Kitsune, Variant (5e Race)

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Scales.png This page is of questionable balance. Reason: Compared against one another the subraces are not balanced or in line. The linking of a number of uses for abilities to the number of tails is a cool concept but doesn't work in practically going by an additional tail every 3th level. Giving a free barbarian rage, 3 favored terrains(whatever that is meant to refer to is unclear), Truesight, etc. Overall, it would greatly benefit from a rework.

Agreed. Changed the barb rage thing, but more detailed explanations on what to modify would be nice. A post in the comments for example... :) Thanks.
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Physical Description[edit]

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Furry The Kitsune Archer by jeddibub on DeviantArt


Kitsune are a race of fey descendant foxes able to take both humanoid and fox like shapes. These tricky foxes have learned through the centuries to utilize this shape-changing to further their trickster ambitions.

Fur colors take on a wide range of colors, from natural colors such as red, white, black, and brown to more magical, often darker blues, greens, yellows, and oranges. Markings on their belly, muzzle, legs/feet, and tips of tails accent their main fur color, commonly a brighter version. A Kitsune’s birth environment and variant type can hold sway to the color their fur takes on.

A Kitsune may also assume a humanoid appearance, often doing so when interacting with other humanoid races. Kitsune of any age often have trouble hiding their tails and ears, opting to leave them visible as a marker of their race.

Hair color tends to matches their fur color, thickening during the winter months and thinning during the summer.

Eyes cover a large range of colors but commonly match the accent color of their fur.

History[edit]

The Kitsune are a long, fulfilled race of beings that once lived in the Feywilds, villages being found between the kingdoms of the archfeys. Often built around the forest they so deeply cherished, the story and legends of the Kitsune people are written into the ever aging trees themselves. with each passing generation the trees grow taller and so that generations story can begin. This is not to say that their history is not written in books, when one of the sacred story trees falls, the elder of the village is tasked to use the wood to create new books for the story of their people to be recorded in.

Long ago a group of Kitsune sought out the material plane, both to explore and call a new home. Coming to be known as tricksters and adventurers, Kitsune as are prone to be drawn to towns and cities. Anywhere they can learn from travelers and adventures and scratch that trick loving itch. Material plane villages do exist! Deep in forests hidden in the trees and underbrush, these settlements will not be found easily if the residence do not wish to be seen. Those that earn the trust of the local foxes will find themselves in a world of long standing culture and tradition and friends for life.

Being a race originally from the Feywilds, Kitsune are sometimes sought out by evil individuals. Their tails filled with power and excellent components to spells and potions.

Kitsune Names[edit]

Male: Han, Hiroto, Kirote, Mare,

Female: Fenro, Kimone, Rain, Sinatsu

Kitsune Traits[edit]

Kitsune are anthropomorphic tricksters foxes originating from the Feywild and wield minor magical abilities.
Ability Score Increase. Your Charisma increases by 1, and another ability score by 1.
Age. A typical kitsune lives to 200, maturing at the same rate as humans. For every tail that they earn it lengthens their lifespan by 10 years for a maximum of an extra 90 years
Alignment. As kitsune are natural tricksters, they tend towards gentler forms of chaos.
Size. A kitsune is usually between 5’0" and 6'5". Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Keen Senses. Much like the foxes they resemble, kitsunes have heightened senses. You are proficient in the Perception skill.
Human form. You can appear as a human indefinitely using a very simple illusion magic. However, on a DC 10 + proficiency bonus + Charisma Modifier Investigation check, a person looking directly at you can tell that you are not what you appear. Any spell or object that can dispel magic will revert you to your fox form, only after the effect has worn off can you shift back to your human form. You always appear to be the same human when you cast this spell, usually slightly younger than you physically are.
Fox Tails. You have one tail when you are born with, and every 3 levels you gain another tail up to level 12, after which every two levels you gain another tail. A kitsune's tails are a symbol of growth and realization for themselves and reflects how powerful they are.

