Homebrew Vulpine [Beast World] Species Details

Desert and tradewind foxes live on opposite sides of the Beast World. Tradewind harbormasters and merchant nobles are red foxes, the iconic species of Vinyot, while desert fennec vulpines run the caravanserai inns of the Beylik. With their innate sense of patterns and consequences, they bring the world together through travel and trade.

All willful creatures perceive patterns all around them, but vulpines can tune out the noise and distinguish the true flow of events from false associations. Most believe this is a supernatural blessing, the way their minds formed when uplifted from their animal ancestors.

Whatever the case may be, foxes possess an instinct for cause and effect that has brought their kind great wealth on both outer coasts of the Beast World. Vulpine ambition and intellect
planned the major trade routes of the world. In fact, their shared love for connecting the needed with the needing is why red foxes call themselves “tradewinds.”

Foxes are often front-and-center in a delving crew. Vulpine Gladhand delvers are skilled with negotiating for a scout’s leads, and no crew was ever worse off for having a tradewind wizard at their back during a trip underground.

Vulpine [Beast World] Traits

Racial Traits

Ability Score Increase

Your Intelligence score increases by 2.

Polar Sense

Vulpines unconsciously favor arranging furniture and other objects in a northsouth direction, and sleep with their heads facing north when given the opportunity. You are always aware of magnetic North.

Prolonging Focus.

Vulpines are united in their ability to pull extra motes of the supernatural using the raw power of concentration. When concentrating on a spell with a duration of at least 1 hour, you can extend it. At the end of its duration, make a DC 10 Intelligence saving throw. On a failed save, the spell ends as usual. Otherwise, the spell continues while you concentrate on it. Every 10 minutes thereafter, make another Intelligence saving throw with a DC equal to 10 + 2 per 10 minutes the spell has been extended (12 after ten minutes, 14 after twenty, and so on). The spell continues until you choose to stop concentrating on it, or until you fail the save.

While prolonging your focus in this way you appear visibly distracted to observers, and if you take damage, the spell automatically ends.

Vulpine Deduction

A fox connects intuitive dots to make smart decisions in the moment. As an action, you can focus yourself on a closed-ended decision you face. That is, the decision must have a limited set of potential choices. Some examples include which exit to take out of a dungeon room, which suspect to accuse of a crime, or which of two pies to take your dessert from.

Make a DC 10 Intelligence check. If you succeed, the GM tells you something about one of the possible decisions. For example, “the east exit seems dangerous,” “the old man wasn’t in town the night of the crime,” or “blueberry is a bad flavor for a pie.” You will usually learn something cryptic but helpful on a success.

Once you use this trait, you can’t use it again until you complete a long rest.

Homeland Traits

Select a homeland.

Desert Fox

Desert and tradewind foxes live on opposite sides of the Beast World. Tradewind harbormasters and merchant nobles are red foxes, the iconic species of Vinyot, while desert fennec vulpines run the caravanserai inns of the Beylik. With their innate sense of patterns and consequences, they bring the world together through travel and trade.

All willful creatures perceive patterns all around them, but vulpines can tune out the noise and distinguish the true flow of events from false associations. Most believe this is a supernatural blessing, the way their minds formed when uplifted from their animal ancestors.

Whatever the case may be, foxes possess an instinct for cause and effect that has brought their kind great wealth on both outer coasts of the Beast World. Vulpine ambition and intellect
planned the major trade routes of the world. In fact, their shared love for connecting the needed with the needing is why red foxes call themselves “tradewinds.”

Foxes are often front-and-center in a delving crew. Vulpine Gladhand delvers are skilled with negotiating for a scout’s leads, and no crew was ever worse off for having a tradewind wizard at their back during a trip underground.

Most desert vulpines are shorter than tradewinds on average, with a typical height between 4’3” and 5’3”.

Ability Score Increase

Your Constitution score increases by 1.

Vigilant Senses

By acclimating to unseen fields surrounding you, you can sense if something moves through them. After spending at least 1 hour without moving, you know if a creature enters the area 90 feet around you, and its size category. The feedback is strong enough to awaken you if you choose to let it, and it lasts until you move.

Tradewind

Desert and tradewind foxes live on opposite sides of the Beast World. Tradewind harbormasters and merchant nobles are red foxes, the iconic species of Vinyot, while desert fennec vulpines run the caravanserai inns of the Beylik. With their innate sense of patterns and consequences, they bring the world together through travel and trade.

All willful creatures perceive patterns all around them, but vulpines can tune out the noise and distinguish the true flow of events from false associations. Most believe this is a supernatural blessing, the way their minds formed when uplifted from their animal ancestors.

Whatever the case may be, foxes possess an instinct for cause and effect that has brought their kind great wealth on both outer coasts of the Beast World. Vulpine ambition and intellect
planned the major trade routes of the world. In fact, their shared love for connecting the needed with the needing is why red foxes call themselves “tradewinds.”

Foxes are often front-and-center in a delving crew. Vulpine Gladhand delvers are skilled with negotiating for a scout’s leads, and no crew was ever worse off for having a tradewind wizard at their back during a trip underground.

Tradewinds generally stand between 5 and 6 feet tall, often taller than their desert cousins.

Ability Score increase

Your Dexterity score increases by 1.

Preternatural Sense

You can examine an object for illusions as a bonus action, and you have advantage on Intelligence (Investigation) checks to detect them. Additionally, when an effect requires you to roll a Dexterity saving throw, you can roll an Intelligence saving throw instead. Once you substitute a save this way, you can’t do so again until you finish a long rest.

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