Delphox (5e Race)
From D&D Wiki
Delphox
Physical Description
![]() |
---|
A Delphox Source |
A somewhat tall and bipedal pokemon, delphox resemble a vulpine whose fur coat appears similar to a robe. This "robe" is mostly dark red on its arms, which give off the appearance of long sleeves, and legs, with orange colored flame-like markings on its knees. A spot of white fur appears on its midsection. The upper parts of it's "robe", as well as its head, are yellow and sports two large ears with three large tufts of orange fur jutting out of each ear. Its hands and feet are dark gray, with each having 3 digits. A yellow, fluffy tail protrudes from the rear of it's "robe".
Though delphoxes are quite rare, some have spotted specimens that have purple "robes" and light gray fur, with the ear tufts and flame markings being a light red.
Even more interesting is the case of a juvenile delphox, otherwise known as a braixen, had green fur, and was said to have been quite a formidable fighter. Strangely, it was never seen as a full grown delphox.
History
Along with their Fennekin and Braixen young, Delphox were first discovered in the forests and valleys of the Kalos region.
Despite being bipedal, Delphoxes actually start out as a quadruped known as a Fennekin. While it is a Fennekin, it munches on twigs and intimidates foes by firing hot air out of its ears. It is not yet known how or why this happens, but as it grows its psychic nature develops and enables the Fennekin, now a Braixen, to walk upright. Instead of munching of twigs and sticks, it carries a stick in its tail, which ignites upon being removed from the tail, and uses it like a magic wand to cast fire-based magic. It has been theorized that the "wand" helps the Braixen focus and direct it's own internal fire into a spell, rather than pull from the arcane, and some have even argued that it's fire spells are created from its ever-growing psychic energy.
Regardless of how it casts its spells, as the Braixen becomes more adept at focusing its fire and psychic abilities, it, at last, grows into a Delphox. It still carries a stick, but instead keeps it in it's "sleeve" rather than its tail. With it's heightened psychic power, it focuses into the flame on it's "wand" and gazes into the future. It has even been rumored that some Delphoxes have become so powerful that they can cast the Wish spell.
Society
Delphoxes often live in solitude in forests, mountains or even ruins as they constantly hone their psychic powers and fire magic. Because of their ability to see into the future, among other traits, some people fear that preparing for something nefarious, and are often compared to witches and hags. Because of this, and their mastery over fire, they are often referred to as "Flare Witches", an odd moniker given how most Delphoxes are actually male. Their reputation, deserved or not, does not stop many from seeking them out for information on future events, counsel, medicinal needs, or to ask them to use their rumored access to the Wish spell.
Not all Delphoxes live in seclusion, however, as some choose to live in human society working with Wizards, Sorcerers and even Druids.
Delphox Names
Delphoxes usually have Common names.
Delphox Traits
Bipedal vulpine diviners with a mastery of fire magic and psionics.
Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.
Age. Delphox mature at around 14 years of age and can live to be a little over 30.
Alignment. Despite their reputation of associating with or even being witches, delphoxes usually lean towards neutral alignments.
Size. Delphoxes stand just shy of 5 feet tall. Your size is Medium.
Speed. Your base 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 can't discern color in darkness, only shades of gray.
Flare Witch. When you deal damage, you can change its damage type to fire damage. You regain use of this trait once you complete a short rest or long rest.
Mystical Fire. As an action, you may exhale a magical, flaming breath in a 5 x 30 foot line. Each creature in the area of the exhalation must make a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. You may use your Intelligence modifier in place of your Constitution modifier if it is higher. A creature takes 2d6 fire damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this trait, you can’t use it again until you complete a short or long rest.
Vulpine Intellect. You are proficient in one skill of your choice from: Arcana, Deception, Insight, Medicine, and Nature.
Magician. You know the psionic talent mind thrust. You also know one psionic discipline of your choice from the Awakened order, but you have no psi points to use with it, and thus can only use the psionic focus of your chosen discipline unless you have psi points from another source. Starting from 3rd level, you have 2 psi points, with a psi limit of 2. At 5th level, this increases to 5 psi points with a psi limit of 3. If you gain psi points and have a psi limit from another source, the psi points are added together and you use the higher psi limit. Intelligence is your manifestation ability for this discipline. You regain expended psi points when you complete a long rest.
Languages. you can speak, read and write Common and one other language of your choice.
Random Height and Weight
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 11'' | +2d4 | 86 lb. | × (1d4) lb. |
*Height = base height + height modifier |
Back to Main Page → 5e Homebrew → Races