Homebrew Kitsune Species Details
Physical Description
A Kitsune has a stature similar to that of an elf, being a bit shorter, and more lithe than a typical human of the same. In their natural form they are much like anthropomorphic foxes. They usually have light coloured fur, reddish brown, white, golden brown, though it isn't completely unheard of for them to posses black fur that covers their entire body. Some may have multiple colors in their fur such as being mostly reddish brown with white gloves and socks. Their eyes range in colour as well, though most have blue, green, or brown eyes. Albeit uncommon they may also have orange, purple, yellow, or even red eyes. They have mostly human-like hands though they do possess dark black claws at the ends of their fingers. They also have paw pads on their feet and hands, much like a fox. A kitsune is born with a single tail, but as they grow older they gain more tails. It is very uncommon for a nine-tailed kitsune to be any less than 60 years old, growing a new tail every 5-6 years starting when they reach adulthood at 16. However, a Kitsune's age is very difficult to tell since they appear to stop aging in their early twenties and live to be a century and a half or so.
History
Kitsune are a race of fox people that are quite rare. They tend to hide their Kitsune heritage while dealing with other races as a way to keep away from the discrimination and hatred built up in the legends of some of the most powerful Kitsune. There are many legends floating around the world relating to powerful nine-tailed Kitsune. Powerful and wise, a nine-tailed Kitsune has white or golden fur, tending to be powerful sorcerers. It is said in legend that Kitsune are born tricksters and have nigh infinite power by the time they are fully matured. Supposedly, the only way to kill a Kitsune is to cut off all of its tails, where it's power is stored, but that is simply a tall tale to scare young children. Due to the legend stating that a Kitsune's tail contains power, the Kitsune were nearly wiped out for their tails and most of them went into hiding. Only just getting back into the world after centuries of hiding, it is still the practice of some races to sever a Kitsune's tail in hopes of obtaining power.
Society
Kitsune society used to be a flourishing society of mages and clerics. Since Kitsune are born with a little bit of magic in their blood to begin with, it is quite common for them to seek out ways to improve on what they are already gifted with. They used to be a very open people enjoying the loves and joys of any race: drinking, feasts, merriment, music, plays, poetry, and storytelling in general. Many of the legends of the Kitsune came from the Kitsune themselves, spinning tall tales of grand heroic mages and warriors. Other races didn't get along very well with Kitsune due to magic being relatively rare in the world, and all Kitsune had access to it like it was nothing just because of being who they were. After the massive genocide against their race they became a closed in and secretive race.
After coming out of hiding, their faith in the world was restored after the Great Nine-Tailed Tsukiko led them away from their destruction. Most of the Kitsune are still very secretive, albeit passionate about their causes. Still, it is in the nature of a Kitsune to be a bit of a trickster with people they get to know and it isn't uncommon for their jokes to 'go a little too far' in the eyes of other races. Other races are weary of these fox folk when they meet them. Many pose as humans in the world, having shape changing as an innate ability in their blood. Many Kitsune go out to study magics, or spread the word of their gods. Some simply want to spread the stories of their kind, valuing these great stories, Kitsune bards to travel to other nations to tell their tales.
Kitsune Traits
Kitsune Traits Kitsune are anthropomorphic fox tricksters born of the Feywield, who wield minor magical abilities.Kitsune Traits
Ability Score Increase. Your Dexterity score increases by 2.
Age. A typical kitsune lives to 100. It gains an aditional decade for every tail it grows, to a maximum of 9 tails.
Alignment. As kitsune are natural tricksters, they tend towards gentler forms of chaos.
Size. A kitsune is usually between 4'5" and 5'10". Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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. Much like the foxes they resemble, kitsunes have heightened senses. You are proficient in the Perception skill.
Fey Ancestry. Your fey lineage gives you advantage on saving throws against being charmed. Magic cannot put you to sleep.
