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Within the kingdom’s capital of Dobberton, the great Blue River flows through and around the Prime Tree. The first tree of the forest provides life to these flowing currents, often with unpredictable results. One quality is known; it gives intelligence and understanding to many forest creatures that otherwise would not have it. These are known as Woodkin.
How the Blue River’s water chooses which creatures gain knowledge and understanding is not known. Nor do they know why some trees that grow along its banks suddenly uproot, gaining the ability to walk and talk. What is known is that woodkin are just as much a part of Dobberton as the Dobbers themselves.
Note: The Woodkin may be as capable as any other being in the forest, their physicality may differ greatly. It is important to know that these awakened Woodkin are not anthropomorphized versions of their animal selves. They have a different body and are often physically smaller than other humanoids. For some, this is represented in game as an attribute maximum for Strength and/or Constitution. As these characters experience the great adventures that are before them, these attributes can increase beyond the initial max through leveling up or other magical or in-game means. Additionally, any animal can become an awakened woodkin, but the ones listed below have paws or other traits that allow them to use tools and thus, weapons or perform the somatic requirements of spells. If you’d like to play an awakened animal not listed below, speak with your DM.
Chipmunk & Squirrel
Speed: 25 ft., climb 20 ft.
Traits: +2 to Dexterity. Your maximum Strength and Constitution at level 1 is 11.
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Sneaky: You are proficient in the Stealth skill.
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Deeret
Speed: 30 ft.
Traits: +1 to Dexterity, Charisma, and Wisdom.
Majestic Presence: Your grace and impressive antlers gives you proficiency in Performance and Persuasion.
Antler Attack: As an Action you can make an antler attack. You can use your Strength proficiency and it does 1d6 piercing damage plus your Strength modifier.
Darkvision: Accustomed to life at night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Otter & Beaver
Speed: 25 ft., swim 20 ft.
Traits: +2 to Intelligence. Your maximum Strength and Constitution at level 1 is 14.
Natural Swimmer: You take to the water with ease and comfort, giving you advantage on Athletic and Acrobatic checks while in the water.
Skill Versatility: You gain proficiency in two skills of your choice.
Hold Breath: You can hold your breath for up to 20 minutes at a time before needing to come up for air.
Porcupine
Speed: 20 ft.
Traits: +2 to Constitution. Your maximum Strength at level one is 15.
Bad Opportunity: If you provoke an attack of opportunity, the attacker must succeed on a Dexterity Saving Throw vs your 8+ Proficiency Bonus + your Constitution Modifier or take 1d4 damage + your Constitution Bonus.
Quill Attack: As an Action you can make a ranged (20/60) quill attack. You can use your Strength or Dexterity proficiency and it does 1d4 piercing damage plus your Constitution modifier.
Darkvision: Accustomed to life at night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Groundhog & Badger
Speed: 25 ft., burrow 10 ft.
Traits: +1 to Strength and Constitution. Your maximum Strength and Constitution at level one is 15.
Sturdy: Your body and low center of gravity give you advantage against being knocked prone.
Burley: Your compact, strong body gives you advantage on athletics and grappling.
Claw Attack: As an Action you can make a claw attack. You can use your Strength + proficiency and it does 1d4 slashing damage plus your Strength modifier.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Racoon & Opossum
![](https://splatteredink.com/wp-content/uploads/2021/07/racoon-902x1024.jpg)
Speed: 25 ft., climb 15 ft.
Traits: +1 to Dexterity and Charisma. Your maximum Strength and Constitution at level 1 is 13.
Nimble Fingers: You gain advantage on Sleight of Hand rolls.
Always at Home: Your natural ability to adapt to your surroundings gives you the proficiency of Survival. You also have advantage on Survival rolls.
Claw Attack: As an Action you can make a claw attack. You can use your Strength or Dexterity proficiency and it does 1d4 slashing damage plus your Strength or Dexterity modifier.
Darkvision: Accustomed to life at night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Tree
![](https://splatteredink.com/wp-content/uploads/2021/07/tree-804x1024.jpg)
Speed: 20 ft.
Traits: +2 to Constitution and + 1 to Intelligence. Your maximum Dexterity at level 1 is 13.
Natural Armor: Your AC is 14 + any Dexterity, class, or magical bonuses. You cannot wear crafted armor.
Forest Stealth: You have advantage on Stealth checks while in the forest.
Natural Appearance: While you remain motionless, it is indistinguishable from other trees in your surroundings.
Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.