Order of the Roll - Dungeons and Dragons Mashop - Order of the Roll

Mashop

Dnd Mashop Race

The Mashop are a nim­ble, acro­bat­ic, and spir­it­ed race that most close­ly resem­ble large, intel­li­gent squir­rels. They inhab­it the high tree­tops of the forests in Dambo and are nat­ur­al climbers, leapers, and sur­vivors. Their lives are close­ly con­nect­ed to nature and the sea­sons, and they are renowned for their love of speed, free­dom, and sto­ry­telling.

Lifestyle

Mashop are diur­nal, spend­ing their days climb­ing, for­ag­ing for food and nest­ing mate­ri­als, play­ing, and groom­ing their fluffy fur. They are excel­lent scouts and know the forests bet­ter than any­one. Their sens­es are sharp, reac­tions quick, and instincts reli­able. They live in har­mo­ny with the trees they call home, build­ing nests, bridges, and shel­ters among the branch­es with­out harm­ing nature.

Appearance

Mashop appear in a vari­ety of col­ors. The most com­mon shades are red­dish-brown, red, orange, gray, and white, but rare pur­ple Mashop exist often con­sid­ered mag­i­cal­ly gift­ed or spir­i­tu­al­ly sig­nif­i­cant. Many Mashop have white under­bel­lies, dis­tin­guish­ing them from oth­er tree­top races. Their large bushy tails serve both as bal­ance dur­ing leaps and as a source of warmth on cold nights.

Values

The Mashop are a proud peo­ple who high­ly val­ue inde­pen­dence, speed, and inge­nu­ity. They live in exten­sive trib­al struc­tures, where coop­er­a­tion is essen­tial for main­tain­ing the tree­top realm. Each mem­ber con­tributes, whether as a climber, pro­tec­tor, nest builder, or for­ager. Sto­ry­telling is a cher­ished tra­di­tion among the Mashop: ancient leg­ends, hero­ic leaps, and for­est secrets are passed down in quick, rhyth­mic speech dur­ing evening gath­er­ings on tree plat­forms.

Sprinkelsproet

Most Mashop reside in Sprinkel­sproet, a dense­ly wood­ed and mag­i­cal for­est area in Dambo, famous for its Blue­peak Trees tow­er­ing giants with bright blue canopies that sparkle in the sun­light. Sprinkel­sproet is not just home but also a sanc­tu­ary for the Mashop. The trees are regard­ed as liv­ing allies, and many tribes have spe­cif­ic trees they hon­or as “home trees” or “ances­tor trees.”

King Hammy

The Mashop are led by King Ham­my a charis­mat­ic leader with orange and white fur known for his wis­dom, play­ful­ness, and unmatched climb­ing skills. What makes him tru­ly leg­endary among his peo­ple, how­ev­er, is his infa­mous love for cook­ies. No meet­ing of the Triple Crown pass­es with­out a plate of cook­ies appear­ing on the table. Under his cheer­ful yet deter­mined lead­er­ship, the Mashop com­mu­ni­ty thrives like nev­er before, main­tain­ing the forest’s bal­ance among the three peo­ples of Dambo.

stats

  • Abil­i­ty Score Increase. Your Dex­ter­i­ty score increas­es by 2, but your Strength score decreas­es by 2.

  • Age: Mashop reach adult­hood at age 10 and, due to their celes­tial nature, live up to 180 years.

  • Align­ment.Ever curi­ous and delight­ing in unpre­dictabil­i­ty, eko­rre Mashop grav­i­tate toward chaot­ic align­ments as they view laws as vague sug­ges­tions at best. The trad­vakt tend to be slight­ly more focused and law­ful in their think­ing. Both groups tend toward good, plac­ing val­ue on doing the right thing, though some indi­vid­u­als lean more toward their dark­er impuls­es.

  • Speed.Your base walk­ing speed is 25 feet, and you have a climb speed of 10 feet.

  • Dark­vi­sion.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.

  • Ground­ed Celes­tial. You are descend­ed from celes­tials, but you are strong­ly attuned to the mor­tal world. Though you are a humanoid, you are still sus­cep­ti­ble to effects that tar­get celes­tials.

  • Sharp Tusks. Your sharp tusks are nat­ur­al weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1 pierc­ing dam­age plus 1d4 psy­chic dam­age.

  • Tele­path­ic.You can speak tele­path­i­cal­ly to any crea­ture you can see, pro­vid­ed the crea­ture is with­in a num­ber of feet of you equal to 10 times your lev­el. You don’t need to share a lan­guage with the crea­ture for it to under­stand your tele­path­ic utter­ances, but the crea­ture must be able to under­stand at least one lan­guage.

  • Sub­races.There are two main Mashop sub­races. The wily eko­rre and the brave trad­vakt. Choose one sub­race below and apply the list­ed traits.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, nut and the lan­guage of your coun­try bam and one oth­er lan­guage of your choice.

Eko­rre (Clever Tusk)

The eko­rre are the image most have in mind when dis­cussing Mashop. Super­fi­cial­ly sim­i­lar to squir­rels, they have sleek fur, often in shades of red and brown, and tiny tusks. These celes­tials dwell upon Yggdrasil and all its branch­es. Clever, ego­tis­ti­cal, and end­less­ly curi­ous, the eko­rre car­ry mes­sages across the planes, shar­ing infor­ma­tion from indi­vid­ual to indi­vid­ual in a nev­er-end­ing gos­sip net­work.

  • Abil­i­ty Score Increase. Either your Intel­li­gence or Charis­ma score increas­es by 1.

  • Size.Eko­rre Mashop are around 1–1/2 feet tall and weigh between 20 and 50 pounds. Your size is Tiny.

  • Bless­ing of Yggdrasil. You are attuned to the World Tree and can tap into its pow­er. You know the mes­sage and vicious mock­ery cantrips. When you reach 5th lev­el, you can cast the mir­ror image spell with this trait. Once you cast a non-cantrip spell with this trait, you can’t do so again until you fin­ish a long rest. Charis­ma is your spell­cast­ing abil­i­ty for these spells.

  • Diminu­tive Weapons. You can wield weapons with the light or finesse prop­er­ties nor­mal­ly. You have dis­ad­van­tage on attack rolls with oth­er weapons, unable to use them effec­tive­ly due to your Tiny size, and they are treat­ed as two-hand­ed weapons. You can’t use heavy weapons at all. A weapon specif­i­cal­ly designed for Mashop (or for oth­er Tiny crea­tures at the GM’s dis­cre­tion) are treat­ed nor­mal­ly.

Trad­vakt (Tree Pro­tec­tor)

  • Abil­i­ty Score Increase.Abil­i­ty Score Increase. Your Con­sti­tu­tion score increas­es by 1.

  • Size.A typ­i­cal trad­vakt stands between 2 and 3 feet tall, weigh­ing from 60 to 100 pounds. Some mas­sive Mashop war­lords reach a tow­er­ing 3–1/2 feet. Your size is Small.

  • War Chat­ter. Your con­stant chit­ter­ing dis­tracts your oppo­nents. As a bonus action, a non-Mashop crea­ture with­in 30 feet that can hear you must suc­ceed on a Charis­ma sav­ing throw or have dis­ad­van­tage on its attack rolls until the start of your next turn. The DC of the save equals 8 + your pro­fi­cien­cy bonus + your Con­sti­tu­tion bonus. Once you use this trait, you can’t use it again until you fin­ish a short or long rest.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, nut and the lan­guage of your coun­try bam and one oth­er lan­guage of your choice.
Order of the Roll is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.