Kitsune "Fox Spirit" (5e Class)
Kitsune "Fox Spirit"[edit]
Kitsune "Fox Spirit"[edit]
Kitsune can very well be among us, most times it's hard to tell if they are though because of their mischievous nature and extreme cunning. Kitsune have innate magic within their very being that causes them to crave thrills and excitement. Whether they cure that craving with pranks, bloodshed, or aiding allies all differs on the Kitsune. They use their Fox Fire and innate illusion magic to deal physical and psychological damage to foes while also being able to imbue their weapon of choice with that innate magic.
Creating a Kitsune[edit]
When creating a Kitsune, try to imagine what kind of Kitsune you want to be. Do you want to deal a lot of damage, be stealthy and use your abilities to trick others or do you want to focus more on supporting your allies, using your skills in persuasion and innate ability to tune into others emotions for good? Maybe you don't want to be entirely one or the other. Either way, you want to hone your skills to gain power and become the fully powerful Fox Spirit you know you can become. Ask yourself why you follow Inari, goddess of foxes, of fertility, agriculture and industry, of general prosperity and worldly success. Do you agree with her ways of gaining success through helping others and doing good or maybe you think she's too soft and are a bit colder...maybe even a bit harsh at times? Take into consideration why you left to be alone as well, was it because you didn't care for the now skittish and cramped Kitsune lifestyle or maybe was it you were forced to do this for one reason or another? Now that you've considered all of that, what kind of Kitsune are you?
- Quick Build
You can make a Kitsune quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity Second, choose the Hunter or Nature Adept background. Third, choose A Dagger, A Shortbow, A Disguise kit.
Class Features
As a Kitsune you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Kitsune level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Kitsune level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three of the following: Deception, Insight, Nature, Perception, Persuasion, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Dagger or (b) A Simple weapon of your choice
- (a) A Shortbow with 20 arrows or (b) A Simple weapon of your choice
- (a) A Disguise kit or (b) A Explorers Kit
- If you are using starting wealth, you have 5d4*10 in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Spellcasting | 2 | 6 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Second Tail | 2 | 7 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | True Colors | 2 | 8 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement, Third Tail | 2 | 9 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Fox's Cunning | 3 | 10 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Fourth Tail | 3 | 11 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 3 | 12 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Fifth Tail | 3 | 13 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Sixth Tail | 3 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement, Seventh Tail | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Eighth Tail | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement, Ninth Tail | 4 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Fox's Diversion | 4 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Foxes Reflexes | 4 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
Starting at 1st level you gain the ability to cast spells. If you did not take the Kitsune 2nd Variant race, you gain the ability to create a pale blue ghostly fire called "Fox Fire" this fire acts similar to that of the produce flame cantrip, but it deals 2d8 of damage. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.
- Cantrips
At 1st level, you know any two cantrips of your choice from the Kitsune Spell List. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Kitsune table.
- Spell Slots
The Kitsune table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Kitsune spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
- Spells Known of 1st Level and Higher
You know six 1st-level spells of your choice from the Kitsune Spell List.
The Spells Known column of the Kitsune table shows when you learn more Kitsune spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Kitsune spells you know and replace it with another spell from the Kitsune spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Kitsune spells, since your magic draws upon your devotion and attunement to nature. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Kitsune spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting[edit]
You can cast a Kitsune spell as a ritual if that spell has the ritual tag.
Spellcasting Focus[edit]
Magic for you is innate. You draw the power from yourself through your tails, because of this you do not need a spell casting focus in your hand. Your tails are the focus for you.
True Colors Archetype[edit]
At 3rd level, you chose an Archetype to dedicate yourself to a certain combat style. Choose between Zenko and Yako, both detailed at the end of the class description.
Your choice grants you features at 3rd, 6th, 14th, and 20th levels.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th 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.
Fox's Cunning[edit]
At 5th level, your quick thinking and agility allow you to move and act quickly. You can take an extra Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action. (Uses are Counted towards second Trait uses)
Signs of Power[edit]
Starting at 2nd level you begin growing more tails. Tail's are a pride point for most Kitsune since the more you have the more powerful and wise you are believed to become and the more abilities you are likely to obtain.
You gain a tail at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, and 16th levels.
