Showing posts with label races. Show all posts
Showing posts with label races. Show all posts

Thursday, September 21, 2017

Character Crunch: Merfolk


In every port tavern in Sublanarya, there is a salty sailor who will tell anyone willing to listen about their encounter with the mysterious, secretive and almost legendary merfolk. They talk of humanoids with skin, hair and eyes as colorful as the tropical fish of the sea. They are humanoid from the pelvis up and usually have a fish's tail, pointed fin-like ears, webbed fingers, and gills. Some tell stories of being rescued from shipwrecks by sympathetic maids with glimmering tails and others claim to have been held prisoner in underwater dungeons for days. There are stories of domed underwater cities and mobile fortresses built on the backs of great sea leviathans. These would all seem to be tall tales but, every now and then, evidence points to the contrary.

The truth is that merfolk prefer to keep to themselves. Land dwellers have their problems and sea dwellers have their own problems. In the opinion of the merfolk, it is better this way. Too often has the greed and ambition of land dwellers threatened their civilizations and so, they remain elusive, enigmatic and ever just out of sight. If the mortals could see the wonders that the merfolk have built, they would be enchanted.

Merfolk build great cities at the bottom of the sea, often magically sealed like great bubbles of glass, as far and secure from threats from above as possible, and built to defend themselves against their enemies such as the sahaguin. They also guard themselves and the rest of the world against ancient horrors that, if they weren't kept at bay, could destroy the world. This is why they are cautious to allow strangers into their cities. They fear subterfuge, whether intentional or accidental, from those who wouldn't understand the costs of their actions.

As individuals, merfolk are curious about the world above, even if they're generally forbidden to interact with it. Those that do are often reprimanded or even punished by being exiled from the great cities. Still, some merfolk can't help but want to know more. The sea floor is littered with the shipwrecks. The merfolk salvage these ships for valuables, especially coveting magical items and machinery, but also cultural items like clothing, which is odd as most merfolk wear little clothing except as accessories, and books, which contain the knowledge that many merfolk crave as entertainment, are particularly popular on the "treasure market".

As for merfolk adventurers, they tend to be chosen by the gods of the sea, especially Delfina, to receive the gift to transform between their flippered and bipedal forms. These chosen emissaries are seen as blessed by some merfolk civilizations and cursed by others. Those are the merfolks that players can choose to play in Sublanarya. They tend to be spellcasters, from druids and clerics to witches and wizards, as well as martial classes like rogues and rangers.

Ability Score Increase. Your Dexterity, Intelligence and Wisdom scores each increase by 1.
Age. Merfolk reach maturity by age 20 and can live up to 200 years.
Alignment. A merfolk's alignment, like the sea, tends to be not governed by the tides. They tend towards neutrality but merfolk nobility tends toward lawful alignments and merfolk that live apart from their underwater city tend towards chaotic alignments.
Size. Merfolk are medium sized humanoids.
Speed. Merfolk have a base walking speed of 30 feet in their land form and have a swim speed that is 2/3 of your base walking speed (min. 20 feet).
Amphibious. Merfolk can breathe air and water.
Dark Vision. 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 grey.
Sea-Borne. You have a deep understanding of sea-life. You can communicate simple ideas with beasts that live in the sea or breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. You also have advantage on identifying sea-life with Intelligence (Nature) checks and dealing with sea-life with Wisdom (Animal Handling) checks).
Of the Depths. You have a resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment.
Emissary of the Sea. You have the ability to polymorph between a land form and an aquatic form as a bonus action. When you shift into the aquatic form, you can only move yourself on land while prone and your walking speed becomes 1/3 of your base walking speed in your land form. Your swim speed becomes 10 feet faster than your base walking speed in your land form.
The gear on your lower body magically melds or changes to fit your aquatic or land forms. 
Bounty of the Sea. Merfolk have learned many skills by observing human civilization and studying their shipwrecks. You gain proficiency in two skills and/or sets of tool proficiencies of your choice.
Extra Languages. In addition to common, you can also speak, understand, write, read in Aquan and one additional language.

