Vuldr Mark 1| A race of fox-like humanoids deeply connected to the land and the aurora's of the north
Added 2021-03-20 18:54:48 +0000 UTCWorking on lore currently and that should be out sometime within the next week for them. As mechanics are more important overall at this stage, I chose to focus on them to work on playtesting and adjusting the balance of the race.
As far as mechanics go, the vuldr are pretty interesting, I think!
Darkvision is pretty standard stuff, but welcome on a race like this.
Fox Fires is where things start to get spicy. You can create an aurora whenever you dash that lasts until he start of your next turn! This is mostly a ribbon feature, but you can do some cool stuff with it.
Favor of the Winter Winds is cold resistance. Pretty bog standard, but nice to have if you're up north or fighting a frost giant.
Lakestride is where most of the races power comes from. You have always on waterwalk, a 3rd level spell. I don't think this even approaches the power of flight (which I still think is highly overvalued) so I see no issue with this race. Being able to walk on water isn't going to come up that often in most campaigns and when it does, well, you don't have to worry about drowning, I guess.
https://drive.google.com/file/d/1Z2NgH3etoFSLfg5qBclinmiK0FHzEXhu/view?usp=sharing