Homebrew Vulpine Species Details

A species created by Daji herself, they wander the world usually with Tabaxi and can range from only having fox-like traits and senses to having snouts and fur everywhere on them. Most are female and have more than one tail. They are driven to try and deceive all except their closest friends via tricks, deceit, seduction, or any sort of mischief to get entertainment

Vulpine Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 2.

Darkvision

you can see 70 feet in the dark

Vulpine agility

Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Vulpine talents

you have proficiency in deception and persuasion skills

Concealed weapons Vulpine

you have weapons hidden in your tail/s 

Concealed weapons

you are able to thrust your tails forward and pierce the enemy, this deals 2d4 piercing per tail you have. You can do this twice per long rest.

Extreme speed Vulpine

you have the ability to vanish in a puff of smoke and cherry blossom petals and appear behind an enemy that you can see, once you use this ability

Extreme speed

you have the ability to vanish in a puff of smoke and cherry blossom petals and appear behind an enemy that you can see, once you use this ability, the enemy must make a dexterity saving throw with disadvantage or you immediately hit them with your weapon with it doing double damage, the attack can be chosen before use to roll to see if it hits to potentially land a crit or automatically hit, if it is a crit, double the damage again. If the enemy makes the dexterity saving throw they do not take double damage and can make a reaction attack with their current weapon. This can be used once per short rest.

Jagged claws Vulpine

You have jagged claws that can make others bleed

Jagged claws Vulpine

 all attacks made with your claws do an extra 2d6 slashing damage and can now cut through armor, doors, and most thin objects. Living enemies also suffer from the bleeding effect which deals 1d4 +1 slashing every turn that passes. Most spells like mending, cure wounds, and restoration can get rid of the bleeding effect.

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