- Second Tail
- Tail of Luck and Misleading
At 2nd level you grow a second tail and are now able to predict your opponents attacks to a certain extent. If you choose, on your turn you can take a bonus action to take the dodge action. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
- Third Tail
- Tail of Protection
At 4th level you start to harness your tails power and use it for defense. While unarmored you gain AC of 10 + Charisma modifier + Сonstitution modifier. At 8 level your AC become 12 + Charisma modifier + Сonstitution modifier. At 12 level your AC become 14 + Charisma modifier + Сonstitution modifier. At 16 level your AC become 16 + Charisma modifier + Сonstitution modifier
- Fourth Tail
- Tail of Expertise
At 6th level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
At 12th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit
- Fifth Tail
- Tail of Animorph
At 8th level you gain the ability to channel your innate magic to become any creature you've seen before that has a CR equal to 1/4 Kitsune level 2x/long rest or 1/2 Kitsune level / long rest. In this form you keep all your mental ability's and gain a temp hit points equal to that of the creature you are transforming into, as will as your physical ones match that of the creature, with exception of your AC (due to third tail ability).
In this form you can only cast your Fox Fire and any Racial spells you know. Your equipment and anything you're carrying is also absorbed into your form. If you are knocked unconscious in this form you revert to your human form and your Kitsune features are visible to the naked eye.
Lastly you gain certain damage resistances based on your archetype: radiant + necrotic for Zenko and fire + psychic for Yako
- Sixth Tail
- Tail of Shielding
At 10th level you learn how to properly defend yourself. You can use your reaction to cast shield without expending any spell slots. You can use this feature amount of times equal to 1/2 the amount of tails you have. You regain the usages spent after a long rest.
- Seventh Tail
- Fox Fire
At 12th level your mastery over fire increases with your tails you may add +1 damage for every tail you have to any fire damage you do, in addition your Fox Fire's damage is now a D12.
- Eighth Tail
- Not All There.
At 14th level you have the uncanny ability to just appear. Kitsune can use a bonus action to cast invisibility and can dismiss it as an action, however they can cause certain parts of themselves to reappear, for example their eyes and mouth being the only things visible. They can do this a number of times equal to 1/4 your Kitsune level rounded down. Casting Greater invisibility costs two uses.
- Ninth Tail
- Fox Fire Flare
At 16th Level, With your ever growing mastery of your tails harnessing the power of fire becomes second nature. Kitsune has begun to figure out how to concentrate fire at a dangerous level producing a large beam like weapon known as a Fox Fire Flare. The beam takes an action to charge and fire the blast towards the enemy, 120 feet long and 5 feet wide. Each creature in the line of the Fox Fire Flare must make a Dexterity saving throw. The damage of the blast is 10d6 fire damage + 10d6 force damage + your charisma modifier on a failed save, and half as much on a successful Dexterity save. Creatures without fire resistance take an additional 1d6 fire damage and are ignited for 1 minute until put out. Targets take 1d6 fire damage at the start of each of its turns. Flames can only be put out by using magical water, holy water, dispelled through spells such as lesser restoration, dispel magic, greater restoration or purification by death. This ability can only be used once per long rest.
At 19th level, your foxfire mastery becomes just that. One of a master. All Fox Fire based techniques are so powerful that those who are fire resistant now take full damage and can be set ablaze, and creatures who are immune to fire damage now take half. Cast 2x/day
Fox's Diversion[edit]
At 18th level as reaction, you can choose a creature within 120ft of you to change places with, teleport 5ft from, or teleport 5ft from you. Unwilling creatures must make a Charisma check against your Spell Save DC to not be affected. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Fox Reflexes[edit]
At 20th level, once per round during any creature's turn, you can deflect all magic targeting you or an ally 5 feet at you. When you or an ally within 5 feet of you are targeted by a spell or a magical feature, you can make a spell attack roll against the spell save DC of your attacker, on a success the enemies spell or magic effect is cancelled, and you can use the same feature or the same spell at the same level that the attacker used (without cost). You can use this feature a number of times equal to your Charisma modifier (a minimum of twice). You regain any expend uses when you finish a Long Rest.
True Colors Archetype[edit]
Zenko[edit]
As a Zenko you prioritize helping your allies and using your illusions to trick your enemies.
- Healing Flame
At 3rd level you gain a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Kitsune level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Touch, expending hit points separately for each one. This feature has no effect on undead and constructs.
- Elemental Infusion
At 6th level Your innate magic has expanded and got in touch with a few of the elements of the land. As a bonus action via touch, you can imbue yourself or another creature with an element of your choosing; Fire, Cold, Lightning. This provides the creature with an extra 2d8 (3d8 at 14th lvl, 4d8 at 20th lvl) to their melee damage rolls for 1 minute. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
- Tricksters Healing
At 14th level, as a bonus action you choose one ally within 30ft of you to heal 3d6 + your Charisma mod. Creatures must make a Charisma save against your spell save DC to hit your ally. This effect ends when your ally makes a hostile action. (What is defined as "hostile" is up to the DM's discretion) You can use this ability twice per long rest.
