TEXT: Appendix C | Creating NPCs
  208
  Appendix C: Creating NPCs 
  making friends
  To adjust an existing NPC or build one from scratch, 
  follow these steps to create birdfolk or humblefolk NPCs  
  to use in your own adventures.
  BIRDFOLK NPCS
  Turn any NPC into a birdfolk by making the following 
  changes to its base stat block. These rules can be used to 
  further customize the generic birdfolk NPCs included in 
  this book. 
  Birdfolk are Medium sized and use the base speed of the 
  NPC unless otherwise specified.
  Glide
  All birdfolk have feathered arms capable of gliding short 
  distances and slowing their fall speed. Add the Glide trait to 
  the NPC. Ignore heavy armor in this glide. Birdfolk NPCs 
  with heavy weapons, armor, or shields in their stat block 
  should be able to glide with them.
  Feathers vs. Talons
  If your creature is a gallus or luma, they have much more 
  developed wings. They have the Wing Flap trait, an ability that 
  can propel them upwards into the air at up to half their base 
  movement speed. This costs a bonus action to use, and cannot 
  be used to gain height while gliding.
  If your creature is a corvum, raptor or strig, they have 
  taloned hands. Make sure to add Talons to their attacks, 
  and calculate attack and damage bonuses for it using either 
  Strength or Dexterity. The base damage for these attacks is 1d4 
  piercing damage.  Birdfolk with Talons also have advantage on 
  Strength (Athletics) checks made to climb. 
  Languages
  Birdfolk all speak Birdfolk. They can also naturally under-
  stand Auran, the elemental language of air, but they have no 
  innate ability to speak it.
  Racial Abilities
  Every birdfolk race has two subraces, and each subrace 
  possesses a different set of abilities.
  CORVUM
  Desperate for knowledge as a means of power, corvums are 
  usually found in positions of power or influence. Their quest 
  for power leads many to become warlocks or assassins. 
   l
  Make the following adjustments to the base creature’s  
  stat block: 
  Ability Modifiers. +2 to the base creature’s Intelli-
  gence score. 
  Learned. A corvum gains proficiency in one of the follow-
  ing skills: Arcana, History, Nature, or Religion. 
   l
  Then, add abilities from a corvum subrace.
  Dusk Corvum
  Ability Modifiers. +1 to the base creature’s Dexterity score.
  Skulker. The dusk corvum has advantage on Dexterity 
  (Stealth) checks made in dim light or darkness. 
  Kindled Corvum
  Ability Modifiers. +1 to the base creature’s Charisma score.
  Convincing. The kindled corvum gains proficiency in your 
  choice of the Deception or Persuasion skill. Additionally, they 
  have advantage on all Charisma checks used to convince some-
  one of their knowledge of anything pertaining to the skill they 
  gained proficiency in from their Learned ability.   
  GALLUS
  Salt of the earth folk, gallus are as hearty as they come. 
  They can often be found as soldiers, leaders, or spiritualists.
   l
  Make the following adjustments to the base creature’s  
  stat block: 
  Ability Modifiers. +2 to the base creature’s Wisdom score.
   l
  Then, add abilities from a gallus subrace.
  Bright Gallus
  Ability Modifiers. +1 to the base creature’s Charisma score. 
  Inspiring. As an action, the bright gallus inspires an ally 
  that can see and hear them. The ally can roll a d4 and add 
  the number rolled to their next ability check, attack roll, or 
  saving throw.
  Huden Gallus
  Ability Modifiers. +1 to the base creature’s Dexterity score. 
  Seedspeech. The huden gallus can communicate simple 
  ideas to living plants, and is able to interpret their responses in 
  simple language.
  Talons
  
  Appendix C | Creating NPCs
  209
  LUMA
  Odd as they may be, lumas have an innate connection 
  to the arcane, lending them magical abilities or simply an 
  aura of charisma. They are just as at home in a ballroom as a 
  mage’s tower.
   l
  Make the following adjustments to the base creature’s  
  stat block: 
  Size. Lumas are Small sized.
  Speed. Lumas have a base movement speed of 25 feet.
  Ability Modifiers. +2 to the base creature’s Charisma score. 
  Fated (Recharges after a Long Rest). The luma can choose 
  to reroll any attack roll, skill check, or saving throw. 
   l
  Then, add abilities from a luma subrace.
  Sable Luma
  Ability Modifiers. +1 to the base creature’s Constitu-
  tion score. 
  Damage Resistance. Sable lumas are resistant to 
  poison damage. 
