Sorcerer
Base Class: Sorcerer

Your innate magic comes from the anima of the universe that flows between the planes and is the source of foxfire.  Although the Kitsune are composed of this anima and use it naturally, some who are born from a Kitsune lineage can tap into the latent power of their blood and connect with the Foxfire Nexus.  Sorcerers who develop their powers in this origin become able to realize illusions and ultimately grant them physical form, as well as to exercise measures of control over the minds and dreamscapes of others.

Foxfire Glamer

Starting at 1st level, any spell you can cast that's capable of dealing fire damage gains additional illusory effects.  A visual illusion of your design occupying a space no larger than a 5-foot cube appears centered on the fire and moves with it according to the text of the spell.  The illusion otherwise functions exactly as per the minor illusion cantrip and lasts for 1 minute after the fire spell ends.  All creatures that can see the illusion, excepting those to whom the effect has been previously explained, must make a Wisdom save against your spell save DC.  On a failed save, they believe the illusion to be real and become afflicted with one of the following effects:

  • Awed: The creature immediately kneels and bows their head before the illusion, thus becoming afflicted with the Paralyzed condition until the illusion disappears.  Any damage done to the creature will end the Paralyzed condition immediately and afflict the creature with the Prone and Frightened conditions for 1d4 rounds.
  • Panicked: The creature gains the Frightened condition and must move as far away from the illusion as possible.  If they are able to escape from line-of-sight to the illusion, then the Frightened condition ends and they may begin preparing to return to combat, but they cannot move closer to the point where they last saw the illusion for 1d4 additional rounds.  If they cannot escape line-of-sight, then they cower as far away as possible from the illusion until it disappears, thus afflicting them additionally with the Restrained condition.
  • Smitten: The creature gains the Charmed condition where the illusion is the source of this condition.  Your Charisma-based ability checks are used to influence the Charmed creature through your illusion until it disappears.  Although the minor illusion does not move once set in place, the creature's mind will invent a story of movement if it is believable.  The DM may rule that a sufficiently unbelievable suggestion allows for a new Wisdom saving throw to end the effect.  This effect does not otherwise prevent the Charmed creature from taking actions outside the scope of your successful influence.
  • Custom Effect: You may work with the DM to specify an effect other than those on this list.

At 3rd level, you gain the ability to spend 1 sorcery point to add a sound aspect to an illusion created with this ability; this increases the illusion's spell save DC by 2.

At 5th level, you gain the ability to spend 3 sorcery points to add both a sound aspect and a scent aspect to an illusion created with this ability; this increases the illusion's spell save DC by 5.

At 6th level, the maximum size of the illusion expands to a 10-foot cube.

At 7th level, the aspects of the illusion become able to change over time, increasing the illusion's spell save DC by 5; this bonus stacks with other bonuses to the illusion's spell save DC that come from spending sorcery points.

At 10th level, the maximum size of the illusion expands to a 15-foot cube.

At 14th level, the maximum size of the illusion expands to a 20-foot cube.

Foxfire Possession

Starting at 1st level, you control a target creature whose Challenge Rating is no more than half your sorcerer level as per the dominate monster spell, but for 1 minute instead of 1 hour.  You may use this feature 3 times per long rest.  Concentration casting rules remain in effect.

Foxfire Creation

Starting at 6th level, you may apply the Concentration requirement to any spell you cast that includes an illusion effect; the duration of Concentration is the greater of the spell's stated duration or 1 minute.  If you do so and you maintain Concentration on the spell for the entire duration as specified in this ability, then you may spend 7 sorcery points at the end of the duration to realize the illusion as per the creation spell.  The volume of the illusion to which the creation effect can be applied is the same as that of the illusion effect you cast, regardless of the materials to be realized.  A living creature can be realized for a duration of 1 minute, but you do not control it through this ability.

A creature who makes a Wisdom saving throw against your spell save DC becomes suspicious of the realized object or creature, and may attempt one Wisdom saving throw per 24-hour period at a DC of 20 to dispel the realization; casting dispel magic on the object will also end the effect.

Starting at 10th level, the length of time for which the illusion remains realized is 1 day, regardless of the materials realized or whether the illusion represented a living creature.

Starting at 14th level, the realized illusion does not disappear at the end of this effect's duration.

Foxfire Warpweaving

At 14th level, you gain control over the weave and phase of space through the Foxfire Nexus.  Your fire spells and their illusion aspects can move through solid objects and walls and travel in any movement pattern that you like.  When solid objects or walls would prevent you from seeing potential targets for your fire spells, instead you see them as spherical blurred lights with size cues that estimate their distance away from you at increments of 30 feet.  Each targetable creature observed this way will have a fluid aura of three distinct colors with the following meanings:

  • Orange/White/Purple lets you know whether the creature is friendly/neutral/hostile toward you.
  • Red/Pink/Green lets you know whether the creature is evil/neutral/good.
  • Yellow/Blue/Gray lets you know whether the creature is weaker/equal/stronger than you.

Foxfire Timeweaving

At 18th level, your fire spells can pass through the time weave of the Foxfire Nexus.  Whenever you cast a fire spell that would hit a designated target, you may choose to sacrifice a move action; if you do, then the spell and its illusion effect moves through time and will hit the target at a future time that you specify.  You must spend the sorcery points for your Foxfire Glamer ability at the time when you cast the spell.  You choose whether to apply your Foxfire Creation ability at the time when each of your delayed spells hits its designated target.

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