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.