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## Hengeyokai Erwin was certain his death was near. The bandits had killed *the rest of the merchants and it was soon enough before they found him. Yet, from the outskirts of the woods, a band of vulpine-like humanoids arrived and scared the bandits off before slinking into the woods once again. Werefoxes? No, no such thing, but he was safe for now thanks to whatever those creatures were.*
A secretive race born from the union of animal spirits from the Feywild and humans, hengeyokai are masters of both realms. Native to the east of Faerun, hengeyokai have since spread from their home and settled on the fringes of society in other regions of the Forgotten Realms. ### Three Faced Mask Hengeyokai have multiple forms, some familiar and some exotic. Each hengeyokai has a human, animal, and hybrid form. In human form, hengeyokai appear as any other human one would meet, although certain features may be exaggerated depending on the animal spirit they descend from. In animal form, they appear as any other animal of their heritage, however they were able to understand and speak with other animals of their species and in their dialect of Sylvan. A hengeyokai's hybrid form is the most peculiar of the three. Appearing as an anthropormorphic humanoid of their animal form, their bodies covered in fur, feathers, or scales. In this hybrid form however, their ability to fly, burrow, or swim as they could in as animals is lost. ### A People Displaced For centuries, the hengeyokai have lived near areas where the boundaries between the Feywilds and material plane were weak. However, they met with fear and forced from their homes further west. Despite this, they continued to remain steadfast and strong against the discrimination and met others with peace.
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However, others sought the regulate the freedoms of hengeyokai and the mistrust between the varying types of hengeyokai made it difficult to fight back against the tyranny. Soon enough, following the devastation of the spellplague, many ventured further to new horizons. There they found new homes, building up trust in the communities they travel through. ### Horizons Beyond Hengeyokai prefer to set up their camps on the fringes of communities, mainly along the Golden Way and even in the Dragon Coast near the Sea of Fallen Stars. Gathering in nomadic bands of 20 or less, they are weary of strangers but welcoming to those who show kindness. Some hengeyokai even devote their time to the protection of a settlement or family, finding permanent homes there. Despite relative peace, hengeyokai must be careful they aren't mistaken for evil werebeasts. This is especially common in settlements being plagued by the werecreatures, where they remain vigilant to hide their true natures or share the truth of the matter to avoid confusion. Due to this, there is a plentiful amount of hengeyokai werewolf hunters, protecting the communities they stop by. ### Hengeyokai Names Hengeyokai names often are derived from the names of humans in whatever area they reside. **Male Names:** Akira, Dai, Faidri, Grarth, Kin, Hiroshi, Rim, Tren, Uhisa, Zeohevh **Female Names:** Biav, Eimel, Hana, Kimi, Miwa, Ochi, Telza, Vemzi, Yuki, Zaroy
\pagebreak ### Hengeyokai Traits Although hengeyokai range in form, there is a handful of traits that remain similar among them. ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1. ***Age.*** Hengeyokai enter adulthood by 40 years of life, but are able to live between 150 to 500 years. ***Alignment.*** Hengeyokai are fairly chaotic in nature, with a tendency to lean towards neutrality. ***Size.*** In their human and hybrid forms, hengeyokai are a similar height to the average human. Your size is medium. ***Speed.*** Your base walking speed is 30 feet. ***Darkvision.*** With senses akin to animals, you have superior vision in the darkness compared to others. 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. ***Fey Ancestry.*** You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep. ***Wily Tricks.*** You gain proficiency with one of following skills of your choice: Athletics, Perception, Sleight of Hand, Stealth. ***Nature's Mask.*** Choose one animal: badger, carp (as sea horse), cat, dog (as mastiff), fox (as arctic fox), hare (as weasel), monkey (as baboon), owl, raccoon dog (as weasel), rat, sparrow (as hawk). As an action, you can wild shape into the beast you chose, as per the druid wild shape ability, except the duration is indefinite. Additionally, you may assume a hybrid form. In your hybrid form you appear as a humanoid version of the animal you chose. In hybrid form, you have 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. ***Languages.*** You can speak, read, and write Common and Sylvan.
##### Nature's Mask Animals - Arctic Fox - RotFM Pg. 288 - Baboon - MM Pg. 318 - Badger - MM Pg. 318 - Hawk - MM Pg. 330 - Jackal - MM Pg. 331 - Mastiff - MM Pg. 332 - Owl - MM Pg. 333 - Rat - MM Pg. 335 - Sea Horse - MM Pg. 337 - Weasel - MM Pg. 340
### Credit Created by [u/ShadowDcord](https://www.reddit.com/user/ShadowDcord "") / Ritunn (GMBinder) Two-tailed and Marapan by [u/ShadowDcord](https://www.reddit.com/user/ShadowDcord "") / Ritunn (GMBinder) "Hengeyokai" adapted from *Dragon Magazine #404* *"Silverchase Fox"* art created by Howard Lyon for Magic the Gathering Created using [GMBinder](https://www.gmbinder.com "")
### Hengeyokai Feat You can allow a player to choose the following hengeyokai feat. #### Celestial Envoy *Prerequisite: Hengeyokai*
You are an envoy to a celestial entity, aiding them enact divine decrees. • Increase your Wisdom score by 1, to a maximum of 20. • You learn to speak, read, and write Celestial. • You learn Cure Wounds and you can cast it once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting modifier for this spell.