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<blockquote data-quote="BookTenTiger" data-source="post: 9173228" data-attributes="member: 6685541"><p><span style="font-size: 26px"><strong>People of Taielis, Part 3: Ylkin</strong></span></p><p></p><p><strong><span style="font-size: 22px">Ylkin</span></strong></p><p>[ATTACH=full]315837[/ATTACH]</p><p>The dastardly fey do much to make the lives of humans treacherous. But little compares to the terrible fate they bestow on those known as the ylkin. Ylkin appear as beast-like humanoids, walking on two feet but with the heads, features, and fur, scales, or feathers of animals. In truth, they are born to animal parents, but cursed by the fey with humanity. A baby ylkin is identical to any other baby animal. As they grow, however, they develop human-like features, such as hands, an upright posture, and a voice. By the time they reach adulthood, they look half-human and half-animal. Some have fully animal heads, while others boast a mix of facial features. No matter what, they are outsiders to both the human cities and animal dens.</p><p></p><p><strong>Ylkin Attributes</strong></p><ul> <li data-xf-list-type="ul"><strong>Age</strong>: Like animals, Ylkin mature quickly, usually reaching adulthood between the ages of 4 and 12. Over time, their aging slows, and they have similar lifespans as humans.</li> <li data-xf-list-type="ul"><strong>Height</strong>: Ylkin vary greatly in height due to their animal origins, with some standing only three feet tall and others towering up to eight feet tall.</li> <li data-xf-list-type="ul"><strong>Languages</strong>: Ylkin can read, write, and speak Talis and Sylvan.</li> <li data-xf-list-type="ul"><strong>Names</strong>: Ylkin names tend to depend on where they were raised. Those who grew up in the wild tend to have taken the names of natural features: Briarpatch, Cloud, River, Fen. Those raised in human communities will have human names, though sometimes be given the surname of their animal or place of origin: Gabriel Boarson, Rose of Fever Swamp, Floran Greenscale, Elisard Oaknest.</li> </ul><p></p><p><strong>Ylkin</strong> <strong>Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Animal Ancestry</strong>: Choose an animal for your ancestry. Most ylkin are born to mammals, such as bears, boars, or rabbits, but some rare ylkin are born to birds, reptiles, or even fish. You are able to communicate to members of your animal ancestry through grunts, motions, or smells.</li> <li data-xf-list-type="ul"><strong>Wild-Bodied</strong>: You may choose one of the following sizes:<ul> <li data-xf-list-type="ul"><strong>Big</strong>: Your size is Medium. You gain advantage on Athletics checks made to grapple or shove, and your carrying capacity is doubled. Your may ignore the Strength requirements of armor. All armor costs 1.5 as much as normal. You suffer disadvantage when making attacks with light weapons.</li> <li data-xf-list-type="ul"><strong>Medium</strong>: Your size is Medium.</li> <li data-xf-list-type="ul"><strong>Small</strong>: Your size is Small. Your walking speed is 25 feet. You suffer disadvantage when making attacks with a heavy weapon. You may pass through the space of any creature larger than you. Furthermore, you may take the hide action when obscured by a creature that is larger than you.</li> </ul></li> <li data-xf-list-type="ul"><strong>Beastly Fortitude</strong>: You are able to eat raw meat, eggs, or plants (depending on your animal ancestry) without any harmful effect. Because of this, you are able to feed yourself without consuming any rations. You also gain advantage on saving throws versus poison and disease, and have resistance to poison damage.</li> </ul><p></p><p><strong>Ylkin Aspects</strong></p><p>Choose two of the following aspects. These should reflect your Animal Ancestry. Some aspects can be chosen twice, granting you further benefits.</p><ul> <li data-xf-list-type="ul"><strong>Wings</strong>: Your jump distance is doubled. When moving, you may choose to fly up to your walking speed, though you must be on the ground at the end of your turn or fall prone.<ul> <li data-xf-list-type="ul">If you chose Wings twice, gain the following benefits: You gain a Flying Speed equal to your Walking Speed.</li> </ul></li> <li data-xf-list-type="ul"><strong>Thick Hide:</strong> When unarmored, your Armor Class is equal to 13 + Dexterity Modifier. When wearing armor, you gain +1 to Armor Class due to your thick hide.<ul> <li data-xf-list-type="ul">If you choose Thick Hide twice, you gain the following benefits: when unarmored, your Armor Class is 17.</li> </ul></li> <li data-xf-list-type="ul"><strong>Extraordinary Senses:</strong> Your large ears, sensitive nose, or long whiskers allow you to stay aware of all that happens around you. You gain proficiency in Investigation or Perception. When you are blinded or deafened, you do not suffer disadvantage on attack rolls against enemies you are aware of. Finally, when sleeping, you are still somewhat aware of your surroundings, and may make Perception checks against sneaking opponents.