Homebrew Vulsyne Species Details

Roamers, Nomadic creatures of Faewilds, Spiritual in nature and curious at heart; These are the terms of which we use to describe the mysterious and Elusive Vulsyne. Fox-like creatures that venture forth without homes to call their own, Born to live and strive with the wilds and migrate wherever the flow of nature may take them. Identifiable by their swift forms and fox-like features, they may be mistaken for the mortal plane's own catlike races; if one does not take into consideration their more animalistic appearances; a more muzzle-like skull and Inversed hind legs. It is rare for one to find a Vulsyne outside of the faewilds, but not impossible due to their curious nature as it is more than possible for a curious youth or adventurous adolescent to seek out the mortal planes in search for adventure or greater discovery; Be it the wind or earth that guides them through the act of leaving their home realm. 

Of course, it is possible for Vulsyne to be native to the mortal realm too; but they will always be pulled in some way or form, back to their natural home and the mysteries of the wilds; with the essence of the fey knitted tightly into their spirits and their flesh. And of course; There is the call... The call of adventure, Duty, purpose that all living creatures seek in the world around them; A driving force for the Vulsyne and their way of life.. 

Vulsyne Traits

Vulsyne Racial Traits

Size

Due to their unique bone structure and muscle alignment; Vulsyne can be anywhere from 4ft tall; to 6ft. Your size is medium or small 

Ability score increase

You gain a +1 in 3 stats of your choice, or a +2 and +1 in any two stats of your choice, coinciding with Tasha's new statistic rules. 

Age

Vulsyne age in a manner similar to humans and their feline kin, Maturing at 16 years of age and living to around a century if their health is maintained. When dwelling in the feywild however, Vulsyne may find their age is staggered somewhat, aging 1 year for every 3 that pass. 

Alignment

Due to their nature as artisans, farmers and general supporters of labour and life; Most Vulsyne are aligned with the force of neutrality; leaning towards the good side of the spectrum. but it is not uncommon for them to act in evil or chaotic nature either, as they are as free as the nature they depend on

Creature type

Your creature type is fey

Languages

You Can speak and write common, Primordial and Sylvian

Darkvision

You have a Fox's keen senses, especially in the dark. 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 gray.

Flight Footed Grace

Due to their Biology; The Vulsyne race have always held their naturally Acrobatic and superior speeds in great pride; especially when compared to creatures of the fae that can fly such as the Fairy; or Shift from tree to tree in the blink of an eye. Honed to the extreme, They have mastered the art of their own movement over years of evolution; granting them the light-footed acrobatics they possess to this day. Simply put, They are born into motion, their powerful hind legs and fluid balance allowing them to traverse the world with effortless momentum. 

  • Your walking speed increases to 35 feet.
  • When you make a long jump or high jump, you may use your dexterity in place of your strength to calculate the distance you may cover.
  • Additionally, when you make an Acrobatics or Athletics check as part of movement—such as leaping gaps, vaulting obstacles, climbing uneven terrain, or swinging from handholds—you gain advantage on the check.

Nomad's Resting Revelry

Vulsyne do not sleep as other creatures do. Their nights are filled with restless thoughts, wandering dreams, and a quiet communion with the land and sky around them. While their bodies may lie still, their spirits roam the paths of forests, mountains, and open plains, following the currents of wind, the whispers of trees, and the pulse of the wild. This meditative wandering allows them to awaken each day tuned to their surroundings, their senses sharpened, and their instincts aligned with the flow of nature.

When you finish a long rest, choose one revelry below. You gain its benefits until you finish your next long rest. You may only benefit from one of these at a time. 

Reverie of the Whispering Wilds
You attune your spirit to the quiet counsel of the land, guided by it's voice, it's song and it's cries. Until your next long rest, You may understand the speech of beasts and have advantage on checks to converse with them, convince them or intimidate them.

Reverie of Nature’s Bounty
Your thoughts wander to the life and richness of the plants and the trees that surround you, and the harvest the land provides to those patient enough to nurture it. Until your next long rest, You learn the Druidcraft cantrip And the Goodberry spell, The latter of which you may cast once per day. 

Reverie of the Singing Winds
Your senses never fully sleep, even while at rest; always listening and always guided by the breeze between your fur; the scents carried on crystal breeze.... and intent, blown on firigid gales. Until your next long rest, gain an Advantage on saves against effects that would charm your mind as the winds sing their warnings to you, and You have Advantage on perception and insight skill checks made to detect hostile intent, ambushes, or impending threats.

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2026 8:33:24 PM
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