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.

 

Comments

Posts Quoted:
Reply
Clear All Quotes