Homebrew Vulpin Species Details

Artful and Cunning
Vulpins are naturally intelligent, rivalled only by corvums. However, where corvums are studious, vulpins are more creative. They enjoy the arts and the pursuit of leisure. Some devote their lives to mastering an art form; learning sculpture, poetry, or refined swordplay. Even though vulpins come from every walk of life, they also have a reputation for being snobbish
and looking down on others. All vulpins have a natural connection to the magic of the Wood, though they channel it in specialized ways. The right look from a vulpin can bewitch or terrify, and vulpins who are truly skilled can command an entire room through sheer force of presence.

Prodigious Predators
Before the Humblefolk Treaty was signed, vulpins controlled a large part of the Wood outside the influence of the birdfolk, and bands of vulpin raiders provided their own kin with a wealth of plundered goods at the expense of birdfolk and other humblefolk alike. Those days are long since gone, but the memory of the sinister vulpin has yet to fade from the minds of the humblefolk, who endured great suffering at their hands. 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.

Vulpin Traits

VULPIN TRAITS

Ability Score Increase.

Your Intelligence score increases by 2, and your Charisma score increases by 1.

Darkvision.

You are adept at 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 gray.

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 on 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

Can speak, read, and write Birdfolk and Vulpin.

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