Thursday, April 27, 2017

Character Crunch: Vanara (Monkey-Folk)

In southern Raj-Hamut, deep in the Dandaka Forest and between the Ondon Mountains, hidden in mist and legend, is Kishkindha, the kingdom of the vanara: the "forest people". The vanara of Kishkindha resemble monkey-like humanoids. They are mostly known to be clever, curious and playful creatures that might irritate less patient creatures with their constant questioning and almost naive honesty. While vanara often admire the accomplishments of human society, they find human's comparably uptight customs and rules amusing. They prefer to play tricks upon people rather than resorting to violence to expel them from the sacred sites, such as temples and burial grounds, they often make their homes. That doesn't mean they won't defend themselves.

The vanaran patron deity Hamuman the Mighty is famous for the feat of lifting an entire mountain with one hand and leading armies of vanara to assist the 7th Avatar of Sahasranama. They are known for being impressive warriors who use their unmatched agility and bestial ferocity to overcome their foes. And their foes are, usually, evil, which vanara oppose universally. Vanaran heroes prefer martial arts whether they be masters of force like barbarians or fighters or instead prefer the subtlety of rangers or thieves or choose to find a balance with a monk.

The heroism, loyalty and bravery of vanara warriors is legendary.



Vanara are rarely found outside of Kishkindha but they are not unheard of among veteran adventurers who have ventures to the south-eastern continent of Raj-Hamut. They are usually drawn into a life adventure by curiosity and loyalty; many a human adventurer has found themselves Kishkindha on a divine quest and befriended a vanara. Perhaps the human save the vanara's life or better yet their tribe and so, out of devotion, obligation and/but mostly out of the desire to join them on their quest, they join the hero on their adventure and become adventurers in their own right.

Vanara come in two distinct varieties on a spectrum of more monkey-like to more human-like in appearance. They both often intermingle and are more alike than either are with monkeys or humans. There are mountain and valley vanara.

Preferring to live in hills and crags of the Ondon Mountains, the mountain vanara could almost pass for humans or elves at a glance.

They usually are built similarly to elves-- tall with slender builds-- with similar facial structures and even have point ears. Unlike elves, their pointed ears tend to be much more pronounced and bestial. The biggest give away to their vanaran nature are their prehensile simian tails, long fingers and toes, and pronounced canines. They often have lighter hair from blond to brown to red hair that matches the fur on their tail and some even have thick fur-like hair on their bodies as well.They have the same range of eye colors as humans that flash to red when angry or in battle.

Mountain vanara are known to be a little more reserved than their valley kin and tend to build small villages, usually around a sacred tree or spring or in or around an ancient temple, where they can live simply and carefree lives. They tend to be the most pious and most vanaran priests for both the mountain and the valley vanara. This doesn't mean they are not known for their trickery and playfulness but they do tend to be more responsible when it comes to duties.

Valley vanara are noticeably more ape-like than their mountain cousins.

Valley vanara, covered in a coat of white, grey, black, brown or orange fur, with elongated muzzles, large lip-less mouths, big, round ears and facial fur, more closely resemble the "monkey-folk" that are described in popular legends. Some have non-prehensile tails and other have either extremely short or no tails. They tend to have slightly longer limbs than their mountain cousins and their eyes are usually only black or brown in hue that also flash red when enraged.

Valley vanara are hunter-gatherers who live in small family groups usually sharing territory around a central point of interest. They have a more laissez-faire lifestyle, doing as they please, and relaxing away most of their days. Due to their more wild environment, they do have to contend with predators and evil creatures more frequently than mountain vanara. For this reason they have more of a reputation as warriors and hunters than their cousins.

