In the relatively lush valleys of the northern mountain ranges, the peaceful Whomsts make their homes. An open-hearted and welcoming folk, their relatively comfortable habitat and history of isolation means that Whomsts never developed the harder philosophies of other mountain-dwelling folks like the Goliaths or Dwarves. They rejoice in the simple fact that they get to exist and be part of a community that values them. Whomsts are well-known for their elaborate holiday celebrations, which often feature music, feasting, games, gift-giving, and extensive decoration; theses festivals are particularly opulent in the Whomst's capital town, Whomst'd'ville; however, most Whomsts understand that while these trappings are nice, they are not what these celebrations are really about, which is love for their fellow Whomsts.
Physically, Whomsts are fairly human-like, with round, ape-like muzzles and button noses. Most Whomsts have human-like skin colours, but some have more exotic colorings (such as orange or white) and others are covered with a coat of short, velvety fur. Whomsts are technologically adept but whimsical, often building elaborate but impractical architecture and bizarre, ungainly musical instruments which satisfy only their own strange sense of aesthetics.
Whomst Ability Score Increase: Your Wisdom increases by 2 and your Charisma increases by 1.
Age: Whomsts age at a similar rate to humans, and can live up to 100 years.
Alignment: Whomsts are a good-natured, open-hearted people who value the well-being of their communities over material wealth. They tend toward Neutral Good.
Size: Whomsts range widely in size, from 3 to 6 feet tall. You can choose to be Small or Medium.
Speed: 30 ft.
Languages: You can speak, read, and write Common and Sylvan.
Mountain Born: You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet, and you do not expend any extra movement to move across difficult terrain composed of snow and ice.
Musical Mayhem: You are proficient in Performance, and with one musical instrument of your choice.
As Long as We Have Hands to Clasp: As long as there is a friendly creature within 5 feet of you, you have advantage on saving throws against being charmed or frightened.
Fanciful Engineer: You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.