Way of the Fox Spirit (5e Subclass)

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Way of the Fox Spirit[edit]

Monk Subclass

You have formed a bond with the zenko kitsune, benevolent fox protectors of mortals throughout Kozakura in Kara-Tur. Specifically, you emulate Sagashi, the patron spirit of foxes and guardian of Amaterasu's island, Miyashima. You are called to be nothing but a humble servant and protector of life.

Kitsune, despite being celestial protectors, often use frowned-upon magics with typically dishonest uses to stop those who would pervert nature. This fact coupled with their relative obscurity and the criminal connotations foxes normally have often lead people to think kitsune are harmful spirits. Consider what your character thinks of these accusations, how they would respond to threats, and how they would treat those who hate them.

Kitsune Magic

Starting when you choose this tradition at 3rd level, you have learned to use your ki to imitate the powers of the kitsune. You can cast the spells disguise self and silent image at will, without providing material components.

In addition, your mannerisms becomes slightly more fox-like: when you smile, the corners of your mouth turn upward more severely; you walk with an almost fey-like grace; and your hair takes on a reddish tint. Whenever you cast a spell with this trait, your eyes glow with a silver light as Sagashi's power flows through you.

Advocate of Peace

At 6th level, you can put others at ease using Sagashi's power. As an action, you can spend 3 ki points to cast calm emotions without providing material components. The duration of the spell is extended to 10 minutes, though you still must maintain concentration through that extra time. In addition, all creatures affected by the spell are also placed under the effects of sanctuary, whether they succeeded or failed the saving throw. If an affected creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, they lose the effects of both calm emotions and sanctuary. If you drop concentration on calm emotions, the effects of sanctuary also end.

Spirit Shelter

Beginning at 11th level, your connection to the spirit realm enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction and spend 2 ki points to slip for a moment into the ethereal plane, giving yourself resistance to all of that attack's damage on this turn and advantage on saving throws that might inflict any conditions.

Flaming Tail

At 17th level, you learn how to leave an image of yourself behind for unsuspecting pursuers. As a bonus action on your turn, you can spend 6 ki points to project a magical illusion for 10 minutes that makes you appear to be slightly behind your actual location, causing attack rolls against you to have disadvantage. Whenever a melee attack roll made against you misses, it instead hits the illusion, dealing 9d4 fire damage to the attacker.

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