Ability Score Increase. Your Dexterity increases by 2.
Age. Vanara have lifespans equivalent to humans.
Alignment. Vanara
 Size. Vanara are similar in size and stature to humans, standing between 5 and 6 feet, with slender builds. Your size if medium.
Speed. Your base walking speed is 30 feet.
Tree Climber. Because of your monkey-like hands and feet, you are almost as well acclimated to climbing as walking. You have climbing speed of 3/4 your walking speed rounded down (minimum 20 feet).
Primal Pounce: You may use Dexterity when determining your jump distance.
Extra Language. You can read, write, speak and understand common, Vanaran, and one extra language.
Subraces. There are two subraces of vanara; the mountain vanara and the valley vanara.

Mountain Vanara
Ability Increase. Your Wisdom increases by 1.
Skill Proficiency. You have proficiency in the Acrobatics skill.
Prehensile Tail: Can pick up and carry small objects but not use as weapons. Can use Sleight of Hand with tail.

Valley Vanara
Ability Increase. Your Strength increases by 1.
Skill Proficiency. You have proficiency in the Athletics skill.
Bite. Your jaw is a strong natural weapon, which can be used to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.




I wanna note, Vanara are found elsewhere and there is more than one "monkey king". I hope you guys enjoy my take on this classic race from hindu mythology and Oriental Adventures.

Tuesday, February 21, 2017

Character Crunch: Catfolk, Dogfolk, Ratfolk, Frogfolk, Fairy Cats/Dogs (Bonus:Foxfolk)

Last time in Character Crunch: Tirikujin we covered a race that fits a historical niche of the Naryan setting. This time, I want to give a fair shake at races that I have described as being fixtures of Sublanarya but have not shared their statistics previously. Specifically, this article is going to be about the player character statistic of the beastfolk races. I covered details about them, previously, in an article titled "People First".

If you want the specifics on each of the races detailed below, make sure to check out that article first.

It is important to remember these races are uncommon compared to humans and elves, but they still are an impactful part of the setting. Other races that I haven't covered that would be included with this group include Aarokocra and Kenku, which mostly likely reside in isolated mountains, remote islands, and the ruins of the Hold. Lizardfolk are also in Naryra found in the jungles and swamps of the region. I will probably detail their place in the setting when I discuss Zafaria, Tazlani, Hamutia and The Hold.

There are other Beastfolk across Narya that will be described in the future, but I will tide you over by including a race I have been on the fence about adding: Foxfolk or, as I call them, Volpayaya! I will feature them with some gusto at the end of the article as I know some folk would love to play a character of that flavor.

And now, without further ado, here is a resource many of players will find helpful.

KOTHARI (CATFOLK)

Ability Score Increase. Your ability score increase is determined by your subrace.
Age. Catfolk have lifespans equivalent to humans.
Alignment. Catfolk are determinedly chaotic, valuing personal freedom and determination in all of their cultures, and, despising evil in all forms, tend toward good alignments. This reflects their cultural tribalism since they rarely become involved in the political machinations of nearby cultures but are quick to offer assistance to trusted allies in defense against evil threats.
Size. Tigerfolk and lionfolk are taller and more muscular on average than humans while leopardfolk and cheetahfolk tend to be a little shorter and relatively slender. Your size if medium.
Speed. Your base walking speed is 30 feet.
Dark Vision. You have the sharp eyes of a feline predator, especially in the dark. 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 grey.
Claws. Because of your claws, you have climbing speed of 2/3 your base walking speed rounded down (minimum 20 feet). Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Apex Predator. You have proficiency in the Perception and Stealth skills.
Extra Languages. You can read, write, and understand the Kotharian language of the Catfolk.
Subraces. There are four well-documented subraces of Kothari: powerful and proud lionfolk, quick-footed and spontaneous cheetahfolk, elusive and savage tigerfolk, and the reserved and clever leopardfolk.

