Base Class: Sorcerer
The hijinks & escapades of Kitsune spirits are the stuff of legends. Given your newly awakened powers, they're probably more than just faceable tales.
Kitsune Spell
1st-level Kitsune Kin feature
You learn additional spells when you reach certain levels in this class, as shown on the Kitsune Spells table. Each of these spells 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. The new spell must be an Illusion or an enchantment spell from the sorcerer, warlock, or wizard spell list.
You also gain 2 additional spell based on your alignment. If you are True Neutral, you get both Neutral options.
Good: bless Evil: bane Lawful: command Chaotic: silvery barbs Neutral: detect evil and good or faerie fire
Kitsune Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | color spray, disguise self, Alignment choice |
| 3rd | crown of madness, gift of gab |
| 5th | major image, melfs minute meteors |
| 7th | confusion, hallucinatory terrain |
| 9th | mislead, seeming |
Ethereal Tails
1st-level Kitsune Kin feature.
You can manifest an ethereal foxlike tail (you chose any additional details about his appearance) that represents a number of sorcery points = to 1/2 (rounded down) your PB. Every 2 Sorcerer levels, you gain the ability to manifest an additional tail (ex. level 3: 2 tails, level 5: 3 tails, level 9: 5 tails...) until you reach the max of 9 tails at level 17. As an action, you can manifest a number of your tail up to your CHA MOD for 1 hour. It takes to the start of your turn to fully manifest & using tails that are not fully manifested will result in all manifesting tails to have half the number of sorcery points (rounded down).
As an action, you can attack with a number of your tails = to your CHA MOD, each tail can only attack once per turn. Make Melee Spell Attack Rolls for each attacking tail. The range of each tail is 5ft, but can be extended by spending its sorcery point, extending 5ft per point. On a hit, the tail does 1d6 of damage per sorcery point the tail possesses, you decide the damage type for each tail as their being manifested. You can make it a grappling attack. If successful, the target is restrained & you can use your bonus action each turn to spend 1 of that tails sorcery points to do 1d6 of the chosen damage. Your tail can only restrain 1 target. If you roll a Nat 1 on your spell attack roll, that tail looses a sorcery point.
As a reaction to being about to receive damage, you can expend 1 tail to grant yourself temp HP your CHA MOD per every sorcery point the tail possessed when used. Damage taken to these temp HP does count against your spell concentration checks.
You can use the sorcery points in your tails for your Font of Magic & Metamagic features once you gain them. You dismiss any number of manifested tails as an action. Any details that are dismissed of reached the end of their duration are considered spent. When take a long rest, you can restore 1 spent tail.
Note: if you character has any physical tails, the Ethereal Tails form around that tail.
Fox's Skill
6th-level Kitsune Kin feature
You learn 1 new Metamagic & gain 1 new Metamagic option.
Sneaky Spell.
When you cast a spell that requires a saving throw, you can spend a number of sorcery points = to spell's level + 1to change which ability the saving throw uses.
Kitsune Trickery
14th-level Kitsune Kin feature
You can spend 1 of your tails to gain the following benefit.
For 1 minute, your CHA MOD is treated as being doubled in regards to Spell Attack MOD & Spell DC for your Illusion & enchantment spells, CHA Saves & Deception Checks.
Once you use this feature, you can't use it again until the current use has expired.
Fox's Lifeforce
18th-level Kitsune Kin feature
You start aging 1 year for every 10 years you continue to live. You also can add you CHA MOD to Death Saves.
Comments