User:TeslaFistforge/Vee (5e Race)
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- 1 Vee
- 1.1 Physical Description
- 1.2 History
- 1.3 Society
- 1.4 Vee Names
- 1.5 Vee Traits
- 1.5.1 Water Vee
- 1.5.2 Electric Vee
- 1.5.3 Fire Vee
- 1.5.4 Psychic Vee
- 1.5.5 Dark Vee
- 1.5.6 Grass Vee
- 1.5.7 Ice Vee
- 1.5.8 Fairy Vee
- 1.5.9 Unevolved Vee
- 1.6 Random Height and Weight
- 1.7 References
Vees are a race of bipedal fox-like humanoids. Vees are frequently mistaken for kitsune or elementals but are not quite either. Vees are simply humanoids with a sliver of elemental power, not unlike dragonborn or genasi.
Adolescent vees have brown fur, thick white neck hair, a bushy tail with a white tip and long ears on the top of their heads. At approximately 15 years of age, adolescent vees become extremely sensitive to their environment. Unless great care is taken to avoid this, they will absorb the power of the local environment, changing their appearance and giving them a small amount of elemental power. The physical changes can be relatively minor, such as with the fire vee, whose fur simply changes color to orange and gains a tuft of hair on its head. The physical changes can also be somewhat extensive, as is the case with the fairy vee, which gains: white fur, pink and light blue highlights, ribbons and bows, etc. The magical changes to a vee are relatively minor, being limited to basic control of their element, similar to that of an apprentice wizard.
Scholars are puzzled with the fact that despite technically having elemental magic, some vee evolutions have magic similar to that of other planar creatures, such as fey and undead. One theory for this is that vees are able to draw power from all of the inner planes and not just the elemental planes. Unfortunately, this theory is somewhat disproven by the fact that the psychic vee has magic similar to beholders and mindflayers, which are not native to the inner planes.
Very rarely, a vee is born all white and is referred to as a "shiny" (shiny is a slang word and some vees find it offensive). While it was thought to be simply albinism, further research shows that it is not. When a shiny vee evolves, instead of continuing to have white fur, they gain a unique color scheme different from normal evolved vees. Despite the color change, they still retain the element of a standard vee of their type. This confuses those who are not familiar with vees, as a shiny psychic vee looks green, very similar to a grass vee.
According to vee legend, vees are descended from powerful elemental beasts, the most powerful among them being capable of casting cataclysmic spells such as meteor swarm. Somewhere along the way, however, they lost most of this power and gained sentience. There are many theories as to how this happened. Some think that the gods had decided that it was too dangerous to let mindless beasts have so much power, so they decided to solve both problems at the same time. The gods took most of their power and gave them enough intelligence to control what they had left. Others think that they evolved to gain sentience and lost that power in trade. No matter what the true answer is, it has almost certainly been lost to time.
Vees are a very social race that like to live in large towns and villages. They are good at incorporating themselves into settlements but if they are forced out of a settlement due to superstition or the like, they may set up a settlement of only vees or become wild vees. Wild vees are generally vees that decided to abandon society in favor of being in their natural environment. Wild vees will sometimes live alone or they will form a small clan of vees of the same element. A natural environment for a vee is an area where they can connect to their element (and is often acceptable for evolution) such as a volcano for fire vee or an ocean for water vee. On occasion, a particular environment may be suitable for more than one type of vee, such as a snowy forest or a tropical island.
All vee evolutions can mate with each other and when they have offspring, they produce unevolved vees. When a vee reaches their mid-teens, their body will begin absorbing ambient energies. Around this age, parent vees generally watch for signs that their child will soon evolve, such as their hands having a leafy texture after gardening or their tail turning blue after swimming. These features revert to normal after a short time but become more frequent the closer they are to evolution. Vee tradition states that, after the third sign of evolution, the child should be covered as much as possible in elementally resistant clothing until the time of evolution (normal clothing is a bit less effective, but is much cheaper). The child should then either be taken to a necessary location to evolve or an elementally charged stone should be obtained to facilitate evolution. The child is usually given a choice about which evolution they wish to become but sometimes a vee is pressured by friends and family to choose a particular evolution. When evolution is imminent, a large party is hosted, at the end of which a coming of age ceremony is performed, where the unevolved vee absorbs the stone or the ambient energies and becomes an evolved vee. If the preferred evolution location is not close by, the family may make a pilgrimage to the proper area to facilitate the evolution.
However, it is not unheard of for a vee or group of vees to partially or completely reject these traditions. The most likely individuals to reject these traditions are the vees that are unable or unwilling to evolve.
Vees usually follow the naming schemes of the local races, as they like socializing with other races, especially humans. Wild vees almost always name themselves after their element.
Wild Vee Names River (Water), Bolt (Electric), Sizzle (Fire), Fortune (Psychic), Shadow (Dark), Rose (Grass), Frosty (Ice), Sparkle (Fairy)
Ever wanted to play a humanoid Eevee in DND? Now you can!
Ability Score Increase. No ability score increases are gained from this race on its own, you instead get your ability scores through your subrace.
Age. Vees reach adulthood when they evolve in their mid-teens. They tend to live less than a century.
Alignment. Being somewhat innocent and naive as adolescents, most Vees lean towards good into adulthood. However certain subraces such as "Dark Vee" are more inclined towards neutral or sometimes even evil. Finally, Vees that come from the wild lean more towards Chaos.