Cheetahfolk 
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Racer. Your base walking speed increases to 35 feet.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Leopardfolk
Ability Score Increase. Your Dexterity score increase by 2 and your Intelligence score increases by 1.
Tree-Dweller. Your climbing speed increases to 3/4 your base walking speed rounded down (minimum 25 feet).
Lore-Hunter. You gain one cantrip of your choice from any spell list. Intelligence is your spellcasting ability for it. You also gain speak, read and write one extra language of your choice.


Lionfolk
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
King of the Beasts. You gain proficiency in the Intimidation skill.
Lion's Roar. As an action, you can let loose a powerful roar. All intelligent enemy creatures that can see and hear you within 30 feet of you must make a Wisdom saving throw against a DC equal to 9 + your proficiency bonus + Charisma modifier. If the creature fails the saving throw, it becomes frightened for 1 minute.

The frightened creature must spend its turns trying to move as far away from you as it can and it can't move within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

At the end of each of the frightened creatures turns, it can attempt the Wisdom saving throw again and, if it takes damage or succeeds on the saving throw, it is no longer frightened.

You must take a long rest to use this feature again.

Tigerfolk
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Carnivore. You have difficulty containing your savage nature. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Survivalist. You gain proficiency with Survival skill.

DHOLE (DOGFOLK)


Ability Score Increase.  Your Constitution score increased by 2.
Age. Dhole have lifespans equivalent to humans.
Alignment. Between being bred in servitude for millennia and having strong pack instincts that reward obedience, Dhole are inherently loyal and being from a culture of merchants that prides themselves on honesty, they tend to be lawful. They are rarely evil since they usually are quick to make friends and are doggedly loyal.
Size. Dhole are taller on average than humans but are built in a similarly varied manner. Guard breeds tend to more muscular and scout breeds tend to be more lean. Your size if Medium.
Speed. Your base walking speed is 30 feet.
Bite. Your jaw is a strong natural weapon, which can be used to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Bloodhound. You have proficiency in the Perception skill and have advantage on all Perception skill checks involving your sense of smell.
Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies are within 5 feet of the creature and isn’t incapacitated.
Extra Language. You can read, write, speak and understand common, Dholish, and one extra language.
Subrace. Two subraces of dhole exist: guard breeds are larger, hardier and less likely to back down from a confrontation have been bred in ancient times to guard their rulers and scout breeds are leaner and more agile because they were bred as messengers and hunters.

Guard Breed
Ability Score Increase.  Your Strength score increases by 1.
Brave. You have advantage against being frightened.


Scout Breed
Ability Score Increase. Your Dexterity increases by 1.
Racer. Your base walking speed increases to 35 feet.


RASKAAR (RATFOLK)

Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1.
Age. Ratfolk mature quickly to adulthood at 10 years of age and live to about 40 years. Some ratfolk live exceptionally longer.
Alignment. Ratfolk neither love nor loathe society, which they often live on the outskirts or under the streets of, and they are neither especially good nor bad, despite nasty rumors suggesting they steal goods and eat pets. Ratfolk are most commonly neutrally aligned.
Size. Ratfolk are just under four feet, but also hunch over in a way that often has them eye to eye with halflings and gnomes, but are not diminutive. Your size is Small.
Speed. Ratfolk are slower than other races but can use their front paws to outpace most humanoids.Your base walking speed is 25 feet but, if you drop to all fours, your base walking speed is 35 feet.
Dark Vision. 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 grey.
Inquisitive Nose. You gain Perception as a skill and have advantage on all Perception skill checks involving your sense of smell.
Rodent Bones. Your bone structure is impressively flexible and you're used to moving through cramped spaces. You are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.
Speak with Beasts. Ratfolk love to keep pets from rats to giant snails to centipedes to sewer alligators. You have the ability to communicate simple ideas through sounds and gestures with beasts.
Sewer Dweller. You have advantage on saving throws against poison and disease.
Extra Languages. You can read, write, and understand the Raskaar language of the ratfolk.

