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follow Inari, goddess of foxes, of fertility, agriculture and

Kitsune "Fox Spirit" industry, of general prosperity and worldly success. Do you
agree with her ways of gaining success through helping
Kitsune "Fox Spirit" others and doing good or maybe you think she's too soft and
Kitsune can very well be among us, most times it's hard to are a bit colder...maybe even a bit harsh at times? Take into
tell if they are though because of their mischievous nature consideration why you left to be alone as well, was it
and extreme cunning. Kitsune have innate magic within because you didn't care for the now skittish and cramped
their very being that causes them to crave thrills and Kitsune lifestyle or maybe was it you were forced to do this
excitement. Whether they cure that craving with pranks, for one reason or another? Now that you've considered all
bloodshed, or aiding allies all differs on the Kitsune. They of that, what kind of Kitsune are you?
use their Fox Fire and innate illusion magic to deal physical
and psychological damage to foes while also being able to Quick Build
imbue their weapon of choice with that innate magic. You can make a Kitsune quickly by following these
suggestions. First, Charisma should be your highest ability
Creating a Kitsune score, followed by Dexterity Second, choose the Hunter or
When creating a Kitsune, try to imagine what kind of Nature Adept background. Third, choose A Dagger, A
Kitsune you want to be. Do you want to deal a lot of Shortbow, A Disguise kit.
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

The Kitsune “Spirit Fox”