- Ancient Form
When you reach 20th level, the spiritual aura of your form protects you and your allies. Your movement is increased by 10ft and if you or an ally within 60 feet of you would be hit by an attack, you can impose disadvantage on the attacker. You can do this up to your Charisma Modifier number of times per long rest.
Yako[edit]
As a Yako, you prioritize gaining power and know how to get the best out of your abilities.
- Fake Fate
At 3rd level you get into the head of your opponent and give them a vision of their possible deaths. You can choose to take a bonus action to cloud a creature's mind with the many ways it will die within 60ft. The target must make a DC 8 + your Charisma modifier + your Proficiency Bonus or recieve a d6 psychic damage and be stunned until the end of their next turn. You can only use this ability up to your Charisma modifier (minimum of 1) times per long rest.
This abilities damage increases by 1d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Fox Inferno
At 6th level you've mastered your Fox Fire to burn as strongly as it can. Whenever you land an attack that does fire or radiant damage to a creature that is not resistant to fire damage, that target is engulfed in flames that cannot be doused by normal means. These flames can only be put out by using magical water, holy water, dispelled through spells such as lesser restoration, dispel magic, greater restoration or purification by death. The flames last up to 1d4 rounds, and the target takes 1d6 fire damage at the start of each of its turns.
At 15th level this ability's damage is increase to 1d10 + charisma modifier.
- Trickster Spirit
At 14th level you can choose to take an action to get into the mind of up to 6 creatures within 60ft of you and suggest an action, similar to that of the spell Mass Suggestion. Once they complete the action regardless of how far they are from you they take 3d6 psychic damage and must make a wisdom save against your spell save DC or become confused until the start of your next turn. This may be used 2x per long rest.
- Bestial Form
When you reach at 20th level, you have become one with your bestial side. Moving at alarming speeds to lay ambushes and to quickly escape danger. You can add your charisma modifier to your initiative roll and your movement speed is increased by 25.
Multiclassing: Too multiclass into this class you must have a 13 Cha and 12 Dex
Variant spellcasting[edit]
If wanted you may replace the spellcasting stat with Wisdom for spells learned and DCs to better suit the kitsune race,the racial abilities use Wisdom so this is optional
Kitsune Spell List[edit]
Kitsunes spells are often related with trickery and nature fire. Usually from enchantment, transmutation and illusion schools, and any fire spells from the evocation school.
- Cantrips
control flames, druidcraft, friends, fire bolt, green-flame blade, gust, magic stone, mending, message, minor illusion, mold earth, prestidigitation, primal savagery, shape water, shillelagh, thorn whip.
- 1st
animal friendship, burning hands, catapult, cause fear, charm person, color spray, command, create or destroy water, disguise self, detect magic, essence theft, expeditious retreat, faerie fire, feather fall, goodberry, healing word, identify, jump, longstrider, mage armor, silent image, purify food and drink, sanctuary, sleep, healing touch
- 2nd
aganazzar's scorcher, alter self, animal messenger, barkskin, blur, crown of madness, darkvision, dragon's breath, earthbind, enhance ability, enlarge/reduce, flame blade, flaming sphere, healing spirit, heat metal, hold person, invisibility, knock, levitate, maximilian's earthen grasp, mind spike, mirror image, nathair's mischief, phantasmal force, pyrotechnics, shadow blade, skywrite, spider climb, spike growth, scorching ray, suggestion, tasha's mind whip
- 3rd
blink, catnap, counterspell, dispel magic, enemies abound, erupting earth, fear, fireball, flame arrows, fly, hypnotic pattern, gaseous form, haste, lightning bolt, major image, meld into stone, melf's minute meteors, plant growth, sending, slow, speak with plants, spirit guardians, tiny hut, water breathing, water walk
- 4th
arcane eye, blight, charm monster, confusion, compulsion, control water, dimensional door, dominate beast, elemental bane, giant insect, greater invisibility, guardian of nature, hallucinatory terrain, phantasmal killer, polymorph, raulothim's psychic lance, stone shape, wall of fire,
- 5th
animate objects, awaken, creation, control winds, dominate person, enervation, geas, hold monster, immolation, Mass Cure Wounds, mislead, reincarnate, seeming, skill empowerment, scrying, synaptic static, telekinesis, transmute rock
- 6th
bones of the earth, chain lightning, disintegrate, investiture of flame/ice/stone/wind, mass suggestion, mental prison, move earth, wind walk,
- 7th
delayed blast fireball, etherealness, fire storm, mirage arcane, power word pain, regenerate, reverse gravity, teleport
- 8th
animal shapes, antipathy/sympathy, blasting bolt, control weather, dominate monster, eradication flame, feeblemind, incendiary cloud, power word stun
- 9th
mass polymorph, meteor swarm, power word kill, psychic scream, shapechange, time stop, weird, wish, foresight
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