Folf, Variant (5e Race)
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Folf (fox wolf) (5e)[edit]
Physical Description[edit]
The Folf race is a wolf fox mixture. They normally have pointy ears, sharp teeth, and claws. A Folf is an anthropomorphic hybrid species, made up of a cross between a fox and a wolf. The Folf race can have a more dominate side like a wolf or fox. Having a dominate side means that they could take more features from that side of them. If the wolf side was to be more dominate then they would have a rougher fur or sharper teeth. The Folf race walk on their hind paws like a human, they can also use weapons, armor, and spells. They can use the front paws or hands like a human could. The Folf race is more physically dominate most of the time. Their fur can be Black, brown, or grey, it can also be other rare colors like blue, red, pink, or purple. Most male Folf's are 5ft to 6ft, the females are normally 4'5ft to 5'5ft. The Folf race can ware most armors that a human can ware thanks to their human shaped bodies.
History[edit]
Like other races the Folf race doesn't fully know their own origin, they also are unsure on how they learned to walk. They have been known to stay with each other in packs, like their wolf heritage. This rare breed has been known to stay away from people and other races, they don't fully trust others since they are normally in small packs. Some of the Folf's will split from the pack to go and fight or try and find where more of their race is located. Normally the Folf race will fight to defend their home. They live in cold or hot areas with place to ambush from or to hide. They will avoid places with a lot of water or rain cause it can build up in their fur and it becomes harder to run since the water fills their fur. Typically the Fold's will befriend wolves and foxes as a companion at a young age. This is so as they grow up if they were to leave then they would have something to remember home. This companion will stay with them until they die or their owner dies. They are known for being good hunters, they can also track very well. Most Folf's can track a trail that has been there for at least three days, they would smell the scent of the person or thing they are trying to track. A Folf on their own are known to go to a town, city, or kingdom near by and stay there. Folf's will live in other civilizations to get money, work, be a mercenary.
Society[edit]
The Folf race was known to stick together because there is so little of them. They sometimes split off and work with people in towns and cities, this is normally very hard since most people are scared of them. Folf packs work together to hunt and survive. Folf's live with other races in citys and towns if they need to or just want to. The Folf race tends to stick away from other people because they are unsure on whome they can trust.
Folf Names[edit]
this race normally has common names but sometimes there are rare names. Most times they go by basic human names.
Male: Liam, Noah, Oliver, Elijah, William, James
Female: Any Olivia, Emma, Ava, Charlotte, Sophia, Amelia
Folf Traits[edit]
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. The Folf race matures at 21 and can live up to 100 years
Alignment. The Folf race can be evil, good, or neutral.
Size. Medium
Speed. Your base walking speed is 35 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.
Keen Senses. As a wolf and fox, you have a keen sense of hearing and smell. You have an advantage on Perception checks that rely on hearing or smell.
Swift Movements. When you miss an attack roll you can reroll, taking the new result. You regain use of this trait when you complete a long rest.
Tribal Art. You are proficient with one artisan tool of your choice.
Wolves' 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 Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Fur Coat Adaption. Your coat will grow and shed depending on your environment. After spending 5 days in a cold climate, you become immune to the effects of extreme cold. You lose this adaptation if you spend 5 days in a hotter climate.
Languages. You can speak, read, and write Common and one other language of your choice.
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