Proficiency Cantrip Spell --- Spell Slots per Spell Level ---
level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, 2 6 2 --- --- --- --- --- --- --- ---
Kitsune awareness
2nd +2 Second Tail, True Form 2 7 3 --- --- --- --- --- --- --- ---
3rd +2 True Colors 2 8 4 2 --- --- --- --- --- --- ---
4th +2 Ability Score Improvement 2 9 4 3 --- --- --- --- --- --- ---
Third Tail
5th +3 Fox's Cunning 3 10 4 3 2 --- --- --- --- --- ---
6th +3 Forth Tail 3 11 4 3 3 --- --- --- --- --- ---
7th +3 ----- 3 12 4 3 3 1 --- --- --- --- ---
8th +3 Ability Score Improvement 3 13 4 3 3 2 --- --- --- --- ---
Fifth Tail
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 4 17 4 3 3 3 2 1 --- --- ---
Seventh Tail
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 4 21 4 3 3 3 2 1 1 1 ---
Ninth Tail
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 Fox Reflexes 4 25 4 3 3 3 3 2 2 1 1
Class Features spell slots. For instance, when you reach 3rd level in this
As a Kitsune you gain the following class features. class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
Hit Points choose one of the Kitsune spells you know and replace it
Hit Dice: 1d8 per Kitsune level with another spell from the Kitsune spell list, which also
Hit Pointsat 1st Level: 8 + Constitution modifier must be of a level for which you have spell slots.
Hit Pointsat Higher Levels: 1d8 (or 5) + Constitution
modifier per Kitsune level after 1st
Spellcasting Ability
Charisma is your spellcasting ability for your Kitsune
Proficiencies spells, since your magic draws upon your devotion and
Armor: Light Armor attunement to nature. You use your Charisma whenever a
Weapons: Simple Weapons spell refers to your spellcasting ability. In addition, you use
Tools: None your Charisma modifier when setting the saving throw DC
Saving Throws: Wisdom, Charisma for a Kitsune spell you cast and when making an attack roll
Skills: Choose three of the following: Survival, Nature, with one.
Insight, Persuasion, Deception, Stealth, Perception Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Equipment Spell attack modifier = your proficiency bonus +
You start with the following equipment, in addition to the your Charisma modifier
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 Ritual Casting
your choice You can cast a Kitsune spell as a ritual if that spell has the
(a) A Disguise kit or (b) A Explorers Kit ritual tag.
If you are using starting wealth, you have 5d4*10 in funds.
Spellcasting Focus
Spellcasting Magic for you is innate. You draw the power from yourself
Starting at 1st level you gain the ability to cast spells. You through your tails, because of this you do not need a spell
gain the ability to create a pale blue ghostly fire called "Fox casting focus in your hand. Your tails are the focus for you.
Fire" this fire acts similar to that of the Produce Flame
cantrip, but it deals 1D10 of damage. The damage increases
to 2D10 at 6th level, 3D10 at 11th level, and 4D10 at 16th Kitsune Awareness.
level. At 1st level, you have the ability to hear falsehoods for what
they are. You know if you hear a creature willingly lie. A
Cantrips creature hidden from divination magic reveals nothing.
At 1st level, you know any two cantrips of your choice from
theKitsune Spell List. You learn additional cantrips of your
choice at higher levels, as shown in the Cantrips Known Change Shape.
column of the Kitsune table. At 2nd level, As an action, you can transform your
appearance or revert to your natural form. You can't
Spell Slots duplicate the appearance of a creature you've never seen,
The Kitsune table shows how many spell slots you have to and you look like, including your height, weight, facial
cast your spells of 1st level and higher. To cast one of these features, the sound distinguishing characteristics. You can
Kitsune spells, you must expend a slot of the spell's level or make yourself appear as a member of another race, though
higher. You regain all expended spell slots when you finish none of your game statistics change. You also can't appear
a long rest. as a creature of a different size than you, and your basic
For example, if you know the 1st-level spell shape stays the same; of your bipedal, you can use this trait
Burning Hands and have a 1st-level and a 2nd-level spell to become quadrupedal for instance (to turn only into a fox).
slot available, you can cast Burning Hands using either slot. You’re clothing and other equipment change with you into
the fox appearance. If you rouse suspicion, or if a wary
Spells Known of 1st Level and Higher creature suspects something is amiss, you have advantage
You know six 1st-level spells of your choice from the on any charisma (Deception) checks to avoid detection.
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
True Colors Archetype 4th Tail : Tail of Protection
At 3rd level, you chose an Archetype to dedicate yourself to At 6th level you start to harness your tails power and use it for
a certain combat style. Choose between Zenko and Yako, defense. While unarmored you gain AC of 10 + Charisma
both detailed at the end of the class description. modifier + Dexterity modifier
Your choice grants you features at 3rd, 6th, 14th, and 20th
levels.
5th Tail : Tail of Animorph
At 8th level, you can transform. For a Zenko Kitsune this is an
action and as a Yako Kitsune a bonus action, you can transform
Ability Score Increase your appearance or revert to your natural form. You can't
When you reach 4th level, and again at 8th, 12th, 16th and duplicate the appearance of a creature you've never seen, and
19th level, you can increase one ability score of your choice you look like, including your height, weight, facial features, the
sound distinguishing characteristics. You can make yourself
by 2, or you can increase two ability scores of your choice
appear as a member of another race, though none of your game
by 1. As normal, you can't increase an ability score above
statistics change. You also can't appear as a creature of a
20 using this feature. different size than you, and your basic shape stays the same; of
your bipedal, you can use this trait to become quadrupedal for
instance (to turn only into a fox). You’re clothing and other
Fox's Cunning equipment change with you into the fox appearance. If you
At 5th level, your quick thinking and agility allow you to rouse suspicion, or if a wary creature suspects something is
move and act quickly. You can take a Bonus Action on each amiss, you have advantage on any charisma (Deception)
of your turns in Combat. This action can be used only to checks to avoid detection.
take the Dash, Disengage, or Hide action. (Uses are
Counted towards second Trait uses) Kitsune Fox Small
Armor Class 10 + Dex +2 natural armor
Hit Points as in human form
Signs of Power Speed +15 ft
Starting at 2nd level you begin growing more tails. Tails are
Keen Hearing and Smell. You have Advantage on
a pride point for most Kitsune since the more you have the
Wisdom (Perception) checks that relay on hearing or
more powerful and wise you are believed to become and the
smell.
more abilities you are likely to obtain.
You gain a tail at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, and Multiattack. Kitsune Fox can make two attacks, with
16th levels. claws.

Bite. Melee Weapon Attack: proficiency bonus + Dexterity


2nd Tail : Tail Expertise modifier, reach 5ft, one target. Hit (1d8 + Dex) Piercing
At 2nd level, you grow a 2nd tail with this you can choose Damage
two of your skill Proficiencies, or one of your skill
Proficiencies and proficiency with Thieves' Tools. Your Claw. Melee Weapon Attack: proficiency bonus + strength
Proficiency Bonus is doubled for any ability check you modifier, reach 5ft, one target. Hit 1d4 + Str) Slashing
make that uses either of the chosen skill Proficiencies. Damage

