Homebrew Fox Spirit Species Details
No one knows how fox spirits come to be, some maybe born to one, some can be foxes who've either defied death or have died yet remain on this plane. Were they touched by something fey? Or perhaps the divine? Or something more insidious? Whatever it was, they are more than your regular fox.
Age: Foxes are considered cubs up until they're four months old, after which they're juveniles and, once they reach one year old they're considered adults. Look to the Fox Tails trait for how long fox spirits can live.
Names: Foxes might have names amongst themselves, but they always get to choose their human names for themselves
Fox Spirit Traits
Darkvision, Keen Senses, Shapeshifted, Fox Tails, Fox Fire, Animal SpeechDarkvision
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses
You have the keen senses of an animal, since you are one. You are proficient in Perception.
Shapeshifted
Your true form is a fox. When you are knocked unconscious or killed you return to your true form, a fox. As a bonus action you can switch forms, fox to human or human to fox, as many times as your proficiency modifier (minimum of 1) a day.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your fox form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You choose whether your equipment falls to the ground in your space, merges into your fox form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for your fox form to wear a piece of equipment. Your equipment doesn't change size or shape to match your fox form, and any equipment that you can't wear must either fall to the ground or merge with you. Equipment that merges has no effect until you shapeshift into human form.
In your true form you have a walking speed of 40ft and an armor class of 12. You can either; bite as melee attack (+1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.) or claw as a melee attack (+1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.)
Fox Tails
They say that each fox tail is a hundred years of life for a fox spirit, and once they have 9 tails they are all but immortal. Part of the reason for this is that a fox can sacrifice a tail to save its life when it's in trouble. However, when it no longer has any tails left, it becomes a regular fox and is no longer a fox spirit. No one knows how a fox spirit gains a tail, but all start out with 1, like any normal fox. To gain another, some say the fox spirits either meditate or find some other life or spiritual force to add to their own, increasing the number of their tails. Talk with your DM on how many tails you have and how you got them. The same goes for how you might gain them in game.
You may sacrifice a tail to become stable if you need to throw death saves. If you anyway and fail, you automatically lose a tail and become stable. You may also sacrifice a tail to stabilize another creature. You do not regain a tail after using one in this way. The only way to regain a tail is through the DM's discretion, same as gaining a tail regularly.
Fox Fire
As a bonus action you can create a mote of fire that does not deal damage and sheds dim light in a 10ft radius. You can create as many motes as your proficiency modifier (minimum of 1) a day. It can move anywhere up to 30 ft from you. It lasts until dismissed or dispelled. It is an ability you have, that can be dispelled by a dispel magic.
You can attempt to distract or lure a humanoid you can see within range with the mote. It must make a Wisdom saving throw (using your spell DC, or CHA modifier), and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is distracted or entranced by the mote until the spell ends or until you or your companions do anything harmful to it or if the humanoid strikes it. When the spell ends, the creature knows it was charmed by you, and the mote is dispelled.
Animal Speech
You can comprehend and communicate with beasts; you are a fox. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
Language
You know Common and one other language of your choice.
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