Foxfolk – A Vulpine Race for D&D 5th Edition

Author’s Notes: This is based off a request for 5e Kitsune, here’s my take on the race! Just letting you guys know, this one was more of a challenge for me than I expected. Oddly enough, the hardest part was making it NOT like an elf. Also, big thanks to Brynvalk for greatly improving this race!  (I won’t lie, my original concept wasn’t very good.) If you haven’t done so already, do follow her blog too!

https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/ff40a2b295c4c659a0faf29ab37bd61a/tumblr_inline_mrl1midaCu1qz4rgp.jpg

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Fair Folk Tricksters

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This race of fox-like creatures descended from the creations of the true fae themselves, the Arcadeans.  This realm of mischief and wonder is the perfect point of origin for these vulpine tricksters.  For the fae progenitors, they see these beings as the perfect mixture of faerie magicks and the fox’s natural cunning.  However, the foxfolk themselves had become discontent with their faerie-realm utopia.  Against the wishes of their creators, they began to explore the multiverse.  While some clans sought out all reality had to offer, others took after their creators and observed the planes beyond through the veil of illusions and stealth.

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Masters of the Duel and Masters of Magic

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The foxfolk are known for a wide variety of talents beyond the ability to create tricks and traps.  Many incorporate the teachings of their fey ancestors into self-defensive and battle styles.  In particular, dueling with light weaponry is quite common among the Reynardy branch of the foxfolk.  These people have had a wide history of swashbuckling, leading great quests, and going on grand expeditions for fantastic treasure.  The Kitsune on the other hand prefer a more covert lifestyle.  Their culture has long since emphasized use of magic to conceal and hide your actions.  Any influence this wish to cause, they will do so from a distance.

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Foxfolk Racial Traits          

Ability Score Increase.  Your Dexterity score increases by 2.

Age.  Due to their wild heritage, their lifespan is in between their animal heritage and that of a human. Foxfolk typically mature at around 8 years old and live to around 50.

Alignment.  Foxfolk value freedom above all.  This is part because their own cultures were developed from their roots in Arcadia.  However, they favor freedom when it is used to bring out the most enjoyable aspects in others rather than to destroy and cause intentional harm.  Despite a tendency towards mischief, malice is uncommon.  Thus, chaotic alignments are common.  However, evil alignments are typically unheard of within mainstream foxfolk society.

Size.  Foxfolk stand between 4 to almost 6 feet.  Regardless, their size is medium.

Speed. Your base walking speed is 30 ft.

 

Bite Attack. Your vulpine jaws can deliver a nasty bite. Your bite attack does 1d4 piercing damage, going off of Strength for attack/damage. This can be used as an unarmed strike for Martial Arts purposes. Damage increases as you gain levels; d6 at level 6, d8 at level 12, and d10 at level 18.

Darkvision. Prowling in dark forests is a part of the foxfolk’s blood. As such, they can see within dim light as if it were bright for 60 feet. Also, you see in darkness as if it were dim light.

Brisk Dash. When using a dash action to run, your total movement increases by 10 ft. Alternatively, you can choose to drop to all fours as a free action. You gain a 5 ft. bonus to speed while on all fours, but take disadvantage on any attacks that aren’t your bite. Standing up consumes half of your base speed.

Language. You speak, write, and understand Common and Sylvan. In addition, you know a unique language used by Foxfolk; you can communicate with fox-like creatures as well.

Vulpine Senses. You gain training in the Perception skill.

 

 

Sub-Race – Reynardy

The Reynardy are typically seen as adventurous explorers, roguish pranksters, and noble thieves. Whether or not these stereotypes have merit is to be seen. However, Reynardy take pride in an exciting life and seek out new opportunities wherever it turns up.

Ability Score Increase. Your Dexterity score increases by 1 and your Strength score increases by 1.

Swashbuckling. Reynardy take pride in swordsmanship and dueling. You gain proficiency in the rapier, longsword, short sword, and hand crossbow.

Nimble Evasion. During the heat of battle, you’re able to quickly duck out when the time seems right thanks to your fox like grace. You may use a reaction to safely retreat 5 ft. away from an attacker when they miss a melee attack. This does not provoke opportunity attack. You must take a short rest to do this again.

Agile. You gain training in the Acrobatics skill.

 

Sub-Race – Wild Hunter

Ability Score Increase. Your Wisdom score increases by 2.

Ambushing Pounce. On the first round of combat, if you attack with a bite after being in stealth, you deal an extra 3 (1d6) piercing damage.

