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[[File:Vulpin.jpg|thumb|right|300px]] '''Vulpins''' are one of the five "Humblefolk", or [[Beastfolk]], races who are presented as alternatives to the five Birdfolk PC races in the [[Dungeons & Dragons 5th Edition]] setting of [[Humblewood]]. As their name implies, vulpins are a race of humanoid foxes, although they can also resemble other wild, forest-dwelling canines, such as wolves. Like the [[corvum]], they are one of the least understood and most vilified of the [[beastfolk]] to the Humblewood - just as corvum are the go-to villains and bad guys in birdfolk stories, so too are vulpins the default choice of villain in humblefolk media. Also like corvum, it's a reputation that vulpins don't entirely deserve; they ''do'' have an understanding of concepts such as friendship and loyalty... the problem is, vulpins are naturally ambitious, and also possess a very keen, sometimes overwhelming survival instincts. When taken together, this can impede a vulpin's empathy, and cause them to default to the most profitable-yet-selfish actions. In the right situations, vulpins can be true friends - and in the wrong ones, they can be deadly enemies. Another trait that vulpins share with corvum is that both are amongst the most intelligent races of the Humblewood. The difference is that vulpins are more creative and intuitive compared to the more studious, logic-driven raven-people. Vulpins in particular love the arts and the pursuit of leisure; they are often drawn to artistic fields, such as sculpture, poetry and refined swordplay. They have a reputation for being snobbish and looking down on others. Magic is an innate gift of vulpins, who can intuitively bewitch and terrify those around them. This is one of the elements that gives them their bad reputation. The other, and possibly the biggest reason for it, is that before the Humblefolk Treaty was signed, vulpins were the biggest power on the forest floor, controlling what was effectively their own empire, which regularly raided the other races through an army of bandits that served to enrich the vulpins at the expense of all others. A few vulpins have attempted to change public opinion, but the majority are unconcerned with their notoriety. Vulpins learn from a young age that they are of two natures: the sophisticated and the savage. While sophistication and elegance are generally preferred, it is considered common sense that vulpins should know when to keep their fangs hidden and when to bear them. ==PC Stats== ::Ability Score Increase: +2 Intelligence, +1 Charisma ::Size: Medium (4'6" to 5'6" tall, 90-140 pounds) ::Speed: 30 feet ::Age: Vulpins mature at an average pace and are fairly long-lived; they hit adulthood after 15 years and typically live well past 90. ::Alignment: Vulpins aren’t innately evil, but their difficulty empathizing with others means they are only rarely good aligned. Most vulpins find strict authority distasteful, preferring chaotic alignments over lawful ones. ::Darkvision: 60 feet ::Bite: When making an unarmed strike, you can choose to Bite instead, inflicting 1d6 Piercing damage. You can choose whether to use Strength or Dexterity for both attack roll modifier and damage modifier with your Bite attack. ::Evasive: You add your Intelligence modifier as a bonus on all Dexterity saving throws. ::Bewitching Guile: You can cast Charm Person as a 1st level spell once per long rest. When you reach 3rd level, you can cast Ambush Prey as a 2nd level spell once per long rest. At 5th level, you can cast Fear once per long rest. Intelligence is your spellcasting ability score in all cases. Ambush Prey ::2nd-level Illusion ::Casting Time: 1 action ::Range: Self ::Components: S, M (a broken twig) ::Duration: 1 hour You channel primal predatory energies to perfectly conceal your presence in order to surprise your target. You become invisible for the spell’s duration, granting advantage on all Dexterity (Stealth) checks to remain hidden. The invisibility will last for the duration of the spell, however, moving 5 feet or more from your position when you cast the spell will end the effect. As long as you remain invisible, the first attack you make against any target who is unaware of your presence deals an additional 1d6 points of damage. This attack ends the spell. ::At Higher Levels. When you cast this spell using a spell slot above 2nd level, the damage of your first attack increases by 1d6 for every slot level above 2nd. [[Category: Dungeons & Dragons Races]] [[Category: Humblewood]][[Category:Furry]][[Category:Dungeons & Dragons Third Party]]
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