At 6th level yo ucan choose two more skills in which your


have proficiency or one skill and proficiency with Thieves'
Tools. Natural Form. In your natural form, you have the
following stat block. You may cast spells in this form, but
only if they do not require verbal components. If you die or
3rd Tail : Tail of Luck and Misleading become unconscious in
At 4th level you grow a second tail and are now able to predict this form, you revert to your human form, and remain at 1
your opponent’s attacks to a certain extent. If you choose, on hit point. You are indistinguishable from a regular fox
your turn you can take a bonus action to take the dodge action. unless you choose to show multiple tails. In this form you
You can use this feature a number of times equal to your
can only cast your Fox Fire and any Racial spells you know.
Charisma modifier (a minimum of once). You regain any
Your equipment and anything you're carrying is also
expended uses when you finish a Long Rest.
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.
6th Tail : Tail of Shielding
At 10th level you learn how to properly defend yourself.
You can use your reaction to cast shield without expending Fox Reflexes
any spell slots. You can use this feature number of times At 20th level, once per round during any creature's turn, you
equal to 1/3 the number of tails you have. You regain the can deflect all magic targeting you or an ally 5 feet at you.
usages spent after a long rest. When you or an ally within 5 feet of you are targeted by a
Lastly you gain certain damage resistances (whilst in fox spell or a magical feature, you can make a spell attack roll
form) based on your archetype: radiant + necrotic for Zenko against the spell save DC of your attacker, on a success the
and fire + psychic for Yako 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
7th Tail : Fox Fire number of times equal to your Charisma modifier (a
At 12th level your mastery over fire increases with your minimum of twice). You regain any expend uses when you
tails you may add +2 damage for every tail you have to any finish a Long Rest.
fire damage you do, in addition your Fox Fire's damage is
now a 2D6.
True Colors Archtype
8th Tail : Not All There. Beginning at 3rd level you choose one of two Kitsune types
At 14th level you have the uncanny ability to just appear. that you become. You have choice between Zenko mostly
Kitsune can use a bonus action to cast invisibility and can lawful kitsune or Yako mostly chaotic kitsune.
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.
Zenko
Casting Greater invisibility costs two uses. As a Zenko you prioritize helping your allies and using your
illusions to trick your enemies. You and all other Zenko
Kitsune share the following traits.
9th Tail : Fox Fire Flare Keen Senses : You are proficient in the Insight Skill.
At 16th Level, with your ever-growing mastery of your tails
harnessing the power of fire becomes second nature. Zenko Kitsune Celestial.
Kitsune has begun to figure out how to concentrate fire at a At 1st level, you know the Produce Flame cantrip, with the
dangerous level producing a large beam like weapon known exception that your flame is blue. When you reach 3rd level,
as a Fox Fire Flare. The beam takes an action to charge and you can cast the Bless spell once and need to finish a long
fire the blast towards the enemy, 120 feet long and 5 feet rest before you can cast it again. When you reach 5th level,
wide. Each creature in the line of the Fox Fire Flare must you can also cast the Calm Emotions spell once and need to
make a Dexterity saving throw. The damage of the blast is finish a long rest before you can cast it again. Charisma is
10d6 fire damage + your charisma modifier on a failed save, your spellcasting ability for these spells.
and half as much on a successful Dexterity save. Creatures
without fire immunity take an additional 2d6 and are ignited Healing Flame
for 1minute until put out. This ability can only be used once At 3rd level you gain a pool of healing power that
per long rest. replenishes when you take a long rest. With that pool, you
can restore a total number of hit points equal to your
At 19th level, your foxfire mastery becomes just Kitsune level × 5. As an action, you can touch a creature
that. One of a master. All Fox Fire based techniques are so and draw power from the pool to restore a number of hit
powerful that those who are fire resistant now take full points to that creature, up to the maximum amount
damage and can be set ablaze, and creatures who are remaining in your pool. Alternatively, you can expend 5 hit
immune to fire damage now take half. Cast 2x/day 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
Fox's Diversion for each one. This feature has no effect on undead and
At 18th level as reaction, you can choose a creature within constructs.
120ft of you to change places with, teleport 5ft from, or
teleport 5ft from you. Unwilling creatures must make a Elemental Infusion
Charisma check against your Spell Save DC to not be At 6th level Your innate magic has expanded and got in
affected. You can use this feature a number of times equal to touch with a few of the elements of the land. As a bonus
your Charisma modifier (a minimum of once). You regain action via touch, you can imbue yourself or another creature
any expended uses when you finish a Long Rest. with an element of your choosing; Fire, Cold, Lightning.
Confusion charisma Spell DC save This provides the creature with an extra 2d8 (3d8 at 14th
level, 4d8 at 20th level) to their melee damage rolls for 1 Trickster Spirit
minute. You can use this feature a number of times equal to At 14th level you can choose to take an action to get into
your Charisma modifier (a minimum of once). You regain the mind of up to 6 creatures within 60ft of you and suggest
any expended uses when you finish a Long Rest. an action, similar to that of the spell Mass Suggestion. Once
they complete the action regardless of how far they are from
Tricksters Healing you they take 3d6 psychic damage and must make a wisdom
At 14th level, as a bonus action you choose one ally within save against your spell save DC or become confused until
30ft of you to heal 3d6 + your Charisma mod. Creatures the start of your next turn. This may be used 2x per long
must make a Charisma save against your spell save DC to rest.
hit your ally. This effect ends when your ally makes a
hostile action. (What is defined as "hostile" is up to the Bestial Form
DM's discretion) You can use this ability twice per long rest. When you reach at 18th level, you have become one with
your bestial side. Moving at alarming speeds to lay
Ancient Form ambushes and to quickly escape danger. You can add your
When you reach 18th level, the spiritual aura of your form charisma modifier to your initiative roll and your movement
protects you and your allies. Your movement is increased by speed is increased by 25.
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
As a Yako, you prioritize gaining power and know how to
get the best out of your abilities. You and all other Yako
Kitsune share the following traits.
Keen Senses : You are proficient in the Deception Skill.