GRIPPLI (FROGFOLK)
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age.
Alignment.
Size. Grippli stand just over 2 feet tall and are very lean. Your size is Small.
Speed. You have a base walking speed of 25 feet and a swim speed of 30 feet.
Dark Vision. 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 grey.
Slippery. Your bone structure is impressively flexible and you're used to moving through cramped spaces. You are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.
Climber. You have a natural affinity for climbing due your grip (hence the name) and have a climb speed of 3/4 your base walking speed rounded down (minimum of 20 feet).
Jumper. You may use your Dexterity when determining the distance of your jumps. If you are not proficient in the Athletics skill, add your proficiency bonus to all Athletic checks made related to jumping.
Hold Breath. You can hold your breath for a minimum of 15 minutes, under normal circumstances.

Extra Languages. You can read, write, and understand the Grippli language of the frogfolk.

CAIT SIDHE (FAIRY CATS)
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increase by 1.
Age. Cait Sidhe mature at the same rate as cats but have supernaturally long lifespans that allow them to live up to the lifespan of their creators ranging from that of a human to the 400 or longer lifespan of Iaurdin.
Alignment. Cait Sidhe are obedient only to their creator and tend to have a chaotic worldview, being magical beings by nature that go against natural law, and have the self-serving nature of domestic cats making them usually neutral.
Shapechanger. 
Size. You stand between two to three feet tall while in your humanoid form. Your size is Small.
Speed. Your base walking speed is 25 feet.
Dark Vision. 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 grey.
Claws. Because of your claws, you have climbing speed of 3/4 your base walking speed rounded down (minimum 20 feet). Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Rat-Chaser. You gain proficiency in the Perception and Stealth skills.
Cat-Talker. You can communicate simple ideas, with a mix of gestures and sounds, to feline beasts and understand the simple communication of feline beasts  You have advantage on Charisma checks during all interactions with felines.
Cat-Shape. You can use an action to assume the shape of a small cat of similar breed/appearance of yourself. You can revert to your normal form by using a bonus action. While you are transformed, the following rules apply:
  • As long as you behave like a cat, you are indistinguishable from a domesticated cat to anyone who is unaware of your ability to transform into a cat and will not become suspicious unless they are looking for someone shape-shifting as a cat.
  • You retain all of your game statistics but your walking speed becomes 40 feet.You also retain all of your skill and saving throw proficiencies. You keep your hit points and Hit Dice while in your cat form. 
  • You can speak, read and write in the cat form. You can't cast spells but you can maintain concentration for spells you cast before transforming into this form while in your cat form. 
  • You retain the benefit of any features from your class, race or other source and can use them if a cat would be physically capable of doing so while in your cat form.
  •  You choose whether or not your equipment falls to the ground in your space, merges into your cat form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear the equipment based on a cat's shape and size. Your equipment doesn't change size or shape to match your cat form, and any equipment that the cat form can't wear must either fall to the ground or merge with your cat form. Equipment that merges with the form has no effect until you leave the form.
Extra Languages. You may speak, read and write an extra language.

