Ursilk (5e Race)

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Ursilks[edit]

That fur pelt they wear is finer than much hide you will find on any market. But if you touch it, be prepared to lose a finger or two. It is made from the shed furs of those they've lost, after all.
—Zayfar Mandeldrum, adventuring ranger of the Toltilem Woods

Physical Description[edit]

Ursilks are humanoid creatures that resemble bears with slight lupine facial features. They can be quite large, growing as tall as over six feet and weighing over 300 pounds. They have clawed paws and sharp teeth, as well as very clear eyes with irises that range from icy blue, to peridot green. Their famous fur is known to feel luxurious and grows in long strands. Grooming is an important ritual for ursilks, so the hairs of their fur are usually well-kept and even decorated with beads and braids. The touch of an ursilk's fur is considered a first impression among members of this race. It is considered disrespectful and unbecoming for an ursilk to have rough fur with split ends. In order to protect their furs, ursilks do wear clothing and boast a rich culture of weaving various shawls and quilts. A common sight is for an ursilk to be wearing a cover that appears to pelt of another ursilk. This is because ursilks use the pelts of their deceased relatives in their clothes, thus giving their bodies purpose even in death.

History[edit]

Ursilks as a race claim origin from the touch of Balador on the Prime Material Plane as another layer of guardians for the natural world. Ursilks are not werebears, however, and Balador is primarily a patron of werebears. Ursilks were normal bears that became blessed through druidic ritual and primal energies manifest. They do claim Balador as their patron as well, and see their origin as tied with that of the nature god's will. As such, ursilks have commonly gotten along with other populations like elves and those who worship Sylvan deities and have a desire to protect nature. However, ursilks are sometimes seen as failed werebears or imposters and this is a thorny issue for them. Nonetheless, ursilks have established various nomadic routes though forestlands and are seen as common passerby in elven cities.

Society[edit]

Ursilks are creatures that, despite an intimidating appearance, have a much less aggressive nature than creatures like minotaurs. While hardy, ursilks are rarely known for strength and violence. Rather they are thinkers and have a degree of magic. Having relations with elven nations, ursilks are often seen in small settlements within their cities. However, ursilks do not stay permanently in one place for an extended period of time. They are ultimately nomads, and their trips are not on a predictable course, nor cycle. Interestingly, ursilks have been known to venture to places as unforgiving as frigid mountains. Ursilks are hardy, omnivorous, and good at thinking on their feet. When asked what dictates their travel, ursilks will usually defer to their leading elders.

Elder leadership and, to a degree, elder worship, are two important aspects of ursilk society. Ursilk tribes are governed by a small group of well-travelled and seasoned elders that have exhibited the best of ursilk survivability in the face of adversity. Along with strong respect for these elders, ursilks have a strong culture of remembrance of their ancestors. This goes as far as utilizing the pelts of the deceased members of family and weaving it into articles that living members wear on their bodies. Remembering and passing on old knowledge is very important and believed to be inherited in these pelts, making them very precious to ursilks. There are stories of strong ursilks passing down things like even spells and skills onto descendants with their pelts.

Ursilk Names[edit]

Names for ursilk males typically have bases with suffixes of "-in," "-on," or "-an." Female names can have suffixes of "-a" or "-o." Either may be left alone or built upon with additional words. Letters in parentheses are only to be used if no prefix is added. However, some ursilk names may be quite unique among the others. Usually, these kinds of names are given by the strongest of mages to their children as a form of recognition.

Male Bases: Thor, Fin(n), Mat(t), Log(i), Karl, Kaer, Lan(n), Frey

Female Bases: Frey(n), Astri(d), Karoel, Laer(l), Frigg

Example Male Names: Thor DenFur, Lan'N Astor, Frey'jun

Example Female Names: Frey'n Il, Laer'la, Astri'delmur

Ursilk Traits[edit]

Magically-inclined ursine humanoids with strong connections to their ancestors
Ability Score Increase. Your Wisdom increases by 1 and your Constitution score also increases by 1.
Age. Ursilks are known to live long lives, the oldest being nearly 300 years old.
Alignment. Their adherence to the elder's rules makes many ursilks lawful. They also tend to stay within the confines of their own affairs, preferring not to deal with the business of others outside of actual business.
Size. Ursilks are bipedal and stand at an impressive six to seven feet at their largest. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hardy. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Thick Fur. You have resistance to cold damage.
Memory Pelt. Bearing a pelt made from your ancestors, you have a unique ability imbued from them that you can use by channeling their experiences from these remains. Choose a trait from the below Ursilk Memory Pelt tables. The pelt imparts either one use of a spell, or advantage on a skill and tool check for 1 hour. Choose either a spell or proficiency set. The pelt's trait recharges at dawn. Wisdom is your spellcasting modifier for the spells granted by this trait.
Languages. You can speak, read and write Common and Elvish.
Subrace. There are three subraces of ursilks: black, brown, and speckled.