</li> <li data-xf-list-type="ul"><strong>Natural Weapon</strong>: You have powerful claws, jaws, tail, or other natural weapon. When making an unarmed attack, you may use your natural weapon to deal 1d6 + Strength or Dexterity Modifier bludgeoning, piercing, or slashing damage (choose one damage type when you gain this ability). Your natural weapon counts as a light weapon.<ul> <li data-xf-list-type="ul">If you take this ability more than once, choose one of the following benefits:<ul> <li data-xf-list-type="ul"><strong>Poisonous</strong>: When you strike an opponent with your natural weapon, it must make a Constitution Saving Throw DC 8 + Proficiency + Constitution Modifier or suffer the Poisoned Condition until the start of your next turn.</li> <li data-xf-list-type="ul"><strong>Grasping</strong>: When you strike with your natural weapon, you may use a bonus action to attempt to grapple your opponent. If you succeed, you may not use your natural weapon again until the grapple ends.</li> <li data-xf-list-type="ul"><strong>Reach</strong>: Your natural weapon is a reach weapon. You deal 1d8 damage when attacking an opponent 10 feet away, or 1d4 damage when attacking an adjacent opponent.</li> </ul></li> </ul></li> <li data-xf-list-type="ul"><strong>Camouflage</strong>: The color or pattern of your skin, fur, or feathers make you naturally stealthy, allowing you to blend in with your surroundings. You gain proficiency in Stealth or Survival. You may take the hide action when lightly obscured by natural phenomena, such as mist, rain, or heavy foliage.</li> <li data-xf-list-type="ul"><strong>Vaulter</strong>: Your powerful legs allow you to leap far. You gain proficiency in Acrobatics, and your jump distance is doubled. Furthermore, you may take the Dash Action as a bonus action if you jump for the entire movement.</li> <li data-xf-list-type="ul"><strong>Pheromonal</strong>: You are able to produce and interpret pheromones, which communicate emotions and simple messages. You gain proficiency in Animal Handling or Insight. As a bonus action, you may produce pheromones to communicate a silent one-word message to allies or trained animals within 60 feet.</li> <li data-xf-list-type="ul"><strong>Nocturnal</strong>: You are most awake at night. You gain darkvision. 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. You do not sleep; instead, you fall into a trance for 4 hours. After resting this way, you gain the same benefits most creatures do after resting for 8 hours.</li> <li data-xf-list-type="ul"><strong>Natural Resistance</strong>: Your body is adapted to survive certain harmful forces. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain advantage on saving throws against that damage type. You also gain resistance against that damage type.</li> <li data-xf-list-type="ul"><strong>Stalker</strong>: You are naturally stealthy. You gain proficiency in Sleight of Hand or Stealth. Furthermore, as a bonus action, you may take the disengage or hide action.</li> <li data-xf-list-type="ul"><strong>Fostered by Humans</strong>: Though you were born to the wild, you spent your roof beneath the roof of a human home. Choose one Human Aspect (other than Corrupted), and gain its benefits.</li> </ul></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9173228, member: 6685541"] [SIZE=7][B]People of Taielis, Part 3: Ylkin[/B][/SIZE] [B][SIZE=6]Ylkin[/SIZE][/B] [ATTACH type="full" width="280px"]315837[/ATTACH] The dastardly fey do much to make the lives of humans treacherous. But little compares to the terrible fate they bestow on those known as the ylkin. Ylkin appear as beast-like humanoids, walking on two feet but with the heads, features, and fur, scales, or feathers of animals. In truth, they are born to animal parents, but cursed by the fey with humanity. A baby ylkin is identical to any other baby animal. As they grow, however, they develop human-like features, such as hands, an upright posture, and a voice. By the time they reach adulthood, they look half-human and half-animal. Some have fully animal heads, while others boast a mix of facial features. No matter what, they are outsiders to both the human cities and animal dens. [B]Ylkin Attributes[/B] [LIST] [*][B]Age[/B]: Like animals, Ylkin mature quickly, usually reaching adulthood between the ages of 4 and 12. Over time, their aging slows, and they have similar lifespans as humans. [*][B]Height[/B]: Ylkin vary greatly in height due to their animal origins, with some standing only three feet tall and others towering up to eight feet tall. [*][B]Languages[/B]: Ylkin can read, write, and speak Talis and Sylvan. [*][B]Names[/B]: Ylkin names tend to depend on where they were raised. Those who grew up in the wild tend to have taken the names of natural features: Briarpatch, Cloud, River, Fen. Those raised in human communities will have human names, though sometimes be given the surname of their animal or place of origin: Gabriel Boarson, Rose of Fever Swamp, Floran Greenscale, Elisard Oaknest. [/LIST] [B]Ylkin[/B] [B]Traits[/B] [LIST] [*][B]Animal Ancestry[/B]: Choose an animal for your ancestry. Most ylkin are born to mammals, such as bears, boars, or rabbits, but some rare ylkin are born to birds, reptiles, or even fish. You are