Vulpin

The Vulpin are a fox Beastfolk race crafted by the cunning Animal Lord Tobari, designed to embody sharp intellect, adaptability, and subtlety. They possess striking humanoid fox features — russet fur, sleek tails, and expressive amber eyes that gleam with mischief and awareness. Their slender, agile frames allow them to move with quiet grace, blending effortlessly into both wild forests and bustling urban environments.

Known for their wit and social acumen, the Vulpin thrive in roles where intelligence and charm matter most. They often serve as diplomats, traders, or spies, navigating complex social webs with ease. Despite their reputation for trickery, they prefer clever negotiation and misdirection over direct conflict, using illusions and clever words to outmaneuver opponents rather than brute force.

Vulpin communities cluster near the borders of great cities or within forested enclaves where The Feywild’s magic seeps through. Their society values cleverness and freedom, encouraging individuals to hone their natural talents in stealth, persuasion, and illusion. Each Vulpin carries a unique pattern of markings and fur colors, symbolic of their clan heritage and personal history.

Tobari’s influence is deeply woven into Vulpin culture, inspiring their love for riddles, masquerades, and celebrations of cunning. They embrace change and transformation, often shifting roles or identities fluidly, much like the foxes they resemble. To outsiders, they may seem enigmatic or unpredictable, but among their kind, the Vulpin are loyal and fiercely protective of their own.

Genetic Ancestor(s)
Genetic Descendants

HCS

Vulpin

HUMANOID

Vulpin Traits

Size: Medium (4-5ft)

Speed: 30ft

As a Vulpin, you have these special traits.

Darkvision

You are adept at hunting at night. 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.

Bite

You have sharp fangs that enable you to make natural bite attacks. You can choose to bite as an unarmed strike that deals 1d6 points of piercing damage, which can be calculated using either your Strength or Dexterity modifier for both the attack roll and damage bonus.

Evasive

You add your Intelligence modifier as a bonus on all Dexterity saving throws.

Bewitching Guile

You can cast charm person as a 1st level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast ambush prey as a 2nd level spell with this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast fear with this trait, and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.