Brown[edit]

Brown ursilks are the most commonly sighted ursilk variety. Their fur ranges from a deep, reddish-brown to that of a lighter cocoa color. They are known for their bravery and staunch protectiveness of members within their group.

Ability Score Increase. Your Charisma score increases by 1.
Brave. You have advantage on saving throws against being frightened.
Intimidating. You are proficient in Intimidation.

Speckled[edit]

Speckled ursilks are the largest of the ursilk subraces. Their pelt is a unique light-gray to white, speckled with spots of varying tints of dark gray to black. They are sometimes called "dirty ursilks" or even "dalmation bears." Neither name is particularly flattering. Because of the speckled tint, these ursilk pelts are considered to be the least appealing. They are also the rarest of ursilks.

Ability Score Increase. Your Constitution score increases by 1.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Dasher. Speckled ursilks are the fastest of the subraces. Your walking speed is 35 feet instead of 30.

Black[edit]

Black ursilks are more reclusive than their brown variety, though they are more numerous than speckled ursilks. They tend to reside in and forage within forests, with very low numbers within each of their nomadic groups. They are the least traveled of ursilks and tend to stay only in wooded regions, not venturing to mountains or anywhere else.

Ability Score Increase. Your Wisdom score increases by 1.
Forest Dweller. Whenever you make a Wisdom (Nature) check related to navigation or foraging in a sylvan area, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dark Pelt. You have advantage in Dexterity (Stealth) checks when in darkness.

Ursilk Memory Pelt[edit]

The pelt of an ancestor is passed down as an heirloom in ursilk culture. Particularly strong ursilks imbue their pelts with magic for their descendants. The spiritual connection between ursilks and their ancestors sometimes even allow a descendant to use the skills of their ancestor with proficiency that is not their own. For your Memory Pelt trait, choose either one legacy spell or one legacy skill and tool from the below tables, but not both. This pelt is a valuable item that only works for the ursilk to which it was passed down. People may be inclined to steal it simply because it is a valuable kind of fur, but they will be unable to access the experience locked in its hairs. However, an ursilk deprived of their memory pelt also becomes unable to use the benefits of the Memory Pelt trait.

Legacy Spells
comprehend languages
expeditious retreat
shield
jump
feather fall
absorb elements
Legacy Skills and Tools
Survival and fishing tackle
Persuasion and disguise kit
Deception and forgery kit
History and calligrapher's supplies
Performance and one instrument of your choice
Perception and navigator's tools

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 0'' +1d12 300 lb. × (1d8) lb.

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

Suggested Characteristics[edit]

When creating an Ursilk character, you can use the following tables of personality and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I seek balance between differing opinions and hesitate to make quick and rash decisions between either.
2 I am inclined to seek the solace of nature whenever possible.
3 I speak with an open heart and a working mind.
4 Turns in speaking do not constrain me. I like to talk freely and often interrupt with my thoughts.
5 I often forget things so I always write them down.
6 I tend to keep secrets where secrets belong, and don’t like keeping other peoples secrets.
7 I feel like I have a big chip on my shoulder to uphold the honor of my ancestors and carry on their legacy.
8 I like to read and often tune the world out while I do so, utterly too immersed.
d6 Flaw
1 I tend to leave things to the last minute and inconvenience everyone.
2 My mind can get scrambled with too many things doing on, and then I panic and make mistakes.
3 I am generally distrustful of anyone I don’t know, and protect those I do know to a fault even if they are wrong.
4 I tend to attack first, eat later, and then ask questions.
5 I am easily distracted by external phenomena, be it dripping water, fluttering of curtains, or, oh, is that a butterfly?
6 I complain a lot to anyone that doesn't want to listen because I am constantly homesick.

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