tradition above all else. They live in small, isolated communities, each led by a powerful Hedge Lord. Despite their rough exterior, Hedgens are fiercely loyal to their family and community and will go to great lengths to protect their loved ones.

Use the Hedgen Features table to help provide your character with unique and interesting characteristics.

Hedgen Features

d6Feature
1Your quills curve slightly at the tip.
2You have brightly colored eyes.
3When you shiver, your quills click together.
4The hair around your face is a distinctly different color than your body.
5Your nose has a slight metallic appearance to it.
6Your ears stick out well above the quills on your head.

Hedgen Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Small.

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 gray.

Frostborne. You ignore difficult terrain caused by snow or ice.

Reactive Quill. When you take damage from a creature within 5 feet of you, you can use your reaction to strike at it with your quills. The creature must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 piercing damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Reactive Quill a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Barreling Roll. As a bonus action, you curl into a ball and roll up to 30 feet in a straight line to an unoccupied space. Each creature you move through that is Medium or smaller must succeed on a Strength saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be moved up to 5 feet.

You can use your Barreling Roll a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tool Proficiency. You gain proficiency with one artisan’s tools of your choice.

Languages. You can speak, read, and write Common, Sylvan and one other language that you and your DM agree is appropriate for your character.

Imagery generated by Midjourney.

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