  Resilience. Sable lumas have advantage on saving throws 
  against being poisoned.
  Sera Luma
  Ability Modifiers. +1 to the base creature’s Wisdom score. 
  Songbird (Recharges after a Long Rest). Sera lumas can 
  cast charm person. Charisma is their spellcasting ability and the 
  spell does not require any somatic components to cast.
  RAPTOR
  Consummate hunters, raptors are at home in forests and 
  other dark places. They make skilled rangers and rogues. 
   l
  Make the following adjustments to the base creature’s  
  stat block: 
  Size. Raptors are Small sized.
  Speed. Raptors have a base movement speed of 25 feet.
  Ability Modifiers. +2 to the base creature’s Dexterity score.
  Hunter’s Training. Raptors have proficiency with the 
  longbow, short bow, and spear. Additionally, their familiarity 
  with the longbow means that it is not considered a heavy 
  weapon for them.
   l
  Then, add abilities from a raptor subrace.
  Maran Raptor
  Ability Modifiers. +1 to the base creature’s Intelli-
  gence score. 
  Speed. Maran raptors have a swim speed of 25 feet. 
  Patient. When a maran raptor reacts with a readied action, 
  they have advantage on the first attack roll, skill check, or 
  ability check they make as a part of that action. 
  Mistral Raptor
  Ability Modifiers. +1 to the base creature’s Wisdom score. 
  Aerial Defense. As long as a mistral raptor is falling, glid-
  ing, or jumping, attacks made against them have disadvantage. 
  STRIG
  Fond of the wilderness and proud of their physical prowess, 
  strigs are generally loners, survivalists, and fighters. 
   l
  Make the following adjustments to the base creature’s 
  stat block:
  Ability Modifiers. +2 to the base creature’s Strength score. 
  Senses. Strigs have darkvision out to 60 feet. 
  Patterned Feathers. Strigs have advantage on Dexterity 
  (Stealth) checks when they attempt to hide in a forest. 
   l
  Then, add abilities from a strig subrace.
  Stout Strig
  Ability Modifiers. +1 to the base creature’s Constitu-
  tion score. 
  Brawler. Whenever a stout strig hits with their talon attack, 
  they may choose to grapple their target as a bonus action.
  Swift Strig
  Ability Modifiers. +1 to the base creature’s Dexterity score. 
  Speed. Swift strigs have a base walking speed of 35 feet. 
  HUMBEFOLK NPCS
  You can turn any NPC into a humblefolk by making 
  the following changes to its base stat block. These rules can 
  be used to further customize the generic humblefolk NPCs 
  included in this book.
  Humblefolk are Medium sized and use the base speed of 
  the NPC unless otherwise specified.
  CERVAN
  Hearty and practical, cervans can find themselves at home 
  virtually anywhere, though many prefer the life of a recluse, 
  often accompanied by or living with only a handful of close 
  companions with whom they have formed strong connections.
   l
  Make the following adjustments to the base creature’s  
  stat block: 
  Ability Modifiers. +2 to the base creature’s Constitu-
  tion score.
  Languages. Cervans speak Birdfolk and Cervan.
  Surge of Vigor (Recharges after a Long Rest). If an attack 
  deals over half of a cervans current remaining hit points in 
  damage (even if their hit points are reduced to 0 by  
  the attack), they immediately regain hit points equal  
  to 1d12 + their Constitution Modifier. 
   l
  Then, add abilities from a subrace listed below.
  Grove Cervan
  Ability Modifiers. +1 to the base creature’s Dexterity score. 
  Speed. Grove cervans have a base walking speed of 35 feet. 
   l
  Choose one of the following:
  Standing Leap. A grove cervan’s base long jump is 30 
  feet, and their base high jump is 15 feet, with or without a 
  running start. 
  Nimble Step. Opportunity attacks made against the grove 
  cervan are rolled with disadvantage. 
  
  Appendix C | Creating NPCs
  210
  Pronghorn Cervan
  Ability Modifiers. +1 to the base creature’s Strength score. 
  Antlers. Pronghorn cervans have a set of large, strong 
  antlers that can be used to make melee attacks. Their antler 
  attack deals 1d6 piercing damage and is calculated using the 
  creature’s strength score for the purposes of determining the 
  attack roll and damage bonus. 
   l
  Choose one of the following:
  Robust Build. Double the pronghorn cervan’s carrying 
  capacity as well as the weight they can push, drag, or lift.
