Homebrew Zoroark Species Details
Hailing from a strange and distant land, wandering Zoroark are foxlike humanoids covered mainly in dark grayish fur. It has a pointed muzzle, red lining around its eyes and mouth, teal eyes, a fluffy black ruff of fur around its neck, and a long, voluminous crimson red spiky mane with gray tips. A teal-colored band encircles the bottom part of Zoroark's mane like a ponytail. It has three sharp red claws on both its hands and feet. Zoroark is able to stand upright on two legs like a biped, but it can naturally run on all fours. Driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive Zoroark rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Barterers of Lore
Zoroark treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s not intrinsically interesting. In the Zoroarks eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over.
Although material wealth holds little attraction for the Zoroark, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a Zoroark takes great joy in unraveling the stories behind their creation and the history of their use.
Fleeting Fancies
Wandering Zoroark are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A Zoroarks desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
Hidden Burrows
Zoroark make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place. Bonds between the Zoroark are very strong, often protecting the safety of its pack by tricking its opponents. Each adult Zoroark has the capability to hide its young, the Zorua, in their large lush mane. Each has the ability to fool a large group of people simultaneously, if it thinks humans are going to discover its den, Zoroark shows them visions that make them wander around in the woods.. Stories say those tried to catch Zoroark were trapped in an illusion and punished. Zoroark who settle in human lands are commonly orphans, rogues, sages, or spies.
Zoroark Traits
Your Zoroark character has the following racial traits.Ability Score Increase
Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age
Zoroark have lifespans equivalent to humans.
Alignment
Zoroark tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size
Zoroark are taller on average than humans and relatively slender. Your size is Medium.
Speed
Your base walking speed is 30 feet.
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.
Superior Agility
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Fox Claws
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Fox's Instincts
You have proficiency in the Perception, Stealth, and Deception skills.
Master of Illusions
You know the Minor Illusion cantrip. You can cast the Hallucinatory Terrain spell once as a 4th-level spell. You must finish a long rest to cast this spell again with this trait. Intelligence is your spellcasting ability for these spells.
Shapechanger
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change (There is one exception: if the form you pick lacks claws, you lose access to your natural weapon). You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Marsupial Mane
Your mane is so voluminous and deep that it is possible to carry a creature that is at least 1 size smaller than you within it, normally children. All the normal rules for carrying capacity and encumbrance apply.
Languages
You can speak, read, and write common and one other language of your choice. Zoroarks will typically speak the language of whatever creature they most often shapeshift into.
Comments