Survival Instincts:
Vulpis have proficiency in the Survival skill.
Tiny Fox:
Your size is Small.
Ear-Conditioned:
You are unaffected by difficult terrain caused by sand and similar loose materials. Additionally, you are immune to the effects of Extreme Heat..
All Ears:
You can’t be surprised while you are conscious. You gain proficiency in the Perception skill.
Nimble:
You can move through the space of any creature that is of a size larger than you.
Mcguffin:
Either before the game starts or promptly thereafter, you find a Wondrous Item of the DM's choice of Uncommon to Legendary Rarity (Or an Artifact) and gain proficiency with the item. The item cannot be a consumable or limited use item, such as a potion, and cannot be cursed or otherwise detrimental to have. The item has the Unbreakable Minor Property, along with any the DM chooses. An item that has limited use in a set period of time, but recharges after that time has passed (Usually a day), can be used. If the item is a weapon or tool that you don't have proficiency with or can't normally use because of class restrictions, you can use it in spite of your class (But only your Mcguffin, not any other item even of the same kind), and have proficiency with it. If it's an item you normally can't use because of some attunement requirement, you can still attune to it. The DM is free to use this as part of the game's story, as your character might have a ancestry or family member related to the item's normal attunement requirement that you may or may not be aware of that allows you to attune to it. A DM can only plan to do this if you allow it, since ultimately it is your character, and must pick a different item if you refuse it.
Additionally, the item has the homebrew minor property, Bound: The item cannot be left behind, returning to a space within reach of the bearer if they move more than 120 feet away from it or leave the plane. If the bearer dies, it can follow their soul to the afterlife, only losing its binding if the bearer's soul is destroyed. It becomes bound to a new owner the moment it is picked up. Items that require attunement only become bound the moment they are attuned.
Attentive:
At 1st level, you have a knack for telling when something's off. You have advantage on Perception checks for hearing abnormal noises, such as distant conversations, whispers and people muttering under their breath, footsteps in a house no one should be in, etc. If you succeed on any of these checks, you begin to feel dread if there is a threat, as if you have a "gut feeling" that something is wrong.
At 6th level, your advantage extends to all Perception checks.
Perceptive Action:
Starting at 2nd level, you gain the initiative to react to changes in knowledge quickly. Whenever you pass a Perception or Investigation check in the middle of a surprise round, during the Initiative of a fight or chase, or right before (Or as) a trap goes off (Working only if the trap is what the Perception or Investigation check discovered), you may use your reaction to take the Dash, Disengage or Hide action, or to interact with an object that doesn't cause an attack roll or saving throw to another creature. If you dash with this action, you can take one willing creature you can pull with you, though this halves your speed. If you dash from a trap this way, you (And anyone you pull) don't have to save against the trap if you escape the area it affects. Once this feature is used, it cannot be used again until you have completed a short or long rest.
Improviser:
Starting at 3rd level, you have advantage on the first attack roll of a Improvised or Special Weapon in any encounter. If your opponent is a humanoid, the hit is guaranteed the first time you use this advantage against them, and behaves as a critical.
Take Initiative:
Starting at 5th level, you learn to take advantage of your opponent's mistakes, and actively look for opportunities to do so. When an opponent rolls a natural 1 on a melee attack roll against you, you may use your Reaction to perform an Opportunity Attack. Additionally, you roll initiative with advantage. Finally, you can target an item (Not a weapon or set of armor) that a creature is wearing or holding. If you hit the creature's AC, you destroy the object. This can be used even on objects that aren't easy to destroy, such as a Lich's Phylactery. The only exceptions to this are items that are sentient, artifacts, or those that have the Unbreakable minor property, unless you damage them in a way that is predefined to allow them to be damaged or destroyed with the attack.
Combat Insight:
Beginning at 7th level, you begin to think deeper about the concept of enemies being like puzzles. If you can discern the weakness of an enemy, you can maximize the possible damage of the damage dice if you can use that type of damage against them on any attack you successfully hit with. This includes silvered weapons against creatures that are affected by them (Like Lycanthropes). With creatures that regenerate but have a weakness that prevents them from doing so, only that weakness (Or any like it) can be used for this, but doing so prevents them for regenerating for 1D4+1 turns instead of 1.
Additionally, you can make an Insight check to trigger your Perceptive Action. Doing so in this way looks for an opponent's motives in their next turn, usually contested by their Deception since creatures typically don't want to have their plans known.
Skill Expert:
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
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Wielder:
Gain the Lucky feat for as long as you are wielding the rod.
If you off-hand the rod, you find that you can wield weapons that you couldn't before. As long as you have the rod in your offhand, you can wield any non-magical weapon up to a size of Large, and of any nature, without proficiency, but with a +2 modifier, and no disadvantage imposed for size difference.
Lucky:
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Dueling:
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Rallying Cry:
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature you regain additional hit points equal to your Charisma modifier. On your turn, you can use a bonus action and cause all allied creatures within within 30 feet of you to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Tactician:
Starting at 3rd level, you fully utilize your tactical mind to command your allies on the battlefield. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, provided the target can see or hear you.
Bone Crown:
When dual-wielding, ignore penalties from wielding weapons in either hand.
Once per short rest, you may make an attack as a free action.
Reliquary memoire: Gain +2 AC per relic equipped. (legendary or artifact tier items, armor or weapons.)
Absorb the silence: Upon defeating an enemy that uses spellcasting, relic weapons, or damage from any relic source, deals +1d6 force damage for 1 minute. This stacks. (edited)
New Augment
Every turn you spend within 1 tile of the enemy you get. +2 damage on that enemy
If you can stay next to someone for 5 full rounds your blade becomes vorpal for one turn.
Features & Traits