Helpful Fox Demon (5e Class)

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Helpful Fox Demon[edit]

A helpful fox demon is a demon who... For whatever reason broke the stereotype followed by normal demons. Freeing themselves from the control of the progenitor demon to live as their own fox person!

Kitsune Origin[edit]

Fox Demons are not born naturally. The existence of a fox demon only occurs in the very rare instance of humans who're able to free themselves from the influence of the progenitor demon despite receiving their blood. It's due to this that there aren't many fox demons in the world, if any.

Creating a Helpful Fox Demon[edit]

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Helpful Fox In Action! Source


Quick Build

You can make a Fox Demon quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom.

Class Features

As a Helpful Fox Demon you gain the following class features.

Hit Points

Hit Dice: 1d12 per Helpful Fox Demon level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Helpful Fox Demon level after 1st

Proficiencies

Armor: None
Weapons: None
Tools:
Saving Throws: Charisma, Wisdom
Skills: Choose 2: Acrobatics, History, Deception, Persuasion, Intimidation, Stealth, Survival, Perception, Insight.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The Helpful Fox Demon

Level Proficiency
Bonus
Blood Demon Points Features
1st +2 25+your Charisma modifier Protective Fox Magic, Sunlight Weakness, Demon Fox Senses, Blood Demon Points
2nd +2 30+your Charisma modifier Demon Action, Helpful Fox Demon, Night Ones Watch
3rd +2 35+your Charisma modifier Blood Demon Art, Size Alteration
4th +2 42+your Charisma modifier Ability Score Improvement, Regeneration
5th +3 50+your Charisma modifier Blood Demon Art Feature, Extra Attack
6th +3 59+your Charisma modifier Irresistible Fox Charm
7th +3 70+your Charisma modifier Unbeatable Strength, Blood Demon Art Feature
8th +3 77+your Charisma modifier Ability Score Improvement
9th +4 85+your Charisma modifier Strength of a Lower Rank
10th +4 92+your Charisma modifier Indominable Will, Blood Demon Art Feature
11th +4 101+your Charisma modifier Blood Demon Art Feature
12th +4 113+your Charisma modifier Ability Score Improvement
13th +5 122+your Charisma modifier Extra Attack
14th +5 130+your Charisma modifier Blood Demon Art Feature
15th +5 139+your Charisma modifier Strength of an Upper Rank, Extra Attack
16th +5 145+your Charisma modifier Ability Score Improvement
17th +6 153+your Charisma modifier Blood Demon Art Feature
18th +6 160+your Charisma modifier Ability Score Improvement
19th +6 170+your Charisma modifier Ability Score Improvement
20th +6 180+your Charisma modifier Demonic Boon

Nap Demon[edit]

Beginning at 1st level, you regain your strength through sleeping rather than feasting on humans like other demons. While in combat you can spend your action to take a nap. While napping you're considered unconscious skipping your turns until you choose to wake up at the start of a future turn, and any attack that hits will wake you as well as be counted as a critical hit. Each turn that passes while napping will allow you to use the regeneration feature without spending blood demon points, as well as giving you 1 BDP back. Outside of combat the time you spend napping simply accumulates until you eventually accumulate enough time to be considered a short or long rest. The benefit is that if your awoken between naps you can still accumulate the time needed for a rest of any type.

Sunlight Weakness[edit]

Beginning at 1st level, you are now a demon, meaning you can’t be in the sunlight. You take 20 points of radiant damage if you start your turn in the sun or walk into it during your turn. Additionally, you have disadvantage on all attack rolls and ability checks.

Size Alteration[edit]

At 1st level, you're able to manipulate the size of your body to become much smaller in order to fit in tight spaces. Under normal circumstances you cannot increase yourself to a size larger than your original size outside of Nine Tailed Fox Form.

Blood Demon Points[edit]

Beginning at 1st level, you get Blood Demon Points that you can spend to use special abilities. The Blood Demon Points increase as you level up according to the chart above. You gain all your Blood Demon Points on short or long rest. Some abilities allow you to permanently burn BDP. Blood Demon Point = BDP

While you have a higher BDP total than normal demons, the flip side is that you refuse to devour human flesh to regenerate yourself. Instead you spend BDP in order to regenerate yourself. Should you ever run out of blood demon points, your will immediately fall unconscious in order to regain your expended power.

Should you ever consume a human, you will lose all sense of yourself. Losing all levels in this class as you start over as a level 1 Muzan Demon. In addition to this, any memory you had from your human life, or life as a Fox Demon will be forgotten.

Blood Demon Points attack modifier = Your proficiency bonus + your Charisma modifier.