Human form. You can appear as a human indefinitely using a very simple illusion magic. However, on a DC 10 + proficiency bonus + Charisma Modifier Investigation check, a person looking directly at you can tell that you are not what you appear. You always appear to be the same human when you cast this spell. While in human form you have -1 to all dice rolls.
Fox Tails. You have one tail when you are born and every 3 levels you gain another tail; lvl3 = 2, lvl6 = 3, etc. A kitsune's tails are a symbol of growth and realization for themselves and reflects how powerful they are. To your DM's discretion, A kitsune can also grow tail's for pivotal moments in its life or personal growth.
Fox Fire. So long as your tails are not severed, you can cast certain spells. You know the dancing lights cantrip. At 3rd level you gain the ability to cast faerie fire a number of times equal to the number of tails you have, and regain the ability to cast it after completing a long rest. Charisma is your casting ability for these spells.
Languages. You can read and write both Common and Sylvan.
Subrace. Kitsune's individual powers come from the element that their nature and being most attune to. There are 13 different types of kitsune; Kaze (Wind), Kasai (Fire), Mori (Forest), Chikyu (Earth), Yama (Mountain), Kawa (River), Umi (Ocean), Sanda (Thunder), Tengoku (Heaven), Kukan (Void), Seishin (Spirit), Jikan (Time), and Ongaku (Music).
Kaze
Ability Score Increase. Your Wisdom or Dexterity score increases by 1.
Fleet of Foot. Your feet move with the wind. Your base walking speed increases by 5 feet.
One With the Wind. You can cast feather fall a number of times equal to the number of tails you have, and regain the ability to do so when you complete a short rest.
Kasai
Ability Score Increase. Your Charisma or Intelligence score increases by 1.
Passionate Gaze. Your eyes almost sparkle as you look towards people drawing them in to believe what you say. You gain Proficiency in the Persuasion and Deception skills.
Fiery Soul. Your soul is entwined with Fire in both aggressive and charming ways. You gain the ability to cast charm person as a level 1 spell, an equal number of times to the amount of tails you have and regain the ability to cast after a long rest. You also gain the ability to cast the fire bolt cantrip. Charismais your casting ability for these spells. Also at 4 tails you gain the ability to cast charm person as a level 2 spell and at 7 tails as a level 3 spell however doing so uses the amount of "tail charges" equal to the spells level (so at 9 tails you can cast charm person 3 times at level 3). Also at 5 tails and 9 tails respectively fire bolts damage increases by 1 damage die (2d10 at 5 tails and 3d10 at 9 tails).
Mori
Ability Score Increase. Your Wisdom or Constitution scores increase by 1.
Natural Survivalist. The roots of your very being is tied to the earth so it's easy for you to track, hunt, and survive in difficult environments. You gain proficiency in the Survival skill. Forest becomes your Favoured Terrain.
Nature Bender. You have a natural, magical ability to heal and command plant life. You know the druidcraft cantrip. You gain the ability to cast a lvl 1 cure woundsa number of times equal to the number of tails you have, and regain the ability to cast it after completing a short rest. Charisma is your casting ability for these spells.
Chikyu
Ability Score Increase. Your Constitution or Strength scores increase by 1.
Knowledge of the Lands. The land speaks to you and helps you in your endeavours, you gain 3 Favoured Terrain of your choice.
Protection of the Earth. Once per day as an action you may gain resistance to Bludgeoning, Piercing and Slashing damage for 1min.
Yama
Ability Score Increase. Your Constitution score increases by 1.
Homeland. Mountains become your Favoured Terrain.
Mountain's Call. You can call on the mountain's fortitude. You gain the ability to cast longstrider as a level 1 spell, an equal number of times to the amount of tails you have and regain the ability to cast after a long rest. You also gain the ability to cast the resistance cantrip. Charisma is your casting ability for these spells.
Kawa
Ability Score Increase. Your Wisdom score increases by 1.
