User:TastetheRainbov/Nine Tailed Fox

From D&D Wiki

(Redirected from User:Nine Tailed Fox)
Jump to: navigation, search

Nine Tailed Fox[edit]

Nine Tailed Fox[edit]

Nine Tailed Fox innate magical powers and their hunger for human memories and experiences drive them to attack humans and other monsters in order to steal their essence and taste their emotions. Nine Tailed Fox uses their fox-like cunning and feminine allure to influence and manipulate others. They are agile fighter and has access to an array of powerful spirit magics. This includes an orb of psychic energy, which she can move around with her mind, magical charms, pyromancy and ways for her to manipulate her victim's thoughts and emotions.

Creating a Nine Tailed Fox[edit]

When creating a Nine Tailed Fox try to imagine what kind of Nine Tailed Fox 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 Nine Tailed Fox you know you can become.

Quick Build

You can make a Nine Tailed Fox 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.

Class Features

As a Ancient Kitsune you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ancient Kitsune level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ancient Kitsune level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two of the following: Survival, Nature, Insight, Persuasion, Deception, Stealth, Perception

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 4d4*10 in funds.

Table: The Ancient Kitsune

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, First Tail 2 6 2
2nd +2 Second Tail 2 7 3
3rd +2 Healing Flames 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, Essence Thief 3 11 4 3 3
7th +3 3 12 4 3 3 1
8th +3 Ability Score Improvement, Spirit Rush, 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 Unbreakable Personality 4 22 4 3 3 3 2 1 1 1 1
18th +6 Fox's Trickery 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 Ancient Form 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 that acts similar to that of the produce flamecantri, called Fox Fire.

Fox Fire

cantrip evocation Casting Time: 1 action Duration: 10 Minutes Range: 120 feet Components: V S Duration: Instantaneous Classes: Nine Tailed Fox Will-o-Wisps appear in your hand or around your body. The Flames remain there for the duration and harms neither you nor your equipment. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flames, although doing so ends the spell. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage. The flames create more than one flame when you reach higher levels: two flames at 5th level, three flames at 11th level, and four flames at 17th level. You can direct the at the same target or at different ones. Make a seperate attack role for each flame.

charisma is your spellcasting ability for your The Nine-Tailed Fox 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 The Nine-Tailed Fox 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

Preparing and Casting Spells[edit]

The The Nine-Tailed Fox table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these The Nine-Tailed Fox 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. You prepare the list of The Nine-Tailed Fox spells that are available for you to cast, choosing only spells from the Druid and Sorcerer spell list as The Nine-Tailed Fox's have a similar set of methods to these. When you do so, choose a number of The Nine-Tailed Fox spells equal to your charisma modifier + your The Nine-Tailed Fox level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level The Nine-Tailed Fox, you have four 1st-level and two 2nd-level spell slots. With a charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

Ritual Casting[edit]

You can cast a The Nine-Tailed Fox spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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. Your movement speed increases by 10. 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[edit]

Nine Tailed Foxes grow a tail at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, and 16th levels.

First Tail[edit]

At 1st level you gain the ability to cast disguise self to hide your tails, you do not need to maintain concentration for this. Starting at 2nd level you begin growing more tails. Tail's are a pride point for most The Nine-Tailed Fox 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.

Second Tail[edit]

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 creatures who attacks you disadvantage until the start of your next turn. You can use this ability equal to the number of your tails, before taking a short or long rest.

Healing Flame[edit]

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 The Nine-Tailed Fox 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. You May add your charisma mod to your healing spells.

Third Tail[edit]

At 4th level you grow a 3rd Tail Your ability over magic increase and you can form raw magic into orbs of raw energy. Orb Of Deception, you create a 2 ft diameter orb of psychic energy, that you have full control over, glow dim light for 10 ft. You can hurl the orb in a 15ft line. Creatures in that line must make a Dex saving throw. On a failure the creature takes 1d8+charisma modifier psychic damage. The creatures in the line make the saving throw again on the orb return. On a failure the creature takes 2d8+charisma modifier psychic damage. At 8th level this increases to 30 ft. At 12th level on a successful save, they take half damage. Damage increases by 1d8 at 8th level, 12th level , and 16th level

