Vulpes Flos (5e Race)
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Vulpes flos[edit]
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“Gifted by the deity of beauty and love, the rare and mystical Vulpes Flos are the embodiment of nature's resilience and splendor. With their fox-like grace and plant-like features, they navigate the world with a serene wisdom, their existence a testament to the power of life itself.” |
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Physical Description[edit]
The Vulpes Flos bear an enchanting appearance that blends the natural elegance of a fox with the vibrant beauty of the earth's flora. Their fur is a soft, pale peach, while a lush, plant-like mane of deep green frames their features, adorned with flowers in hues of red, blue, and purple. Their eyes are captivating, with green eyelids and long, sweeping green lashes. Possessing the strong hind legs of an animal, The Vulpes Flos move with a grace that belies their large stature.
History[edit]
In ages past, the deity Sune looked upon a modest tribe of kitsune and bestowed upon them a profound gift—the essence of nature herself. These chosen ones flourished within a mystical garden hidden deep within an uncharted forest, where they lived in harmony with the land for countless generations. Yet, their peace was not to last; emerging from their seclusion, they drew the covetous gaze of hunters, who sought their unique pelts. This greed drove the Vulpes Flos to the brink of extinction. The few that survived retreated to their sacred garden, only to resurface centuries later, their approach to the world forever changed by their harrowing past.
Society[edit]
Today, The Vulpes Flos are a rare sight, with no more than a hundred scattered across the world. They value their independence, often living solitary lives in the forests far from their hidden garden, which still cradles the heart of their dwindling population. These creatures are not bound by complex social structures, instead finding solace in the embrace of nature and the company of the few they hold dear.
Vulpes Flos Names[edit]
The Vulpes Flos favor names that reflect the natural world or possess a lyrical quality.
Male Names: Clyde, Douglas, Ford, Hudson, Irving, Marsden, Forest, Caesar, Marsh, Bayou.
Female Names: Coral, Gorgon, Ivy, Lilith, Luna, Orestina, Peril, Rhea, Kitina, Keyshanna, Kharisma.
Vulpes Flos Traits[edit]
An anthropomorphic fox that represents life and plants.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Vulpes Flos usually live very long lives, ceasing growth at 150, and live for around 5,000 years.
Alignment. A Vulpes Flos alignment gravitates naturally towards good, reflecting their origins from a deity of beauty and love. They exhibit a deep-rooted desire to coexist peacefully with the world around them. This intrinsic goodness, however, is coupled with a strong sense of individualism and freedom that often leads them towards a chaotic alignment. While they adhere to a moral compass that favors kindness, compassion, and the flourishing of life, The Vulpes Flos are not beholden to the rigid structures of law. They follow the whims of their hearts, which can sometimes be as unpredictable and wild as the natural world they so closely resemble. Their actions are typically guided by intuition rather than doctrine, and they place a high value on personal autonomy and the ability to adapt to the ebb and flow of life's myriad circumstances.
Size. Vulpes Flos are tall, usually standing between 6 and 8 feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Nature's Knowledge. You gain proficiency in the Nature skill.
Viney Ribbon. You have a 10-foot vine that you can use to manipulate objects as though it was a hand, although you cannot hold items in it. You can make a melee attack with your vine. It deals 1d4 slashing damage on a successful hit. You use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Toxic Touch. When you score a critical hit with a melee attack, the target takes an additional 1d6 poison damage. If the attack was made with your viney ribbon, it deals an additional 1d12 poison damage instead.
Elemental. Your creature type is elemental instead of humanoid. As such, you are immune to spells like crown of madness or dominate person because they specifically target humanoids. also, because of your life elemental type, you can telepathically communicate with anyone who casts speak with plants on you, and be located if someone casts commune with nature anywhere around you.
Thorn Whip. You know the thorn whip cantrip. Charisma is your spellcasting ability for this spell.
Languages. You can speak, read, and write Sylvan, Common and one extra language of your choice.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
6′ 7'' | +2d12 | 180 lb. | × (2d4) lb. |
*Height = base height + height modifier |
Vulpes Flos Class[edit]
When your Vulpes Flos character gains a level, you may take a level in the Vulpes Flos class.