Blood Demon Points save DC = 8 + your proficiency bonus + your Charisma modifier.

Unwavering Willpower[edit]

Despite the drastic consequences to consuming humans. You do possess an unwavering resolve to protect them and keep humans safe from harm. Should you be subject to a save that would force you to consume or have the desire to harm or consume a human against your will, you roll the save at advantage. Additionally for 10 BDP you can halve the DC for yourself, suffering no additional effects on a successful save.

Demon Action[edit]

At 2nd level, you can use a bonus action to dash, disengage, or hide actions. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Regeneration[edit]

- When you reach 2nd level, you can use a bonus action and 3 BDP to regain 1d6+your Charisma modifier hit points. You are immunes to diseases. The dice increases by 1d6 every 2 levels. Starting from 12th level it becomes a d8.

- Fast Healing While below half your maximum hit point total, you gain hit points at the start of your turn equal to your Constitution modifier. If you reach zero hit points and become unconscious, you must finish a long rest to use this ability again.

Night Ones Watch[edit]

At 2nd level, your demonic nature manifests stronger. You gain resistance to necrotic damage. Unfortunately, you also become vulnerable to radiant. You lose this vulnerability should you somehow conquer the sun.

Blood Demon Art[edit]

At 3rd level, you are a strong enough demon to acquire a Blood Demon Art; a special ability that a demon can obtain and each one is unique. You gain additional features from your Blood Demon Art at 3rd, 5th, 7th, 10th, 14th, and 17th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, 18th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class and to four when you reach 18th level in this class.

Unordinary Demon[edit]

At 6th level, your existence has become somewhat of an anomaly to both humans and demons alike. Around humans despite being a demon you possess a naturally charming presence. Granting you a bonus to charisma based checks equal to your proficiency bonus. This bonus cannot be used if the character in question despises you, or demons to an extreme degree (like Sanemi for example.) With demons your existence surprises them, giving you an opportunity to captivate on their shock in the middle of combat. The first time you would attack a demon in combat, you gain advantage on the attack roll, or the demon rolls a save from your attacks at disadvantage. As the shock from seeing a demon fighting for humans gives you an opening to strike.

Unbeatable Strength[edit]

At 7th level, if you fail a saving throw you can choose to succeed instead. You may do this two times per long rest. You may spend 15 BDP to instead apply this feature to an allied creature within 45 feet of you.

Additionally you can now spend an extra 10 BDP to use your Regeneration feature as a Reaction.

Indominable Will[edit]

Starting at 10th level, you can spend 15 BDP at the start of your turn to end one effect on yourself that is causing you to be charmed or frightened. You can also use this ability on an ally for 20 BDP and a bonus action.

Strength of a Lower Rank[edit]

At 11th level, you have become powerful enough to unlock your body’s true power. choose 2 of your stats to break the limit. limit of that stat is increased by 2. At 15th level, you can choose 1 more stat to break the limit.

Strength of an Upper Rank[edit]

At 15th level, you can force any creature with a challenge rating of 4 or lower to make a Wisdom saving throw. If they succeed they are frightened for two rounds, but no additional effects occur. If they fail they are frightened and immediately try to run away from you until they are at least 150 ft away. If they are lower than that cr, your presence can force them into submission, charming them completely for up to a hour. You can use either one two times per short or long rest. 0.

Additionally, you can use your Regeneration as a free action at the start of each turn.

Demonic Boon[edit]

Starting at 20th level, you gain an Epic Boon of your choice.

The Helpful Fox Path[edit]

You've dedicated your life to helping others even before living as a demon. Now despite your transformation you're determined to live your life helping all those in need.

Protective Fox Magic:

Beginning at 1st level, while you are not wearing armor, your AC is 10 + your Charisma modifier + your Wisdom modifier

Sensitive Senses:

Beginning at 1st level, your demonic senses manifest in the form of fox ears which grant you excellent hearing, as well as an adept nose perfect for tracking! Coupled with a fluffy tail that doesn't give benefits but is extremely fluffy. You gain proficiency in Perception. If you are already proficient in this skill you instead gain expertise.

You also gain advantage in all your Wisdom (Perception) checks to track targets that leave behind a scent or to listen in on targets within range of your hearing. Starting from 6th level you gain a bonus equal to your proficiency bonus.

Unfortunately however, this also leaves you susceptible to pungent senses and loud sounds. When exposed to a loud enough sound close to your ears (DM discretion for what triggers this.) You'll roll a DC 15 Constitution saving throw, becoming deafened for 1d4 rounds and taking 2d6 thunder damage on a fail, or deafened for only 1 round on a success and taking no damage. When exposed to extremely pungent smells or in an area that gives off an odor too foul for your nose (DM discretion once again.) You'll feel a bit nauseated and refuse to smell through your nose for the duration. Having disadvantage on your Wisdom (Perception) checks for the duration.

