Homebrew FoxFolk (D&D Wiki) Species Details

Physical Description

Foxfolk are foxlike humanoids who are slender and walk around on two legs. They have mostly red fur with some white and black fur.

History

Long ago, a clever fox heard rumors that a very famous and powerful wizard was searching for an ancient artifact The fox had recently been blessed with the ability to talk and so he searched for the wizard. He then led the wizard to the ancient artifact that the wizard had been searching for. The fox knew where it was because he had hidden it. In return, the fox asked for a human body. The wizard refused to turn him into a human saying that he was beautiful as he was. The wizard then turned that fox and his family into the first Foxfolk.

Society

Foxfolk live in hidden villages deep in forests. They typically avoid other races and only interact with them if necessary. They are seen as pickpockets and thieves to most others and are treated as such. Foxfolk hunt at night and only hunt what they need, never for sport. Foxfolk towns are filled to the brim with shops selling are sorts of goods. Foxfolks often have festivals at equinoxes and solstices that usually last for a week. Foxfolk worship the seasons and have gods according to such. At 13, all Foxfolk undergo a rite of passage, and if they succeed they are seen as an adult.

Goverment

The Foxfolk are led by the Fox King who they see as a god and they believe that the king is behind the seasons. The Fox King's palace is in the Feywild, and can only be found with the help of a Foxfolk. All Foxfolk know how to get there and many Foxfolk live there. Every year, all the Foxfolk migrate to the Feywild to celebrate their king.

Foxfolk Names

Foxfolk typically use names that relate to a skill they have or something to do with their personality. There is no distinction between male and female names.

Names: Sliver, Valor, Fortune, Shard, Mirage, Peacemaker, Hope, Glory, Dream, Mist, Sunshine,

Foxfolk Traits

A reclusive race of fox-like humanoids who hail from the Feywild.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Age. Foxfolk reach maturity at around 13 years old and have similar lifespans to humans.
Alignment. Due to their sly nature, Foxfolk tend to lean toward more chaotic alignments.
Size. Foxfolk are tall and slender typically being around 6 feet and never smaller than 5. They tend to be between 200 and 275 pounds. Your size is medium.
Speed. Your base walking speed is 35 feet.
Dakvision. 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.
Sly Nature. You are proficient in Dexterity(Sleight of Hand) and Charisma (Persuasion) checks.
Claws. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Natural Trickster. You have advantage on saving throws against being charmed.
Languages. You can speak, read, and write Common and Sylvan.

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ '' +1d6 200 lb. × (5) lb.

Suggested Characteristics

When creating a Foxfolk character, you can use the following table of traits to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d6 Personality Trait
1 If it shines, it's mine.
2 I prefer to be alone.
3 I am always alert.
4 I never let food go to waste.
5 I never let anyone into my home.
6 I am slow to trust.

 

FoxFolk (D&D Wiki) Traits

Tabaxi Fox, but different

FoxFolk Traits

A reclusive race of fox-like humanoids who hail from the Feywild.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Age. Foxfolk reach maturity at around 13 years old and have similar lifespans to humans.
Alignment. Due to their sly nature, Foxfolk tend to lean toward more chaotic alignments.
Size. Foxfolk are tall and slender typically being around 6 feet and never smaller than 5. They tend to be between 200 and 275 pounds. Your size is medium.
Speed. Your base walking speed is 35 feet.
Dakvision. 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.
Sly Nature. You are proficient in Dexterity(Sleight of Hand) and Charisma (Persuasion) checks.
Claws. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Natural Trickster. You have advantage on saving throws against being charmed.
Languages. You can speak, read, and write Common and Sylvan.

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