Size. Vees range from under 5 to over 6 feet tall and have slender builds that reflect their vulpine nature. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shiny. Roll 1d100 when you first make your character. On a 100, you may use the shiny coloration of your chosen sub-race.
Languages. You can speak, read, and write in Common and Primordial.
Subrace. There are 8 different evolutions of vee: water vee, electric vee, fire vee, psychic vee, dark vee, grass vee, ice vee, and fairy vee. With your DMs permission, you may also play the unevolved vee.
Being creatures of pure, living water taken humanoid form, it is unsurprising that water vees prefer to live in and around bodies of water. Water vees are sometimes mistaken for mermaids because of their distinctive fin-like tail. Some wonder why water vees have limited control over water ice, which is usually associated with ice vees. This has led to theories that water vees create ice by compressing water, whereas ice vees create ice by super-cooling the air around the water.
Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.
Water Magic. You know the shape water cantrip and the water blast cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your Constitution instead.
Water Affinity. You can breathe both water and air, and have a swim speed equal to your walking speed.
Hydration. While you are in rain or fully submerged in water, you have advantage on your next saving throw against magic. Once you use this trait, you can’t use it again until you complete a short or long rest.
Living Water. When you are fully submerged in water and remain motionless, you may use an action to become invisable until you move, attack, or cast a spell.
Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1
Electric Magic. You know the control electricity cantrip and the thunder shock cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your Dexterity instead.
Electric Resistance. You have resistance to lightning damage.
Quick Feet. You have advantage on saving throws to resist effects that would reduce your speed (such as slow or ray of frost).
Lightning Speed. Your base walking speed increases to 35 feet.
Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.
Fire Magic. You know the control flames cantrip and the ember cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your Strength instead.
Fire Resistance. You have resistance to fire damage.
Guts. You have advantage on saving throws to resist effects that would cause you to have disadvantage on your attack rolls (such as vicious mockery).
Fiery Aura. As an action you can create an aura of heat around you, granting all creatures within 15 feet of you gain advantage on Constitution saving throws to resist the effects of extreme cold. Maintaining this aura is taxing on you. For every hour you keep this aura active, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1
Psychic Magic. You know the psionic hand cantrip and the psionic blast cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your Intelligence instead.
Psychic Resistance. You have resistance to psychic damage.
Magic Bounce. If you are targeted by a spell of 5th level or lower and you are aware of it, you may use your reaction to attempt to nullify its effects. Make an ability check using your spellcasting ability, if you have no spellcasting ability, you may use your Intelligence instead. The DC equals 15 + the spell's level. On a success, the spell fails and has no effect. Once you use this trait, you can’t use it again until you complete a long rest.
Premonition. When the weather is about to change, you get a small tingling sensation. At your DMs discretion, you may get this sensation from other sources.
Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1
Dark Magic. You know the black candle cantrip and the vicious rant cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your Charisma instead.
Dark Resistance. You have resistance to necrotic damage.
Inner Focus. You have advantage on saving throws against being frightened.
Darkvision. Accustomed to life in the shadows, you have superior vision in dark and dim conditions. 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.
Ability Score Increase. Your Wisdom score increases by 2 and your Strength score increases by 1
Grass Magic. You know the (placeholder) cantrip and the leaf barrage cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your Wisdom instead.
Sun Eater. You have resistance to radiant damage
Leaf Guard. While you are in direct sunlight, you have advantage on your next saving throw against magic. Once you use this trait, you can’t use it again until you complete a short or long rest.
Photosynthesis. If you finish a short or long rest in direct sunlight, you gain 1d4 temporary hit points until your next short or long rest. You are also fully fed for the day (you still need water).
Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1
Ice Magic. You know the (placeholder) cantrip and the chilling wind cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your Intelligence instead.
Ice Resistance. You have resistance to cold damage.
Snow Cloak. While you are in a blizzard, hailstorm, or similar weather event, you gain half cover.
Icy Aura. As an action you can create an aura of cold around you, granting all creatures within 15 feet of you gain advantage on Constitution saving throws to resist the effects of extreme heat. Maintaining this aura is taxing on you. For every hour you keep this aura active, you must succeed on a DC 10 Constitution saving throw, increasing by 1 for every additional hour you use this trait or gain one level of exhaustion.
Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1
Fairy Magic. You know the friends, variant cantrip and the disarming cry cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your Charisma instead. You require no material components for these cantrips.
Fairy Resistance. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Cute Charm. When you are hit by a melee attack, you may use a reaction to attempt to charm the attacker. The attacker must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become charmed for 1 minute or until the attacker takes damage. Once you use this trait, you can’t use it again until you complete a short or long rest.
Calming Presence. You gain proficiency in the Persuasion skill
Whether a child drawn to adventure, the recipient of a magical experiment or someone trying to cling on to their youth, sometimes vees don't get the opportunity to evolve or don't want to.
Ability Score Increase. Your Dexterity score increases by 1 and your Charisma score increases by 1
Run Away. You may use the disengage action as a bonus action.
Naive and Cute. Deception checks are made against you with advantage but you have advantage on Persuasion checks.
Random Height and Weight
|4′ 6″||+2d10||90 lb.||× (1d4) lb.|
*Height = base height + height modifier
- p.21 Elemental Evil Players Companion
- p.152 Elemental Evil Player's Companion
- You may instead use the standard friends if you wish p.244 Player's Handbook
- Some spells on this race use this variant rule: Ignited and Soaked Conditions (5e Variant Rule).
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