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## Huli The Huli are a race hailing from Thelanis, the plane of creativity, emotion, and stories. Possessing the traits of both foxes and elves, they are a strange sight to behold. However beneath the pleasant visage of a Fey often lies a scheming trickster plotting her next ploy with hungering eyes. ### Stories Come To Life As is often the case with Fey, the Huli first came into being from a story that swept through Thelanis. Unlike most Fey however, the story that the Huli owe their origin to began in Thelanis, not another plane. In this way, they're even more fey than even the Archfey.
The story goes that Huli was once a fox, and a servant of a Prince Of The Hunt, a powerful Archfey. Looked down on by all around her for being so small, she deceived the prince's proudest Knight in a ploy to take what she was owed. She led him through the forest for three days and three nights, through cold winter and fallen frost until he was weak and tired. Kept warm by her fur, the cold did not touch her. And when the proud knight finally fell underneath the moonlit sky, she fell upon him. She ate his essence and stole his form, taking his elven body for herself.
When the Prince of the Hunt learned of Huli's betrayal, he was furious. He hunted her, his hounds tailing her endlessly. Fearing for her children, she sent them away. She gifted each of her nine children a trinket of some kind and sent them off to the Material Plane. Her children survived, but she was captured and imprisoned by the Prince of the Hunt. Using his power, he trapped her in the moon, so that she could watch her children struggle without her, forever seperated from their home and trapped in a land they did not know. Finally he cursed her children. They had gotten their mother's form, but they would never forget what they had been. He gave them tails, so that they would never forget their past that followed behind them. He gave them the eyes and ears of a fox, so that all would know that they were not what they seemed. And finally he curved their hands into blackened claws. Let their palms and fingers resemble the body of the proud knight their ancestor tricked and murdered, so that everyone should know not to trust them no matter what kind words leave their lips
The Huli tell this story to their children. To most it is a simple story, but the Huli know what happened to their mother so long ago. They have not forgotten and they will never forgive. ### Claws Behind The Smile The Huli value cleverness above all else. Their mother was small and weak, but through cleverness, charm, and guile she claimed what was hers. However they detest the proud, the cocky, and those who feel too confident in their position. The proud knight was led astray by his foolishness, and so too will those foolish enough to not learn from his example.
The Huli, in truth, are no more evil than other civilized races, but they do not forget. Treat them with kindness and you will have a friend for life, but make a foe of one and you shall have a bitter enemy until the end of your days. It may take months or even years, but those who cross them will get what they deserve. ### Forever Hunted The Prince Of Hunt has not forgotten what was done to him by the original Huli. Forever banished from Thelanis, the Huli mourn the loss of their homeland. For to return is to suffer the Prince's ire once more. Thus they plot, and they scheme, dreaming of the day they can finally return. All Huli feel an affinity for Thelanis even if they've never been there, and although they feel little resentment for the plane's other inhabitants, they will always hate the prince, and feel the smallest bit of pride. They are the true fey, of this they are certain. ### Stories Made Real Huli are a rare sight in Khorvaire. They first appeared in Aundair and quickly became the talk of the nobility of the nation. Spreading to Breland, they came into contact with House Phiarlan and it was here they gained a name for themselves. They made their living as spies and criminals, using their natural charms and knack for deception to their advantage. When their charms failed, they used their blackened claws to tear into their foes. Although the general attitude towards Huli was one of friendliness if not admiration, tales of romance gone wrong and bodies slashed to ribbons were not unheard of. After the war stories of Huli spies and tricksters became more commonplace, and the general attitude towards them became one of mild distrust. Huli are masterful liars, so there will always be the question of whether or not someone can trust the friendly face right beside them. ### Cursed Wanderers Without their curses, most Huli would look like a standard elf or eladrin. However the curse of the Prince of the Hunt runs deep, passing to every Huli born. As such, the child of a Huli is always a Huli no matter the other parent. As a Huli, you have a number of features and traits associated with your curse. The most prominent are your ears and tail. Where a normal elves ears would be, yours are furred. Additionally, the skin on your arms past the elbow is black, hard, and cold to the touch. Your fingers end not in fingertips, but in blackened claws. These claws cause a degree of fear from civilized races, and as such many Huli wear gloves or sleeves to hide them. ## Huli Names Hailing from the Feywild, Huli typically use elven names. A Huli who was raised in the Material Plane however may use a name befitting their childhood home. So a Huli from Karrnath may have a Karrnathi name, a Huli from Cyre may have a Cyrian name, and so on. \pagebreak ### Huli Traits Huli possess the following traits. #### Ability Score Increase Your Charisma score increases by 2, and your Dexterity score increases by 1. #### Age Huli mature at the same rate as humans, and live for 150 years on average. #### Alignment Huli value personal freedom above all else so they are typically chaotic. At the same time, they disregard morality, rewarding kindness with kindness and evil with evil. As such they are typically neutral. #### Size Huli are typically around 5 feet. Your size is medium. #### Speed Your speed is 30 feet. #### Darkvision Like other beasts, Huli possess the ability to see in the dark when need be. You can see in dim light within 30 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. #### Beguiling You have proficiency in the Deception skill. #### Fey Ancestry You have advantage on saving throws against being charmed, and cannot be put to sleep by magical means. #### Fox Magic You know the dancing lights cantrip. Additionally at 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. At 5th level you can cast the enthrall spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. #### Cursed Claws Your hands are cursed, causing your fingertips to end in blackened claws. These claws are natural weapons for you, have the finesse property, and deal 1d4 + your dexterity or strength modifier (your choice) necrotic damage. \columnbreak #### Fox Form As an action, you can magically assume the form of a tiny fox. Your equipment transforms with you, merging with your new form. While transformed, the following rules apply: * Your game statistics are replaced by the statistics of a cat, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. * When you transform, you assume the fox’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. * You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your fox form. You also lose concentration on any spells you were concentrating on when you transformed.
You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.