  Charge. If the pronghorn cervan moves at least 20 feet in 
  a straight line towards an enemy, their Antler attack deals an 
  extra 1d6 points of piercing damage. If the target of the charge 
  is Large or smaller, they must make a Strength saving throw 
  against a DC of the pronghorn cervan’s Proficiency Bonus + 8 
  + the pronghorn’s Strength modifier. On failure, the target is 
  pushed 10 feet away from the pronghorn cervan. 
  HEDGE
  Sensitive and empathetic, hedges tend towards the mystic 
  arts, especially paths of natural magic, such as druids, or those 
  which make use of their innate talents, such as bards.
   l
  Make the following adjustments to the base creature’s  
  stat block: 
  Size. Hedges are Small sized.
  Natural Armor. Hedges have a natural armor class of  
  14 + their Dexterity modifier. 
  Speed. Hedges have a movement speed of 25 feet. They 
  also have a burrow speed of 15 feet. They cannot burrow 
  through anything more solid than packed soil.
  Ability Modifiers. +2 to the base creature’s Charisma score, 
  and +1 to the base creature’s Wisdom score. 
  Languages. Hedges speak Birdfolk and Hedge. They can 
  also speak with beasts of any size which fall into the category 
  of insects, spiders, worms, or other bugs. 
   l
  Then, add the following ability:
  Curl Up. As an action, the hedge curls up into a spiny ball. 
  While curled up in this way they cannot move, attack, or cast 
  spells with somatic components, and their base armor class 
  becomes 19. Any creature that misses the hedge with a melee 
  attack while they are curled up takes 2d4 points of piercing 
  damage from the sharp quills. If a creature hits the hedge 
  while they are curled up, however, the hedge is knocked prone 
  in their space at the end of the turn. The hedge may uncurl 
  themselves at any point during their turn. 
  JERBEEN
  Nimble and naturally good at working as part of a team, 
  jerbeens fit in well in a variety of roles. Their natural quickness 
  makes them excellent thieves or duelists, and their desire to 
  help better their communities draws many down the path  
  of a paladin. 
   l
  Make the following adjustments to the base creature’s  
  stat block:
  Size. Jerbeen are Small sized.
  Speed. Jerbeen have a movement speed of 30 feet.
  Ability Modifiers. +2 to the base creature’s Dexterity score, 
  and +1 to the base creature’s Charisma score. 
  Languages. Jerbeens speak Birdfolk and Jerbeen.  
   l
  Then, add the following abilities:
  Standing Leap. A jerbeen’s long jump is 30 feet, and their 
  base high jump is 15 feet, with or without a running start. 
  Team Tactics. Jerbeens can take the Help action as a 
  bonus action. 
  MAPACH
  Wily and resourceful, the mapachs are expert survivors 
  with a special knack for tinkering. They are often drawn 
  towards professions as artisans or craftspeople, frequently 
  producing unconventional inventions along with standard 
  wares. They also make excellent rangers, helping to guide those 
  less experienced through dangerous territory for the right price. 
   l
  Make the following adjustments to the base creature’s 
  stat block:
  Speed. Mapachs have a climb speed of 20 feet. 
  Ability Modifiers. +2 to the base creature’s Wisdom score, 
  and +1 to the base creature’s Constitution score. 
  Damage Resistance. Mapachs are resistant to 
  poison damage.
  Senses. Mapachs have darkvision out to 60 feet. 
  Languages. Mapachs speak Birdfolk and Mapach.  
   l
  Then, add the following abilities:
  Skulker. A mapach has advantage on Dexterity (Stealth) 
  checks made in dim light or darkness.
  Resilience. Mapachs roll with advantage on saving throws 
  against being poisoned.
  VULPIN
  Artful and cunning, vulpins are ambitious and seek posi-
  tions of status, wealth, and power. An astute mind makes them 
  natural wizards, but just as many can be found using their wits 
  to outsmart Alderheart’s Perch Guard as criminal masterminds. 
   l
  Make the following adjustments to the base creature’s  
  stat block:
  Ability Modifiers. +2 to the base creature’s Intelligence 
  score, and +1 to the base creature’s Charisma score. 
  Senses. Vulpins have darkvision out to 60 feet.
  Languages. Vulpins speak Birdfolk and Vulpin.
   l
  Then, add the following abilities: 
  Bite. Vulpins have sharp fangs that enable them to make 
  natural bite attacks. Their bite attack deals 1d6 points of pierc-
  ing damage and can be calculated using either the creature’s 
  Dexterity or Strength score for the purposes of determining 
  the attack roll and damage bonus. Vulpins are proficient in 
  their bite attacks. If the base creature has the Multiattack abil-
  ity, this applies to the vulpin’s bite attack as well.
