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Kitsune

Kitsune are anthropomorphic fox creatures native to dense forests. They possess full-body fur with patterning that is unique to each individual, as well animalistic legs, hands, muzzles, and ears. All Kitsune possess one tail at birth, and grow up to eight more throughout their life. They live long lives, and never physically age beyond their prime. Kitsune value the duality of the world, with many respecting and seeking to maintain the balance through their actions.
ability score increase: Your Charisma score increases by 2.
age: Kitsune reach adulthood at sixteen, and cease aging before or during their twenties. They have been known to live up to nine centuries.
alignment: Due to their nature of being a bit mischievous, Kitsune are often chaotic. Even the most displined of Kitsune find it difficult to suppress their trickster nature, but they tend to approach the trick in a much more planned out and guided manner. Kitsune are known to be both good and evil and their specific ideals influence the innate abilities they develop. (See: subraces)
Size: Medium
speed: Your base walking speed is 30 feet. While not carrying anything in your hands you can drop to all fours and increase your movement speed to 40 feet.
Languages: You can speak, read and write Common
sub races:
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Zenko Kitsune

Often revered as wise, Zenko Kitsune seek enlightenment through balance and understanding. They tend towards good, but can become evil if their beliefs become warped. They suppress their wilder urges, but are not immune to them.
ability score increase: Your Wisdom increases by 1.
age:
Size: Medium
speed:
Languages: You can speak, read, and write Celestial
parent race: Kitsune
race features:
Ability Score Increase: Your Wisdom score increases by 1.   Kitsune Divinity: You know the Produce Flame cantrip, with the exception that the flame is blue. When you reach 3rd level, you can cast the Bless 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 Calm Emotions spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.   Second Language: You can speak, read, and write Celestial
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Yako Kitsune

Often revered as the trickster Kitsune, Yako Kitsune tend to be chaotic, and prefer a carefree lifestyle. Some extreme cases trend towards outright evil, though most simply give into their desire to be mischievous.
ability score increase: Your Dexterity score increases by 1.
age:
Size: Medium
speed:
Languages: You can speak, read, and write Sylvan
parent race: Kitsune
race features:
Ability Score Increase: Your Dexterity score increases by 1.   Kitsune Arcana: 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.   Second Langauge. You can speak, read and write Sylvan
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race features:
Shapechanger: (From 1st Level) Kitsune take naturally to shapeshifting, and are able to take the form of a fox indefinitely using Transmutation magic. On an Investigation check (DC 8+Prof+Charisma Modifier) you can determined to be not as you appear, though the investigator may not immediately discern your true form. This magic is detectable and dispelled in an anti-magic field or by dispel magic (consider the level of Shapechanger to be your character level divided by 2, rounded down). Your statistics, other than your size, movement speed and AC, remain the same. Size becomes small, movement speed becomes 35 feet, and AC becomes 14. Any items you are wearing or carrying become absorbed into your fox form, and are inaccessible until the form is reverted. You can use your innate racial traits while in fox form, but cannot speak or cast spells.   (From 3rd Level) You may choose to appear as a human of the same sex indefinitely using Illusion magic. On an Investigation check, (DC 10+Prof+Charisma Modifier) you can be determined to be not as you appear, though the investigator may not immediately discern your true form. his magic is detectable and dispelled in an anti-magic field or by dispel magic (consider the level of Shapechanger to be your character level divided by 2, rounded down). You will always assume the appearance of a specific humanoid (player's choice, only 1) This spell functions as alter self (change of appearance only)   Darkvision: Kitsune are accustomed to the thick forests of their homeland, where little light passes through to the forest floor. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Nimble Foxes: Kitsune have lithe, athletic builds and are known to leap effortlessly through the trees of their forest homes. You are proficient in Acrobatics.   Subrace: Pick from Zenko or Yako Kitsune.   Faerie Tails: All Kitsune begin their lives with a single tail, growing more throughout their lives as they experience the world. Beginning at level 4 and every 4th level afterward, you grow an additional tail. Enlightening, uplifting, traumatic, incredible, or defining events may also result in the growth of up to 4 additional tails, for a maximum total of 9. You may choose to display any number of your existing tails while in any form you can naturally assume.   Magical Tails: Prerequisite: Kitsune Race   This feat pairs with the Faerie Tails trait.   Starting at level four, you gain an extra tail and another tail every four levels after. With each new tail, you gain one new spell that can be cast once, a long rest being required to cast again. When you gain a new tail, you gain a spell of that level as shown on the Kitsune tail table above.   While this feat will only gain you magic for five tails through leveling, as with the Faerie tails trait your DM may award you extra tails at their discretion. Such as through Enlightening, uplifting, incredible or even distressing/traumatic events. As said earlier, upon gaining a new tail you may choose a spell of corresponding level, it must be either from the Illusion, Enchantment or Transmutation schools.       Charisma is your spellcasting ability for attained spells Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack Modifier = your proficiency bonus + your Charisma Modifier

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Roxas1156.

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