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