  Evasive. A vulpin includes their Intelligence modifier  
  (if positive) as a bonus on all Dexterity saving throws. 
  
  Appendix D | New Magic Items
  211
  Appendix D: New Magic Items
  enchanted treasures
  BLADE OF THE WOOD
  Weapon (any sword), rare (requires attunement)
  A finely crafted sword with delicate etchings, it resonates 
  with a faint hum of life.
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon.
  The sword has 2 charges. You can expend a charge and 
  speak the command word to cast spike growth (save DC 
  16) centered on yourself. You can pass through this terrain 
  unaffected.
  The sword regains one charge each day at dawn. 
  THE BOREALUS
  Staff, artifact (requires attunement)
  This legendary artifact was created by a powerful wizard, 
  crafted from the finger of a towering, ancient elemental aspect 
  of frost. It is so cold to the touch that it numbs any skin it 
  comes into contact with, although an attuned character is 
  immune to this effect.
  Gifts of the Rime. As long as you are attuned to the Bore-
  alus, you gain the following benefits:
   l
  You are resistant to fire damage
   l
  You are immune to cold damage
   l
  You learn the ray of frost cantrip
  Breath of Winter. While holding the staff you can use your 
  action to unleash an icy-cold blizzard from your open mouth. 
  A 100-foot-cone of hoarfrost blasts forth in a direction of your 
  choice, dealing 9d8 cold damage to all creatures within the 
  cone if they fail a DC 18 Constitution saving throw, or half as 
  much on a success. You can’t use this property again until the 
  next dawn. 
  Glacial Prison. By using your action to touch the staff to 
  a surface, you can cause a barrier of ice to spring into existence 
  from a point you can see along this surface within 200 feet 
  of you. This effect is otherwise identical to a wall of ice spell 
  cast at 6th level, with a DC 18 for all saving throws related 
  to the effect. You can’t use this property again until 3 days 
  have passed. 
  Cruel Winds. Wherever the staff goes, a bitterly cold 
  boreal wind accompanies it. The wind gusts intermittently 
  within 30 feet of the attuned character and extinguishes all 
  non-magical flames it comes into contact with.
  Destroying the Staff. The staff can be destroyed through 
  exposure to flames from a fire elemental of equal power to the 
  being it was crafted from. After centuries of exposure, it will 
  melt away into nothing. 
  FEATHERED HELM
  Wondrous item, rare (requires attunement)
  The helm itself is simple leather, hide, scale, or plate, but 
  the magic imbued into it comes from the feather. The birdfolk 
  races of Humblewood consider the giving of a feather to be 
  one of the highest honors one can bestow, and it represents an 
  eternal bond or deep appreciation. 
  The helm has 3 charges that, while wearing it, you can use 
  to activate its abilities. The helm has different properties based 
  on the race of the birdfolk who gifted the feather.  
  Corvum. You can use a charge to cast hideous laughter (save 
  DC 16) and two charges to cast detect thoughts (save DC 16). 
  Gallus. You can use a charge to cast bless and two charges 
  to cast aid. 
  Luma. You can use a charge to cast a random 1st-level 
  spell from the sorcerer spell list, then roll a d20. On a roll of 
  20, you may use this ability again without expending a charge. 
  On a roll of 1, the spell also targets you, unless you are it’s 
  only target, in which case the spell fizzles to no effect. Any 
  spell cast using this helm that requires a saving throw has a 
  save DC of 16.
  Raptor. You can use a charge to cast hunter’s mark and two 
  charges to cast magic weapon.
  Strig. You can use a charge to cast divine favor and two 
  charges to cast pass without trace.
  The helm regains 1d3 charges each day at dawn.
  A true gift 
  Whether you are playing through the Humblewood 
  adventure, or playing your own campaign in the Wood, 
  look for organic relationships between a character and 
  the races of birdfolk. If one stands out, use that to decide 
  what type of feather is offered to the player in this helm. 
   
  Additionally, a character whose character is a birdfolk may 
  want to make this gift themselves. Make sure to create a 
  narrative bond between this player and who they share 
  a feather with — the gift of a feather is not something 
  which should be given lightly.
  NECRONOMICON EX CORVIS
  Book, artifact (requires attunement by a wizard)
  This legendary tome of dark necromancy was penned by 
  the mad corvum necromancer Lathrus, of the Night’s Call. 
  The book is one of a kind and contains terrible necroman-
  tic secrets.
  The Necronomicon Ex Corvis is a spellbook, and as 
  such only wizards can truly benefit from studying the dark 
  secrets within. 
