Dolmenwood

New ancestries, monsters, and more for the Dolmenwood setting.

The folk of the day-to-day world, in all the variety we know.

Decisiveness

Advantage on Initiative.

Adaptable

+1 to all skills.

Exotic

Ageless fairies who have crossed into the mortal world for reasons they seldom reveal.

Know Sylvan if your INT is not negative. Intelligent nobles may know High Elfish as well.

Fae Immortality

Elves can be killed but do not die naturally. They are immune to diseases of non-magical origin. Elves also cannot die of thirst or starvation, though a lack of sustenance drives them desperate and sadistic.

Glamours

Elves have innate faerie magic. Choose 1 Glamour.

Unearthly Beauty

Advantage to interact with Mortals.

Exotic

Mercurial, shape-shifting cat-fairies renowned for their magic of illusion and their love of eating rats.

You know Mewl if your INT is not negative.

Fae Immortality

Grimalkins can be killed but do not die naturally. They are immune to diseases of non-magical origin. Grimalkins also cannot die of thirst or starvation, though a lack of sustenance drives them desperate and sadistic.

Glamour

Grimalkin have innate faerie magic. Choose 1 Glamour.

Shape-Shifting

Action. You can transform into a harmless tiny cat, as a Stormshifter's Beastshift but you can only talk to cats. Once per Safe Rest, you can turn into a Wilder instead.

Wilder (Medium). Transform into a medium cat. Attacks against you have disadvantage 2 (damage suppresses this until the end of your next turn). You can only attack with Vicious Claws. Vicious Claws. Action: 1d4+LVL piercing damage.

BreggleMedium

Goat-headed folk whose horn length indicates their social standing.

You speak Gaffe if your INT is not negative. Intelligent nobles may know Caprice as well.

Fur

Increase defense by 2 while unarmored or wearing cloth or leather.

Gaze

KEY times per Safe Rest, you can charm a lower level creature, granting Advantage on a WIL check against them or imposing disadvantage on an attack against you.

Horns

Your unarmed strikes deal 1d4+STR damage.

Exotic

Gnarled, woody humanoids whose fertile flesh hosts mosses, moulds, and fungi.

Mosslings know Mulch if their INT is not negative.

Knacks

Mossling practice carefully guarded quasi-magical crafts. You know 1 Knack.

Resilience

Your STR save becomes advantaged if it was neutral, or neutral if it was disadvantaged.

Symbiotic Flesh

Plants grow on you! You have Advantage to interact with plant creatures.

WoodgrueMedium
Exotic

Bat-faced demi-fey goblins, known for their love of music, revelry, and arson.

You speak Sylvan if your INT is not negative.

Compulsive Jubilation

You gain Inspiration when you partake in a party, feast, or celebration if doing otherwise would be better for you.

Demi-Fae

You do not have fae immortality, but count as a faerie for the purposes of spells or abilities.

Mad Revelry

You can cause the emotions you want by playing wind instruments, and potentially affect how folks act. You have advantage on related Checks.

You start play with a wind instrument, and can use instruments as melee weapons, dealing 1d4 + STR or DEX.

Requirement: Not a real background. Each of the Dolmenwood classes fits into a specific narrative place - this note attempts to connect that to Nimble.

Bards = Songweavers (traveling entertainers and record keepers). Purviews: Draw Attention, Bardic Lore.

Clerics = Shephards (servants of the Church). Purviews: Inspiring Sermons, Command Respect.

Enchanter = ??? Mage? Shadowmancer? Psion (Illusionist)? Almost certainly a Faerie (Faerie Magic). Purviews: Cunning Trickery, Unsettle Others.

Fighters = Commanders (tactical leaders) or Berserkers (forest survivors). Mercenaries. Purviews: Hard Labor, Tactical Assessment.

Friar = ??? Reflavored Shephard with Cloth Armor? (Wandering acetics) Purviews: Comforting Others, Natural Plantcraft

Hunter = Hunter (wilderness survivalists). Purviews: Stalk Prey, Wildcraft

Knight = Commander (sworn leader) or Oathsworn (holy avenger). Feudal warriors. Purviews: Act Honorably, Command Respect.

Magician = Mage. Arcane caster. Purviews: Academic Research, Innovative Tinkering.

Thief = Cheat. Purviews: Thievery, Careful Movement

Note: the Stormshifter or Zephyr are nowhere above. I think the Stormshifter could work well for the Dolmenwood Witches. Perhaps the Zephyr could be like a Faerie Warrior? It's not the best for this setting though. I could see Friar, but they're supposed to be more pacifistic rather than punchy.

Awe

Cantrip, AoE
1 Action
Utility

Beguilement

Single Target
1 Action

Breath of the Wind

Single Target
1 Action

Cloak of Darkness

Self
1 Action

Conjure Treats

Single Target
1 Action

Dancing Flame

Single Target
1 Action

Disguise Object

Single Target
1 Action

Fairy Dust

AoE
1 Action

Flame Charm

Single Target
1 Action

Fool's Gold

Multi-Target
1 Action

Forgetting

Single Target
1 Action

Masquerade

Self
1 Action

Mirth and Malice

AoE
3 Actions

Silver Tongue

Self
1 Action

Subtle Sight

AoE
1 Action

Through the Keyhole

Self
1 Action

Vanishing

Single Target
1 Action

Walk in Shadows

Self
1 Action
Utility

Bird Friend

AoE
1 Action

Lock Singer

Single Target
1 Action

Root Friend

Single Target
1 Action

Thread Whistling

Single Target
1 Action

Wood Kenning

Single Target
1 Action

Yeast Master

Single Target
1 Action