Finally, your tail and ears could be considered a "weak spot." If someone chooses to grapple your tail, you'd be forced to succeed a DC 20 constitution saving throw. Becoming stunned for however long they keep your tail grappled. Additionally, if your tail or ears were scratched, you're forced to roll a DC 25 Charisma Save. Purring uncontrollably on a failed save and becoming extremely comfortable.

Helper For All!:

Beginning at 1st level, you're used to helping others and doing everything you can to ensure that others succeed! You can cast the guidance cantrip as an action on allies within 40 ft of you for 5 BDP.

Helpful Fox Demon:

At 2nd level, you learn how to best care for the needs of those important to you without fail! If an allied creature within 45 feet of you fails an ability check or a saving throw, you may spend your reaction to reroll their dice. At 4th level, you can spend 15 BDP to use this without expending your reaction. At 6th level, if both you and the allied creature are subject to a saving throw and you pass while your ally fails, you may choose to willingly fail the save allowing your ally to pass their save, no dice required.

Irresistible Fox Charm:

At 6th level, you have a naturally calming presence which serves to positively affect allies and those around you. You gain advantage in Charisma based checks. Additionally whenever an ally rolls an ability check within your sight range, they receive a bonus equal to your charisma modifier.

Blood Demon Art: Kitsune's Blessing[edit]

Kitsune's blessing is a supportive blood demon art, trading raw strength for utility in battle. Strengthening ones allies and allowing them to overcome even the greatest of odds. Fire damage dealt by your blood demon art can only hurt demons or the creation of blood demon arts.

Kitsune's Ferocious Claws:

At 3rd level as a bonus action for 2 BDP you can sharpen your claws through demonic fox magic. Granting allowing you to use your BDA attack bonus for melee claw attacks, your unarmed strikes now dealing 2d4+Charisma modifier in slashing damage.

Kitsune's Flaming Slash:

At 3rd level for 3 BDP you can shroud your hands in fox flames coating your claws before delivering a claw attack against a singular opponent dealing your unarmed damage +1d8 fire damage Starting from 5th level you can spend an additional 2 BP to allow this spell to benefit from the extra attack feature.

Kitsune Healing Flames:

At 3rd level you gain access to the Cure Wounds 5e spell which manifest in the form of healing flames cost 3 BDP. For every 3 levels you gain after the third you may upcast this spell to a higher level for an additional 3 BDP per level. The highest level this spell can be upcast to is 5th.

Minor Telekinesis:

At 3rd level you gain access to the Mage Hand Cantrip which appears as the objects just floating in the air akin to telekinesis. Casting the spell cost 4 BDP.

Kitsune's Enhancement:

At 3rd level you gain the ability to temporarily buff yourself or a single ally for the next minute as a bonus action. This enhancement cost 4 BDP, a target can only have 1 enhancement at any given point and the available enhancements are as follows:

  • Arms: The target gains a +1 to attack rolls/save dc and +3 to the first 2 instances of damage they deal each turn.
  • Armor: The target gains temporary hit points equal to your Charisma score.
  • Swiftness: The target gains an additional 15 feet of movement as well as fly speed equal to their movement, being immune to fall damage for the duration of this buff.
  • Raise: The target immediately ends any singular negative status condition chosen by the caster. If the condition has stacks they can only remove the first 2 stacks of said condition. This enhancement cannot affect exhaustion.
Kitsune Blasting Flames:

At 5th level for 6 BDP you can summon a torrent of flames to consume targets in a 30 feet sphere. Creatures caught within this sphere must make a dexterity saving throw, taking 5d8+Charisma Mod fire damage and falling prone, taking half as much on a success.

Kitsune Flame Barrier:

At 5th level as a reaction to you or an allied creature within 45 feet of you taking damage, you can manifest a barrier of kitsune flames to defend the the target against the attack for 4 BDP. Granting the affected target resistance to the incoming damage.

Kitsune Rejuvenating Flame:

At 5th level as a bonus action, you may spend 2x blood points (Where X = a number up to your charisma modifier.) Creating a flame that allies within 30 feet of you can breathe in. Rejuvenating their bodies and restoring a number of breath points equal to X + Proficiency Bonus.

Kitsune's Swift Breeze:

At 7th level you gain access to the Haste 5e spell, costing 8 BDP to cast.

