Warlock
Base Class: Warlock

"I fight for love, justice, and beauty!...But mostly beauty." Star Guardian Ahri, League of Legends

A class inspired by Ahri, the Nine-Tailed Fox from League of Legends. Enjoy :D

Your patron is a guiding spirit of the nine-tailed creatures known as kitsune. Able to be agile, manipulate others to their will, and shapeshift into a human form, the kitsune is considered a friend of humans, growing their intelligence and abilities as they become wiser. Having chosen to provide these abilities to those they deem worthy, the kitsune choose only who they feel match themselves in their own right. Their legion of followers are faithful, loving, and guardians of their friends.

While they are often assumed eager to trick others, this is never without what is deserved. A kitsune will use its charm to deploy its mischief only on those it deems deserving of its trickery. Kitsune gradually gain their tails over their lifetime, the amount of tails they possess showing their wisdom, power influence, and intelligence.

While many sacrifice to the kitsune, treating them as a deity, you have been chosen by one to continue the rich, tradition heavy folklore of the kitsune. Wisdom, Intelligence, and Charisma. Without all three, you are merely nothing more than a poor example of the masters of mischief, the wise and caring, and the charismatic and friendly spirits who have previously carried the legacy. Choosing to work for a kitsune means to uphold the traditions your kitsune puts before you. To do so would lead to amazing abilities and fantastic rewards, and perhaps even legends of your charity and knowledge. Betraying a kitsune's favor is nothing short of a historically monumental mistake.

Expanded Spell List

The Nine-Tailed Fox lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Archfey Expanded Spells
Spell Level Spells

1st

magic missile, chromatic orb, charm person

2nd

suggestion, misty step

3rd

haste, fireball

4th

charm monster, compulsion

5th

geas, mislead

Essence Theft

Starting at 1st level, your patron gifts you replenishing essence from the Ethereal Plane when you are able to take down a hostile opponent. When you make a Ranged Spell Attack against a creature, on hit, you collect 1 Essence Fragment. For area of effect spells, or spells that select multiple targets, each creature hit grants 1 Essence Fragment. You do not collect any Essence Fragments from a creature a spell misses, or on spells with a save that a creature succeeds on. Essence Fragments do not need to immediately be spent, but you can only hold a maximum of 8 Fragments Total.

You may spend these Essence Fragments as a free action, depending on how many you have, to heal yourself.

  • 4 Essence Fragments: Heal yourself for 1d4 + your Proficiency Modifier HP.
  • 7 Essence Fragments: Heal yourself for 1d6 + your Proficiency Modifier HP.

At Higher Levels: Increase the healing you receive to 2d4 and 2d6 at 8th Level, and 3d4 and 3d6 at 16th Level.

Orb of Deception

Starting at 1st level, you can retract the remaining energy from a spell cast in order to deliver a deceptively surprising strike of additional damage.

When you make a Ranged Spell Attack that creates a projectile, at the end of the spells cast, the remaining energy created by casting the spell is channeled into an Orb of Ethereal Essence. The orb is created at the maximum range of the spell casted, creating a line directly back to you. The orb follows this line and returns to you before disappearing, passing through any hostile targets on its way back.

An Orb of Ethereal Essence is incorporeal, and cannot be tangibly interacted with or stopped, unless the target can interact with the Ethereal Plane. Any hostile creature the orb passes through on its way back takes Force Damage equal to your Proficiency Modifier.

Fox-Fire

Starting at 6th level, you are able to channel the fearsome ethereal fires of the kitsune in order to strike your foes. When you cast the spell Magic Missile, you gain the following benefits in addition to the spell.

  • You gain 5 feet of bonus movement before you throw the darts.
  • If a target you have chosen to attack with magic missile has been charmed by you, the charm does not end upon taking damage, but each dart deals damage equal to your Proficiency Modifier.
  • You do not gain any of the following benefits for Magic Missile variant spells.

Charm

Beginning at 6th level, you are hasty in your decision to strike once a foe is most vulnerable.

When you make a Ranged Spell Attack against a creature affected by the charmed condition, you deal one additional damage die, in the same damage type the spell deals. While charmed, on hit, the target is no longer charmed, and cannot be charmed again until the end of their next turn.

Soul Eater

Starting at 10th level, when you kill a creature who was charmed by you, a boon is granted to you by the wise kitsune whom trust you most.

If a creature afflicted with the charmed condition is killed by you, you regain one spell slot use.

Spirit Rush

Starting at 14th level, your spirit radiates around you, allowing you to create intense bursts of force to defend yourself.

Spirit Rush: As an Action, you create three twisting, silent, shimmering bolts of magical force which orbit you after creation. Each bolt can target a creature of your choice that you can see within range. Make a Ranged Spell Attack for each bolt, with a range of 30 feet. On a hit, the bolt does 2d4 force damage.

  • You gain 5 feet of bonus movement before you throw each bolt, up to 15 feet of movement total. 
  • On a Critical Strike, instead of doubling the bolts damage, you triple it.
  • If a target you have chosen to attack with Spirit Rush has been charmed by you, the charm does not end upon taking damage, but each bolt deals damage equal to your Proficiency Modifier + Your CHA Modifier.
  • If a target you have chosen to attack is killed by this action, you gain 10 feet of additional bonus movement and one additional bolt. The maximum number of additional movement bonuses and bolts you may gain is equal to your Proficiency Modifier.
  • You may only use Spirit Rush as an action once per long rest.

 

Previous Versions

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