Strong Scent. You have advantage on Perception checks involving hearing or scent. However, if you are attacked by something that would affect either sense, this bonus is disabled until you take a short or long rest.

 

Sub-Race – Kitsune

The Kitsune are known for incredible displays, but through magic rather than martial finesse. Instead of trailblazing and dazzling combat tactics, Kitsune are more likely to use their sharp tongues and innate magical talents to their advantage. Many specialize in charms and illusions as a result. Their use of fae tricks often lends a hand in quick means of escape and subtly manipulation.

Ability Score Increase. Your Charisma score increases by 2.

Kitsune Magic. You can conjure strange patterns of light to distract your foe. Gain Dancing Lights and Minor Illusion as cantrips. Charisma is your casting stat.

Exchange of Hats. As an action, you can disguise yourself as a humanoid alter-ego. Once you have chosen what the alter ego looks like, you cannot change it. Furthermore, you cannot use your bite attack while in your humanoid form. This form will cease if you are brought down to 0 HP and/or killed.

You can also shapeshift into a Fox. While in fox form, you gain any special abilities and speed it has. Your physical stats in this form change if they are lower than in your fox form. Furthermore, being brought down to 0 HP and/or dying will result in you returning to your default form. You cannot cast any spells except from Kitsune Magic while in this form.  Your equipment also merges into the new form. Your only weapon is your bite attack. (Use the Jackal’s stats as a base otherwise.)

Kitsune’s Mysticism. You gain training in the Arcana skill.

 

NEW FEAT: FOX’S CUNNING

Requirements – Foxfolk race

You reach a higher paragon of the foxfolk, gaining incredible new talents. Depending on your sub-race, you gain the following:

Reynardy –

* You may use Nimble Evasion at-will, and can use it against ranged attacks  too.

* You may also use your reaction to add your proficiency bonus to your AC against an attack while you wield a weapon from your Swashbuckling proficiency instead.

Wild Hunter –

* As long as you are in Stealth (and are capable of sneaking on an opponent), you may use Ambushing Pounce

* While using your Brisk Dash ability, you may alter your size to small, akin to a regular fox.  Furthermore, increase speed on all fours to 40ft.

Kitsune-

* The following is added to your Kitsune Magic ability.: You gain Fire Bolt as an at-will cantrip. In addition, you may also cast Blur and Misty Step once per long rest

* You may cast any spells you know, including from classes, even in Fox form.  Any semantics and verbal components are waived; as you weave magic into your feral form’s movements and sounds instead.

 

NEW FEAT: EXPANDED FOX MAGICK

Requirement: Foxfolk race, Fox’s Cunning

The magic in your blood is nearly unrivaled.  In fact, you seem to have more than one tail from your connection to spiritual power.

You gain the ability to cast Control Flames and Vicious Mockery, as well as Disguise Self At-Will.  In addition, you may cast the following each 1/Long Rest: Faerie Fire, Flaming Sphere, Longstrider.  These spells go off of your Charisma.

 

Created by Doctor Necrotic, for Doctor Necrotic Media.  Original idea by Brynvolk and Paizo’s Pathfinder.

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11 thoughts on “Foxfolk – A Vulpine Race for D&D 5th Edition

  1. I have a question, are Foxfolk here basically anthro foxes (beast race) or just people with fox ears and tails? I’d love to know.

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      • Ok. I ask because I’m in the middle of making a Foxfolk Monk because I do love this race idea and I want to get all the details right.
        One last question, does “In addition, you know a unique language used by Foxfolk; you can communicate with fox-like creatures as well.” mean I can talk to regular forest dwelling foxes as well as Foxfolk, or *just* other Foxfolk? I want to make sure I don’t confused later. lol

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  2. Pingback: Faerie-themed Content Masterlist | Daemons & Deathrays

    • Glad to provide some inspiration. I gotta say, I’m quite impressed by your take. While mine were made to create a generic beast race (which I hope to include in a future product), yours are flavorful and evocative of the setting you’re creating. Great work

      Liked by 1 person

      • Thank you for the compliment. You did a great job paying out not only a great template, but great ideas for balanced racial abilities. I’m looking forward to seeing more if your blog posts.

        Liked by 1 person

  3. Pingback: World Building Series #003: 5e Free Mini Campaign part 2- Three Nations, Three Races – Elven Wizard King

  4. Reblogged this on Pitfalls and Pixies and commented:
    So my good friend, Doctor Necrotic, and I went about to make our own Foxfolk race for Dungeons and Dragons 5th Edition. We’d love to see some people playing these vulpine tricksters and let us know what you like (or dislike) about these guys. Might just roll one of these guys up….

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