Kitsune
Ability Score Increase +1 Cha, +2 Wis or +2 Cha +1 Wis
Size Medium
Speed 30ft
Humanoids with foxlike features, ears and tail(s) the older a Kitsune is, the more tails they have one tail gained per 100 years. Sometimes some gain their tales faster, due to them being powerful casters. 1 tail per level of spellcasting, up to 9.
Age: Kitsune mature slightly faster then elves and live up to 1000 years.
Alignment: Kitsune often have a chaotic alignment due to their connection to the spirit world and propensity for trickery, though almost all fight to protect nature if needed.
Size: Their size is medium, they range from 5-6 feet
Trickster spirit: Kitsunes can cast the Minor Illusion cantrip at will.
Attuned to nature: You have proficiency in nature checks
Alluring Ancestry: Due to their inherent alluring nature and proficiency in it, Kitsunes have advantage against charm effects.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Vulpine form: Once per long rest a Kitsune can transform into a fox, size is medium. In this form they have a bite attack and augmented spellcasting
[level 3] Bite. Melee Weapon Attack: Dexterity is used for to hit, reach 5 ft, one target. Hit: 5+dex (2d4) piercing damage.
[level 5] Spirit orbs: With each spell you cast you gain a spirit orb up to your number of tails. You can add damage up to your proficiency modifier to single target attack roll spells.
[level 9] As a bonus action you can use spirit orbs to increase the dc of your next spell cast by 1 per 2 spirit orbs spent. Up to half your proficiency modifier.
Languages. common, Seishigo
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4th Level: Feat
Cartomancer
BMT
p49
Prerequisites: Level 4+, Spellcasting Feature
You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:
Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.
Hidden Ace. When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
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Lunar Sorcerer Features
Level 1: Spellcasting
PHB'14 p99
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + Charisma modifier + Proficiency Bonus
Spell attack modifier = Charisma modifier + Proficiency Bonus
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Level 1: Sorcerous Origin
PHB'14 p99
Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Lunar Sorcery
DSotDQ p34
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.
You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
Level 1: Lunar Embodiment
DSotDQ p34
1st-Level Lunar Sorcery Feature
You learn additional spells when you reach certain levels in this class, as shown on the Lunar 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.
Lunar Spells
Sorcerer Level Full Moon Spell, New Moon Spell, Crescent Moon Spell
1st shield, ray of sickness, color spray
3rd lesser restoration, blindness/deafness, alter self
5th dispel magic, vampiric touch, phantom steed
7th death ward, confusion, hallucinatory terrain
9th Rary's telepathic bond, hold monster, mislead
Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Level 1: Moon Fire
DSotDQ p34
1st-Level Lunar Sorcery Feature
You can call down the radiant light of the moon on command. You learn the sacred flame spell, which doesn't count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
Level 2: Font of Magic
PHB'14 p99
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points
PHB'14 p99
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
PHB'14 p99
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Level 3: Metamagic
PHB'14 p99
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
(This one) Careful Spell
PHB'14 p102
Cost: 1 Sorcery Point
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
PHB'14 p102
Cost: 1 Sorcery Point
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
PHB'14 p102
Cost: 1 Sorcery Point
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
PHB'14 p102
Cost: 1 Sorcery Point
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
PHB'14 p102
Cost: 3 Sorcery Points
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
PHB'14 p102
Cost: 2 Sorcery Points
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
(This one) Subtle Spell
PHB'14 p102
Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
PHB'14 p102
Cost: 1–9 Sorcery Points
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Level 3: Metamagic Options
TCE p65
3rd-level sorcerer optional feature
When you choose Metamagic options, you have access to the following additional options.
Seeking Spell
TCE p66
Cost: 2 Sorcery Points
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Transmuted Spell
TCE p66
Cost: 1 Sorcery Point
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Level 4: Ability Score Improvement
PHB'14 p99
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Level 4: Sorcerous Versatility
TCE p65
4th-level sorcerer optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.
Level 5: Magical Guidance
TCE p65
5th-level sorcerer optional feature
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Level 6: Sorcerous Origin feature
PHB'14 p99
At 6th level, you gain a feature granted by your Sorcerous Origin.
Level 6: Lunar Boons
DSotDQ p34
6th-Level Lunar Sorcery Feature
The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:
Full Moon. Abjuration and divination spells
New Moon. Enchantment and necromancy spells
Crescent Moon. Illusion and transmutation spells
Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 6: Waxing and Waning
DSotDQ p35
6th-Level Lunar Sorcery Feature
You gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.
You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can't do so again until you finish a long rest.
Features & Traits