Woven together when the world was created, the wicker are unusual constructs. Though made from wood they are clearly separate and apart from the natural world. They were built for a purpose, but that purpose has long been forgotten. Some believe that Mirgal created them as a jest, others that Grimnir itself birthed them (maybe even to protect the world from Mirgal himself).
Creatures Without Purpose#
The wicker seek their own identity. Some have attempted to band together into communities of their own, while others travel the world with no knowledge that others like them exist. Yet, all taste a whisper of the primal magic used to create them and, like a moth drawn to flame, search for the source of that magic.
Builders and Creators#
Most wicker have a drive to build—whether it be jewelry, weapons, or buildings. They love to create and to admire the creations of others.
Wicker Names#
A wicker tends to be named by those around it, perhaps for the forest where it is found or how it acted when first talked to. Within a community they may choose to name each other, taking on the names of the humans and other folk that surround them.
- Names: Agar, Bark, Booton, Brough, Cowick, Fand, Fothat, Glion, Growl, Halbrook, Isen, Kin, Lowen, Rivest, Roth, Tol, Vin.
Wicker Traits#
As a wicker, you have the following traits.
A Creator’s Soul. You gain proficiency in two Tools of your choice.
Neither Alive nor Dead**.** You have several advantages over other creatures.
You don’t gain Exhaustion levels from dehydration,
malnutrition, or suffocation. You can’t unwillingly have your form altered by a spell
or effect.
Aversion to Fire. You have Disadvantage on saving throws against effects that include Fire damage.
- Build. Choose one of the following benefits.
Builder#
During a Long Rest a builder wicker can add and remove limbs. When you finish a Long Rest, choose one of the following:
Two Additional Legs. Increase your Speed by 10 feet. Tool Arm. You gain proficiency in two Artisan’s Tools of your choice and this arm acts as a set of each of the chosen tools.
Shield Arm. This arm acts as a donned Shield, for which you have Training. If you have a Shield in one of your main hands, you choose which Shield you benefit from.
Spiked Arm. This arm acts as a Simple weapon with which you have proficiency. On a hit, the target takes 1d6 Piercing damage plus your Strength modifier and if that creature uses the Dash, Disengage, or Dodge action before the end of your next turn, it also takes Piercing damage equal to your Proficiency Bonus.
Watcher#
Hidden. You can magically appear as a Humanoid species of your choice in size equal to yours and you can change your choice when you finish a Long Rest. A suspicious creature can make a DC 18 Intelligence (Investigation) check to discover your true creature type. If sensed by Detect Magic, you give off a magical aura, but not a school of magic.
Watchful. You gain proficiency in the either Persuasion or Insight skill.
Change is Inevitable. The watcher can tear off their facade and become a builder. This transformation takes one minute and is irrevocable. The wicker loses their watcher features and gains the builder features.


