Enfield (5e Race)
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"I stood in horror as my every guard fell to the many traps that lined the hall to the treasury. Each trap should have been impossible to detect, let alone avoid, and yet this devil intruder had not triggered a single trap. The disaster only compounded when we saw the thief. She flew overhead, expertly weaving through the chaos of the triggered defenses, the most valuable contents of the treasury in her talons." Captain Argus, reporting on a robbery executed by a Brusher Enfield.
|A Non-Humanoid Enfield//William O'Connor: The Dracopedia Project|
The modern day Enfield is a mythic humanoid with ancestry from foxes and birds of prey. The majority of their body structure resembles that of their vulpine ancestry. Their raptor ancestry shows in their powerful wings, their sharp talons on their hands, and their additional feathers along the centreline of their head and back and their heels. There are four subspecies of Enfield. The most common of these subspecies is Fishers, whose ancestry is of red foxes and eagles. The other three subspecies are Brushers, descended from grey foxes and red-talied hawks; Stalkers, descended from black foxes and great horned owls; and Hunters, descended from arctic foxes and snowy owls.
Little is known about the true origins of the ancient Enfields. Myths and legends written by ancient humans state that Enfields were the creation of gods. Their myths describe the ancient Enfields as protectors of deceased warriors on the battlefield, guarding the bodies of the fallen so they could be taken back home by their armies, where their spirits would be released at rest. Ancient myths aside, the most popular theory among biological historians is that divine intervention of some sort allowed foxes and raptors to breed, thus 'creating' the Enfields. Early Enfields included hundreds of subspecies, but as Enfields began to breed within their own species on the larger scale, the four modern subspecies proved to be the survivors of evolution. The evolution of Enfields took them from what was essentially a fox with wings on its forelegs to the humanoid sentient race that exists in modern time.
Enfields as a whole have grown to be far more sociable than their free-roaming, individualistic ancestors of both sides of their heritage. Whether in Enfield villages secluded in the woods or mountains, or in diverse cities, Enfields have been known to integrate well with society. However, the fact still stands that a heritage of nomadic freedom exists for this species, and as such, many Enfields place themselves in positions that either force or allow them to travel a lot. They tend not to linger in one place for long periods of time. Those that do linger tend to spend about as much time away from home as at home.
The naming patterns of Enfields are diverse. Some use the formations of nature as names. Others draw from the Celtic and Nordic cultures of Humans for names. Some use Sylvan or Elvish names.
Male: Airaion, Brentley, Cliff, Daeron, Devin, Harvey, Maeion, Oak, Sloane, Tancaran, Zephyr
Female: Alice, Birch, Evelyn, Gwynevere, Jennifer, Joyce, Marigold, Meredith, Raiwen, Vamoriel, Winter
Humanoids with the cunning and body of foxes and with the wings and talons of raptors.
Ability Score Increase. Your Wisdom score increases by 1.
Age. Enfields mature by the age of 12 and typically live to be 60 years old.
Alignment. Enfields will tend towards neutral and chaotic alignments.
Size. Enfields can be as short as 3'6" or as tall as 5'. Fishers tend to be taller, Brushers tend to be shorter, and Stalkers and Hunters have no real tendency. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Restricted Flight. As an action, you can grant yourself a flying speed of 40 feet until the start of your next turn. If you do not use your action, at the start of your next turn you start falling. You cannot grant yourself this flying speed if you are wearing medium or heavy armor.
Talons. You have sharp talons on your hands' digits. Your unarmed strikes deal slashing damage equal to 1d4 + your Strength modifier.
Flying Kick. If you move 20 feet or more towards a creature while flying you can use a bonus action to attack a creature with a flying kick. On a successful hit, you deal bludgeoning damage equal to 1d6 + your Strength modifier.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. You may choose one between Fisher, Brusher, Stalker, and Hunter.
Ability Score Increase. Your Charisma score increases by 1.
Powerful Wings. Your wings allow you to gain a sudden boost of speed with a powerful flap. You have advantage when performing a flying kick.
Charming Coat. Between your beautiful red fur and your eagle feathers' majesty, you control the attention of those you talk to. You are proficient in the Performance skill.
Ability Score Increase. Your Dexterity score increases by 1.
Agile Flight. You are very aerially nimble and skilled. While flying and as a reaction, you may make a Dexterity saving throw if a creature that you can see makes a ranged attack against you. The DC equals 10 + that creatures attack modifier. If you succeed, the attacker misses. You cannot use this trait again until you have completed a long rest.
Sleek Coat. Smaller creatures need natural defenses to ward off preying predators. Your ancestors evolved a slippery coat so they could more easily slip out of the grip of predators. You have advantage on Dexterity (Acrobatics) to escape being grappled.
Ability Score Increase. Your Dexterity score increases by 1.
Silent Wings. You possess the characteristic of owls; your flight is as silent as they come. Whenever you make a Dexterity (Stealth) check to fly silently, you are considered proficient in the Stealth skill. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Stalker's Strike. While flying, unseen, unheard, and between 20 and 40 feet of a target, make a Dexterity (Stealth) check against the target. Do not apply proficiency modifiers from Silent Wings. If you succeed, perform the Flying Kick attack with advantage.
Ability Score Increase. Your Constitution score increases by 1.
Silent Wings. You possess the characteristic of owls; your flight is as silent as they come. Whenever you make a Dexterity (Stealth) check to hide in artic environments, you are considered proficient in the Stealth skill. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Winter Coat. Both your coat of fur and your feathers are built to withstand the frigid cold of the tundra. You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Random Height and Weight
|3′ 6″||+2d10||80 lb.||× (1d4) lb.|
*Height = base height + height modifier