Raesokeran Vulpis (5e Race)

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Physical Description[edit]

A raesokeran vulpis in the desert[1]

The vulpis races are all anthropomorphic wild vulpines. Their whole bodies are covered in fur colored to match their feral counterparts. Their hands are as dexterous as a human's, but they're covered in fur and have rough padding on the palms and fingers where callouses would form for other humanoid races. Most have non-retractable claws. Their paws are similar to their hands with the fur and padding, thus making it difficult to craft boots to fit them. Most simply go barefooted since the padding protects them almost as well as a thick leather sole.

Raesokera History[edit]

No one knows if the history of the bestial races of the continent of Raesokera is truth or legend. The story says that an unnamed God was angry with the hedonistic and violent ways of humankind in Raesokera. He created a virulent magical Phage that spread across the continent to kill all of humanity. The attempt would have been a success if not for an unintended side effects on the feral beasts. The phage spread to every beast and bird on the continent. Many died, but while the survivors of humanity hid in quarantined mountain citadels, the strongest beasts began to evolve in the wild. Their natural abilities and instincts were enhanced. They stood tall and bipedal like other humanoids within just a few generations. Within a century, dozens of new intelligent and sentient races were born. Shortly after the phage had been purged naturally, these new races had developed tribal societies. In order to keep them from destroying each other outright, the unnamed God chose a champion from each race. These champions were risen to near Godhood to watch over their people, creating new laws and philosophies for each to follow. When the leaders of the human races returned to the surface, they came to find all these new bestial races living in every corner of the continent. The country of Udraykeland welcomed these fascinating new people with open arms. Shahalla looked upon them with disgust and outrage. They began a war to purge the country to take back the land that had been overrun with unnatural abominations.

Vulpis History[edit]

Vulpis were among the first to develop intelligence and sentience alongside the canis races. In order to survive in their first generations among the stronger races, the vulpis relied on cunning and agility. Rather than fight, they would either hide, run, use trickery, or in the worst case scenario, persuade their foes to be less hostile. With their wit and charm to guide them, they developed a natural proclivity toward the arcane arts. They were among the first to seek out texts of the ancient ones to learn their language and magic. The fennecs developed a strong and vast tribal community in the southlands of Shahalla. They buried deep into unclaimed mountains with the knowledge the dwarves left behind when they fled. They became artisans, jewelcrafters, and smiths and developed a dwarf-like philosophy. They built academies for entertainers as well as warriors. One particularly wise fennec became the ruler and king. The fennecs were among the first to move from stone to iron, steel, and enchantment.


The vast majority of vulpis individuals tend to remain alone with the exception of the Fennecs, though it's not uncommon for the other races to develop small tribal communities. They easily integrated into other social groups as entertainers, experts of a craft, or other useful skills. They were the first instructors of the language and histories of the ancient humanoids before they returned. The vast majority of fennec kind live in the Chasset Caverns of the southern Shahalla mountains. They live under an enforced rule of law that seems more strict than reality. They have annual festivals celebrating their wealth and knowledge and paying tribute to both the vulpis god and dwarven gods. All vulpis are generally cheerful, friendly, intelligent, and varying levels of mischievous.

Vulpis Names[edit]

Except for Fennecs, the Vulpis often use a similar naming convention as canis. Fennecs have stronger hearing than smell and thus lean toward using a string of barks, growls, and yips for their names. Most, however, began using names of wizards, sorcerers, and other arcane spellcasters whose names they found in text books and spellbooks.

Male: Adogold, Belorin, Carkahn, Chak, Davben, Eltiln, Elroar, Fruros, Graice, Horgeon, Jameak, Jamlannan, Kevmorn, Leolamin, Marendithas, Martin, Oloneiros, Panaver, Pantumal, Peotr, Ricnan, Rik, Searos, Stendarr, Thoros, Tomas, Venris, Vulkesh, West, William, Zak

Female: Alikain, Breatra, Brevyre, Carstina, Daratris, Eleik, Fhathana, Gracemorel, Holly, Hollyatra, Janthana, Jankahn, Krisonna, Lilianna, Magnda, Niki, Oolaemita, Prucaryn, Ravastine, Stolyassa, Tamli, Theratis, Vanit, Wanda, Waneva, Zelda

Vulpis Traits[edit]

Anthropomorphic Fox races from the continent of Raesokera
Ability Score Increase. Vulpis are light and agile. Your Dexterity score increases by 2.
Age. Vulpis have longer lifespans than their feral ancestry, but still short compared to that of humans. They mature at 8 years and live up to 40 years.
Alignment. Vulpis often lean toward chaos due to their mischievous nature, but they have no particularly strong alignment preference.
Size. Between the height of dwarves and humans. Your size is Medium. If you are a fennec, your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Survival Instincts. Vulpis have proficiency in the Survival skill.
Languages. You can speak, read, and write Common and Canis.
Subrace. Choose one between Red fox, Frost fox, Fennec fox, and Gray fox.