Yako Kitsune Trickster. You know the Produce Flame


cantrip, with the exception that your flame is blue. When
you reach 3rd level, you can cast the Cause Fear spell once
and need to finish a long rest before you can cast it again.
When you reach 5th level, you can also cast the Phantasmal
Force spell once and need to finish a long rest before you
can cast it again Charisma is your spellcasting ability for
these spells.

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 takes 1d10 psychic
damage and must make a DC 10 + your Charisma modifier
+ your Proficiency Bonus or 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 (2d10), 11th level (3d10), and 17th level (4d10).

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, that target is engulfed in flames that
cannot be doused by normal means. The flames last up to
1d4 rounds, and the target takes 1d6 fire damage at the start
of each of its turns.
At 11th level this ability's damage is increase by 2D6, and
17th level 3D6 + charisma modifier.
Variant spellcasting 4th
arcane eye, blight, charm monster, confusion, compulsion,
If wanted you may replace the spellcasting stat with
control water, dimensional door, dominate beast, elemental
Wisdom for spells learned and DCs to better suit the kitsune
bane, giant insect, greater invisibility, guardian of nature,
race, the racial abilities use Wisdom so this is optional.
hallucinatory terrain, phantasmal killer, polymorph,
raulothim's psychic lance, stone shape, wall of fire,
Kitsune Spell List
Kitsunes spells are often related with trickery and nature 5th
fire. Usually from enchantment, transmutation and illusion animate objects, awaken, creation, control winds, dominate
schools, and any fire spells from the evocation school. person, enervation, geas, hold monster, immolation,
mislead, reincarnate, seeming, skill empowerment, scrying,
Cantrips synaptic static, telekinesis, transmute rock
control flames, druidcraft, friends, fire bolt, green-flame
blade, gust, magic stone, mending, message, minor illusion, 6th
mold earth, prestidigitation, primal savagery, shape water, bones of the earth, chain lightning, disintegrate, investiture
shillelagh, thorn whip. of flame/ice/stone/wind, mass suggestion, mental prison,
move earth, wind walk,
1st
animal friendship, burning hands, catapult, cause fear, 7th
charm person, color spray, command, create or destroy delayed blast fireball, etherealness, fire storm, mirage
water, disguise self, essence theft, expeditious retreat, faerie arcane, power word pain, regenerate, reverse gravity,
fire, feather fall, good berry, healing word, identify, jump, teleport
longstrider, mage armor, silent image, purify food and
drink, sanctuary, sleep, 8th
animal shapes, antipathy/sympathy, blasting bolt, control
2nd weather, dominate monster, eradication flame, feeblemind,
aganazzar's scorcher, alter self, animal messenger, incendiary cloud, power word stun
barkskin, blur, crown of madness, darkvision, dragon's
breath, earthbind, enhance ability, enlarge/reduce, flame 9th
blade, flaming sphere, healing spirit, heat metal, hold mass polymorph, meteor swarm, power word kill, psychic
person, invisibility, knock, levitate, maximilian's earthen scream, shapechange, time stop, weird, wish, foresight
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, 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

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