Base Class: Sorcerer
Whether through a chance of fate, a fortunate encounter, or had sought out one, your family is closely tied to an ancient Tenko Kitsune. Perhaps they had come across one while traveling through an unfamiliar part of the world, maybe they had come to your family in a time of great need, or maybe they are a close relative of yours. Whatever the reason, part of their divine spirit is now yours and it has enabled you to use deceitful magic like no one ever could before.
Playful Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Playful Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or an enchantment spell from the sorcerer, warlock, or wizard spell list.
1st: Charm Person, Disguise Self
3rd: Calm Emotions, Suggestion
5th: Enemies Abound, Fast Friends
7th: Phantasmal Killer, Compulsion
9th: Mislead, Modify Memory
Spiritual Energy
Starting at 1st level, your foxlike cunning and link to the spirit realm has given you a silver tongue and the ability to lessen death’s grip on your allies. Gain Proficiency in Persuasion (Charisma). Upon finishing a Long Rest, you may mark someone with a portion of your soul, granting them a bonus to Death Saving Throws equal to your Proficiency Bonus so long as you are within 60 feet of them. They may benefit from this feature twice, where upon your soul returns to your body, no longer granting the benefits to the creature.
Misleading Spells
Starting at 6th level, you have begun to play small tricks with your spells, gaining the ability to cast some spells with no warning to your victim. When you cast an Illusion spell, you can spend Sorcery Points equal to the spell level to cast it with no somatic, verbal, or material components. Also, once per long rest, you may impose disadvantage on the targets for any attack or saving throw of an Illusion or Enchantment spell.
Embracing Your Soul
Starting at 14th level, you can embrace your Kitsune heritage as a bonus action for 10 minutes and appear as a Zenko or Yako (benevolent or malicious respectively) gaining the following benefits:
- You may cast Illusion and Enchantment spells as a bonus action for 1 Sorcery Point.
- You have a natural illusion about you that makes it harder for foes to strike you, granting you bonus AC equal to your Charisma modifier.
- You can see dead spirits that haunt the surrounding area. You can speak to these spirits and they trust you depending on the form that you have taken. Good spirits will trust Zenko while Evil spirits will trust Yako; they are willing to confide and are less likely to lie to you when asked questions or to do something.
- You can have targets under the effects of your Illusion spells take 1d8 Psychic damage when they are first targeted by the spell and whenever they fail their Saving Throw.
Once you use this feature, you must complete a Long Rest before using it again.
Ascension
Starting at 18th level, you have become a Tenko, a celestial fox that has bested everything that has come your way and can now spread your influence on a large amount of people. As an action, you may spend 10 Sorcery Points to cast two different Illusion or Enchantment spells, ignoring their targeting conditions. If either of them requires concentration, you may concentrate on both. If this concentration ends, then both spells end. Once you use this, you must complete a Long Rest to use this ability again.
(Example of ignoring targeting conditions. If you were to cast Hold Person, you may cast Hold Person on ANYTHING within the range of the spell. You may cast two Illusion, two Enchantment, or one of each with this feature.)
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