Homebrew Divine Fox Species Details

Born of Celestial Lupinal Guardinals and the (now extinct) Fox-folk The Divine Fox have a lot of Foxlike traits and tend to almost never be evil. There are exceptionally few of them in the world and are often thought to be extinct themselves.

They are immigrants, refugees, scouts, and explorers.

Physical appearance.

Most look like attractive and fit humanoids with distinct Fox traits. Divine Fox resembles a fox that stands on its hind legs, covered with fur, and with either human or fox like arms. Divine Fox stand about 3ft. to 4½ft. tall, and they weigh far less than humans do (typically 50-80 pounds). Due to their small size, There is no clearly visible size distinction between a  male and a female. The fur on a Divine Fox can be any shade of reddish-orange, pale-yellow, white, grey, or silver. A Divine Fox is often addressed by using the number of tails as a last name. For example, Aera Two-Tails or Aera Twin-Tails. Rather than the normal snout of a fox, Divine Fox’s face ends in a narrower version of a fox’s snout, with a more severe downward slope to it. A Divine Fox’s eyes are typically green. A Divine Fox is considered an adult at age 20, and because of their Celestial blood their full lifespans may vary greatly between 300 years and even thousands of years.

 

 

Homelands

With no true homeland Divine Fox's are typically most comfortable in natural environments, preferably deep in forest or grasslands. The Fox-Folk parent race tended to live in settlements or large villages deep in dense forests, and their other parent race, Guardinals, were native to the House of Nature who were considered residents of Elysium. In either case, Divine Fox tend to live simple lives, either alone or in very small groups, often traveling through their beautiful, natural environment like nomads.

Purpose

Most Divine Fox tend to have a simple purpose of protecting nature and natural environments. This sometimes is as simple as protecting where they consider their home or as grand as trying to eliminate all evil. Diving Fox tend to be neutral or good, although in exceptionally rare occasions may become chaotic evil and wish to kill anything that would harm nature and everything related to it.

Divine Fox Names

As with many simple folk, their names tend to have two to four syllables and a last name appropriate to how many tails they have.

Examples: Aera Two-Tailed ; Aur Twin-Tailed ;Zeed Three-Tailed.

A Divine Fox of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed. 

Divine Fox BACKGROUNDS

Backgrounds that are most appropriate for Divine Fox include the outlander, the hermit, and the sage.

With exceptionally few of them in existence, the Divine Fox tend to be loners and mostly avoid cities unless they need to. They are usually Rangers, Monks, or Druids with the occasional Cleric. In rare cases they also make good rogues.

Divine Fox Traits

As a Divine Fox, you have certain traits in common with both Celestials and Fox's This grants certain traits and resistances that are a little different from other races .playing a Divine Fox requires special consideration by your DM.

Darkvision

Thanks to your celestial heritage, you have superior vision in dark and dim conditions. 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.

Ability Score Increase

increase your Dexterity or Wisdom score by 2.

Age

Divine Fox reach maturity by age 20. Compared to humans, Divine Fox may live anywhere from 300 to thousands of years.

Alignment

Most Divine Fox are either Neutral or Good and will almost never choose to be evil of any kind.

Size

Divine Fox are about 3 - 4.5 feet tall. They have thin, lightweight bodies that weigh between 60 and 80 pounds. Your size is Small.

Speed

Your base walking speed is 40 feet.

Keen Senses

You have proficiency in the Perception skill.

Claws

Your Claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Always Alert

Your Years of living in the wilderness has taught you to be always Alert. This grants you the Alert Feat.

Languages

You can speak, read, and write Common and Celestial.

Celestial Resistance

You have resistance to necrotic damage and radiant damage.

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