Kitsune (Kit-Soon)
Many Tails
As the kitsune age, they grow additional tails, upwards to a total of nine. These tails are often associated with a kitsune's standing within the empire, with more tails being considered a sign of wisdom and superiority. While other aspects of their cultures, such as their noble casts, are viewed or more prominent than their tails counts, the tail is viewed as an important part of a kitsune's social status within their respected casts. Beyond the casts, however, kitsune that reach 7 or 8 tails are elevated, deemed more important than the cast they adhere to, with a 9 tailed kitsune being considered worthy of rulership, and having a right to the title of emperor or empress, with the Howaitoredi being the only existing 9 tailed kitsune within the Seishin Isles.Masked Warriors
Within the kitsune culture, a phenomenon involving the importance of masks exists. To the kitsune, their masks are an avid part of their lives, acting as a protective shield for their faces in combat, hiding their emotions and facial expressions during conversation and magic duels, and even allowing many kitsune to focus their innate magical skills. While not every kitsune wear a mask, most possess a personal mask, with the upper echelons and casts wearing more intrinsic and ornate masks and rarely--if ever--revealing their faces.Cunning Manipulators
The kitsune take pride in their seemingly superior wisdom and have developed a belief that cunning is one of the most important aspects of any member of a race, with battles of the mind often being a higher priority than battles of brawn. This thought process even spreads into the kitsune's military and warriors, believing that the act of outsmarting an opponent will lead to easier victories than simply overpowering them. To this end, many kitsune utilize sly words and enact on apparent emotions to best and beguile their opponents.homebrew by Team Brievary
Kitsune CR: 1 (200 XP)
STR
12 +1
DEX
16 +3
CON
14 +2
INT
11 +0
WIS
9 -1
CHA
12 +1
Innate Spellcasting. The kitsunes's innate spellcasting ability is Charisma (spell save DC 13). The kitsune can innately cast the following spells, requiring no material components:
Actions
Multiattack. The kitsune can make two shortsword attacks. Shortsword. Melee Weapon Attack: 4+ to hit, reach 5ft., one target. Hit: 6 1d6+3 slashing damage. Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Inari
Within the vast military of the Kemono Dynasty, there is a force of elite warriors known as the Inari. The Inari is a division of the Kemono military situated within the capital city of Teruresuto (Tails Rest). The inari are the immediate line of defense for the capital of the kemono dynasty and double as the sword of the Tenko. The Inari are made up of skilled warriors and generals from across the empire's many divisions and platoons, taking in promising personnel and training them to become the elite warriors of Teruresuto. To aid in their training, small platoons of the Inari are sent across the southern isles, and even to other kingdoms to garner experience and perform tasks for the empire. The Inari are further divided into two subgroups, based on their primary jobs within Teruresuto. These groups are the Inari Warriors and the Inari Guards.Inari Warriors
Inari warriors make up many of the specialized jobs within the Inari ranks, often acting as patrolling platoons or typical city watches, they practice their combat skills while being trained in the art of military strategy. If one were to come face to face with a member of the Inari, then it is most likely that the Inari is a member of the Inari warriors.homebrew by Team Brievary
Inari Warrior CR: 5 (1,800 XP)
STR
18 +4
DEX
15 +2
CON
16 +3
INT
11 +0
WIS
14 +2
CHA
12 +1
Innate Spellcasting. The kitsunes's innate spellcasting ability is Wisdom (spell save DC 12). The kitsune can innately cast the following spells, requiring no material components:
Martial Advantage. Once per turn, the kitsune can deal an extra 7 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the kitsune that isn't incapacitated.
Actions
Multiattack. The kitsune can make two greatsword attacks. Greatsword. Melee Weapon Attack: 6+ to hit, reach 5ft., one target. Hit: 11 2d6+4 slashing damage. Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Inari Guards
The elite of the Elite, the Inari guard are members of the Inari that have been hand-picked by the Tenko herself to act as her personal guard, protecting her palace and ensuring that there are next to no problems within the city of Teruresuto. Rarely seen by the public, and found primarily within the walls of the Tenko's Palace and Shrine, the Inari Guard are the Tenko's last line of defense before intruders and assassins face off against the empress of the kitsune herself.Kitsune Illusionists
Kitsune are born with an inherent skill towards illusion magic, leading many to dabble in its field of study. Of the many kitsune sorcerers and wizards, the kitsune illusionists are those who have dedicated their lives wholly to the study of arcane phantasms and mirages. While there are many kitsune who become exceedingly proficient with spells from the school of illusion, those who become Illusionists are the adepts and masters of the craft, learning newfound means to manipulate the arcane properties so as to protect themselves in battle, and better manipulate their opponents.homebrew by Team Brievary
Inari Guard CR: 6 (2,300 XP)
STR
20 +5
DEX
18 +4
CON
18 +4
INT
16 +3
WIS
16 +3
CHA
12 +1
Innate Spellcasting. The kitsunes's innate spellcasting ability is Wisdom (spell save DC 14). The kitsune can innately cast the following spells, requiring no material components:
Actions
Multiattack. The kitsune can make two glaive attacks, and one kunai attack. Glaive. Melee Weapon Attack: 8+ to hit, reach 5ft., one target. Hit: 10 1d10+5 slashing damage. Kunai. Melee Weapon Attack: 5+ to hit, reach 5ft., one target. Hit: 6 1d4+4 piercing damage. Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Reactions
Parry. The kitsune adds 3 to its AC against one melee attack that would hit it. To do so, the kitsune must see the attacker and be wielding a melee weapon.
Destined Disguise
I must say that one must take extra caution when confronting a Kitsune well versed in illusion magic. Even now, I'm not entirely sure if the capital of the Kemonoans was real, or just a well-implemented ruse to make their capital appear as grand and majestic as it appearedIt is hard to see through the works of a kitsune illusionist. Most kitsune, while transformed or utilizing their innate magical abilities can only transform and disguise so much of themselves or their surroundings, often with their own disguises still revealing their tails, however, a kitsune who has spent extended time researching the ways of the school of illusions are often so adept with their spells that these common missteps that their kin perform are never made, leaving the kitsune illusionist as the best of their race when it comes to arcane trickery and deceit.
homebrew by Team Brievary
Kitsune Illusionist CR: 3 (700 XP)
STR
12 +1
DEX
16 +3
CON
17 +3
INT
20 +5
WIS
16 +3
CHA
12 +1
Spellcasting. The Kitsune is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Kitsune has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray 1st level (4 slots): color spray, disguise self, mage armor, magic missile 2nd level (3 slots): invisibility, mirror image, phantasmal force 3rd level (3 slots): major image, phantom steed 4th level (1 slot): phantasmal killer
Displacement (Recharges after the Kitsune Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the Kitsune projects an illusion that makes the Kitsune appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the Kitsune. The effect ends if the Kitsune takes damage, it is incapacitated, or its speed becomes 0.
Actions
Kunai. Melee Weapon Attack: 5+ to hit, reach 5ft., one target. Hit: 3 1d4+1 piercing damage. Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Additional Information
Social Structure
Civilization and Culture
Naming Traditions
Male Kitsune Names: Akira, Kaien, Ren, Roku, Tsuki
Female Kitsune Names: Kauri, Kazane, Rumia, Shion, Yuna
Major Organizations
Kitsune
Inari Warrior
Inari Guard
Kitsune Illusionist
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