The Vulpes Flos class harnesses the mystical allure and botanical might of the forest, a path that intertwines the grace of a fox with the resilience of nature's verdant bounty.
As a Vulpes Flos Class you gain the following class features.
Hit Points[edit]
Hit Dice: 1d8 per Vulpes Flos Class level
Hit Points at 1st Level: + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Vulpes Flos Class level after 1st
Proficiencies[edit]
Armor: light armor, medium armor, shields (Vulpes Flos will not wear armor or use shields made out of metal)
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, slings, spears
Tools: herbalism kit
Saving Throws: Charisma, Wisdom
Skills: Choose two from Animal Handling, Athletics, Stealth, Insight, Medicine, Perception, or Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a wooden shield or (b) any simple weapon
- (a) spear or (b) 5 darts
- leather armor, an explorer's pack
Level | Proficiency Bonus |
Nature Points | Features |
---|---|---|---|
1st | +2 | – | Leech Seed |
2nd | +2 | 2 | Magical Blood |
3rd | +2 | 3 | Photosynthesis |
4th | +2 | 4 | Ability Score Improvement |
5th | +3 | 5 | Large Size |
Leech Seed[edit]
When you hit a creature with an attack and deal at least 1 point of damage, you gain temporary hit points equal to your Vulpes Flos class level.
Magical Blood[edit]
Starting at 2nd level, you can harness the blessings of Sune. Your access to this energy is represented by a number of nature points. Your Vulpes Flos level determines the number of points you have, as shown in the Nature Points column of the Vulpes Flos Class table.
You can spend these points to manifest various nature features. You start knowing two such features: Spellcasting and Toxic Chain.
When you spend a nature point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended nature points. You must spend at least 30 minutes of the rest communing with nature to regain your nature points.
Some of your nature features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Nature save DC = 8 + your proficiency bonus + your Charisma modifier
Spellcasting[edit]
You can spend nature points to cast spells. The spells available to you depend on your Vulpes Flos class levels, as shown before. To case one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
2nd Level. You can expend 2 nature points to cast entangle or longstrider.
3rd Level. You can expend 3 nature points to cast barkskin or spike growth.
5th Level. You can expend 4 nature points to cast plant growth or speak with plants.
Toxic Chain[edit]
Requirements: Toxic touch racial feature.
When you deal poison damage to a target because of your toxic touch racial feature, you can expend 2 nature points to inject a more virulent toxin.
The target must make a Constitution saving throw. On a failed save, the target is poisoned. The target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a successful save. While the target is poisoned, they take 1d6 poison damage at the start of each of their turns; or 1d12 if the toxic touch was delivered by your viney ribbon.
Photosynthesis[edit]
Whenever you are in sunlight, you can absorb its energy. within 1 hour of being in the sun, your flowers bloom that are around your flower veil. when they do so, you can use one of them for attacking. the kind of flower that blooms depends on a d6 roll, shown below. when you pluck it off, it deals 1 piercing damage to you, and the flower can live for 12 hours entel wilting. when you crush the flower, it spreads a mist in a 30 foot sphere radius, and does an effect depending on the kind of flower for 2 minutes, entel the mist dissipates.
Clam-Me-Nows
this kind grows if you roll a 1-3 on the d6. all creatures in the mist, must make a constitution saving throw against your DC, or disengage from combat, and are willing to talk.
Charming Carnations
this kind of flower grows if you roll a 4 or 5 on the d6. all creatures in the mist must make a constitution saving throw against your DC, or be charmed by you entel you do something violent or not nice.
Poison Poppies
this kind of flower grows only if you roll a 6 on the d6. all creatures in the mist must make a constitution saving throw against your DC, or be poisoned for 24 hours. any poison damage dealt in the mist doubles in damage, and your viney ribbon attack always critical hits a target when it hits.
Ability Score Increase[edit]
When you reach 4th level you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Large Size[edit]
You grow in stature.
- Your height doubles and your weight quadruples.
- Your size is Large.
- You can wield Large-sized weapons, which deal twice the normal damage dice. For example, a Large-sized shortsword deals 2d6 piercing damage. You have disadvantage on attack rolls made with weapons designed for Medium or smaller creatures.
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