Homebrew Foxfolk Species Details
Foxfolk are naturally magical creatures originating within the hotter realms of the Feywild. Calling upon that magic, Foxfolk can step from one place to another in the blink of an eye, causing enough friction to leave a burst of fire behind in their wake. As a result of their environment, their bodies have evolved to withstand extremely high temperatures, leaving them unharmed by these flames. Foxfolk also have the ability to shift their shape as needed for up to an hour at a time, staining the reputation of Foxfolk as shifty, or untrustworthy beings. While well-traveled adventurers and citizens of larger cities do not hold these reservations towards Foxfolk, they may face discrimination in smaller towns.
Foxfolk use their surnames at the start of their name.
A family or group of Foxfolk is called a Skulk.
Traditional Foxfolk names have a "Y" as the second letter, but it is always silent. Modern Foxfolk have begun to remove the "Y" from their names, but small villages still practice the tradition. This naming rule can clue other Foxfolk in on each others familial backgrounds.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a Foxfolk is around 300 years, assuming the character doesn’t meet a violent end on an adventure. Unlike other races, Foxfolk age at uneven rates. Their childhood is rather short, reaching adolescence in their early 20s and adulthood in their 30s. From there, their aging rate slows significantly and they will maintain the appearance and agility of a young adult for an average of 250 years before their age rate begi8ns to decline more and more rapidly until their death.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Foxfolk Traits
As a Foxfolk, you have the following racial traits.Creature Type
You are a Humanoid.
Size
You are Small/Medium.
Speed
Your walking speed is 30 feet.
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 discern colors in that darkness only as shades of gray.
Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier
Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
Keen Senses
You have proficiency in the Perception skill.
Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Comments