Base Class: Druid
The Circle of the Fox draws on fox spirits' nature, mystery, and wonder. These druids harness the fox spirits' abilities of illusions, charms, and trickery to protect their followers and sacred places.
These practitioners often carry trinkets and talismans linked to the fox spirits, who they view as guides and teachers. A fox mask, tail, or pendent might identify a druid of this circle until they disappear behind the gise of an illusion.
Circle Spells
2nd-level Circle of the Fox feature
The tricks and charms of the fox grants you access to certain spells. At 2nd level, you learn the dancing lights cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the 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.
Circle of the Fox Spells
| Druid Level | Spells |
|---|---|
| 2nd | dancing lights |
| 3rd | phantasmal force, enthrall |
| 5th | major image, fear |
| 7th | divination, greater invisibility |
| 9th | mislead, seeming |
Kitsune Fire
2nd-level Circle of Spores feature
At 2nd level, your dancing lights cantrip no longer requires concentration. It lasts a number of hours equal to half your druid level or until you dismiss it (no action required).
Mayakashi Shape
2nd-level Circle of the Fox feature
You gain the ability to channel magic into changing your shape through illusions. As a bonus action, you can expend a use of your Wild Shape feature to take on the illusory appearance of a Large or smaller creature, such as a different humanoid, a lovely nymph, or a horrific monster. While this feature is active, you gain the following benefits:
- You can alter your Mayakashi Shape at will. The illusion seems real to the senses and can't deal physical damage, but can still inflict harm. You can use your bonus action to make a melee spell attack against a creature within 5 feet of you that is frightened by this feature. On a hit, the attack deals psychic damage equal to 1d8 + your Wisdom modifier.
- While your Mayakashi Shape lasts, you can use your action to force a creature that you can see within 30 feet of you to make a Wisdom saving throw against your druid spell save DC. On a failure, it is charmed or frightened by you (your choice) 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 feature until you finish a long rest.
- A creature can use an action to do 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.
Your Mayakashi Shape lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use your Wild Shape again.
Vulpine Escape
6th-level Circle of the Fox feature
You can use your bonus action to switch places with one of your dancing lights that you can see (you teleport to the lights space, and it teleports to your space).
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.
Fox Wiles
10th-level Circle of the Fox feature
You are difficult to trick or ensnare. You have advantage on saving throws against the grappled and restrained conditions, as well any Intelligence checks and saving throws against illusions.
In addition, your Mayakashi Shape has the same duration as your Wild Shape. And the psychic damage dealt by your Mayakashi Shape feature increases to 2d8 + your Wisdom modifier.
Inari Blessing
14th-level Circle of the Fox feature
When you cast a druid spell of 1st level or higher, you can use your reaction to become invisible.
This invisibility ends at the start of your turn after a number of rounds equal the spell's level + 1. It ends early if you attack or cast a spell.
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