Madra in Fables of Humblewood | World Anvil
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Madra

Loyal companion Like the dogs they resemble, madra are loyal, and integrate eagerly with other races, making themselves useful any way they can, and delighting in others’ approval. Most madra prefer an ordered existence with some consistency, either in daily routines or the company kept, and many become distressed without it. Few madra live alone, and they cohabitate with others of their kind or anyone else who will take them in.     

MADRA TRAITS

Ability Scores. Your Constitution score increases by 1.
Age
. Madra mature at 8 years and live up to 50 years.
Alignment
. Madra feel most comfortable in societies with well-ordered hierarchies, giving them a strong lawful bent.
Keen Senses
. You are proficient in the Perception skill.
Pack Bravery
. If an ally of yours is within 30 feet of you, you have advantage on saving throws against being frightened.
Languages
. You can speak, read and write Common and Madra.  
Subraces.

Choose one of following subraces: Hundr Madra or Koer Madra .    

Hundr Madra

The powerful hundr resemble mastiffs, bulldogs, or other larger breeds of dogs. They have a reputation for loyalty and aggression. They are frequently employed as guards, trackers, or shepherds.
Ability Scores.
Your Strength score increases by 2.
Size
. Hundr stand between 4 and 5 feet tall and average about 130 pounds. Your size is Medium.
Speed
. You have a base walking speed of 30 feet.
Canine Jaws.
Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Tracker
. You are proficient in either the Intimidation, Investigation or Survival skill.
Warden’s Legacy.
You know the true strike cantrip. When you reach 3rd level, you can cast the hunter’s mark spell once with this trait and regain the ability to do so when you finish a long rest.    

Koer Madra

The koer resemble tend to be gregarious or neurotic in nature, and cut a far less imposing stature then the hundr, which they make up for with natural allure. They are frequently employed as bards, dancers, and jesters. 
Ability Scores.
Your Charisma score increase by 2.
Size
. Koer are between 3 and 4 feet tall and average about 55 pounds. Your size is Small.
Speed
. You have a base walking speed of 25 feet.
Clever Companion.
You are proficient in either the Insight, Performance or Persuasion skill.
Language Learner.
You learn an additional language of your choice.
Comate’s Legacy.
You know the vicious mockery cantrip. When you reach 3rd level, you can cast the zephyr strike XGE spell as a once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race).

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