Homebrew Akamapeke Species Details
In their natural form Akamapeke are anthromorphic foxes. Akamapeke have fur in various shades of red, brown, white and black. Their eyes have vertical slit pupils that have an arrange of colors from cobalt blue to golden yellow. They also have a tail that helps them balance on their legs. Some Akamapeke have multiple tails but they never have more than nine tails. Due to their digitigrade feet they have a hard time wearing shoes like a human. They also have claws that are more pronounced than a normal humans fingernails but they are impractical to use in combat due to the victim having a shallow scratches as a result. Their fangs on the other hand are deadly if one is not careful. The Akamapeke uses their fangs as a last resort in close quarters combat.
Maikapeke have white or golden fur and golden eyes due to being born with Inari's blessing. Most Maikapeke don't bother switching to a human form due to the calming aura they emit to others.
Opunipeke have black fur and blood red eyes. Their fangs are more pronounced and a lot more deadly than ordinary Akamapeke. They use their fangs to drain the life-force of the target and feed on it to heal their wounds.
Akamapeke Traits
Due to their nature, kitsune had an inborn ability to take a form of a human. Their human form is unique as their natural form. They can shapeshift into a specific human of the same gender.Ability Score Increase
Your Dexterity and Charisma score Increase by 1.
Age
Akamapeke reaches adulthood at the age of 15 and can live up to a millennium.
Alignment
Akamapeke tend to go towards a chaotic alignment. Opunipeke are more evil aligned while Maikapeke are more good aligned.
Size
Akamapeke have a finesse figure, from 4 feet to barely under 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 35 feet.
Languages
You can speak, read, and write Common and Sylvan.
Darkvision
Due to hunting at night you have superior vision in the dark. You can see dim light within 60 feet of you as bright light and in darkness as if it was in dim light. You can't discern color in darkness, only shades of grey.
Natural Weapon
In your natural form you gain a bite attack that does 1d4 piercing damage. This ability is strength based. Your bite is considered a magic weapon.
Shapeshift
As an action, you can assume the appearance of a specific single human form of the same sex. You always take this form when you use this ability. You cannot use your bite attack in human form. In order for anyone to see your true nature, they have to succeed on an Investigation check with a DC 8 + your Deception modifier. You can also transform into fox form or hybrid form starting at level 3.
Fox Form
You can transform into a fox (you can use a stat block between the cat and the common dog) at will starting at level 3, physically you are indistinguishable from a common fox unless you have a specific fox form. Due to your magical nature, although you cannot be forced to change between one form or another, you are easily detectable when searching for or detecting magic.
Hybrid form
You can use your morph abilities to boost your physical abilities starting at level 3 a number of times equal to your proficiency modifier. When you enter your hybrid form you can add your proficiency modifier in stealth, intimidation, and perception (smell). Likewise, your claws are no longer as weak as they are in your normal form, these also count as magical weapons and deal 1d4 slashing damage, your bite damage die increases to 1d8 and upon landing the bite, grapple the target ( DC saving trow 15). you gain 5 feet of extra movement speed. By calculating the distance you can travel with a long jump or a high jump you double the distance when in this form. Due to your magical nature, although you cannot be forced to change between one form or another, you are easily detectable when searching for or detecting magic
Akamapeke Magic
The Akamapeke have an ancestral connection to the primordial magic of existence from a plane of reality that they consider "the true essence of things" giving them innate access to various spells as they level up. The kitsune's spellcasting ability is Charisma and you can cast dancing lights at will.
alopeke
Alopeke are your average Akamapeke. They are the balance between the Opunipeke and Maikapeke. They are more skilled using their words than their other brethren. Due to that they are more malleable in alignment than the Opunipeke and Maikapeke. Some Alopeke rather live a peaceful honest life in the hope of being accepted by other races. Others prefer to live in their human guise and hope they go unnoticed.
Ability Score Increase
Your Dexterity Score increases by 1.
Befuddling Words
You use your Akamapeke magic to confuse your targets with lies and half truths. You know the vicious mockery using the same spellcasting ability as the Akamapeke magic feature. Instead of insulting the enemy as part of the spell description, you can use riddles and lies.
Silver Tounge
You are naturally gifted to use your cunning words to affect peoples moods. Alopeke can deceive and persuade better than the average human. You gain proficiency in deception or persuasion.
Maikapeke
Maikapeke are known as celestial foxes. Blessed by birth by their forbidden deity, Maikapeke are more friendly and compassionate than the rest of their brethren. They are good mediators to Akamapeke/non-foxes matters. Most of them dedicate their lives to their god through different means. Some stay in a temple in a community, some are wandering priests, and some are bards. You could never ask for a better friend than a Maikapeke.
Restriction: Maikapeke can only worship their principal god.
Ability Score Increase
Your Charisma score Increase by 1.
God's Servant
You know the produce flame cantrip. When you reach 3rd level, you learn how to cast the bless once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you learn how to cast aid once with this trait and regain the ability to do so when you finish a short rest. Charisma is your spellcasting ability for these spells.
Calming aura
Starting at level 7 you are constantly surrounded by a calming aura to a radius of 20 feet. Creatures within the aura must make a successful Will save (DC 10 + one-half your character level + your Cha modifier) or be affected as by the calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, supernatural compulsion.
Opunipeke
Opunipeke are a perverted version of Akamapeke. There are three possible cause of the creation of the Opunipeke.
Unchainded undead
One Opunipeke song describes how a necromancer tried to reanimate an army of undead Akamapeke. Akamapeke no matter what state of death, values freedom above all. But due to this curse of undeath, the Opunipeke envies the living.
Lightless children
A children's story tells a terrifying detail about a group of Akamapeke who sheltered themselves in their mirror plane in order to seek shelter from a cataclysm. During their stay they became lost. One by one Akamapeke fall into madness from the unspeakable horrors of the infection spreading on their demiplane. One Akamapeke manage to surfaced to tell the tale before he turned into a Opunipeke.
Ink tainted heart
The holy scroll of Akamapeke describe Opunipeke as Maikapeke who has renounce their faith in pursue of darker faiths. In turn their god cursed them into the monsters they now became. She removed their memories therefore they live as a state of undeath. In order to live, the Opunipeke have to have sustenance of blood and flesh instead of conventional food and water. Opunipeke have the same infamy as vampires and succubi because of this.
Note: This is a villainous option that DMs can use to create adversaries for the players. Players who want to build a Opunipeke are recommended to play a redemption character.
Ability Score Increase
Your Constitution is increased by 1.
Cold blood and flesh
Due to the nature of undeath you are more resilient to life drain effects. You are resistant to necrotic damage.
Vampiric fangs
You have the ability to feed of the life-force of a victim.
Starting at level 3, when you make a bite attack the target needs to make a Consitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 necrotic damage on a failed save, and no damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Then the damage you dealt heals you equal to the necrotic damage. After you use your life drain, you can’t use it again until you complete a long rest. Undead and Constructs are immune to this effect.
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