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gerbilfolk [2026/03/16 19:54] – [Gerbilfolk Traits] dungeonmastergerbilfolk [2026/05/14 21:35] (current) dungeonmaster
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 =====Gerbilfolk===== =====Gerbilfolk=====
  
-Energetic, long-tailed explorers with big curious eyes and twitchy whiskers, shown in your minis dashing through the forest in colorful tunics and tiny packs. Gerbilfolk are quick-witted burrowers who zip between danger and discovery faster than you can blink.+Energetic, long-tailed explorers with big curious eyes and twitchy whiskers. Gerbilfolk are quick-witted burrowers who zip between danger and discovery faster than you can blink. Think enlarged slightly humanoid gerbil person. They've entered this campaign as part of a set of homebrew [[Animalfolk]] with the first player character example being [[Marion]].
  
 ====Gerbilfolk Traits==== ====Gerbilfolk Traits====
  
-  * Creature Type: Humanoid +  * **Creature Type**: Humanoid 
-  * Size: Small +  * **Size**: Small (average 1-2 feet tall - see [[Small Size Rule]])  
-  * Speed: 35 feet +  * **Speed**: 35 feet 
-  * Languages: Common and Sylvan +  * **Languages**: Common and Sylvan suggested. 
-  * Nimble Scrambler: You have a climbing speed of 15 feet. +  * **Nimble Scrambler**: You have a climbing speed of 15 feet. 
-  * Hyper Alert: You are proficient in the Perception skill and add your proficiency bonus to initiative rolls. +  * **Prey Initiative**: You are proficient in the Perception skill and add your proficiency bonus to initiative rolls. This is due to being a kind of creature that's typically prey. Don't miss this bonus if you're playing as a gerbilfolk! 
-  * Darkvision: You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light (shades of gray only).+  * **Darkvision**: You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light (shades of gray only).
  
-====Hyper Twitch Bell====+====Additional Fine Tuning====
  
-A jingly ribbon bell you tie to your tailOnce per day, ring it to gain +20 ftspeed for 1 minute… but you lose control and must dash your full movement in a random direction each turn (cliffs and walls beware!).+  * **Dichromatic vision**They perceive only ''green and blue''Anything else is a shade of gray. 
 +  * **Far Sighted**. The DM may declare some melee combat attacks they make are at disadvantage, but with the understanding that gerbilfolk are supplementing their close up eyesight with keen smell and hearing which may negate any issue. //Situations with overwhelming smells or lots of noise may be what ultimately makes this judgement call happen.// 
 +  * **Herbivore**. Relevant in civilized dining situations for role playing purposes.
  
gerbilfolk.1773708879.txt.gz · Last modified: by dungeonmaster

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