Base Class: Sorcerer
One of your ancestors was a kitsune- a powerful fox spirit known for its enchanting and alluring power. This power has been passed down for generations, and in your blood courses the magical gifts of the kitsune.
Kitsune Trickery
You gain advantage on either deception or persuasion rolls, and learn the cantrip Dancing Lights.
Deception
You gain advantage on deception rolls.
Persuasion
You gain advantage on persuasion rolls.
Charming Magic
You learn additional spells when you reach certain levels in this class, as shown on the Charming Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
| Sorcerer Level | Spells |
|---|---|
| 1st | charm person |
| 3rd | suggestion |
| 5th | hypnotic pattern |
| 7th | compulsion |
| 9th | mislead |
Vulpine Form
Starting at 6th level, you can use your action to magically assume the shape of a silvery fox. You can use this feature twice. You regain expended uses when you finish a long rest. While you are transformed, you gain +10 move speed and cannot perform any melee or weapon attacks. Spells you cast as a fox have their spell save DC increased by your proficiency modifier. This effect ends after a number of rounds equal to your proficiency modifier or by using a bonus action on your turn.
Possession
At 14th level, you may attempt to possess a humanoid you can see within 30 feet. As an action, you can attempt to possess any humanoid within 30 feet of you that you can see for 1 hour (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes incapacitated. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. If you successfully possess the target, your original form disappears. You may not perform this action in combat.
Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features, and may still cast spells. If the target has any class levels, you can't use any of its class features. You may not perform any melee or weapon attacks while possessing a creature. While possessing a creature, your shadow becomes that of a fox's and your eyes glow slightly in a color of your choice. Creatures making a perception check against you have advantage when relying on sight.
While possessing a body, you can use your action to leave the host body and return to your original form, which reappears in an unoccupied space within 5 feet of the body, and return the host creature's soul to its body. The host creature becomes unconscious for 1 minute after the effect ends, and is immune to Possession for 24 hours. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, your original form reappears in an unoccupied space within 5 feet of the body, and you return to your body. Otherwise, you die. Possessing a creature for an hour will cause your original form to reappear in an unoccupied space within 5 feet of the body, and force you return to your body.
Once you use this action, you can’t use it again until you finish a long rest.
Nine Tails
Beginning at 18th level, you may now use the full magic of your ancestors, having gained your nine tails. Your Vulpine Form becomes gold, and you gain proficiency in Arcana. When any creature attempts to attack you with a melee attack , you can use your reaction and spend 2 sorcery points to charm them. It must make a Wisdom saving throw or be charmed for 1 minute. A creature that succeeds on this saving throw is immune to this reaction for 24 hours.
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