Great Adaptability. Gain two skill proficiencies of your choice.
Flowing Waters. Your soul is entwined with Water for both wisdom and patience. At 2 tails, you gain the ability to cast lesser restoration as a level 2 spell, an number of times equal to half the amount of tails you have (rounded down) and regain the ability to cast after a long rest. You also gain the ability to cast the true strike cantrip. Charisma is your casting ability for these spells. Also at 6 tails you gain the ability to cast greater restoration as a level 5 spell.
Umi
Ability Score Increase. Your Wisdom score increases by 1.
Tan & Ready for a dip. You have a swim speed of 40. You can also hold your breath for up to 10 minutes with ease. You have proficiency in the Nature skill.
Water Affinity. You can cast create or destroy water a number of times equal to the amount of tails you have and regain the ability to cast after a long rest. You also gain the ability to cast the mending cantrip. Charisma is your casting ability for these spells.
Sanda
Ability Score Increase. Your Dexterity or Intelligence score increases by 1.
Lightning Reflexes. With natural ability to move your body precisely how you want it to, you gain proficiency in the Acrobatics skill.
Call The Storm. Your soul intertwines with booming thunder, you gain the ability to cast thunderwave as a level 1 spell, equal to the number of tails you have and regain the ability to cast it after completing a long rest. (reminder: these spells still take the regular time to cast them) You also gain the ability to cast the shocking grasp Cantrip. Charisma is your casting ability for these spells.
Tengoku
Ability Score Increase. Your Charisma score increases by 1.
Heaven's Grace. Gain two skill proficiencies of your choice.
Heaven's Blessing. Your soul is blessed by heaven. You gain the ability to cast sanctuary as a level 1 spell, an equal number of times to the amount of tails you have and regain the ability to cast after a long rest. You also gain the ability to cast the spare the dying cantrip. Charisma is your casting ability for these spells. Also at 4 tails you gain the ability to cast aid as a level 2 spell and at 7 tails as a level 3 spell however doing so uses the amount of "tail charges" equal to the spells level (so at 9 tails you can cast aid 3 times at level 3).
Kukan
Ability Score Increase. Your Wisdom score increases by 1.
Sharpened Senses. You have Darkvision at 120ft range. Double your proficiency modifier for all Perception checks.
Shunpo. You can cast misty step a number of times equal to the amount of tails you have and regain the ability to cast after a long rest. Charisma is your casting ability for these spells.
Seishin
Ability Score Increase. Your Intelligence score increases by 1.
Mindsight. Due to your magical heritage, you have the ability to see the world as it really is. At level 1 you can see normally in magical or non-magical darkness out to 30 feet as if the area was in bright light. At level 3, when you are within 10 feet of a visual illusion you automatically detect their true nature and succeed on saving throws against them. Also, within 10 feet you determine the true form of a shapechanger or a creature transformed by magic. At level 15, when you are within 10 feet of an invisible creature or a magically hidden door or object, you can see them. At level 20, double the range of all of your Mindsight abilities.
Illusions of the Mind. Your mind is sharp and clear... all the more easy to confuse others! You gain the ability to cast silent image as a level 1 spell, a number of times equal to the amount of tails you have and regain the ability to cast after a long rest. You also gain the ability to cast the minor illusion cantrip. Charisma is your casting ability for these spells.
Jikan
Ability Score Increase. Your Intelligence or Wisdom score increases by 1.
Ageless. Time doesn't seem to effect you as it does others. Your base life span increases to 200 years, and you are unaffected by magic that alters your age unless you choose to be.
See the Future. Curious about the secrets of the universe, you wield an uncanny portent over your immediate future. When you finish a long rest, roll a number of d20 equal to your intelligence modifier, and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you that you can see with one of these foretelling rolls. You must choose to do so before the roll. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. This can add to a Time wizard's future die pool.
Ongaku
Ability Score Increase. Your Charisma score increases by 1.
