Default class: Due to having magic in their bloodline at birth, Kitsunes automatically belong in the Divine Soul Sorcerer subclass at level 1. Future levels enables players to multi-class regardless of campaign setting. Physical Appearance (human form): In their human form, they resemble the average human with the inclusion of fox-like ears atop their heads and a tail. They have a singular tail at birth, but can grow additional tails depending on the strength of their healing magic. They can grow up to nine tails. Their hair and eye color will always be the same color; in most cases, the colors can range from typical hair colors like black and brown to more vibrant shades like green and purple. Physical appearance (fox form): In their fox form, they resemble the figure of a fox. They are typically larger than the average fox. Their fur color is the same shade as their hair and eye color. Magecraft: Kitsunes are born with faerie magic. Unlike faeries, their magic contains powerful healing properties that clerics or divine soul sorcerers are unable to learn. They have the power to heal ailing conditions in addition to curing the most fatal of wounds. The most talented Kitsunes are capable of undoing effects from diseases and curses that are created through Umbral magic. Rarity: Due to the type of magic that Kitsunes possess, they are highly sought after by traffickers who wish to take advantage of their powers. Their population is considered uncommon in the modern era. Those who don't become victims of the Empire's trafficking choose to live their lives away from populated societies or try to be employed as soon as they reach adulthood.
Languages. Common, Elvish
Level | Abilities | Information |
---|---|---|
1 | Medicinal Finger | You gain the ability to heal a person's wounds through a single touch. Once per long rest, you heal an ally's HP equal to the current amount of HP that you have. You have two uses at level 6, three uses at level 12, and four uses at level 17. |
6 | Reversal Graze | You gain the ability to heal those with critical ailments. You remove an ally's condition equal to the number of your highest ability score proficiency. In addition, once per long rest, you can undo any effect of an Umbral spell. You have two uses at level 12 and three uses at level 17. |
10 | Field of Restoration | You gain the ability to heal people without having to physically touch them. You establish a spherical force field with a 15 feet diameter from where you stand. Allies that are inside the force field gain HP equal to half the current amount of HP that you have at the end of each of their turns. It requires a full action and concentration to cast, but a bonus action to dispel the force field. |
14 | Nine Tails of Celestial Might | You gain the ability to project your healing aura into a curse that harms your enemies. Your Field of Restoration turns into a force field that harms enemies who are within 10 feet away from the outside of the force field. Damage inflicted equals to half of the enemies' current HP. The number of uses depends on your highest ability score proficiency. |