Kitsune, 3rd Variant (5e Race)
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Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Kitsune possess two forms: that of an attractive human of slender build with salient eyes, and their true form of a fox. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking their wisdom from both the living and spirits.
Quick-witted and nimble, kitsune make excellent bards and rogues. It is not uncommon for one to pursue sorcery, while those few born with white fur and pale eyes usually become oracles.
A kitsune has two forms, a single human form and its true form, that of a medium fox. In their human forms, kitsune tend toward quickness and lithe beauty. In all forms they possess golden, amber, or brilliant blue eyes. In their true forms, they are covered with a downy coat of auburn fur, although more exotic coloration is possible.
Kitsune society is enigmatic, as kitsune prize loyalty among their friends but delight in good-natured mischief and trickery. Kitsune take pleasure in the pursuit of creative arts and in all forms of competition, especially the telling of stories interwoven with tall tales and falsehoods.
Kitsune deal well with elves and samsarans, but their reputation as tricksters follows them when they interact with other races. Many kitsune, particularly those who dwell in mixed-race societies, choose to hide their true natures and pose as humans in public.
By far the most populous of kitsune, earthkin can be found living in virtually any region inhabited by humans. Outsiders are more likely to encounter earthkin than any other kitsune clan, and as a result earthkin attributes are considered standard and other clans deviations from their norm. Kitsune of all ilk refute such foolishness, but admittedly understand where the misconception arises from. Earthkin have become dominant among kitsune because of their versatility. Rather than adapting to one specific environment, earthkin are flexible enough to excel anywhere. Furthermore, earthkin are more likely to wander than members of other kitsune are and the image of the capricious, wandering kitsune almost exclusively applies to earthkin, though their wandering has significantly aided their clan’s expansiveness.
Firekin inhabit the sandy deserts of the world. According to their songs and stories, firekin once lived peacefully amidst the sands until human kingdoms encroached upon their lands, forcing them to fully integrate among humans to avoid battling them for resources. For this reason, firekin tend to be more vengeful than other kitsune when slighted and revel in the fear and superstition that humans have of them. Although not inherently evil, firekin have less respect for laws than other kitsune and often ignore legal processes, especially when enraged.
Voidkin possess a unique place among the different kitsune subraces, for voidkin are considered either blessed or cursed. A voidkin’s traits are identical to any one of the other four types of kitsune detailed here except for one detail–the color of their fur. Voidkin possess either snowy white or shadowy fur, with white fur symbolizing divine blessings and black fur revealing a spiritual uncleanliness or a taint in the kitsune’s bloodline.
Native to the frozen wastes, waterkin thrive in the most deadly climates known to mortals. Waterkin are often somber and serious towards outsiders, reserving their cheer and laughter only for close companions and allies. Waterkin spend comparatively more time in their true forms than other kitsune races as a result of their decreased interactions with foreigners. Despite their cold demeanor, waterkin kitsune are generally benign and have been known to save strangers from certain doom on many an occasion. Waterkin are said to have close ties with the scintillating lights that glow in the northern sky and are able to produce similar effects to confound their enemies.
Named for the scouring winds that sweep across their homes, windkin dwell in steppes and on mountains. Once nomadic, most windkin now dwell among humans, but stubborn windkin communities that cling to the old ways exist. Windkin are very relaxed compared to other kitsune and have a benign relationship with humans. They are less mischievous than other kitsune but are also much more reserved and slower to befriend others. They have strong ties to wildlife and are widely considered the most nature-conscious kitsune, but other kitsune consider them to be dreadfully plainspoken.
Male: Chankotu, Imhakaru, Kyrsaku, Namkitu, Yanyeeku
Female: Ayaki, Jiyoki, Kyomi, Miyaro, Shinyai, Yulai
Ability Score Increase. Charisma +2
Age. Kitsune reach adulthood at the age of 15. Their lifespans are on par with a half-elf’s.
Alignment. Kitsune tend to be neutral, or of alignments with a neutral component.
Size. Kitsune are generally on the smaller side of most humanoids ranging from 4'7 to the tallest being just under 6'. They often weigh anywhere between 70 and 130 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shape Changing. As an action, a kitsune can assume the appearance of a specific single human form of the same sex and of similar appearance(e.g. same height, hair color, eye color, etc.), the kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 bonus on Deception checks made to appear as only a human. This ability otherwise has the same restrictions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Kitsune Fangs. In their natural forms, a kitsune has a bite attack that deals 1d4 points of piercing damage.
