Homebrew Foxkin Species Details

Inhabitants of a certain land speak of foxes that, after a century of life, manifest transformational powers and refer to them by names such as "kitsune" or "hengeyokai". Inhabitants of a different land speak of fey spirits with foxlike features that entice men to their doom. And inhabitants of yet another land speak of a mundane species of humanoid foxes that made a pact with a succubus queen, who used her powers to transform some among their numbers. Whatever the stories of their origin, foxkin are foxes infused with fey spirits -- or perhaps fey infused with fox spirits -- that possess a supernatural connection between the spirit and natural worlds.

In many ways, a foxkin appears to be a member of some other species (choose which when you create your character), but often more slender and with angular facial features and sharper nails. However, they possess traits that immediately mark them as different if not hidden via mundane or magical means: a pair of fox-like ears, fox-like eyes, and one or more long, bushy, fox-like tails.


Foxkin Traits

Creature Type: Fey
Size: Medium (about 4–6 feet tall) or Small (about 3-4 feet tall), chosen when you select this species
Speed: 30 feet

As a Foxkin, you have these special traits.

Darkvision

You have Darkvision with a range of 60 feet.

Foxfire

You know the Dancing Lights cantrip, and you can cast it with this trait without requiring verbal or material components. You can provide somatic components with your tail(s), and, if you do, the flames originates from your tail(s) before traveling to the target location. Your spellcasting modifier is either Intelligence, Wisdom, or Charisma (choose when you select this species).

As a Bonus Action if you are in your natural or fey-fox form (or as part of the activation of Shift Form to assume that form), you can create a brief dazzling flash of foxfire from your tail(s) that distracts nearby creatures. Creatures within 10 feet of you must succeed on a Wisdom saving throw (the DC equals 8 plus your spellcasting modifier for Dancing Lights and Proficiency Bonus) or be unable to make Opportunity Attacks against you until the start of your next turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Shift Form

As a Bonus Action, you can alter your natural features to appear as a specific member of a specific species (chosen when you select this species) or revert back to your natural form from either of your other forms. Your game statistics, clothing, and equipment do not change, but you gain Advantage on checks to appear as a member of that species while shifted.

As an Action, you can assume the form of the fey-fox spirit that resides within you. You can choose the details of your form's appearance each time you assume it, whether to appear as an ordinary member of a natural fox species or as an obviously supernatural creature. If you appear to be a fox of a species native to the region you are currently in, you have Advantage on checks to appear as a member of that species while shifted.

In this form, the following rules apply:

  • Size. Your Size becomes Tiny.
  • Speed. Your walking speed increases to 40 feet or your current walking speed plus 10 feet (whichever is greater). In addition, you gain a bonus to your movement of your choice from one of the following options:
    • Gray Fox: You gain a Climb Speed equal to your walking speed.
    • Red Fox: You gain a Burrow Speed equal to half your walking speed.
  • Senses. Your senses are heightened while in this form, granting you Advantage on Perception checks.
  • Combat. You cannot use the Attack action, even with your Unarmed Strike. You may take any other actions, Bonus Actions, and Reactions that are not otherwise impossible to take in your current form (for example, you could use the Influence action to make a Performance check, but not a Persuasion one unless you're talking to a fox).
  • Objects. All of your equipment merges into your new form and has no effect. You can only manipulate objects to the extent you can use your mouth on them or strike them with a paw or your body. If a material component for a spell or your Spellcasting Focus was not merged into your form, you can carry it in your mouth and use it as part of spellcasting (see below).
  • Communication. You cannot speak except to use your Vulpine Speech ability, and you cannot write legibly enough for others to read your messages. You can still understand all languages that you know as normal.
  • Spellcasting. If you have the Spellcasting or Pact Magic feature, you may only cast spells if they have only somatic components, or if they have somatic and material components and you can hold the material components (or your Spellcasting Focus) in your mouth. You provide the somatic components with your tail(s), as in the Foxfire trait. Assuming this form does not break your Concentration or otherwise interfere with a spell you’ve already cast.

Vulpine Speech

You have the ability to communicate with foxes and other fox-like Beasts (your DM will decide what constitutes "fox-like"), as if you were permanently under the effects of the Speak with Animals spell. You have Advantage on all Charisma checks you make to influence them.

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