Homebrew Vulpinian Species Details

Vulpinians are a race of fox-like humanoids that were home to a now non-existent plane. The Vulpinians were forcefully ejected from their home plane during what they refer to as the Great Cataclysm. Most that fled to other planes were unsuccessful and were erased from existence. Some survivors speculate it was due to their unusual tie to the weave. In the aftermath it left only handfuls of this once proud race who are now scattered across the world of Toril as the only survivors. Their adaptability has been the only thing to keep them from extinction. Vulpinans tend to be nomadic as they tend to be looked upon with suspicion by the races already inhabitting this world. There have been exceptions and some Vulpinans have managed to make a name for themselves within cities and towns in one form or another.

Vulpinians are bipedal, with the characteristic paw like feet of the animal they resemble and fur in a variety of colors to match as well as certain physical alterations across some of their kind. They share the keen senses and speed of their four-legged counterparts, and are equally cautious. Vulpinians are adaptable creatures that have managed to thrive well in many environments.

Vulpinian Traits

Your Vulpinian character has the following racial traits.

Ability Score Increase

When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Creature Type

You are a Humanoid.

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type.

Design Note

The “Creating Your Character” section provides special character-creation rules for the race options in this article. The races that use these rules can coexist seamlessly with races that use other rules. For example, the race options in the Player’s Handbook have built-in ability score increases, while the races in this article don’t. Race options from both sources can adventure together.

If you’d like a race that doesn’t appear in this article, such as an elf or a dwarf, to have similar ability score flexibility, the book Tasha’s Cauldron of Everything provides a rule, called Customizing Your Origin, that gives you that flexibility. That book also gives you the option of building your own race, rather than choosing an existing one. That option is called the Custom Lineage. No matter which option you choose for your character—a race in this article, a Player’s Handbook race, a race modified by the Customizing Your Origin rule, or a Custom Lineage—you can adventure with characters who are built with a different option.

This sidebar builds on the design note in our previous Unearthed Arcana, “Gothic Lineages.”

Size

You are a medium size creature.

Speed

Your base walking speed is 40 feet.

Keen Insight

You have proficiency in Insight and have advantage on insight checks.

Watchful Eyes

You have proficiency in the Perception skill.

Darkvision

You have the keen vision of a fox, 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.

Vanishing Step

As a bonus action, you can magically turn invisible until the end of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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