Sorcerer
Base Class: Sorcerer

Embody the Spirit of the Kitsune

Your innate magic originates from the spirit of an ancient kitsune, a divine fox associated with nature, emotion, and trickery. Perhaps one of your ancestors received the blessing of such a being, a fragment of its power took root in you before birth, or you were born as the prophesied heir to a divine mantle. Kitsune Sorcerers wield magic through instinct, cunning, and emotional influence. They disappear behind veils of foxfire, reshape the perceptions and desires of others, and move through the world with supernatural grace.

Level 3: Fox’s Guile

The magic of the Kitsune heightens your talents and allows you to disappear behind supernatural misdirection. You gain the following benefits.

Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.

Veil of Foxfire. After you cast a Sorcerer spell using a spell slot on your turn, you can take a Bonus Action to give yourself the Invisible condition until the start of your next turn. You can use Veil of Foxfire a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. If you have no uses remaining, you can spend 1 Sorcery Point to use it again.

Level 3: Kitsune Spells

When you reach a Sorcerer level specified in the Kitsune Spells table, you thereafter always have the listed spells prepared.

Kitsune Spells
Sorcerer Level Spells
3 Calm Emotions, Disguise Self, Entangle, Suggestion
5 Revivify, Major Image
7 Charm Monster, Greater Invisibility
9 Dominate Person, Geas

Level 6: Beguiling Sorcery

Your magic enters the minds of others so subtly that its victims struggle to distinguish supernatural influence from their own thoughts and emotions. When you cast a Sorcerer spell from the Enchantment or Illusion school, you can cast it without Verbal or Somatic components. If the spell has a Material component, you must still provide it as normal. You can cast a spell in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. If you have no uses remaining, you can spend 1 Sorcery Point to use this feature again.

In addition, when the Charmed condition caused by one of your Sorcerer spells ends on a creature, that creature doesn’t automatically know it was magically influenced, even if the spell normally states otherwise. The creature can still deduce the truth from other evidence.

Level 14: Kitsune’s Instincts

The spirit of the Kitsune heightens your reflexes, sharpens your instincts, and makes your sense of self exceptionally difficult to overcome. You gain the following benefits.

Proficiency. You gain proficiency in Dexterity and Wisdom saving throws.

Expertise. You gain Expertise in Charisma saving throws. 

Level 18: Sovereign of Hearts

Your command over emotion and perception approaches that of the ancient Kitsune, allowing you to uncover and manipulate the desires hidden within almost any heart. You gain the following benefits.

Irresistible Magic. When you cast a Sorcerer spell from the Enchantment or Illusion school using a spell slot, choose one target of the spell. That target has Disadvantage on its first saving throw against that casting of the spell. You can use this benefit only once per turn.

Expertise. You gain expertise in Deception, Intimidation, Performance, and Persuasion. Your Proficiency Bonus is doubled for any ability check you make that uses one of those skill proficiencies.

If the skill chosen for your Fox’s Guile feature is Deception, Intimidation, Performance, or Persuasion, you can replace that choice with another skill proficiency you have.

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