able to communicate to members of your animal ancestry through grunts, motions, or smells. [*][B]Wild-Bodied[/B]: You may choose one of the following sizes: [LIST] [*][B]Big[/B]: Your size is Medium. You gain advantage on Athletics checks made to grapple or shove, and your carrying capacity is doubled. Your may ignore the Strength requirements of armor. All armor costs 1.5 as much as normal. You suffer disadvantage when making attacks with light weapons. [*][B]Medium[/B]: Your size is Medium. [*][B]Small[/B]: Your size is Small. Your walking speed is 25 feet. You suffer disadvantage when making attacks with a heavy weapon. You may pass through the space of any creature larger than you. Furthermore, you may take the hide action when obscured by a creature that is larger than you. [/LIST] [*][B]Beastly Fortitude[/B]: You are able to eat raw meat, eggs, or plants (depending on your animal ancestry) without any harmful effect. Because of this, you are able to feed yourself without consuming any rations. You also gain advantage on saving throws versus poison and disease, and have resistance to poison damage. [/LIST] [B]Ylkin Aspects[/B] Choose two of the following aspects. These should reflect your Animal Ancestry. Some aspects can be chosen twice, granting you further benefits. [LIST] [*][B]Wings[/B]: Your jump distance is doubled. When moving, you may choose to fly up to your walking speed, though you must be on the ground at the end of your turn or fall prone. [LIST] [*]If you chose Wings twice, gain the following benefits: You gain a Flying Speed equal to your Walking Speed. [/LIST] [*][B]Thick Hide:[/B] When unarmored, your Armor Class is equal to 13 + Dexterity Modifier. When wearing armor, you gain +1 to Armor Class due to your thick hide. [LIST] [*]If you choose Thick Hide twice, you gain the following benefits: when unarmored, your Armor Class is 17. [/LIST] [*][B]Extraordinary Senses:[/B] Your large ears, sensitive nose, or long whiskers allow you to stay aware of all that happens around you. You gain proficiency in Investigation or Perception. When you are blinded or deafened, you do not suffer disadvantage on attack rolls against enemies you are aware of. Finally, when sleeping, you are still somewhat aware of your surroundings, and may make Perception checks against sneaking opponents. [*][B]Natural Weapon[/B]: You have powerful claws, jaws, tail, or other natural weapon. When making an unarmed attack, you may use your natural weapon to deal 1d6 + Strength or Dexterity Modifier bludgeoning, piercing, or slashing damage (choose one damage type when you gain this ability). Your natural weapon counts as a light weapon. [LIST] [*]If you take this ability more than once, choose one of the following benefits: [LIST] [*][B]Poisonous[/B]: When you strike an opponent with your natural weapon, it must make a Constitution Saving Throw DC 8 + Proficiency + Constitution Modifier or suffer the Poisoned Condition until the start of your next turn. [*][B]Grasping[/B]: When you strike with your natural weapon, you may use a bonus action to attempt to grapple your opponent. If you succeed, you may not use your natural weapon again until the grapple ends. [*][B]Reach[/B]: Your natural weapon is a reach weapon. You deal 1d8 damage when attacking an opponent 10 feet away, or 1d4 damage when attacking an adjacent opponent. [/LIST] [/LIST] [*][B]Camouflage[/B]: The color or pattern of your skin, fur, or feathers make you naturally stealthy, allowing you to blend in with your surroundings. You gain proficiency in Stealth or Survival. You may take the hide action when lightly obscured by natural phenomena, such as mist, rain, or heavy foliage. [*][B]Vaulter[/B]: Your powerful legs allow you to leap far. You gain proficiency in Acrobatics, and your jump distance is doubled. Furthermore, you may take the Dash Action as a bonus action if you jump for the entire movement. [*][B]Pheromonal[/B]: You are able to produce and interpret pheromones, which communicate emotions and simple messages. You gain proficiency in Animal Handling or Insight. As a bonus action, you may produce pheromones to communicate a silent one-word message to allies or trained animals within 60 feet. [*][B]Nocturnal[/B]: You are most awake at night. You gain darkvision. 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. You do not sleep; instead, you fall into a trance for 4 hours. After resting this way, you gain the same benefits most creatures do after resting for 8 hours. [*][B]Natural Resistance[/B]: Your body is adapted to survive certain harmful forces. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain advantage on saving throws against that damage type. You also gain resistance against that damage type. [*][B]Stalker[/B]: You are naturally stealthy. You gain proficiency in Sleight of Hand or Stealth. Furthermore, as a bonus action, you may take the disengage or hide action. [*][B]Fostered by Humans[/B]: Though you were born to the wild, you spent your roof beneath the roof of a human home. Choose one Human Aspect (other than Corrupted), and gain its benefits. [/LIST] [/QUOTE]
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