Foxtail Bloodline, 2nd Variant (5e Subclass)
Sorcerous Origin: Foxtail Bloodline 2nd Variant[edit]
A sorcerer of the Foxtail Bloodline has a mystical lineage that can be traced back to a resident of the Feywilds. This origin's name is due to the first members of this bloodline being of Kitsune descent, and while sorcerers of this bloodline may lack the same level of inherent magic as their Fey ancestors, they do still share a powerful connection to the Feywilds and its residents, although the form this connection takes differs, as some Feys have a strong affinity for illusions, while others have a greater aptitude for charms and enchantments.
- Orb of Deception
At 1st level, your bloodline awakens your natural connection to the weave, you can reshape magic into orbs of raw energy to devastate enemies.
As an action, you can create and send out an orb of magical energy dealing 1d8 force damage on hit. The orb travels 5 feet wide outward up to 25 feet and forces the creatures in the AoE to make a Dexterity save against your spell save DC.
This feature's damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. This feature can also move through creatures as well to target multiple creatures but not through cover. This feature, like all spells, can be affected by the Metamagic feature with the exception of twinned spell.
- [Assimilation] Kitsune Ancestry: Due to your strong primal instincts that come with your bloodline, you begin losing the ability to know a variety of spells. Starting at first level, you must ignore the number of spells known on your spell table. Instead, you only know one spell at first level and every other level gained after the first you know one additional spell only.
- Fatal Charm
At 6th level, you learn how to beguile creatures and lure them into lowering their defenses toward you.
As an action, you force a creature you can see within 60 feet to make a Wisdom saving throw against your spell save dc. Upon failure, the target is then charmed by you for one minute. The target is also vulnerable to you, thus any attack made by you towards the creature will make it take an additional 2d6 psychic damage on the hit of a spell. The creature will only take the damage from Fatal Charm once from the first spell cast after this feature is used. This feature can also be affected by the Metamagic feature.
When the creature is hit, the charmed status immediately ends and if you use this on a creature who is hostile towards you they have advantage on the roll.
This feature can be used a number of times equal to your charisma modifier per long rest.
At 14th level this features damage increases to 6d6.
- Essence Theft
At 14th level, whenever you use your Orb of Deception feature three times in an encounter, the next time you hit a creature a with Orb of Deception, the first time the creature is hit by the orb instead of dealing force damage you deal necrotic damage and heal 1d4 + your charisma modifier. This effect is only applied to the Orb of Deception feature and the damage change and heal only applies on one hit of the orb.
- Spirit Rush
At 18th level you become able to charge yourself with magical energies and able to move through the battlefield more swiftly, as an action you can teleport yourself 30 feet to any unoccupied space you see. When you arrive at the location you fire three essence bolts dealing 4d4 force damage per bolt to a single creature. You can only use this feature three times per initiative roll, this ability can be affected by the metamagic feature with the exception of twinned spell.
This feature can used a number of times equal to your charisma modifier per long rest.
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