Foxfolk – A Vulpine Race for D&D 5th Edition

EDIT OCTOBER 2018: For anyone who supports Doc on Patreon, you can find the live draft here.  It will likely continue to change and alter over there.

Author’s Notes: This is based off a request for 5e Kitsune, here’s my take on the race! Just letting you guys know, this one was more of a challenge for me than I expected. Oddly enough, the hardest part was making it NOT like an elf. Also, big thanks to Brynvalk for greatly improving this race!  (I won’t lie, my original concept wasn’t very good.) If you haven’t done so already, do follow her blog too!

 

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Fair Folk Tricksters

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This race of fox-like creatures descended from the creations of the true fae themselves, the Arcadeans.  This realm of mischief and wonder is the perfect point of origin for these vulpine tricksters.  For the fae progenitors, they see these beings as the perfect mixture of faerie magicks and the fox’s natural cunning.  However, the foxfolk themselves had become discontent with their faerie-realm utopia.  Against the wishes of their creators, they began to explore the multiverse.  While some clans sought out all reality had to offer, others took after their creators and observed the planes beyond through the veil of illusions and stealth.

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Masters of the Duel and Masters of Magic

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The foxfolk are known for a wide variety of talents beyond the ability to create tricks and traps.  Many incorporate the teachings of their fey ancestors into self-defensive and battle styles.  In particular, dueling with light weaponry is quite common among the Reynardy branch of the foxfolk.  These people have had a wide history of swashbuckling, leading great quests, and going on grand expeditions for fantastic treasure.  The Kitsune on the other hand prefer a more covert lifestyle.  Their culture has long since emphasized use of magic to conceal and hide your actions.  Any influence this wish to cause, they will do so from a distance.

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Ratfolk – A Bipedal Rodent Race (& Monster) for D&D 5th Edition

EDIT OCTOBER 2018: For anyone who supports the Doc on Patreon, you can check out the draft here.  It will be updated and changed there as a workshop space of sorts, as I wasn’t content with their original stats.

 

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Rodents of Unusual Size

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Like their overworld mountain born allies, the Ursine, these creatures are an unnatural race.  When news of powerful beastmen swept into underground kingdoms ruled by foul beings such as the deep elves, fungoloids, and other dreadfel beings; they sought their own answer.  Inspired by a clan of wererats that had infected a deep elven city before being purged by their high priests, a new race was born.  Just like their wererat inspiration, these beasts melded humanoid and rodent and were taught the ways of subterfuge and trickery.  Some were mutated by the experiments, readying them for horrific environments that would be torture to many.  After ages of being used as tools to observe the overworld, many broke free to form their own societies.  The angry deep elves were less than pleased by this idea and still vow to exterminate these “profligates” for their failure to serve.

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Communal Lifestyles and Fearful Disposition

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Within modern Ratfolk society, community is highly regarded.  This is due to the cramped and tight nature of warrens.  Countless clans will inhabit a warren, as resources are distributed to ensure survival of as many as possible.

Oath of Steel – A Brotherhood of Steel inspired Paladin Oath for D&D 5th Edition

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The only salvation this tortured planet and its people have. Without us, humanity is sure to perish.”

The Oath of Steel is one of the most secretive and powerful oaths within the Realm.  For it is not merely acceptance into a fraternal order, but a new way of life dedicated to artifice, archiving, and absolute devotion.  In the end, they want to see life prosper, they just have a very misinformed and misguided approach to their methods.  Couple that with a paranoid xenophobia, it may be hard to gain their trust.  Despite criticisms of religious fanaticism and a crypto-fascist approach to politics, this paladin chapter is still a very potent and valuable ally.

While their origins are shrouded in mystery that only a few elite know, there are some details they are willing to share.  Before a great catastrophe, this order was part of a greater military.  As massive war broke out and the situation grew more grim, the order fortified themselves within a bunker to wade out the situation while readying military tactics.  Before they were ready to strike their enemy, the surrounding area was destroyed by some incredible power.  This soured the order greatly, leading to many of their reclusive tendencies.  Under the guidance of Father Maxson, they were able to persevere and recuperate after surviving what could have been the end of all things.  Many new leaders arose and brought the Order to greatness, while preserving secrets not meant for the outside world.

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Tenets of Steel

The Covenant of Steel (also known as “Steel Heads” and “Steelbros”) is a reclusive religious order dedicated to the preservation and maintenance of technologies.  For them, ensuring the outside population doesn’t misuse and abuse these artifacts is priority one.  Often, they will hassle locals who’ve discovered these items, so they give them up to the Covenant instead.  All Steel Heads follow codes with hyper-militaristic zeal, devoting themselves to an extreme method of law and order in the process.

Remain Rational – The wastes outside your underground home are brutal and taxing.  It is your responsibility to stay level headed.

Protect Technology – Technology is rightfully ours!  We seek to protect, archive, and reproduce incredible feats of technology; so the innovators of the past may never be forgotten.

Destroy Savages – Savages in the outside world do not understand our motives and would only abuse the very knowledge we’ve salvaged and re-purposed.  We must destroy all who oppose us.

Uphold Order – Father Maxson had given his all to ensure a safer world for his order.  Repay him in full with absolute devotion to the cause, a strong sense of duty, and an absolute adherence to Covenant order!

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Technocracy – A Technological Warlock Patron for D&D 5th edition

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“While many patrons prove to be truly wicked souls, The Technocracy has good intentions in mind.  Their aim is the betterment of the world around them through less sporadic and potentially destructive uses of energy.  Through innovations in super-science, everyday life can be bolstered in ways magic can not provide.  The average person is incapable of using magic, but science makes all things approachable in time!  For you see, The Technocracy is a patron for only the most noble and virtuous!”

– Torbin Abilanzin, Technocracy Benefactor.

For ages, you’ve dreamed of progressing the world forward.  Something about a world saturated in arcane power feels tainted and backwards.  Then you realized, there are like-minded beings in the multiverse who share your plight!  Ever since, you have joined forces with an emerging movement that refers to itself as “The Technocracy.”  By becoming the essence of technology itself, you can one day cleanse the world of its mystical imperfections and supernatural chaos.

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Mutations (Part 2) – Drawbacks – Fantastic Mutagenic Powers for D&D

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As one would expect, there are many downsides to being a mutant… aside from being a social pariah!

NOTE: Benefits (and rules basics) can be found here.

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(Mutations (Part 1) – Benefits – Fantastic Mutagenic Powers for D&D

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“Pollution, plague, and radiation mixed into an unholy soup that tainted and warped all it touched!  Some gained incredible psychic powers, while others devolved into hulking mindless brutes.  Most just died of radiation poisoning or slowly died covered in painful tumors.  But those rare few, the so-called ‘freaks’ survived.  They were changed and imbued with strange abilities.  Even in a hostile climate where the world is in ruins, it’s not too easy to keep your weird gifts a secret.  People will find you and hunt you down, whatever their insane reasons are.”

In the off chance that exposure to harmful elements doesn’t seriously corrupt or kill your character, there is also a chance to gain some useful mutations as well.  Here is a list of concepts and ideas I’m running with for a more science-fantasy inspired game.  Below are some examples of character mutations.  By all means, if these do not suite you, swap them out with your own ideas.

NOTE: Drawbacks are found here.

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