# Race: Squirrelfolk
> [!info] Quick Facts
> | | |
> |---|---|
> | **Rarity** | Extremely rare |
> | **Perception in Gryth** | Neutral. Too little known of them to have attracted an opinion either way. |
> | **Guide Section** | Extremely Rare Races |
## Overview
The squirrelfolk live in the highest and least accessible canopies of the [[Continent - Q'Shar|Q’Shar]] jungles, a hundred feet and more above a forest floor that they descend to as seldom as they can manage. They are small, nimble and relentlessly energetic, and a squirrelfolk settlement is a sprawl of nests, walkways and stores built into the crowns of trees that nothing heavier could hope to climb.
## Small and Quick
A squirrelfolk stands around three feet tall, lightly built, with a tail nearly as long as the body which serves for balance. The coat comes in one of two lines. The red-haired are the smaller and the quicker of the two, and hold a reputation in the canopy for craft, misdirection and a loose understanding of whose cache is whose. The grey-haired run heavier and stand a head taller, carry the weight well, and are the ones sent down to the forest floor when somebody must go. Their hands are quick and their cheek pouches are capacious, and both are in constant use. They are very difficult to keep still and very difficult to catch, and they have a way of arriving at a conclusion several sentences before the person explaining it has finished.
## Hatched from Seed
Squirrelfolk are mammals by every other measure, and they nevertheless hatch from large pods resembling acorns, which are tended in the canopy nurseries until they split. No scholar who has looked into the matter has produced an explanation that satisfies anyone else, and the squirrelfolk themselves regard the question as roughly equivalent to asking why rain falls downward.
## Hoarders and Watchers
A squirrelfolk hoards by instinct, filling caches with food and with anything else that has caught their attention, and the size and variety of a personal hoard carries a good deal of social weight in the canopy. They also startle extremely easily, which is a reasonable adaptation given what hunts along the jungle floor beneath them. Those few who travel abroad are almost invariably handed scouting duty, partly because they are very good at it, and partly because it gives their companions somewhere else to be.
## Squirrelfolk Traits
**Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
**Age.** Squirrelfolk mature after about eight years and rarely live more than three decades.
**Creature Type.** You are a Humanoid.
**Size.** Squirrelfolk stand about 3 feet 6 inches tall and weigh around 40 pounds, though the grey-haired run larger. Your size is Small, unless your Pelt trait says otherwise.
**Speed.** Your base walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
**Animal Mind.** Although you are a Humanoid, you can add your proficiency bonus to saving throws against any effect that normally renders only humanoids charmed or frightened. If you already have proficiency in such a saving throw, your proficiency bonus is doubled for these purposes.
**Cheek Pouches.** You have cheek pouches in which you can stow objects no larger than half a cubic foot and weighing no more than 1 pound. You can add your proficiency bonus to Dexterity (Sleight of Hand) checks to hide such an item in your cheek pouches. If you have proficiency in Sleight of Hand, your proficiency bonus is doubled for these purposes.
**Pelt.** Squirrelfolk are born with one of two coats, and the canopy holds that a good deal follows from which. Choose one of the following.
***Red-Haired.*** You gain proficiency in the Deception or Sleight of Hand skill, your choice. You also have advantage on any ability check made to conceal an object on your person or to retrieve it unnoticed.
***Grey-Haired.*** Your size is Medium rather than Small. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level.
**Tree Runner.** You have proficiency in the Acrobatics and Athletics skills. When you attempt a check with either skill to balance, climb, or jump, you can roll 1d4 and add the result to your total.
**Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
## Connections
- [[Continent - Q'Shar]] — Homeland; the squirrelfolk live in the canopies of its jungles
---
## Gallery
![[Race - Squirrelfolk.jpg]]
---
*See also: [[Races]]*