Base Class: Druid
The Circle of the Fox uses tricks and charms to protect sacred places. This circle seeks to augment the mystery and wonder of nature with illusion magic, which also hides and empowers its practitioners.
These druids often carry trinkets link to fey fox spirits, who they view as teachers and guides. A fox mask, tail, or pendant might identify a druid of this circle-at least until they disappear behind another illusion.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Fox Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spell |
| 3rd | mirror image, enthrall |
| 5th | major image, fear |
| 7th | divination, greater invisibility |
| 9th | mislead, seeming |
Foxfire
When you join this circle at 2nd level, you learn the dancing lights cantrip. It counts as a druid spell for you, but doesn't count against the number of druid cantrips you know.
In addition, your dancing lights cantrip doesn't require concentration and has a duration of a number of minutes equal to your proficiency bonus
Kitsune Mischief
Also at 2nd level, you can use your bonus action to expend a use of your Wild Shape to disguise yourself with illusion. You control the form of this illusion such as that of an ordinary humanoid, a beautiful nymph, or a horrifying monster.
- You can change the appearance of the illusion at will. It appears completely real, although it can't deal damage and physical interaction with it reveals it to be an illusion.
- A creature can use its action to make an Intelligence (Investigation) check against your druid spell save DC. On a success, it sees through the illusion and can't be charmed or frightened by it.
- While your Kitsune Mischief lasts, you can use an action to force a creature you can see within 30 ft to make an Intelligence saving throw against your druid spell save DC. On a failure, it is charmed or frightened (your choice) by you until the end of your next turn.
- On subsequent turns, you can use your action to target the same creature or a different one. If you target the same creature, it makes its saving throw with disadvantage as long as it can see or hear you. On a successful saving throw, the effect ends for the creature and it can't be targeted again by this use of your Kitsune Mischief.
Your Kitsune Mischief illusion lasts for 10 minutes. It ends early if you dismiss it (no action required), fall unconscious, are incapacitated, die, or use this feature again.
Twinkling Escape
At 6th level you can use your bonus action to switch places with one of your dancing lights that you can see (you teleport to its square, and the light teleports to your square simultaneously)
You can use this feature a number of times equal to your proficiency bonus. You regain all expended used when you finish a long rest.
Vulpine Wiles
By 10th level, you are difficult to trick or ensnare. You have advantage on saving throws against the grappled and restrained conditions, as well as on any Intelligence checks and saving throws made again illusions.
Ninetails
At 14th level, you can use lingering magic to vanish. When you cast a druid spell of 1st level or higher you can use your reaction to become invisible.
Your invisibility ends at the start of your turn after a number of rounds equal to the spell's level + 1. It ends early if you attack or cast a spell.
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