Kitsune "Fox Spirit" (5e Class)
From D&D Wiki
- 1 Kitsune "Fox Spirit"
- 1.1 Kitsune "Fox Spirit"
- 1.2 Creating a Kitsune
- 1.3 Class Features
- 1.4 True Colors Archetype
- 1.5 Variant spellcasting
- 1.6 Kitsune Spell List
Kitsune "Fox Spirit"
Kitsune "Fox Spirit"
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
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 ability's 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 don'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, Wisdom should be your highest ability score, followed by Charisma or Dexterity Second, choose the Hunter or Nature Adept background. Third, choose A Dagger, A Shortbow, A Disguise kit.
As a Kitsune you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two of the following: Survival, Nature, Insight, Persuasion, Deception, Stealth, Perception
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 4d4*10 in funds.
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement, Third Tail||2||9||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, True Kitsune Form, Fifth Tail||3||13||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement, Seventh Tail||4||17||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement, Ninth Tail||4||21||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||4||24||4||3||3||3||3||2||1||1||1|
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 that acts similar to that of the produce flamecantrip.
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 two 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
Wisdom is your spellcasting ability for your Kitsune spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can cast a Kitsune spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a druidic focus as a spellcasting focus for your Kitsune spells.
True Colors Archetype
Your choice grants you features at 3rd, 6th, 14th, and 20th levels.
Ability Score Increase
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.
At 5th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.
Signs of Power
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 ability's you're likely to obtain.
You gain a tail at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, and 16th levels.
- Second Tail
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 give the next creature who attacks you disadvantage. You can use this ability 2 times before taking a short or long rest.
- Third Tail
At 4th level you can take an action to summon your Fox Fire in a semi-sentient form. Acting similar to that of a creature summoned with the find familiar spell, it's stats are that of a Fire Orb. When it dies or is extinguished you can summon it again after a short or long rest with no material components required. Additionally you can take a bonus action on your turn to command this Flame to take an attack action, although it's damage is reduced to 2d4.
You can summon your Fox Fire and still use your cantrip.
- Fourth Tail
At 6th level you gain an ability depending on your chosen Archetype.
- Fifth Tail
At 8th level you gain the ability to channel your innate magic to become a True Kitsune for as many hours equal to your Kitsune level. In this form you keep all your mental ability's and HP but your physical ones match that of a Giant Fox, including your AC.
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 remain in it until you die. At this point you revert to your human form and your Kitsune features are visible to the naked eye. Giant Fox's stats: https://www.dandwiki.com/wiki/Giant_Fox_(5e_Creature)
- Sixth Tail
At 10th level you can take a muliattack option in your True Kitsune Form now
- Seventh Tail
At 12th level while in your True Kitsune form your Fox Fire's damage is now a D10. However the currently summoned Fox Fire's Damage is not effected.
- Eighth Tail
At 14th level you gain another ability depending on your Archetype.
- Ninth Tail
At 16th level while in your True Kitsune form you can now cast up to 5 spells you know and have prepared and your melee attacks now do an extra 1d8 fire damage.
At 18th level as reaction, you can choose a creature within 60ft of you to change places with, teleport 5ft from, or teleport 5ft from you. You can use this ability 3 times per long rest.
True Colors Archetype
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 d8 to their melee damage rolls and the effect lasts until the next short or long rest. Where a new creature must be selected.
- Tricksters Healing
At 14th level you choose one ally within 30ft of you to heal 3d6 + your wisdom mod. The next creature to hit this creature must make a wisdom 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 once per long rest.
- Ancient Form
At 20th Level, Once every long rest, you gain the ability to empower your true Kitsune form with your innate magic as an action, causing your fur to turn a pristine white while you begin to give off a warm dim light in a 10 ft. radius around you. Your speed also increases to 50 ft.
While using this ability at 20th Level, your transformation can not be prevented or interrupted by items or other spells that would normally cause magic to not work and lasts for up to 24 hours. You gain the ability to expend one spell slot to imbue your bestial attacks with radiant damage in addition to your normal damage. The extra damage is 2d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st, to a maximum of 5d10.
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 an action to cloud a creature's mind with the many ways it will die within 60ft. The target takes 2d6 psychic damage and must make a DC 10 + your Wisdom mod or be stunned until the end of their next turn.
At 10th level increase the damage by 1d6 and again at 15th by another 1d6.
- Fox Inferno
At 6th level you've mastered your Fox Fire to burn as strongly as it can. You choose a creature within 30ft of you to set ablaze with your Fox Fire. The target is set on fire and takes 3d10 Fire damage and is considered burning until they take an action to put themselves out. This may only be used once per long rest.
At 15th level you can use this ability twice per long rest.
- 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 (5e spell). 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 only be used once per long rest.
- Ancient Form
At 20th Level, Once every long rest, you gain the ability to empower your true Kitsune form with your innate magic as an action, causing your fur to turn a dark black while you begin to give off a cold darkness in a 10 ft. radius around you. Your speed also increases to 50 ft.
While using this ability at 20th Level, your transformation can not be prevented or interrupted by items or other spells that would normally cause magic to not work and lasts for up to 24 hours. You gain the ability to expend one spell slot to imbue your bestial attacks with necrotic damage in addition to your normal damage. The extra damage is 2d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st, to a maximum of 5d10.
Multiclassing: This class cannot use Multiclassing
If wanted you may replace the spellcasting stat with charisma for spells learned and DCs to better suit the kitsune race,the racial abilities use charisma so this is optional
Kitsune Spell List
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.
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.
animal friendship, burning hands, catapult, charm person, color spray, create or destroy water, disguise self, expeditious retreat, faerie fire, feather fall, goodberry, jump, longstrider, silent image, purify food and drink, sleep,
aganazzar's scorcher, alter self, animal messanger, barkskin, blur, crown of madness, darkvision, dragon's breath, earthbind, enhance ability, enlarge/reduce, flame blade, heat metal, hold person, invisibility, knock, levitate, maximilian's earthen grasp, mirror image, phantasmal force, pyrotechnics, shadow blade, skywrite, spider climb, spike growth, scorching ray, suggestion
blink, catnap, enemies abound, erupting earth, fear, fireball, flame arrows, fly, hypnotic pattern, gaseous form, haste, major image, meld into stone, melf's minute meteors, plant growth, slow, speak with plants, water breathing, water walk
charm monster, confusion, control water, dominate beast, elemental bane, giant insect, greater invisiblity, guardian of nature, hallucinatory terrain, polymorph, stone shape, wall of fire,
animate objects,awaken, creation, control winds, dominate person, hold monster, geas, immolation, reincarnate, seeming, skill empowerment, synaptic static, telekinesis, transmute rock
bones of the earth, disintegrate, investiture of flame/ice/stone/wind, mass suggestion, mental prison, move earth, wind walk,
delayed blast fireball, etheralness, fire storm, mirage arcane, power word pain, regenerate, reverse gravity, Blasting Bolt.
animal shapes, antipathy/sympathy, control weather, Eradication Flame, dominate monster, feeblemind, power word stun
mass polymorph, meteor swarm, power word kill, psychic scream, shapechange, time stop