Cervan
Cervans {.humblescratch}
Cervans are versatile deer-like folk who live in small, intimate villages throughout Humblewood. More insular than other humblefolk, cervans often reside deep in the most ancient parts of Humblewood’s vast forest, in tree stands and groves far from birdfolk perches.
Hale and Hearty
active and alert {.humblescratch}
Cervans have a robust physique and are rarely sick. They are one of the longest-lived races among the humblefolk. Though their wariness has earned them a reputation as timid, cervans are cautious because they remain active and alert and generally prefer practice to contemplation. Cervans like to pursue skills independently in order to give themselves a sense of purpose. This striving is what propels some cervans to positions of great import throughout the Wood. A happy cervan is one who is hard at work.
As Varied as Trees in the Wood
many in the woods {.humblescratch}
Cervan characters could be imagined as elk, moose, or antelopes. Any hoofed creature with horns would fit the bill, especially those native to forest or mountainous environments. While not every cervan has horns, the ability to grow them is seen as a blessing of Cairith and is a part of their culture.
Wary and Practical
close-knit communities {.humblescratch}
One of the reasons cervans form such close-knit communities is a mistrust of outsiders. Before the Treaty, vulpin raiders and mapach thieves were serious threats. These times have long since passed, but cervans still possess a wariness that makes it hard for others to gain their trust. After the implementation of the Humblefolk Treaty, many cervans continued to live by the old ways. However, some cervan villages have since started to contain the odd family of jerbeen or a few lone hedges. Even under such circumstances, cervans have maintained positions of leadership and delegated responsibilities to make sure that villages are run in accordance with the old cervan teachings, ensuring that work necessary for survival in the most remote villages is accomplished so that all its inhabitants may be kept healthy and happy.
The Sight
glimpse from the divine {.humblescratch}
A cervan whose Sight has been triggered is encouraged to hone it so that they might take on the role of a seer within their village. However, these efforts aren’t always met with success. The Sight will sometimes visit a cervan only once in their lifetime, with no amount of training granting a glimpse of such visions again. This is believed to be for the best, as cervans acknowledge that those who are truly Sighted carry knowledge that can be both a blessing and a curse.
The Blessing of Cairith
antlers are rare {.humblescratch}
While it’s not unusual for some cervans to have small antlers or buds visible on their heads, only rarely is a cervan born who can grow a full set of antlers. These cervans are a different subrace—pronghorns—and are thought to be especially blessed by their Amaranthine Cairith, a sacred spirit of life and growth believed to watch over all cervans. Unlike other subraces, pronghorn and grove cervans are the same people. The arrival of a pronghorn cervan is an event to celebrate, as it can occur only once in a generation.
Cervan Traits
Ability Score Increase. Your Constitution score increases by 2.
Age. Cervans reach maturity around 12 years. Compared to the rest of the Humblefolk, they live long lives, between 100 and 150 years, something they attribute as much to their way of life as to the blessing of Cairith. Pronghorns generally live longer than grove cervans, which is considered a sign of Cairith’s favor.
Alignment. Cervans are pragmatic in their thinking and generally prefer to keep their philosophies flexible to prioritize what they believe is important for themselves and their communities. They lean towards neutral alignments.
Size. Grove cervans stand between 5-6 feet tall, and have light builds, weighing between 130 and 180 pounds. Pronghorn cervans are taller and tend toward heavier, more muscular builds, standing around 7 feet tall and sometimes weighing over 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Practical. Cervans are eminently practical and like to spend their time learning useful skills for life in their woodland villages. You gain proficiency in one of the following skills: Athletics, Medicine, Nature, or Survival.
Surge of Vigor. All cervans possess a great tenacity and will to survive, which allows them to bounce back from even the most devastating blows. If an attack deals over half of your current remaining hit points in damage (even if your hit points are reduced to 0 by the attack), you immediately regain hit points equal to 1d12 + your Constitution Modifier. You can’t use this feature again until you have completed a long rest.
Languages. You can speak, read, and write Birdfolk, as well as speak Cervan (Cervan has no written component).
Subrace
There are two main subraces of cervans: grove and pronghorn. Choose one of these subraces.
Grove Cervan
grove cervan {.humblescratch}
As a grove cervan, you are swift and agile, able to quickly maneuver out of harm’s way. You are also incredibly versatile and can fulfill a variety of roles within a village or an adventuring party.
Ability Score Increase. Your Dexterity score increases by 1.
Swift. Your base walking speed increases to 35 feet. Standing Leap. Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start.
Nimble Step. Opportunity attacks made against you are rolled with disadvantage.
Pronghorn Cervan
Pronghorn Cervan {.humblescratch}
As a pronghorn cervan, you were born larger and stronger than others in the community and found yourself laden with expectations from a very young age. It is up to you whether you embrace your position of privilege or rebel against the constraints thrust upon you by cervan society.
Ability Score Increase. Your Strength score increases by 1.
Robust Build. Your carrying capacity and the weight you can push, drag, or lift are doubled.
Antlers. You have a set of large, strong antlers that can be used to make devastating charge attacks. You can use your unarmed strike to gore opponents, dealing 1d6 + your Strength Modifier piercing damage on a hit.
Additionally, if you move at least 20 feet in a straight line toward an opponent, you can spend a bonus action to charge them, dealing an extra 1d6 points of piercing damage. If the target of your charge is Large or smaller, they must make a Strength saving throw against a DC of your Proficiency Bonus + 8 + your Strength Modifier. On failure, the target is pushed 10 feet away from you into a space of your choice.