Foxy
Foxy
Sheet
AC 18 · HP 42 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- Extra AttackLevel 5
Foxy can attack twice, instead of once, whenever they take the Attack action on their turn.
- ShapechangerKitsuneFoxy can use an action to polymorph into a Small or Medium humanoid form, or back into their foxlike form. Their game statistics remain the same, and their equipment does not change. The transformation ends if Foxy dies.
Bonus action
- Second WindLevel 1
Foxy can use a bonus action to regain hit points equal to 1d10 + 5 once per short or long rest.
Always on
- Pushing Attack
When When Foxy hits with a weapon attack
When Foxy hits a creature with a weapon attack, they can expend one superiority die to add the die to the damage roll and force the target to make a Strength saving throw. On a failure, the target is pushed up to 15 feet away.
- Feinting Attack
When As a bonus action before making a weapon attack
When Foxy hits a creature with a weapon attack, they can expend one superiority die to add the die to the damage roll and gain advantage on the next attack roll against that creature before the end of their next turn.
- Menacing Attack
When When Foxy hits with a weapon attack
When Foxy hits a creature with a weapon attack, they can expend one superiority die to add the die to the damage roll and force the target to make a Wisdom saving throw. On a failure, the target is frightened of Foxy until the end of Foxy's next turn.
- Action SurgeLevel 2
Foxy can take one additional action on their turn once per short or long rest. They can use Action Surge twice between rests once they reach 17th level, so they currently have one use.
- Combat SuperiorityLevel 3
Foxy chooses three maneuvers from the Battle Master list and has four superiority dice, which are d8s. They regain all expended dice after a short or long rest. Their maneuver save DC is 15.
- Student of WarLevel 3
Foxy gains proficiency with one type of artisan's tools of their choice, represented by their knowledge of disguises, forged papers, and stagecraft.
- Ability Score ImprovementLevel 4
Foxy gains a feat or increases one ability score by 2. Foxy increased Dexterity by 2, raising it from 17 to 19.
- Ability Score IncreaseKitsuneDexterity increases by 2, and Charisma increases by 1.
- DarkvisionKitsuneFoxy can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though they cannot discern color in darkness.
- Keen Hearing and SmellKitsuneFoxy has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Foxfire TrickKitsuneOnce per short or long rest, Foxy can cast minor illusion without material components, using Charisma as the spellcasting ability.
- SpeedKitsune30 feet.
- Criminal ContactCriminal
Foxy has a reliable contact in the criminal underworld who can provide information about local criminals, illicit dealings, and safe places to hide, though favors are expected in return.
Gear
10 itemsWeapons
- RapierA slender martial blade suited to precise thrusts and quick feints.
- Light crossbowA compact ranged weapon with a case of ammunition.
Armor
- Chain mailA suit of interlocking metal rings worn over padded clothing.
- ShieldA sturdy wooden shield bearing a faded market emblem.
Tools
- Thieves' toolsThieves' tools used to open locks and disable traps.
- Gaming setA set of marked dice used for gambling and coded messages.
- Disguise kitA disguise kit used to alter Foxy's appearance and pass through guarded places.
Gear
- 20×Crossbow boltsBolts for the light crossbow.
- Burglar's packA burglar's pack containing a backpack, bags of caltrops, string, a bell, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
- Criminal starting gearA dark hooded cloak, set of common clothes, and belt pouch containing 15 gp.
Appearance
Foxy is a lean kitsune with russet-gold fur, a narrow muzzle, and a heavy brush of a tail that never quite stops moving. Their sharp upper canines show whenever they eat, grin, or speak through irritation, giving their otherwise composed face a sly, foxlike edge. They wear fitted chain mail beneath a weather-stained burgundy coat, with a shield painted to resemble a market sign and a rapier balanced for quick, precise work. Foxy walks with a light forward lean, favoring the balls of their feet, as if every corridor might suddenly become a chase.
Mannerisms
Foxy tilts their head before answering difficult questions, as though listening for a second voice beneath the first. When suspicious, they become unnervingly still, with only the tip of their tail moving. They count exits under their breath whenever they enter a room.
Personality
Foxy is observant, quick-witted, and socially agile, with a habit of treating every conversation like a negotiation. They are generous toward outsiders and suspicious of anyone who claims authority without explaining who benefits from it. Beneath the practiced grin is a fiercely loyal protector who would rather be called a cheat than admit they care.
Ideals
Freedom. No badge, guild, bloodline, or prophecy gets to decide what a person is allowed to become.
Bonds
A former courier named Nizhar vanished after Foxy saved their life. Foxy will cross any border and break any contract to find out what happened to them.
Flaws
Foxy cannot resist proving that they are the cleverest person in the room, especially when someone has already underestimated them. They also keep secrets long after secrecy has stopped being useful.
Quirks
Background
Foxy grew up among the covered markets and river warehouses of Vaskrabad, where kitsune traders, smugglers, and traveling performers were all treated with equal suspicion by respectable society. Their first lessons in survival came from a crew that used foxfolk charm to distract guards while other hands opened locks. Foxy was never the best thief in the crew, but they were the one who noticed patterns, remembered faces, and knew when a job had turned from profitable to suicidal. At nineteen, Foxy refused to abandon a young courier after a burglary went wrong. The decision cost them their place in the crew, but it also earned them the trust of a disgraced watch sergeant who taught them disciplined swordplay and the practical value of standing between danger and someone with nowhere else to go. Foxy now works as a sellsword, tracker, and occasional bounty hunter, accepting jobs from both lawkeepers and criminals when the target deserves catching. They claim to serve only coin, yet they keep a private list of people who were left behind by the powerful, and every name on it eventually becomes a debt.
“Their first lessons in survival came from a crew that used foxfolk charm to distract guards while other hands opened locks.”
- Background
- Criminal
Connections
Species
Kitsune
Media
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