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Strawfolk

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strawfolk

Ancient Constructs

Long ago, the people of a now-forgotten town used all kinds of magic to improve their ways of life, especially in the fields and farms. They enchanted dozens of scarecrows to be more effective in scaring off birds and various pests. The people of town valued these living scarecrows so much, that they were seen as fellow townsfolk.

When the settlement collapsed due to some unknown disaster, the Strawfolk were the only people to survive. They became the full-time caretakers of the land and rebuilt the town, taking on many of the previous townsfolk’s professions.

With no need to eat or feed other people, the Strawfolk learned to use their agricultural knowledge and skills to actually encourage animals to eat the crops, while maintaining year-round. The land quickly became a sanctuary for wildlife, having access to vast food resources, without fear of the Strawfolk who had no need to hunt them.

Most Strawfolk are well educated, having the ability to dedicate large amounts of time to studying their original creators, due to their unaging bodies.

“Backster is no ordinary folk. Everybody loves Backster. Backster is the greatest. Let Backster amaze you with Backster’s banjo.”

Backster the Dim

Rightfully Feared

While most Strawfolk took on the role of caretakers of the land around them and imitate the lifestyles of their original creators, some chose to delve deeper into their ability to scare not just crows, but people as well. The Scarefolk eventually parted with the core group of Strawfolk who would come to be known as the Crowkin, and developed murderous tactics for the sole purpose of striking fear into as many hearts as possible.

Societal Inheritance

After the demise of their creators, most of the original Strawfolk took on the professions and hobbies of the original townsfolk. Strawfolk always had personalities, the ability to feel emotions, and various likes and dislikes. However, when the townsfolk were gone and the Strawfolk took it upon themselves to take their place, individualism amongst their kin really took off.

Life in the Fields

Strawfolk were originally created to be masters of the field and agricultural caretakers. Though many take on a wide range of professions, all Strawfolk have a knack for caring for crops and redirecting pests. While a scarecrow stands motionlessly, Strawfolk move tirelessly about the fields and are more than happy to live among the plants and animals.

A rural town’s greatest blessing can come in the form of a traveling Strawfolk, hoping to put down roots and join a new community.

Self Creators

After the original creators of the Strawfolk were gone, it was up to their successors to study their books and notes to replicate the ritual required to create a new Strawfolk.

The original creators believed that personalities were genetic, and so the ritual required two beings to perform it. Because of this, even though Strawfolk are constructs, they have parents just like most biological lifeforms. Unlike other constructs, Strawfolk have parents that grant them knowledge and skills through the creation ritual. 

Cultural Split

When the Strawfolk took on the role of caretakers and replaced the original townsfolk of their home, not all were able to adjust to the idea of not scaring other creatures. These Strawfolk enjoyed nothing more than scaring off birds and were the ones who usually scared off the larger predators hunting the livestock on the farms.

They had no desire to fight other Strawfolk just to be able to scare the nearby animals, and though their desired ways of life were very different, they respected those who would come to call themselves Crowkin. The Scarefolk left town peacefully of their own free will, and the Crowkin knew it was best for everyone, but this cultural split would come to affect both clans as though their family had been broken.

Most Strawfolk today have no recollection of this parting, but the stories have remained and most Strawfolk hope for a time when the two clans can be reunited.

Strawfolk Names

Strawfolk know the common language thanks to their creators. They also tend to take on names from that society, which was primarily human.

Their parents give them a name when they’re created, but it is not uncommon for Strawfolk to rename themselves multiple times after developing new personalities throughout their ageless lives.

Strawfolk Traits

Your Strawfolk character has certain characteristics in common with all other moonwalker orcs.

Ability Score Increase. Your Constitution score increases by 2.
Age.
Alignment.
Size. Moonwalker orcs typically stand between 6 to 7 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

  • Size modifier = 2d6
  • Height = 5 feet + 10 inches + your size modifier in inches
  • Weight in pounds = 100 + (2d4 x your size modifier)

Speed. Your base walking speed is 35 feet. No matter your Strength score, your speed is reduced when you wear armor: -5 feet for light armor, -10 feet for medium armor, and -15 feet for heavy armor. You ignore standard speed reductions from wearing armor. Shields do not affect your speed.

Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Adaptive Learning. Once per day at the end of a long rest, you may temporarily gain one skill proficiency that another creature has, given you can communicate during the long rest. You have this temporary skill proficiency until you complete another long rest.

Additionally, when using downtime to learn a new skill proficiency, you can do so in half the normal time.
Flammable Body. You have vulnerability to fire damage.
Perfected Agriculture. You have proficiency in the Nature skill.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Languages. You can speak, read, and write Common (if it exists in your campaign). 

Subspecies

Crowkin

Crowkin love being the caretakers of the land and protectors of wildlife. With little need for growing crops for consumption, these Strawfolk tend to the fields not for people but for the animals attracted to such an abundance of food..

Ability Score Increase. Your Wisdom score increases by 1.
Critter Companion. You have proficiency in the Animal Handling skill.
One With the Earth. You know the Druidcraft and Mold Earth cantrips.

Scarefolk

Scarefolk are much more solitary than the Crowkin, preferring to have large areas of territory that they can use to instill and empower fear in the region.

Ability Score Increase. Your Charisma score increases by 1.
Wretched Appearance. You have proficiency in the Intimidation skill. 
Frightful Gaze. You can use your action to strike fear into your enemies. When a creature that can see you starts its turn within 30 feet of you, you can force it to make a Constitution saving throw if you aren’t incapacitated and can see the creature. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus.

Failing this saving throw causes the creature to be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Frightful Gaze for the next 24 hours.


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File Last Updated:
October 14, 2022
This title was added to our catalog on October 14, 2022.