Kitsune Magic. Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Additionally, kitsune with a Charisma score of 11 or higher gain the ability to cast dancing lights once per short rest. Charisma is your spellcasting ability modifier for this spell
Darkvision. 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. You can't discern color in darkness, only shades of gray.
Agile. Kitsune are very agile, they gain proficiency in Acrobatics.
Languages. Kitsune can speak read and write Common and Sylvan and one other language from this list: Celestial, Elven, and Gnomish.
Alternative Racial Traits
Not all Kitsune are born the same, consider taking these alternate traits.
Affable. Many kitsune are warmly cordial and easy to converse with. A kitsune with this racial trait gains a +1 bonus on Deception, Persuasion, and History checks. This racial trait replaces agile.
Duplicitous. Many kitsune prefer to avoid the attention they often attract from human neighbors and attempt to convince all around them that they are human. They gain a +2 bonus on Deception skill checks. This racial trait replaces kitsune magic.
Eidetic. Many kitsune have an uncanny memory for visual images. The kitsune gains a +1 bonus on Perception and Insight checks. This racial trait replaces agile.
Fast Shifter. You were born with an innate talent for switching between your natural forms. Using your shape changing ability is a bonus action instead of an action. This racial trait replaces kitsune magic.
Gregarious. Even among your own kind, your gift for making friends stands out. Whenever you successfully use Persuasion to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces Natural Agility.
Alternative Racial Traits Cont.
Prankster. Kitsune pranksters are experts at fooling and tricking others. A kitsune gains a +1 racial bonus on Deception and Sleight of Hand checks. This racial trait replaces kitsune magic.
Skulker. Kitsune are able to hide undetected from others with ease. The kitsune gains a +1 racial bonus on Stealth checks. This racial trait replaces agile.
Earthkin (Standard Kitsune)
Earthkin vary heavily in appearance and can be encountered with all of the fur colors of other kitsune clans. Earthkin tend to be average in appearance compared to the other clans and have no remarkable features by comparison.
Firekin (Desert Kitsune)
Firekin are slightly shorter than kitsune of other clans and possess enlarged ears and puffy, fulvous fur. These adaptations help a firekin to deflect and release heat during the day and keep warm during the frigid night.
Ability Score Increase. Constitution +1
Desert Runner. Firekin kitsune receive advantage on Constitution saves and Survival checks to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Voidkin (Aberrant Kitsune)
Although both types of voidkin are considered two halves of the same whole, white-furred voidkin enjoy popularity among their ilk while black-furred voidkin are pitied as if they had some terminal illness. However, black-furred voidkin enjoy much more freedom then white-furred voidkin, who are expected to follow strict religious tradition after being spirited away for training.
Waterkin (Arctic Kitsune)
Waterkin appear thicker than kitsune of other clans because of their fur, which is pale gray during the cold months and dark brown during warmer seasons. During the winter, their fur is warm enough that waterkin are able to survive the night in all but the most extreme cold without equipment if needed to.
Ability Score Increase. Wisdom +1
Aurora Magic. Waterkin kitsune have a +1 to the DC of saving throws against your spell save DC. Waterkin with a Charisma of 11 or higher gain the following spell-like ability: color spray once per long rest, using Charisma as the spellcasting ability modifier.
Windkin (Mountain Kitsune)
Windkin are of average height and possess slightly larger ears then standard kitsune. Their fur is a medley of gray, brown, orange, and fulvous and most prefer to wear their hair long. Windkin often adorn themselves in ritualistic beads that they claim bolsters their connection to their community’s ancestors, making them in-tune with nature and spirits alike.
Ability Score Increase. Strength +1
Surestep. Windkin are immune to altitude sickness and do not lost their Dexterity bonus to AC when making climb checks or Acrobatics checks to cross narrow or slippery surfaces. In addition, windkin receive a advantage on strength checks and saving throws to keep their balance or footing while standing on the ground.
Random Height and Weight
|4′ 5″||+2d8||85 lb.||× (2d8) lb.|
*Height = base height + height modifier