Ranger
Base Class: Ranger

“For thousands of years, legends told of the evil spirit sealed within the stone, a trickster of such wile and wit that none could withstand her charms. With her insatiable appetites, fearsome magics, and cunning schemes, she had to be dealt with before the entire kingdom fell into chaos.

But the seal has been broken, the stone shattered, and the spirit released. With a cunning wit and a centuries-old grudge, none can predict what lies in store now.”

… What do you mean, we’re out of fried tofu?

Kitsune Magic

You learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Kitsune Magic table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3 faerie fire
5 misty step
9 bestow curse
13 hallucinatory terrain
17 seeming

Mystical Fox

At 3rd level, you can transform into a Completely Normal Fox as an action. (The statblock can be found below.) In this form, you follow the same rules as the Druid’s Wild Shape feature, but if you are reduced to 0 Hit Points, you cannot transform into a fox again until you finish a long rest. In addition, you learn the minor illusion spell, and can cast it as a bonus action in this form.

Completely Normal Fox

Small fey, your alignment

Armor Class: 12
Hit Points: equal to your Ranger level
Speed: 30 ft, climb 30 ft.

STR DEX CON
4 (-3) 15 (+2) 10 (+0)

Keen Senses. You have advantage on Perception checks while in this form.

Too Intelligent For a Beast. While you are physically indistinguishable from an ordinary fox in this form, a creature can make an Arcana check contested by your Ranger spell save DC to identify your mystical nature, though this reveals no details about your identity.

Trickster’s Tongue. You can speak any language you know while in this form. This immediately gives your mystical nature away, though this reveals no details about your identity.

Actions

Bite. Melee Weapon Attack: +your spell attach modifier to hit, reach 5ft., one target. Hit: 1 piercing damage.

Foxfire. Ranged Spell Attack: +your spell attack modifier to hit, 30/60 range, one target. Hit: 2d6 force damage. This damage increases by 1d6 at 5th level (3d6), 11th level (4d6), and 17th level (5d6). Using this attack mmediately gives your mystical nature away, though this reveals no details about your identity.

Bonus Actions

Minor Illusion. While in this form, you can cast the minor illusion cantrip as a bonus action.

Foxfire Form

Also at 3rd level, you gain the ability to call upon the Kitsune’s mystical flames. As a bonus action, you can shroud yourself in wisps of blue foxfire. While in this form, you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • When you make a weapon attack, you gain the benefits of the Disengage action until the start of your next turn.
  • When you hit a creature with a weapon attack after moving 5 or more feet, you can expend 10 feet of your remaining movement to deal an additional 1d8 force damage with that attack.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Trickster's Tails

At 7th level, your magical development is accelerated by the appearance of fox-like tails, each of which holds a fragment of the Weave. You have a number of tails equal to half your ranger level (rounded down), to a maximum of 9. When you cast a spell, you can expend the magic within one of these tails to treat it as if you had used a spell slot of one level higher to cast it.

You can hide any number of these tails as an action, making them invisible until they are revealed, though they remain tangible. A creature can detect your hidden tails by succeeding on an Intelligence (Investigation) check against your Ranger spell save DC.

Occultism Outfoxed

At 11th level, your experience with illusions grants you superior defenses against mind-altering effects. You have advantage on Intelligence, Wisdom, and Charisma saving throws.

In addition, you can give yourself 60 feet of truesight for 1 minute as an action, allowing yourself to see through illusions. Once you use this feature, you cannot use it again until you finish a long rest.

Last Laugh

At 15th level, you prepare a final parting shot for your foes. When you would take damage, you can use your reaction to disappear, negating the damage and teleporting to a location that you can see within 30 feet of yourself. When you do so, you also leave an unstable mass of Foxfire, shaped like yourself, in the location you left. This foxfire lingers for 1 minute, until it is disturbed, or until you choose to detonate it (no action required), forcing creatures within 20 feet of it to make a Dexterity saving throw or take 10d6 force damage (halved on a successful save). The explosion’s damage increases by 1d6 at the end of each of your turns.

Once you use this feature, you cannot do so again until you finish a long rest.

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