Foxen (5e Race)

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Foxen[edit]

Physical Description[edit]

The Foxen closely resembles natural wild foxes at first glance. They have an elongated body and relatively short limbs. Foxen are typically between 3 and 4 feet tall and have tails that are approximately 70% longer than their body length. The Foxens' fur color is determined by what habitat they are living in. Their tails are fluffy and reach the ground when in a standing position. Their pupils are oval and vertically oriented. Foxens’ front paws contain 5 digits while their rear only contain 4. Both sets of paws lack opposable thumbs.

History[edit]

Foxen were originally created by the Goddess of Guidance to assist the people of the world fulfill their dreams and persue their ambitions. As time went on the Goddess of Guidance’s power over the Foxen began to waver until they were ultimately free to do as they pleased. In the beginning Foxen would seek out travelers or companions with big ambitions and do all in their power to help fulfill it. Now the Foxen travel the world seeking to fulfill their own ambitions and exploring the world of their own free will. People who deal in underhanded work often steer clear of Foxen. Meeting a Foxen and them being wary of you can be seen as a sign that the Goddess of Guidance is looking down on you with a shameful eye. Some believe this superstition to be hogwash while others take the warning seriously.

Society[edit]

Foxen live in close-knit communities outside of small towns and villages. They create intricate burrow systems that interconnect with each other. The smallest systems of these burrows will hold up to 4 Foxen families and will stretch for ¾ of an acre while larger ones hold up to 50+ and extend a little over 8 acres. As a burrows’ size increases the depth they extend increases more than its width. Many smaller living spaces called cubbies connect to two long spiral tunnels; these tunnels connect the cubbies to a large atrium. The atrium is always placed in the center of the burrow and is where many Foxen work, play, learn, etc.

Foxen Names[edit]

A Foxens' name usually come from things that they enjoy or what their aspirations are. They decide upon their name together with their family when they rach full maturity and are ready to become independent if they so wish. A Foxen that loves climbing mountains and aspires to climb every one in a region might be named after one of those mountain or after mountainous features for example. "Bolder, Ridge, Moraine or Summit" for example, just to name a few.

Foxen Traits[edit]

Fox that have been granted intelligence by the Goddess of Guidance.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. Foxen reach maturity at age 7 and live to be 45 years of age
Alignment. Typically steer towards good but can be neutral or evil due to their cunning nature
Size. Foxen are usually between 3 ft and 3 ft 9 in tall. Your size is small.
Speed. Your base walking speed is 30 ft with a base burrowing speed of 10 ft.
Darkvision. You can see in dim light within 60 ft as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray.
Foxen Feral Stance. You’re a quadruped. Your front paws don't have opposable thumbs, making it difficult to manipulate objects like your peers; and it is harder for you to complete tasks with one hand. You cannot properly wield any weapons made for bipedal folk. Weapon proficiency bonuses do not apply to your attacks with such weapons if used with your hands; however Foxen may apply their proficiency bonuses to one-handed weapons, by wielding them with either their mouth or their tail. This does not affect their ability to speak although it might become muffled or sounds funny. You cannot use two-handed weapons. Actions like loading a weapon, drinking a potion, or retrieving items from bags or satchels using your hands cost 5 feet of movement. You cannot wear armor or use certain weapons made for bipeds; instead you need to obtain armor and weapons that are custom made or barding if you wish to wear any. (Any armor granted by class or background is considered barding) Wielding shields does not grant an AC bonus.
Prehensile Tail. You have full control over your tail as if it were an arm and hand. All Foxen may fulfill somatic components by wagging their tail around. You are able to access satchels and bags on your person using your tail without having to spend movement.
Natural Offenses. You have built in weapons; a claw attack and a bite attack. They are considered to be unarmed attacks. They do 1d4+Strength damage. Your claw attack does slashing damage, while your bite attack does piercing damage. Your claw attacks have the finesse property.
Gift of Guidance. You know the Guidance cantrip. When you reach 3rd level, you can cast the Guiding Bolt spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Aid spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and one other language of your choice.


The Foxen take trait inspiration heavily from the House Dragon Race made by Iconmaster. Go check it out if you looking for more inspiration of quadrupedal races.

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