“The ground is for those who've stopped dreaming.”
Appearance
Tinnari are small, furred humanoids whose every motion radiates energy and intent — slim, long-limbed, and spring-loaded. Their fur runs in cream, tawny, or dusk-brown tones, often marked with bright facial or tail patterns: golden stripes, scarlet rings, azure spots. Their eyes are wide and expressive — amber, green, or honey-brown — and they read as perpetually interested in whatever they are currently looking at. Their tails are long, muscular, and prehensile — in almost constant motion. Their laughter is distinctive, echoing like birdsong across canopy and canyon alike.
Origin & Lore
The Tinnari turned the act of not dying into something that looked, from a distance, suspiciously like celebration. Joy is not naïveté — it is defiance. To laugh is to declare that the world has not beaten you. During the Long Night, Tinnari communities suffered badly — they are daylight creatures. They went underground following Godan guides, and emerged with a relationship to joy that had stopped being casual and become theological. Their treetop cities were rebuilt within two years of the sun's return, loudly, in what sounded like a celebration but was actually a construction project conducted at celebration speed.
Baseline Traits
All Tinnari receive these traits at character creation at no cost.
Branchrunner
Move through the space of any creature larger than you without provoking opportunity attacks. Movement not slowed by foliage, undergrowth, rope structures, rubble, or natural difficult terrain.
Nimble Acrobat
Proficiency in Acrobatics. Once per Short Rest, add double proficiency bonus to an Acrobatics check to balance, tumble, or escape a grapple.
Prehensile Tail
Use your tail to grasp or manipulate small objects. As a Bonus Action, retrieve a small item from your belt, pouch, or pack using your tail.
Prankster's Charm
Advantage on Charisma (Performance) checks made to entertain, distract, or hold attention.
Sunlight Vision
See in dim light within 60 feet as if bright light, and in darkness as if dim light.
Tiny Terror
When hitting a creature larger than your size, deal additional damage equal to your proficiency bonus. Uses per proficiency bonus per Long Rest.
Species Advancement Tree
You earn Species Points at levels 1, 3, 5, 7, and 10. Tier 2 requires at least 1 Tier 1 purchase. Tier 3 requires at least 1 Tier 2 purchase.
Tier 1 Available at levels 1 and 3
Canopy Bound 1 SP
When a creature misses you with an attack, use Reaction to immediately leap up to 15 feet in any direction without provoking opportunity attacks. Uses per proficiency bonus per Long Rest.
Momentum 1 SP
When moving at least 20 feet before attacking, deal additional damage equal to your Dexterity modifier. Opportunity attacks against you have disadvantage when you've moved 20+ feet.
Tiny Terror: Perfect Angle 1 SP
When a Tiny Terror attack exceeds the target's AC by 5 or more, treat as a critical hit.
Trickster's Feint 1 SP
As a Bonus Action, make a Deception check contested by a creature's Insight — on success, your next attack against them has advantage and ignores their Reaction.
Tier 2 Available at levels 5 and 7
Blur of Motion 1 SP
When you use Momentum this turn, you can make a second attack as a Bonus Action. Both attacks deal Momentum bonus damage.
Aerial Superiority 1 SP
When fighting from an elevated position (10 ft+ above target), gain advantage on attack rolls and your Tiny Terror bonus damage doubles.
Perfect Dodge 1 SP
Once per Short Rest, as a Reaction to being targeted by an attack, add your proficiency bonus + Dexterity modifier to your AC for that attack.
Tier 3 Available at level 10
The Joy of Battle 1 SP
Once per Long Rest as a Bonus Action, enter a state of pure momentum for 1 minute: cannot be grappled, restrained, or knocked prone; Canopy Bound has no limit; your Tiny Terror triggers on every hit.
Apex Trickster 1 SP
Once per Long Rest, take two full turns simultaneously — on your first Initiative count and again at Initiative count 10. Cannot be used if you are incapacitated.
Roleplaying a Tinnari
Joy is not naïveté. It is defiance. To laugh is to declare that the world has not beaten you. To move is to declare that you are not finished. The Tinnari have been making this declaration since before the Pulse Wars.
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