Red Fox[edit]

Ability Score Increase. Red foxes are naturally charming, sociable and smart. Your Charisma score increases by 1 or your Intelligence score increases by 1.
Silver Tongue. You have proficiency with Persuasion skill checks.
Magical Mischief. You know the friends cantrip. When you reach 3rd level, you can cast sanctuary as a 1st-level spell once with this trait and regain the ability to do so when you complete a rest. When you reach 5th level, you can cast charm person as a 1st-level spell once with this trait and regain the ability to do so when you complete a rest. Charisma is your spellcasting ability for these spells.

Frost Fox[edit]

Ability Score Increase. Frost foxes are used to enduring extreme environments. Your Constitution score is increased by 1.
Instructor by Nature. You know the guidance cantrip.
Gourmet Caches. You gain proficiency with cook’s utensils. If you are already proficient with them, double your proficiency bonus to checks you make with them. As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
Sword Master. You have a natural knack for using swords. You have proficiency with shortswords, longswords, and rapiers.

Fennec Fox[edit]

Ability Score Increase. Fennec foxes are particularly cunning and crafty. Your Wisdom score is increased by 1.
Tiny Fox. Your size is Small.
Dwarven Teachings. You can speak, read and write Dwarven. In addition, you are proficient in the use of either smiths, tinkers, or jewelers tools.
All Ears. You can’t be surprised while you are conscious. You gain proficiency in the Perception skill.
Nimble. You can move through the space of any creature that is of a size larger than you.

Gray Fox[edit]

Ability Score Increase. Grey Foxes are survivalists and wise to nature. Your Wisdom score is increased by 1.
Natural Athlete. When you are prone, standing up uses only 5 feet of your movement. Your climb speed is equal to your walking speed. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. You gain proficiency in the Athletics skill.
Survival of the Wisest. You have proficiency in the Survival skill.
Nimble Fighter. When you take the dodge action, if you are hit by an attack, you may use your reaction to make an opportunity attack against the opponent.

Random Height and Weight[edit]

5′ 0'' +2d8 60 lb. × (5×1d12) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

2′ 9'' +2d8" 30 lb. × (5×1d12) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Vulpis character, you can use the following table) of traits, ideals, bonds, and flaws to help flesh out your character. Use these table in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I love to eat good food. In my opinion, culture and civilization are defined by their cuisine.
2 Vulpis are beautiful creatures. I was blessed to be one the most beautiful of them all, and I'm not afraid to share that fact with everyone.
3 I don't like to be the center of attention. I'd much rather let others have all the fame and glory.
4 Cleanliness is next to godliness. I'm not afraid to let others know if they need a bath.
5 Vulpis are known for being sly and crafty. I'm the slyest and craftiest and I'll prove it.
6 I love having friends. The more the merrier! I'll go out of my way to meet as many people as possible!
7 I just want to be liked. If anyone doesn't like me, I'll do anything within reason to get them to like me.
8 I just want some peace and quiet. I'm only going on this little adventure to find a nice secluded spot away from it all or the wealth to buy one.
d6 Ideal
1 =Beauty= The world is full of wondrous beauty, and it's important to me that it stays that way. (Any)
2 =Humor= Life isn't worth living without laughter. I'll go to any length to make someone smile. (Chaotic)
3 =Hunger= Noone should ever go hungry. I will always help those who need food. (Good)
4 =Greed= What's mine is mine. I don't share, and I'll do anything for more. (Evil)
5 =Anonymity= It's not my place to interfere with the natural order of things. I'd rather not get involved. (Neutral)
6 =The Plan= Nature has a way of finding equilibrium. As long as noone gets hurt, I must make sure nobody upsets the balance. (Law)
d6 Bond
1 I spend hours brushing my fur to make sure it's pristine and shiny. I was blessed with a beautiful coat and it must be given the respect it deserves.
2 My siblings are my best friends. I only left so I could earn my fortune to share with them while they take care of our aging parents at home.
3 My grandfather left me this trinket as a clue to some greater purpose. Someday, I'll discover what that is.
4 I spent most of my life training for one purpose. I'm still training to perfect my skill or craft because I must be the best at what I do.
5 There's a specific landmark that I've always wanted to see up close. It calls to me. I don't know why, but once I get there, I'm not sure I'll be able to leave.
6 My best friend from childhood disappeared one day without warning. I have to find him/her.
d6 Flaw
1 I have a hard time taking anything seriously. Even if something tragic happened, I will make jokes to try and diminish the pain even though it's in bad taste.
2 I refuse to eat anything but the best food. I'd rather starve than eat common victuals.
3 My curiosity will probably get me killed. While others are running away from a demon or monster, I'm amazed it exists and I'm dying to know more about it.
4 I believe I'm the best at my craft or skill. If I see someone else who uses that same skill, I'll give tips or insist they let me show them how its done even if it's obvious they have far more experience than I do.
5 My fur coat takes a long time to get this shiny. If it gets dirty, I'll insist we stop at the nearest place to get it clean again.
6 It's not stealing if I need it more. If it's not nailed down, they didn't care enough. If I was able to pick the lock, I earned what's inside. Anything without a literal price tag is fair game.

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