race features:
Darkvision
You are adept at hunting at night. 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. However, you can’t discern color in darkness, only shades of gray.
Bite
You have sharp fangs that enable you to make natural bite attacks. You can choose to bite as an unarmed strike that deals 1d6 points of piercing damage, which can be calculated using either your Strength or Dexterity modifier for both the attack roll and damage bonus.
Evasive
You add your Intelligence modifier as a bonus on all Dexterity saving throws.
Bewitching Guile
With this trait, you can cast Charm Person as a 1st-level spell and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast Ambush Prey as a 2nd-level spell and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast Fear with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Fey Nature
You are considered a fey creature instead of a humanoid for any effect related to creature type. This can grant you certain resistances and advantages, as well as making you susceptible to spells and effects that specifically target fey creatures.
Size
Foxfolk are known for their striking appearance. They are typically lean and muscular, standing between 4 and a half and 6 feet tall. They have a relatively lightweight build and weigh between 90 and 140 pounds. Your size is Medium.
Names
The Foxfolk typically name their children after their most prized characteristics, their cunning and agility, or the natural and supernatural elements of the world around them. Examples of Foxfolk names include Ash, Cedar, Fern, Blaze, Shadow, Rune, and Claw. For surnames, Foxfolk have clans into which they are born, following thematically similar name conventions. Examples include Sharpclaw, Nightshade, Silverleaf, and Quickpaw.