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.
1d100 | Effect |
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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). |