Fourth Tail[edit]

At 6th level Nine Tailed Foxes gain Charming kiss, you lock eyes and blow a kiss to one creature you can see within 30 feet of you. That creature must make charisma saving throw. On a failure that creature takes 1d10+charisma modifier psychic damage and is then considered charmed. Creature can repeat this saving throw at the end of each of its turns. The creature walks harmlessly towards you when charmed 5 ft per turn, performing no other action. This effect ends after 1 minute or when the creature passes the save. You can use this equal to your charisma mod, refreshes after a short rest. Damage increases by 1d10 at level 12, and 18

Essence Thief[edit]

At 6th level, When one of your abilities hit a creature, that creature makes a constitution saving throw. On a failure, you heal for 1d8 hit points. This healing increases by 1d8 at 12th level, and 18th level

Fifth Tail[edit]

At 8th level, Your appearance permanently gains an otherworldly aspect that makes you more lovely and fierce. You can no longer be charmed, and gain proficiency in deception, and persuasion. If you are already proficient you instead gain expertise. You learn to spread magical energy around you, allowing you to sense those around you. You gain 10 ft blind sight. Blindsight sight increases by 10 ft at level 12, and 16.

Spirit rush[edit]

At 8th level,As a free action on your turn, moving 20 ft in a direction of your choosing. You do not provoke opportunity attacks from using spirit rush. You can use this once per long rest. You may use spirit rush twice per long rest at level 10, and three at level 12, four at 14, and five at 16, and 6 at 18

Sixth Tail[edit]

At 10th level you cast 2 spells per turn as a action spirit flames- as a bonus action, you summon 3 motes of glowing blue fire that float around you, that lasts for 2 turns. If a creature enters a space with 10 ft of you. The flames make a ranged to hit based off your spell casting modifier. The flames roll without advantage or disadvantage. On a hit the flames do 2d8+charisma modifier.

Seventh Tail[edit]

At 12th level your Fox Fire's damage is now a D12.

When you or a friendly creature within 10 ft of you must make a saving throw, the creature gains a bonus to the saving throw equal to your charisma modifier (minimum of +1). You must be conscious to grant this bonus. Increases to 30 ft, at 18th level.

Eighth Tail[edit]

Tricksters Healing

At 14th level As a bonus action, you choose one ally within 30ft of you to heal 3d12 + your charisma mod. The next creature to hit this creature must make a charisma save against your spell save DC to hit your ally. This effect ends after one minute. You can use this ability equal to your charisma modifier per long rest.

You may now add your proficiency to any healing spell

Your eyes become as bright and beautiful as the stars, and your beauty knows no bounds. You gain expertise in all charisma related skill checks and advantage on two of your choice

Your magic protects you from frailty of old age, and you can’t be aged magically. In addition, you no longer need food or water. You do not age, and you can’t be aged magically

Ninth Tail[edit]

At 16th your spell attacks now do an extra 3d8 fire damage, and melee attacks do an extra 2d8 fire damage

Your spirit flames damage increases to 2d12+charisma modifier.

You learn to solidify your magic to protect yourself, you may now add your CHA mod to your AC.

You may now add you charisma to your to hit bonus, and damage rolls.

Unbreakable Personality[edit]

At 17th level, You gain expertise on all charisma saving throws. In addition, you gain advantage on all charisma rolls, including saving throws

Fox's Trickery[edit]

At 18th level 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. You now have advantage on all charisma checks You may add your charisma to your spell save dc

Ancient Form[edit]

At 20th Level, Once every long rest, you gain the ability to empower yourself with your innate magic as an bonus action, causing your fur and hair to turn a pristine white while you begin to give off a warm dim light in a 10 ft. radius around you. Magical energy circles around you, you gain temporary hit points equal to your max hit points. You gain 60 ft true sight. Your speed also increases to 50 ft. All damage you do will also heal you for the same amount. This effect lasts for one hour.

You gain the ability to expend one spell slot to imbue your attacks and your class abilities with radiant or psychic 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 7d10 (6th level).

You gain a +4 to charisma. This also increases your charisma cap by 4.

Home of user-generated,
homebrew pages!


Advertisements: