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]

Ursines are beings in tune with nature but also advanced technologically. They resemble bears in many ways.
Ability Score Increase. Your Wisdom increases by 2 and your Strength score increases by 1.
Age. Ursilks are known to live long lives, the oldest being nearly 900 years old.
Alignment. Ursinlks are extremely lawful.
Size. Ursils range from the side of regular medium to the larger end, though none too large. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Thick Fur. You gain 1 hit point upon level up.
Natural Prowess. You gain advantage on any Perception check that benefits your powerful sense of smell. This perception bonus is not granted to any sense other than smell.
Darkvision. Your ancestors have long since become used to being active in the night, becoming accustomed to little source of light. You have superior vision in dark and dim conditions. You can see up to 60 feet in dim light as if it were bright light and darkness as if it were dim light. You cannot detect any colour in darkness, only a grayscale.
Subrace. Three main subraces of Ursilks populate the worlds of D&D: Brown, Polar, and Black. Choose one of these subraces.

  • Brown: Brave – You have advantage on saving throws against being frightened
  • Polar: Arctic Resistacne – You have a resistance to cold damage.
  • Black: Animal Instincts – You have proficiency in the Survival skill.



Languages. You can speak, read and write Common and Beast.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 0'' +2d12 125 lb. × (1d4) 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 traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

Ursilks are chaotic and respect nature in all its forms. (Except maybe when it's blistering hot.)

d8 Personality Trait
1 I wish humans didn’t have to be so all-or-nothing, either forgoing nature for technology or vice versa.
2 I seek revenge to the humans that slaved us.
3 I speak with an open heart and a working mind.
4 I randomly spout bits of Ursilk history, sometimes at rather inopportune times.
5 I sometimes forget other people don’t cause blizzards when they get mad or resist extreme cold.
6 I tend to keep secrets where secrets belong, and don’t like keeping other peoples secrets.
7 I still bear some hallmark mannerisms of Ursine etiquette.
8 Roll again.
d6 Flaw
1 I tend to practice my magic at the worst times.
2 My mind can get quite busy at times.
3 I am generally distrustful of anyone I don’t know, and protect those I do know to a fault.
4 I tend to cast spells first, eat later, and then ask questions.
5 I can sometimes be distracted by the smell of honey and sound of bees, or of fish splashing in a river.
6 I can’t help wishing I was back at home, with sparkling magic and decent temperatures below 20 degrees Fahrenheit.

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