Base Class: Sorcerer
A sorcerer of the Kitsune Bloodline has a mystical lineage that can be traced back to a resident of the Feywilds. Sorcerers of this bloodline may not share as potent of abilities as their ancestors, they do still share a powerful connection to the Feywilds and its residents. They have a knack for illusion, charms, and spiritual forces along with a minor affinity to Fire.
These sorcerers have an almost surreal ability to avoid danger and focus on using their wits, quick movements, and natural charm over more brute force approaches.
Alluring Armor
At 1st level, your natural charisma helps ward off attacks. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + Charisma modifier.
Kitsune Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Kitsune Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.
Extended Spell list:
Cantrip Minor Illusion, Produce Flame
1st Faerie Fire, Charm Person
3rd Spiritual Weapon, Pass Without Trace
5th Spirit Shroud, Summon Fey
7th Death Ward, Conjure Woodland Beings
9th Wall of Force, Scrying
Weaver of Charms and Illusions
Starting at 1st level, you may add any spell with the enchantment or Illusion subtype to your list of known spells. Charisma is still your spellcasting ability for these spells.
Subtle Spirit
Beginning at 6th level, when you cast an illusion or enchantment spell, you no longer require somatic or verbal components. If a creature can see you they can make an opposing arcana check against your spell save dc to determine if you are casting a spell.
Dance of the Fox Spirits
Your nimble footwork allows you to gracefully move in ways that most would have trouble keeping up with. Your base movement speed increases by 10ft and you can fly up to half your movement speed.
Master of Charms and Illusions
Beginning at 14th level, Any creature that is unaware of your presence has disadvantage on their saving throws or ability checks against any of your Illusion or Enchantment spells. In addition, any illusion or enchantment spells duration that is not instant or already lasts longer than 24 hours, now lasts twice as long up to 24 hours. Any Illusion spell you cast looks, sounds, smells, and feels real, becoming tangible. These illusions are unable to do damage unless the spell specifies otherwise.
Trickster's Grace
When you’re targeted by an attack roll that would hit you, you can use your reaction to potentially have them hit themselves instead. The attacker must make a wisdom saving throw against your spell save DC. On a failure, the attacker rolls damage against themselves, and they can’t target you for the rest of the round.
Kitsune's Domain
Once per long rest you can create a zone of illusion suited to your needs. This zone is 50 ft in radius centered on you. Inside this terrain, you have complete control to determine the look, sound, smell, and feel of anything inside. Example: Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, a rock-strewn gully like a wide and smooth road, a lake of lava, a dark forest, or a vast rolling ocean.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. You can, however, create illusory duplicates of yourself at will that act as the Mirror Image spell. The first attack that would hit you will hit a mirror image instead. When you have two duplicates or less you now have to roll a 7 or higher to change an attack to hit your duplicate. This includes if you only have one duplicate.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
This zone lasts for 10 minutes, or until dispelled by the caster, and can be recast for 5 sorcery points.
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