Ranger
Base Class: Ranger

Kitsune Rangers are masters of illusion, trickery, and fire. These enigmatic guardians of the wild have honed their skills to interact with the world around them in a playful yet powerful manner. These abilities make Kitsune Rangers formidable protectors of their domains, turning the world into their playground where they dance between shadows and flames, ever ready to defend the balance of nature with their fey-inspired magic and cunning.

Foxfire Magic

3rd-level Kitsune feature

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Kitsune's Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Kitsune Spells

Ranger Level Spell
3rd faerie fire
5th mirror image
9th fireball
13th confusion
17th dominate person

Playful Escapades

3rd-level Kitsune feature

At 3rd level, your playful nature extends both in and out of combat, enhancing your ability to deceive and mislead. When you are hit by an attack, you can use your reaction to impose disadvantage on the attack. After the attack is resolved, you leave an illusory image of yourself in your place and teleport up to 15 feet away, becoming invisible until the end of your next turn or until you attack or cast a spell. The image has your AC and vanishes if it is hit. Alternatively, you can use an action to create an illusory image that lasts for 1 minute, with the same properties as above.

You can use this feature a number of times per day equal to your Wisdom modifier, regaining all expended uses after a long rest.

Additionally, you can add your Wisdom modifier to all Charisma checks you make, reflecting your natural charm and cunning.

Advanced Foxfire

7th-level Kitsune feature

By 7th level, while not concentration on a spell that causes damage as noted in the spells description, you can add 1d8 fire damage to your weapon, spell damage, or add it to a healing spell. This improves to 2d8 at level 15. Additionally, Your Image from Playful Escapades causes all enemies within 15 feet to roll a charisma saving throw. On a failure, the enemy gains disadvantage on any attacks that are not directed at the image while the image persists. 

Beguiler's influence

11th-level Kitsune feature

At 11th level, You learn the disguise self spell which can be cast at will. Attempts to investigate you while under this spell are made at disadvantage. If you attack someone while under this spell, the target will make a charisma saving throw. On a failure the target is charmed for the next 10 minutes and your disguise vanishes, becoming unusable until you finish a short rest. Additionally, while in area your game master deems a "crowded area", you are considered invisible until you make an attack or cast a spell.

Deeper Escapades

15th-level Kitsune feature

Starting at 15th level, You can now place a 2nd image within 60 feet of you when you use Playful Escapades. You can swap places with any image as a bonus action as well as attack from the image.

Previous Versions

Name Date Modified Views Adds Version Actions
11/25/2024 6:38:28 PM
11
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12/22/2024 1:53:00 PM
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