  
  Appendix D | New Magic Items
  212
  Abyssal Secrets. By spending a full week studying the dark 
  secrets in this tome, your Intelligence score increases by 2. 
  These secrets gnaw at your mind, however, and your Wisdom 
  score decreases by 1. 
  Grasp of Shadows. By spending at least a minute reciting 
  a ritual listed in this book, you can summon forth 1d4 + 2 
  shadows. These creatures are loyal to you and can understand 
  any instructions you give them. They will carry out these 
  instructions to the best of their ability. This property can only 
  be used once per week.
  Knowledge Beyond Reason. You may add the spells listed 
  below into your spellbook. However, the tome removes the 
  restriction that requires you to be able to prepare and cast 
  these spells. In effect, you can copy these spells to your spell-
  book now, though they will only be available to prepare once 
  you reach a level at which you can cast them. 
  Additionally, rather than pay gold pieces to copy any spell 
  within into your spellbook, you may deal one point of damage 
  to yourself and take one level of exhaustion to scribe the spell 
  in your own blood.
  Level
  Spell
  3rd
  animate dead, bestow curse, vampiric touch
  4th
  blight
  6th
  circle of death, magic jar
  7th
  finger of death
  The Corvum’s Curse. After copying at least one spell from 
  this tome into your spellbook, you must succeed on a DC 16 
  Wisdom saving throw or become cursed (as bestow curse), with 
  the effect of the curse being decided by the GM. 
  The curse persists for 2d4 days, but its duration resets 
  anytime you copy a spell from this book. Otherwise, only a 
  remove curse spell cast using a 5th level or higher spell slot can 
  rid you of this effect.
  Destroying the Book. Unlike other artifacts, the book is 
  not immune to damage. Pages removed from the book will 
  lose their magic within a day. Additionally, exposing the book 
  to direct sunlight for at least 8 hours will cause the dark magic 
  within to dissipate, rendering it useless.
  NEST CHARM
  Wondrous item, uncommon (requires attunement)
  This charm is a sphere of intricate metal branches, interwo-
  ven to form a sort of nest. 
  By placing the charm on the ground and speaking its 
  command word, you can cause it to unfold, creating a 
  30-foot-diameter circular platform of interwoven branches. 
  Once the platform has reached its full size, a magical tree 
  grows beneath it, lifting the platform 50 feet into the air, 
  carrying any passengers and items along with it.
  This perch lasts up to 8 hours, at which point the tree will 
  retreat into the ground and the platform will shrink, eventually 
  curling back into the small charm. At any time the command 
  word can be spoken again to dismiss the perch in a similar 
  fashion. Once the nest charm’s power has been used, it can’t be 
  used again until the next dawn. 
  RED-FEATHER BOW
  Weapon (any bow), uncommon (requires attunement)
  A prized hunting weapon among mistral raptors, this 
  bow is imbued with magic to help the wielder see their prey 
  from afar. 
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon.
  The bow has 3 charges. When you fire an arrow from this 
  bow, you can speak the command word and use a charge to 
  see through the arrow as a bonus action. You can see from 
  the point your arrow lands as if you were there for 1 minute. 
  If the arrow strikes a creature, you see what they see for the 
  same duration.
  The bow regains 1d3 charges each day at dawn. 
  WING CREST SHIELD
  Armor (shield), uncommon (requires attunement)
  While wielding this shield, you gain a +1 bonus 
  to your AC.
  As an action, you can speak the command word to cast 
  gust of wind (save DC 15). Once the shield has been used to 
  cast this spell, it can’t be used to cast this spell again until the 
  next dawn.
  
  Luma
  ma
  ma
  ma
  LICENCE
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  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors 
  Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Humblewood Campaign Setting, Copyright 2019, Hit Point Press Inc. Authors: Jordan 
  Richer, Christopher Pinch, Andrea Bruce, TR Rowe and Matthew Gravelyn.
  PRODUCT IDENTITY 
  The following items are designated Product Identity, as defined in Section 1(e) of the 
  Open Gaming License Version 1.0a and are subject to the conditions set forth in Section 
  7 of the Open Gaming Licence, and are not Open Content:
  All trademarks, registered trademarks, propernames, dialogue, plots, storylines, locations, 
  characters, artworks, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.)
  OPEN GAMING CONTENT 
  All content from the System Reference Document 5.1 is Open Game Content as 
  described in Section 1(d) of the License. No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form  
  without permission.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Humblewood/Book/v1.02/7Humblewood-AppendixC-CreatingNPCs.pdf