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Kitsune (/kiːtsuːnɛ/)

Kitsune Traits

Ability Score Increase

Your Charisma score increases by 1 and your Dexterity score by 1.

Age

Kitsune reach physical maturity at about 16 years of age and may live up to a century unless they have multiple tails. Such kitsune are called kyubi and typically live an additional century for every tail they possess, up to a maximum of nine.

Size

Kitsune stand between below 5 feet and above 6 feet. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your magical nature, you have superior vision in dark and dim conditions. 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.

Fox Form

Kitsune are mythical creatures whose natural form is that of a fox, with their appearance varying depending on their subrace. While in your kitsune form, you become capable of communicating telepathically in any language you can speak within a range of 60 feet, and you can cast spells without the need for an arcane focus. Additionally, you can use your bite as an unarmed weapon attack that inflicts 1d6 piercing damage, with which you are proficient. This weapon has the Finesse property. Your armor class becomes 12 + your Dexterity modifier.

Shapechanger

You can use your action to polymorph into a specific human identity, or back to your true form, as if using the change appearance option of the alter self spell. This ability does not require concentration. This human form is the same gender and build as your true form, has the same hair color, eye color and voice, and appears to belong to a specific human ethnic group. Your statistics are the same in each form, and any equipment you are wearing or carrying isn't changed. You revert to your true form if you die.

Keen Senses

In your fox form, you have advantage on Wisdom (Perception) checks that rely on sight or smell.

Trickster's Charm

Kitsune are known for their sly, cunning and social nimbleness. You have proficiency in the Deception skill.

Foxfire

As an action, the you can create a magical foxfire that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The foxfire hovers around you and lasts for 1 hour or until you dismiss it as a bonus action.

Languages

You can speak, read and write Common and Sylvan. Sylvan is a fluid language rife with double entendres and intricate grammar. Although you aren’t fey, kitsune adopted Sylvan as their racial language and have used it ever since. Fey aren’t known for publishing tomes, so many of the world’s Sylvan literature was secretly written by kitsune masquerading as humans.

Subrace

Vast geographic distances have resulted in four kitsune subraces: arctic, desert, forest and urban. Choose one of these subraces.

Subrace Options

Arctic Kitsune

Arctic Kitsune are adapted to the frigid environments of the far north, with thick fur that protects them from the cold. They are known for their resilience and keen intuition, which help them survive in harsh conditions. The following traits are granted to Arctic Kitsune:

Ability Score Increase

Choose Constitution or Intelligence. Your chosen ability score increases by 1.

Foxfire Adaptation

When you create your foxfire, you can choose for it to emit cold energy instead of light. While the cold energy foxfire is active, any creature that starts its turn within 5 feet of you or moves within 5 feet of you for the first time on its turn must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier (minimum 1). On a failed save, they take cold damage equal to 1d4 + your Intelligence modifier (minimum 1). You can switch between light and cold energy modes as a bonus action on your turn. The damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. On each of your turns, you must use a bonus action to keep the effect going.

Arctic Endurance

Your hit points maximum is increased by an amount equal to one of your hit dice.

Hyperborean Survivalist

You gain proficiency in the Survival skill. In addition, while in cold environments or when dealing with creatures native to cold environments, you gain advantage on Wisdom (Survival) checks and Intelligence (Nature) checks.

Desert Kitsune

Desert Kitsune are adapted to the harsh, arid environments of deserts and other dry climates. They are known for their swiftness and charm, which help them navigate the treacherous sands and interact with the diverse creatures that inhabit these regions. The following traits are granted to Desert Kitsune:

Ability Score Increase

Choose Dexterity or Charisma. Your chosen ability score increases by 1.

Foxfire Adaptation

When you create your foxfire, you can choose for it to emit a searing light instead of its normal light. As an action, you can target a creature within 30 feet of you that you can see, and force it to make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier (minimum 1). On a failed save, the target takes 1d8 fire damage, or half as much damage on a successful save. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You can switch between the normal light and searing light modes as a bonus action on your turn.

Sand Strider

Your base walking speed increases by 5 feet. You can move across difficult terrain composed of sand or loose earth without expending additional movement.

Desert Agility

You gain proficiency in the Nature skill. In addition, you can add half your proficiency bonus (rounded down) to any Dexterity (Stealth) check you make in desert or sandy terrain.

Forest Kitsune

Forest Kitsune are adapted to the dense foliage and vibrant ecosystems of forests and jungles. They are known for their nimbleness and keen intellect, which help them navigate the complex terrain and interact with the diverse creatures that inhabit these regions. The following traits are granted to Forest Kitsune:

Ability Score Increase

Choose Dexterity or Wisdom. Your chosen ability score increases by 1.

Foxfire Adaptation

When you create your foxfire, you can choose for it to emit a dazzling light instead of its normal light. As an action, you can target a creature within 30 feet of you that you can see, and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier (minimum 1). On a failed save, the target is blinded until the end of its next turn and takes 1d4 radiant damage. The damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. You can switch between the normal light and dazzling light modes as a bonus action on your turn.

Branch Runner

Your armor class increases by 1. Additionally, you can climb trees and vines at your full movement speed and have advantage to ability checks made to climb them.

Arboreal Expertise

You gain proficiency in the Animal Handling skill. In addition, you can add half your proficiency bonus, rounded down, to any Wisdom (Survival) check you make in forest or jungle terrain.

Urban Kitsune

Urban Kitsune have adapted to life within population centers as opposed to their natural habitat. They are the most adaptable and excel at blending in with the various cultures and societies they inhabit. The following traits are granted to Urban Kitsune:

Ability Score Increase

Choose Intelligence, Wisdom, or Charisma. Your chosen ability score increases by 1.

Foxfire Adaptation

When you create your foxfire, you can choose for it to emit flickering flames that can distract and disorient opponents. As an action, you can target a creature within 30 feet of you that you can see, and force it to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier (minimum 1). On a failed save, the target has disadvantage on attack rolls and ability checks until the end of its next turn. You can switch between the normal light and flickering flames modes as a bonus action on your turn.

City Savvy

You gain proficiency in the History skill. Additionally, when you make an Intelligence (Investigation) check related to urban environments, you have advantage on the roll.

Urban Resilience

Your exposure to the dangers and challenges of city life has made you more resilient. You gain resistance to poison damage, and you have advantage on saving throws against being poisoned. Additionally, when you make a saving throw to avoid or resist a non-magical trap, you can add your proficiency bonus to the roll, even if you are not proficient in the saving throw.

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