Natural Entertainer. Are proficient in the Performance skill and one musical instrument of your choice.
Showmanship. When you cast dancing lights with your fox fire trait, you can increase its duration to 1 hour. You have advantage on Constitution saving throws made for dancing lights and faerie fire.
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Posted Oct 10, 2018Thank you for putting this here, now I can transfer my kitsune from pathfinder to 5e
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Posted May 5, 2019I wellcome teh addition of a gajillion "subraces", but I feel like no matter which one you chose, the character would have way too much racial stuff.
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Posted May 20, 2019This Ktisune is wonderful! I do have one question, is it not possible to activate these subraces just like other races who have subraces?
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Posted May 31, 2019I love this!
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Posted Jun 1, 2019you can homebrew it to work that way but i don’t think this will be very balanced then. since i mostly met the kitsune from the 3.5 dnd i had to change up alot
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Posted Jun 1, 2019thank you
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Posted Jun 1, 2019since i made this from the 3.5 it does get alot of extras but that makes the role playing aspect of the game a whole lot more interesting in my opinion
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Posted Jun 2, 2019I wanted a genuine good Kitsune Homebrew race that related to how Kitsunes actually are in Japanese lore and I love it. Though I’d love to message you directly to maybe make some suggestions and ask questions since I am new to dnd. If that’s alright with you?
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Posted Jun 3, 2019yeah of course you can message me, dont know if i can answer all your questions though. since me and my party homebrew alot
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Posted Jun 6, 2019Thats cool to be honest i prefer homebrew
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Posted Jun 11, 2019This is exactly what I was thinking of when I was picturing what a kitsune would be like in 5e. I love this already!
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Posted Jul 5, 2019Overall this is well balanced, but I think that the Chikyu, Seishin, and Jikan types are not balanced. Chikyu gives you several benefits in three types of terrains after spending an hour in them, like a ranger at lvl 1 but with all three at once. Seishin essentially gives you truesight within 10 ft of you once you're lvl 15 and at lvl 3 you automatically know what visual illusions actually are? Tad bit strong there. And then Jikan gives you up to 5 free rolls, not rerolls like luck points, but 5 free completely new numbers, overpowered. Besides those three types, everything looks at a good balance level imo
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Posted Jul 9, 2019Do the Firebolts progress as normal or is it strictly the tail system? I.e Level 12 be 4d10?
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Posted Oct 11, 2019Can you regrow tails after they've been severed? And how?
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Posted Mar 9, 2020Subraces don't actually work. None of the bonuses are actually applied automatically. Why can't I just find a FUNCTIONAL kitsune race?
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Posted Mar 18, 2020tfw the sorcerer cuts off your tails to get infinite power smh
Ten outta ten. Love this hecking race. :3
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Posted Mar 23, 2020This is a beautifully written race. I've been using a Kit for a while, but it was a little wonky for a homebrew... This is stunning and I can't wait to use it!
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Posted Apr 8, 2020It looks like the Tails max out at 18 with 7 tails:
I'm sure this wasn't intentional...
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Posted Apr 18, 2020I really like the work an effort put into this Race Homebrew, and plan on using it for my Campaign, but none of the traits or bonuses were added into DnDBeyond's system which makes players have to fill all the bonuses in on their sheet themselves down to even fixing the ability score modifiers themselves. I'm gonna fix it up to tie in with DnDBeyond's system myself, but you should really consider getting back to porting all the traits and features over to the built in wizard that applies them to the character sheets.
Great work nonetheless.
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Posted Jul 9, 2020Hi! I love the race and the concepts although I find some feel a bit more weighted than others thematically, but more so the fact that none of the racial traits have been coded in nor the subraces, I was wondering if you would be alright with me making a fully updated and coded version for everyone to use, I wouldn't want to put such a thing up without your permission but have been working on a private version so I don't have to check back in the traits section every couple of seconds in campaigns with my players