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Af'Bann Kitsune

Ability Score Increase +1 Dex, Choose any +1
Size Medium
Speed 30ft

Af'Bann Kitsune Restrictions. Af'Bann Kitsune originated from the rather alien land of Af'Bakken, where the natural state of the land and creatures that inhabit it become fundamentally altered. Af'Bann Kitsune cannot start as Artificer, Bard, Sorcerer, and Wizard. Additionally, when determining your spell slots as an Artificer, Bard, Fighter, Rogue, Sorcerer, and Wizard, you must use the multiclassing rules for determining spell slots and are treated as having half the levels you would otherwise have for determining those spell slots (ie. You add only half your levels in Bard, Sorcerer, and Wizard, 1/4 your levels in Artificer, and 1/6 your levels in Fighter and Rogue, all rounded down). You otherwise follow the normal rules for determining what spell slots you have and what spells you can cast.   Age. Kitsune can theoretically live indefinitely, earning an additional tail after every 100 years they live. However, a Kitsune undergoes dramatic changes upon reaching 1000 years of age. If the tail of a Kitsune is cut off, the Kitsune ages 100 years in order for the body to compensate for the loss of important organs used to channel ki, however their body (excluding the lost tail) does not appear to change. The base of that tail usually erodes without any complications.   Size. Kitsune tend to be shorter than the average Af'Bann human, ranging anywhere between 4 and 8 feet tall and weigh anywhere between 50 to 300 pounds.   Alignment: Kitsune tend toward chaotic and neutral alignments as they are rarely part of civilization and live in isolated areas. They are rarely evil but often mischievous.   Languages. Af'Bann and one other language of your choice.   Darkvision: You have a fox’s keen senses, especially in the dark. 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.   Mystical Nature. You can learn 1 Evocation or Conjuration cantrip from the Druid Spell List. Wisdom is your spellcasting ability for it.   Af'Bann Youkai. The Kitsune of Af'Bakken are heavily tied to the land's inherint nature. You gain resistance to one following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.   Af'Bann is an offshoot of common typically spoken around the world. While it is possible that an Af'Bann speaker to also be able to speak standard Common, it is very difficult, and the Af'Bann accent comes off rather thick. For a real world equivalent, the accent is similar to speaking english with a japanese accent.  

Subraces

Claw

  • Ability Score Increase. Your Constitution score increases by 1.
  • Disruptive Ripple. Claw Kitsune choose to overcome their obstacles with unrelenting precision and cunning, oblitering them in the process. They care little for they use to their advantage, so long as it can help overcome the enemy before them. When you hit another creature with a melee weapon attack, the target must succeed on a Constitution saving throw or be unable to speak or use other vocalizations, as you disrupt the ki within their body. The target can repeat the saving throw at the end of each of their turns. The DC is equal to 8 + your proficiency bonus + your Constitution modifier. You regain use of this trait when you roll initiative.
  • Royal Guard. Starting at 3rd level, you can temporarily project your ki beyond your body, subjecting unfortunate nearby individuals to a powerful wave of elemental energy.You can begin this transformation as an action, you can maintain this form for 1 minute or until you end it as a bonus action. While transformed, at the end of each of your turns, you and each creature within 10 feet of you take damage equal to half your level (rounded up). Additionally, once per round, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level. The damage dealt by this feature is the same type chosen from Af'Bann Youkai. Once you use this trait, you can't use it again until you finish a long rest.

Sage

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Vulpine Cunning. Sage Kitsune choose to fight against their nature by conquering ignorance. During their dreams, they can flood their subconscious with a fraction of the knowledge and ability of one of their ancestors. You gain proficiency in 1 skill of your choice. At the end of a long rest, you can exchange the skill proficiency that you gain from Vulpine Cunning for any other skill.
  • Surge of Memories. Starting at 3rd level, you can garner an almost supernatural understanding of other beings, drawing upon the memories of your ancestors to peruse over any entity as if you carried them from the cradle to the grave yourself. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn basic information about its capabilities. You can choose a number of skills equal to your proficiency bonus, and learn if the target creature is proficient or expertised in the chosen skills.

Spirit

  • Ability Score Increase. Your Charisma score increases by 1.
  • Torrential Velocity. Spirit Kitsune, despite their long life spans, always find themselves restless. Choosing to fight against negligence, they leave no stone unturned, in hopes to undo the folly of their ancestors. Your base walking speed increases to 35 feet.
  • Dance of Death. Starting at 3rd level, you can enter a frenzy as an action, briefly able to overcome any obstacle, you can maintain this frenzy for 1 minute or until you end it as a bonus action. During this frenzy, your jump distance is tripled and you gain a climbing speed equal to your walking speed. Additionally, when you make a melee attack, your reach for it is increased by 5 feet. Finally, once per round, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level. The damage dealt by this feature is the same type chosen from Af'Bann Youkai. Once you use this trait, you can't use it again until you finish a long rest.
  Reaching 1000 Years of Age. When an Af'Bann Kitsune reaches 1000 years of age, they begin to change rapidly physically, mentally, and spiritually. Starting when you first reach 1000 years of age, and each following week, roll on the table below, rerolling any effect you have rolled before. None of these effects can be ended by any means (persisting after resurrection or reincarnation), and you cannot be resurrected or reincarnated as any other race.
1d100 Effect
01-10 The character becomes obsessive over small details, such as the sound of a door closing, the sensation of an object, and so on, attempting to repeat the interaction with the detail several times until they believe it has been interacted with correctly.
11-20 The character experiences vivid hallucinations, such as seeing shadowy figures or people/creatures (typically those they were emotionally attached to). Addiitionally, you suffer benign, yet painful, hemorrhaging from an oriface within your skull (such as your eyes, nose, mouth, or ears) following your episodes. Each day, roll 2d12, that is the hour that day you will experience the episode.
21-30 The character suffers extreme paranoia, potentially believing that others are conspiring against them or that they are being watched. The character may experience rapid hair growth under this effect as well.
31-40 The character regards something (usually something important they previously held in positive regard) with intense revulsion, fear, and/or hatred. Observing it may cause irritation or anger. This occurs again each week after in addition to the previous occurance.
41-45 The character experiences a powerful delusions. Choose a potion. The character imagines that he or she is under its effects. The character may also suffer from extreme mood swings, especially if their perception of reality is challenged.
46-55 The character becomes attached to a "lucky charm," such as a person or an object, making attack rolls, ability checks, and saving throws at disadvantage while not being within 30 feet of it as they become overwhelmingly anxious and stressed.
56-65 The character is blinded.
66-75 The character is deafened, experiencing auditory hallucinations that makes them believe that they have not lost their hearing.
76-85 The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but they may forget someone, something, or some event that may have once been significant to them. This occurs again each week after in addition to the previous occurance.
86-90 Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts until the end of their next turn.
91-95 The character loses the ability to speak.
96-100 The character finds it neccessary to kill someone significant to them (with varying degrees of discretion).
 
 


Created by

Dark Hollow DND.

Statblock Type

Race

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