Japanese Kitsune (5e Race)
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Kitsune are the physical manifestations of fox spirits. They most often take the form large foxes with multiple tails.
|Picture of a kitsune |
Kitsune are associated with Inari, the Shinto deity of rice. This association has reinforced the fox's supernatural significance. Originally, kitsune were Inari's messengers, but the line between the two is now blurred so that Inari Ōkami may be depicted as a fox. Likewise, entire shrines are dedicated to kitsune, where devotees can leave offerings. Fox spirits are said to be particularly fond of a fried sliced tofu called aburage, which is accordingly found in the noodle-based dishes kitsune udon and kitsune soba. Similarly, Inari-zushi is a type of sushi named for Inari Ōkami that consists of rice-filled pouches of fried tofu. There is speculation among folklorists as to whether another Shinto fox deity existed in the past. Foxes have long been worshipped as kami. Inari's kitsune are white, a color of good omen. They possess the power to ward off evil, and they sometimes serve as guardian spirits. In addition to protecting Inari shrines, they are petitioned to intervene on behalf of the locals and particularly to aid against troublesome nogitsune, those spirit foxes who do not serve Inari. Black foxes and nine-tailed foxes are likewise considered good omens. According to beliefs derived from fusui (feng shui), the fox's power over evil is such that a mere statue of a fox can dispel the evil kimon, or energy, that flows from the northeast. Many Inari shrines, such as the famous Fushimi Inari shrine in Kyoto, feature such statues, sometimes large numbers of them. Kitsune are connected to the Buddhist religion through the Dakiniten, goddesses conflated with Inari's female aspect. Dakiniten is depicted as a female boddhisattva wielding a sword and riding a flying white fox.
Japanese kitsune don't have a society because foxes don't have a society as well. It's very unusual for two Kitsune to meet, although some of them live in a humanoid township.
Male: Akihiko, Akihiro, Akio, Aoi, Daisuke, Hiroshi... Insert male Japanese name because originality is overrated.
Female: Ai, Asami, Chikako, Hideko, Izanami, Kiyomi... And again just use any normal Japanese name.
The True, and pure kitsune lives longer, many are small or large, and is much more powerful than many variant versions of the kitsune.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Kitsune can live between 50 and 1400 years.
Alignment. The alignment you have is based on which type of kitsune you want to play as. If you're playing a Zenko you would have the usual alignment would be truly neutral, lawful good, lawful neutral, chaotic good, and chaotic neutral. When playing a Yako you would have the usual alignment that corresponds to the legends that were told about them listed, lawful neutral, true neutral, chaotic neutral, lawful evil, chaotic evil.
Size. In legends they were small but others said they were large beasts and because I don't like to debate about religion I'll say they come in many different shapes and sizes.
Speed. Your base walking speed is 35 feet. +5 when crawling.
Shapeshift. You can take any form but however, A creature looking directly at you can make an Intelligence (Investigation) check, to tell that you are not what you appear to be, though they still cannot perceive your true form. The DC for this check is equal to 10 + proficiency bonus + your Charisma modifier. This magic is detectable by spells such as detect magic and dispelled in an antimagic field or by a successful dispel magic. Your proficiency bonus is considered the level of the spell for the sake of dispel magic. If your shapeshift is dispelled by Dispel Magic, your ability to turn into a human will be taken away until you complete a long rest. The materials needed would be a human skull, a leaf, and reeds if you want to hide your tail and ears. When your character is 50 or above you can transform from human form and your fox form. The size of your fox form has to be integrated before you use the spell to have a human form. The size must be 0.5 bigger or smaller than your human size. This spell can be used as much as you want but when a person uses it. Also, when you're drunk, the DC becomes -3 + proficiency bonus + your Charisma modifier.
Great Wisdom. Because of your extensive knowledge from being from the ancient days you have an advantage on Wisdom checks.
Spiritual Power. Spiritual power is used to cast some kitsune spells. You start out with 100spp (spiritual power points), but at levels 5, 10, 15, and 20 it increases by 25 spp.
Fox Fire. By rubbing your two tails you can make a flame. You gain access to the produce flame cantrip, although all flames created are blue.
Hoshi no Tama. A Kitsune keeps the Hoshi no Tama (an orb) in its mouth or carries it in its tail. Also, every time someone takes it, you will know, and every damage that Hoshi no Tama suffers will cause you to lose hit points, ki, sorcery points, spiritual power points, aura or other points that grant you abilities, and when the damage is enough to make you unconscious, you die. In turn, if it separates for more than 32 hours from you, you die.
Languages. You can speak, read, and write Common, Sylvan, and another language of your choice.
Subrace. Yako, and Zenko.
Ability Score Increase. Your Charisma score increases by 1.
Master of Trickery. You have advantage on Deception rolls.
Kitsune Trickery. This is like the minor illusion cantrip but you can actually generate a more clear picture. Takes a fifth of your total spiritual power. (If your level is 10, your spp is 150, if you use this skill at level 10, it would cost you 30 spp).
Possession. When you're near a living thing you can possess it making them your puppet. They have to make a DC 15 Wisdom saving throw to shake off the effect before they become your puppet. The person who is being manipulated can Re-roll the saving throw when their turn is over. Takes a half of your spp (If your level is 10, your spp is 150, if you use this skill at level 10, it would cost you 75 spp).
Disgrace of Inari. You cannot enter churches, temples, or shrines.
Ability Score Increase. Your Intelligence score increases by 1.
Master of Magic. You have advantage on Arcana rolls.
Fox Spirit. You cannot become possessed, as you are a spirit.
Possession. When you're near a living thing you can possess it making them your puppet. They have to make a Wisdom saving throw to shake off the effect before they become your puppet. the person who is being manipulated can make saving throws when their turn is over. YOU CAN ONLY USE THIS ON PEOPLE WHO HAVE AN EVIL ALIGNMENT or else you'll become considered a Yako & you cannot move in this state. Takes a half of your spp (If your level is 10, your spp is 150, if you use this skill at level 10, it would cost you 75 spp).
Charm Maker. You can make charms to fit different things. A charm can do elemental damage of any kind causing a 1d8. The damage will increase by 1d8 at levels 4, 8, 12, 16, 20. You can make a charm that explodes, and use it for utility tool. Materials needed 1 piece of paper and ink. At levels 1-4 It takes 15 spp. At level 5-9, you'll have to roll a d4, If you Roll a 4, It'll take 18 spp, If not, It'll take 19 spp. At level 10-14, you'll have to roll a d4, If you Roll a 3 or a 4, It'll take 22 spp, If not, It'll take 23 spp. At level 15-19 you'll have to roll a d4, If you Roll a 1, It'll take 27 spp, If not, It'll take 26 spp. At level 20, It'll take 30 spp.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|4' if you're Small, 5' if you're Medium, 7' if you're Large.||+2D10||60 lbs. if your Small, 135 lbs. if your Medium, 200 lbs. if Large||× (1d10) lb.|