CU SIDHE (FAIRY DOGS)
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increase by 1.
Age. Cu Sidhe mature at the same rate as dogs but have supernaturally long lifespans that allow them to live up to the lifespan of their creators ranging from that of a human to the 400 or longer lifespan of Iaurdin.
Alignment. Cu Sidhe are obedient to their creators but, unlike Cait Sidhe, have a friendly and selfless nature. They are disproportionately courageous when faced with threats to their friends and tend to have good alignments.
Size. You stand between two to three feet tall while in your humanoid form. Your size is Small.
Speed. Your base walking speed is 25 feet.
Dark Vision. 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 grey.
Bite. Your jaw is a strong natural weapon, which can be used to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Bloodhound. You have proficiency in the Perception skill and have advantage on all Perception skill checks involving your sense of smell.
Winning Personality. You have proficiency in the Persuasion skill.
Dog-Talker. You can communicate simple ideas, with a mix of gestures and sounds, to and understand the simple communications of canine beasts. You have advantage on Charisma checks during all interactions with canines.
Dog-Shape. You can use an action to assume the shape of a small dog of similar breed/appearance to yourself. You can revert to your normal form by using a bonus action. While you are transformed, the following rules apply:
  • As long as you behave like a dog, you are indistinguishable from a domesticated dog to anyone who is unaware of your ability to transform into a dog and will not become suspicious unless they are looking for someone shapeshifting as a dog.
  • You retain all of your game statistics but your walking speed becomes 40 feet. You also retain all of your skill and saving throw proficiencies. You keep your hit points and Hit Dice while in your dog form. 
  • You can speak, read and write in the dog form. You can't cast spells but you can maintain concentration for spells you cast before transforming into this form while in your dog form. 
  • You retain the benefit of any features from your class, race or other source and can use them if a dog would be physically capable of doing so while in your dog form.
  •  You choose whether or not your equipment falls to the ground in your space, merges into your dog form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear the equipment based on a dog's shape and size. Your equipment doesn't change size or shape to match your dog form, and any equipment that the dog form can't wear must either fall to the ground or merge with your dog form. Equipment that merges with the form has no effect until you leave the form.
Extra Languages. You may speak, read and write an extra language.

THE CLAN OF REYNARD:
THE FOXFOLK

The foxfolk or Volpayaya [vohl-puh-yah-yah] are not like other beastfolk. They are fey creatures, their origins in the Twilight Realm of Dawn, and with a legendary figure, their patron god, and the clown prince of cruel pranks, Reynard the Fox. Reynard lived in the strange fey kingdom of Animalia, where talking animals play at being people, and he was an infamous criminal and prankster. He attained godhood, some say by stealing all the holy books in the kingdom of Animalia and rewriting them, and it is said his descendents are the fey race known as the Volpayaya.

Reynard's antics eventually led to his kind being banished from the forests of the fey and thus they were forced to flee to the material plane where they have remained ever since. Volpayaya live in small traveling bands that travel throughout Sublanarya performing services like fortune-telling, musical and acting performances, and some magical aid. To earn the trust of humans they often try to maintain their human form when dealing with them, making excuses to escape their attention and recover, and are a fairly rare/unknown to being the subject of many myths and legends among common folk.

Volpayaya that cause too much trouble for their kin are said to be "blessed by Reynard" and forced to strike out on their own. These foxfolk most often make their marks with their trickery, seeking out ways to test their skills against the "marks" of the world, and create stories worthy of Reynard himself. Unfortunately, their fey nature and propensity for trickery lands them into hot water, especially since they have little regard for the law. More often than not, such foxes are forced on the run from village to village.

Volpayaya adventurers tend to be bards, rogues, and spellcasters, using their cunning and shape-shifting to assist in their duties, and are welcome allies to anyone who can take a good joke.

VOLPAYAYA (FOXFOLK)
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increase by 1.
Age. You have a lifespan similar to a human.
Alignment. Volpayaya are naturally curious, impulsive and full of surprises. They are almost always chaotic in nature. Their trickery can have them swing anywhere from benevolent and well-meaning to cruel and terrible when it comes to their capacity for good and evil.
Size. Your are similarly sized to a human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Dark Vision. 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 grey.
Clever Fox. You have proficiency in the Perception and Deception skills.
Reynard's Blessing. You can cast the Disguise Self with this trait and regain the ability to do so when you finish a short or long rest.
Fey Beast. You can take an action to magically transform into a Fox (used Wolf stats for now) until your concentration is broken (as if you are concentrating on a spell) or become unconscious. You can willingly return to your normal form by using a bonus action to do so. 

The fox is limited in the actions it can perform by the nature of its new form, and cannot perform spells.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.  


You regain the ability to do so when you finish a short or long rest.

At 4th level or higher, you can instead transform into a Giant Fox (use Dire Wolf stats for now) instead of a Fox.
 
Extra Languages. You may speak, read and write Elven and Volpayayan.