

When you build a Mousefolk character, thanks to the Tasha’s Cauldron of Everything-style Ability Score increases, you can pretty much push yourself in the direction of any class you like.Ī Mousefolk Artificer who tinkers with tiny clockwork contraptions and has a mechanical cat for a sidekick a Mousefolk ranger who patrols the borders of her woodlands, keeping dangerous beasts away from her village a Mousefolk Circle of Spores druid who wears a mushroom for a hat. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts with no language of their own. You have advantage on saving throws against being frightened. You gain proficiency with one type of artisan’s tools or one musical instrument. These are admittedly more like a background or nationality than a subrace in the truest sense, but that just goes to show the impact that where a young mouse is raised can have on their adult self. There are two main branches of Mousefolk culture, the Lodgers (who dwell near other humanoid species, usually hidden in the shadows) and the Freemice (who live out in the wilderness).

Wisdom (Perception) checks made to locate you in dim light or darkness are made with disadvantage. You have proficiency in the Perception skill. You can’t discern color in darkness, only shades of gray. 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. Mousefolk range between 2 and 3 feet tall.

While they may be small (standing just a few feet tall), the Mousefolk are brave, curious, and intrepid. Big things often come in small packages, or so that saying goes.
