Base Class: Sorcerer
Your blood is so fey it is noticeable and disturbing even to other kitsune. The sorcerous powers within you are based on the kitsune's affinity for illusion and foxfire. Both of these racial traits are augmented through your arcane fey blood. More then likely one or both of your parents had the capability to become a nine-tails.
Greater Illusion Sensitivity
Illusion is part of the kitsune's fey nature. When a kitsune sorcerer encounters an illusion they have not seen before they can easily see through it and usually reproduce it at a later time. You gain illusion spells at the sorcerer levels listed.
Illusion Spells
Sorcerer Level Spells
1st minor illusion, silent image
3rd invisibility, mirror image
5th phantom steed, major image
7th greater invisibility, hallucinatory terrain
9th mislead, seeming
Foxfire Intensifies
At 1st level your racial foxfire is enhanced and replaced with the Greater Foxfire cantrip. The cantrip doesn't count against your number of cantrips known. This spell is now so instinctual to you it overrides any other form of fire damage you would cast. You cannot cast any other fire damage spells. If a spell uses multiple damage types including fire you may cast the spell fully with the non-fire damage type.
Enhanced Tail Casting
Kitsune sorcerers can cast some spells completely with their tails instead of using verbal chanting.
At 6th level, all illusion spells you cast are automatically under the subtle spell metamagic enhancement as these spells are cast by your tails. If your tails are not free you can't take advantage of this feature.
Sovereign of Illusion
At 14th level your illusion spells are so realistic that you no longer need to concentrate upon them to keep their effect. Also, when The illusion is seen by another creature they will have disadvantage on any Investigation or Perception checks to see through your illusions.
Greater Foxfire Cloak
At 18th level, your Foxfire Cloak is now permanently ablaze and under the careful spell metamagic enhancement. You are immune to fire damage and resistant to cold damage. Any melee attacks made to you returns 4d10 fire damage to the attacker. Additionally any creature or object you choose within 5 feet of your Greater Foxfire must make a Dexterity saving throw or is set aflame and takes 1d10 fire damage at the beginning of its turn. They cannot put themselves out with an action if they remain within or near your foxfire.
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