These humanoid mice are small, about 1m high, quick and agile with keen senses and a thick fur that is usually white, gray or black, sometimes brown.
Shy and cautious, they are soft-spoken, gentle and keen observers. They are difficult to befriend, but are charming once you enter their close circle.
They view mice as their relatives, if very distant ones. They'll be happy to meet one who passes by and will easily notice their presence, but will never make them noticeable, knowing very well that most intelligent races have a poor opinion of them.
They speak what is known as Misky. It is difficult for other races to speak, except for Srogs, and few can understand it who do not have high sense acuity.
It also has a highly developed written form.
If you're looking for a Misk name, you might want to check out this website: FNG (use the first name only).
Even though they do not have a nation to call their own, and never have, preferring to mix with others, they are present everywhere in the known world. The moment there is more than a single family in any settlement, they'll form a little commune and develop an enclave of their own, so you can find some in event small town, but not in every town.
They organize by families, with the elder, male or female, running the unit. In any enclave, there is a council of elders where matters pertaining to the group are discussed openly until a unanimous decision is reached.
Being small, they view unity as their strongest allies. They will always group together, strive for consensus and help each other.
They often extend their gregarious help to others, helping however they can, if they can. This led them to be used heavily as spies during Demon Wars.
Their favorite thing to do is study and gather knowledge. It is what they find most pleasant and fun to do in life.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Misks reach adulthood in their late teens and live less than a century.
Alignment. Misks are most often good.
Size. Misks are between 3 and 4 feet tall and average about 25 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet, and you have a burrowing speed of 5 feet in soft soil.
Languages. You can speak, read, and write Common, Misky and 2 others.
Misk Wisdom. You gain proficiency with two of the following skills of your choice: Arcana, Animal Handling, History, Insight, Investigation, Medicine, Nature, Religion.
Cower (4). As an action on your turn, you can loudly cower to get your ennemies' attention and distract them to grant allies advantage on attack rolls made against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Darkvision (4*). 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.
Evade (4). If you take the Dash action during your turn and moved more than you base walking speed, you are considered as having also taken either the Dodge or Disengage action, your choice.
Lucky (8). 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.
Nimbleness (8). You can move through the space of any creature that is of a size larger than yours.
Tinker (4). You have proficiency with tinker's tools, and can spend 1 hour and 10 gp worth of materials to construct a tiny clockwork device. The device ceases to function after 24 hours, unless you spend 1 hour repairing it to keep it functioning. For the full stats and list of devices you can create, please reference the Player's Handbook, under the rock gnome racial traits.
The following feats can only be taken by this race.
Increase your Dexterity score by 1, to a maximum of 20. You are proficient in the Acrobatics skill. If you're already proficient, you instead become expert in the Acrobatics skill. You can use your Dexterity to calculate your jumping distance. You can use the Acrobatics skill to climb instead of Athletics.
You have advantage to your Arcana skill checks. You gain any two cantrips of your choice.
Increase your Charisma or Dexterity score by 1, to a maximum of 20. Unless you desire otherwise, people do not really remember your presence and quickly forget about you even after you speak up or you were noticed, unless someone is trying to keep an eye on you. However, you can avoid a tracking gaze using your Deception or Stealth skill, rolling with advantage.
You learn one spell of a level you have spell slots for, from any list. This spell is always considered known and prepared. You can take this feat multiple times.
You can cast spells very subtly. No one can tell you're casting a spell if they are further away than 10 feet. The distance is 30 feet for creatures who are sensitive to magic, like spellcasters.