Bright Red Sword Ignition:

At 9th level, you can combine your blood and an immense amount of your demonic power, infusing it into an ally's nichirin sword, igniting the blade bright red. For the next minute, the blade becomes scorching hot burning demons who come into contact with it. Demons cut by this blade will take an additional 1d12 fire damage, and find themselves unable to regenerate for the next 3 rounds.

Igniting an ally's sword cost 20 Hitpoint's and 15 BDP, additionally once the bright red sword wears off you receive 1 rank of exhaustion.

Kitsune's Greater Enhancement:

At 10th level your enhancement spell becomes even stronger. Now being able to affect up to 3 targets per casting and having increased benefits at the cost of 20 BDP. Additionally targets can have up to 2 benefits active at any given point. The strengthened benefits are as follows:

  • Flaming Arms: The targets arms glow with the flames of your Fox Fire. Gaining a +3 to attack rolls/+2 save dc and +2d4 to the first 3 instances of damage they deal each turn.
  • Flaming Armor: The targets body becomes shrouded in a protective, ethereal-like fox flame. Gaining temporary hit points equal to twice your Charisma score and reducing the first two instances of damage they take each turn by 5. They can choose to forgo this damage reduction to instead reduce the Breath Point cost of their moves by 1d4 (Minimum of 1.) For the duration.
  • Flaming Swiftness: The targets movements leave a trail of fox fire. Gaining an additional 30 feet of movement as well as fly speed equal to their movement. Finally they gain an additional reaction each turn.
  • Re-Raise: The targets become immune to any 3 negative status conditions chosen by the caster when this spell is performed. Exhaustion cannot be chosen as one of the immunities.
Kitsune's Greater Telekinesis:

At 10th level, you gain access to the telekinesis spell which you can cast for 15 BDP.

Nine Tailed Fox:

At 14th level, as an action for 25 BDP you can sprout 8 additional tails becoming a nine-tailed Kitsune for the next minute. The strength of your blood demon art ascending to it's peak for the next minute. Granting you the following benefits: -Your Charisma and Wisdom scores increase by +4 -Your blessings spread to all allies within 60 ft of you. Buffing their 2 highest ability scores by +2 (If there are more than 2 highest ability scores, the target can choose which one receives the benefit.) -Your BDA spells that have a level requirement of less than 11 have their cost reduced by half. -You gain an additional reaction once per round. -Your regeneration is doubled for the duration. When Nine Tailed Fox Form ends, you receive 1 rank of exhaustion as a wave of lethargy sweeps over you.

Foxfire Vortex: Inferno Spiral:

Can only be used while in Nine Tailed Fox form. At 17th level, for 50 BDP, you can assume a wide stance, spreading your arms to conjure a blazing vortex of fire, forming a fast-moving 120 ft by 40 ft barrier of flames centered on you, entrapping all creatures within its range. You then move your arms in a counter-clockwise motion, intensifying the fiery inferno and forcing those trapped inside to make a Strength saving throw with the DC increased by +2. On a failure, creatures are lifted into the air by the fiery vortex and carried to the top of the barrier before crashing down to the ground, taking 6d12 fire damage along with 120 feet of falling damage (12d6 bludgeoning) and landing prone. On a success, the target only falls 60 feet and only take 2d12 fire damage. After using this attack, your Nine Tailed Fox form immediately ends and you receive 2 ranks of exhaustion instead of 1.

Fox Demon Feats[edit]

Cunning Fox Tactics:

Prerequisite: Fox Demon Class, Cannot possess the Alert Feat.

You have the cunningness of a fox, and know how to properly map out a battlefield to your allies advantage.

  • Increase your charisma score by 1, to a maximum of 20.
  • You cannot be surprised while conscious
  • You may use your charisma modifier in place of dexterity when calculating your initiative bonus.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
  • After all initiative rolls are made, you may reduce your initiative by an amount equal to your proficiency bonus + Charisma Modifier, buffing an allies initiative by an equal amount.
Expert Fox Chef:

Prerequisite: Fox Demon Class, 16+ Wisdom.

You ensure that your companions eat good no matter what! Honing your skills to treat your allies with the best, most nutritious meals imaginable!

  • Increase your wisdom score by 1, to a maximum of 20.
  • When taking a long rest, you roll a Survival check for how well you cooked the provided to your party. On a 10 or higher, your comrades feel energized and raring to go. Granting them an amount of temporary breath points equal to your wisdom modifier. On a 16 or higher, your nutritious meals support a long and healthy lifestyle. Giving your allies an additional 1d4 bonus to their health roll (This does not stack if they've already received it before leveling up.) Finally, you can choose to start the next session with -10 less BDP than you normally would. Doing so will allow you to mix in some fox magic into the dish! Allowing your comrades to have 1 extra technique prepared by the end of the rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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