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Vulpin (5e Race)

This elusive and barely understood anthropomorphous race of foxes known as the Vulpin call Illish their home. All the way up north, in Rorik's Vale where cities are few and far between and autumn never leaves, they live in small communities.   Those who venture into cities often have a bad reputation of being con artists and petty thieves. Much of this reputation stems from their ambitious nature as their drive to succeed can make it difficult for them to empathize with others. They feel just as deeply as anyone else, but they possess a keen survival instinct which causes them to take actions that are selfish.
Despite this, they are sharp and savvy and possess a natural charm that allows them to sway others with ease.  

Vulpin Traits

A race of savvy humanoid foxes.
Ability Score Increase. Vulpin are cunning and elegant. Your Intelligence score increases by 2, and your Charisma score increases by 1.
Age. Vulpins mature at an average pace, and can be comparatively long lived. They reach adulthood at 15 years, and live well into their 90s.
Alignment. While the negative stereotype of the sinister vulpin is inaccurate, it is rooted in a germ of truth. Vulpins generally favour neutral over good or bad alignments, though this usually stems from a difficulty empathizing with others rather than outright malice. Good vulpins try to combat these depictions where they can, while many others find it advantageous to remain morally flexible. Most vulpins chafe under strict authority, preferring chaotic alignments over lawful ones. Still others find the law can be a useful tool.
Size. Vulpins cut dashing figures and are usually lean and well muscled. They stand between 4 and a half and 5 feet tall, but are relatively lightweight, weighing between 90 and 140 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You are adapted to hunting at night. 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 grey.
Bite. You have sharp fangs that enable you to make natural bite attacks. You can choose to bite as an unarmed strike that deals 1d6 points of piercing damage, which can be calculated using either your Strength or Dexterity modifier for both the attack roll and damage bonus.
Evasive. You add your Intelligence modifier as a bonus to all Dexterity saving throws.
Bewitching Guile. You can cast charm person as a 1st level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast Ambush Prey as a 2nd level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast fear with this trait, and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Vulpin. Vulpin is a language of growls, snarls, and yips that is written in it’s own flowing cursive script. Speakers are taught to switch between low and high class versions of Vulpin, and the biggest stumbling block for new speakers is learning when to use which form depending on the context.

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