Tail by level: lvl 1= 1 lvl 3 = 2, lvl 6 = 3, lvl 9=4, lvl 12=5, lvl 14=6, lvl 16=7, lvl 18=8, lvl 20=9.
Kitsune Claws. You have sharp claws that can be used as weapons on combat. Your claw attacks deal 1d4 slashing damage. You may make an additional claw attack as a bonus action with your off hand, even if you are wielding a weapon in your other hand. Neither claw attack adds your strength or dexterity bonus to damage. You are considered proficient with your claws.
Fox Fire. With more tails comes more power, and more power means you can cast certain spells. At 1st level you learn the dancing lights cantrip. At 3rd level you gain the ability to cast faerie fire a number of times equal to the number of tails you have, and regain the ability to cast it after completing a long rest. Charisma is your casting ability for these spells.
Languages. You can read and write both Common and Sylvan.
Subrace. Kitsune's individual powers come from the element that their nature and being most attune to. There are 13 different types of kitsune; Kaze (Wind), Kasai (Fire), Mori (Forest), Chikyu (Earth), Yama (Mountain), Kawa (River), Umi (Ocean), Sanda (Thunder), Tengoku (Heaven), Kukan (Void), Seishin (Spirit), Jikan (Time), and Ongaku (Music).

Kaze[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Fleet of Foot. Quick as the wind, your body has grown accustom to being on the move like the a leaf on the breeze. Your walking speed is increased by 5 feet, your jump distance is doubled. You gain proficiency in acrobatics. At 1st level you learn the gust cantrip and at 3rd level you learn the feather fall spell at 1st level.

Kasai[edit]

Ability Score Increase. Your Charisma or Intelligence score increases by 1.
Passionate Gaze. Your eyes almost sparkle as you look towards people drawing them in to believe what you say. You gain Proficiency in the Persuasion and Deception skills.
Fiery Soul. Your soul is entwined with Fire in both aggressive and charming ways. You gain the ability to cast charm person as a level 1 spell, an equal number of times to the amount of tails you have and regain the ability to cast after a long rest. At 4 tails you gain the ability to cast charm person as a level 2 spell and at 7 tails as a level 3 spell however doing so uses the amount of "tail charges" equal to the spells level (so at 9 tails you can cast charm person 3 times at level 3). You also gain the ability to cast the firebolt cantrip.At 5 tails and 9 tails respectively fire bolts damage increases by 1 damage die (2d10 at 5 tails and 3d10 at 9 tails). Charisma is your casting ability for these spells.

Mori[edit]

Ability Score Increase. Your Wisdom or Constitution scores increase by 1.
Natural Survivalist. The roots of your very being is tied to the earth so it's easy for you to track, hunt, and survive in difficult environments. You gain proficiency in the Survival skill. Forest becomes your Favoured Terrain.
Nature Bender. You have a natural, magical ability to heal and command plant life. You know the druidcraft cantrip. You gain the ability to cast a lvl 1 cure wounds a number of times equal to the number of tails you have, and regain the ability to cast it after completing a short rest. Charisma is your casting ability for these spells.

Chikyu[edit]

Ability Score Increase. Your Constitution or Strength scores increase by 1.
Knowledge of the Lands. The land speaks to you and helps you in your endeavours, you gain 3 Favoured Terrain of your choice, you have advantage to all Wisdom (Survival) and Intelligence (Nature) checks done in these terrains.
Protection of the Earth. Once per week as an action you may gain resistance to non-magical Bludgeoning, Piercing and Slashing damage for 1min.

Yama[edit]

Ability Score Increase. Your Constitution score increases by 1.
Homeland. Mountains become your Favoured Terrain.
Mountain's Call. You can call on the mountain's fortitude. You gain the ability to cast longstrider as a level 1 spell, an equal number of times to the amount of tails you have and regain the ability to cast after a long rest. You also gain the ability to cast the resistance cantrip. Charisma is your casting ability for these spells.

Kawa[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Great Adaptability. Gain two skill proficiencies of your choice.
Flowing Waters. Your soul is entwined with Water for both wisdom and patience. At 2 tails, you gain the ability to cast lesser restoration as a level 2 spell, an number of times equal to half the amount of tails you have (rounded down) and regain the ability to cast after a long rest. You also gain the ability to cast the true strike cantrip. Charisma is your casting ability for these spells. Also at 6 tails you gain the ability to cast greater restoration as a level 5 spell.

Umi[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Tan & Ready for a dip. You have a swim speed of 40. You can also hold your breath for up to 10 minutes with ease. You have proficiency in the Nature skill.
Water Affinity. You can cast create or destroy water a number of times equal to the amount of tails you have and regain the ability to cast after a long rest. You also gain the ability to cast the mending cantrip. Charisma is your casting ability for these spells.

Sanda[edit]

Ability Score Increase. Your Dexterity or Intelligence score increases by 1.
Lightning Reflexes. With natural ability to move your body precisely how you want it to, you gain proficiency in the Acrobatics skill.
Call The Storm. Your soul intertwines with booming thunder, you gain the ability to cast thunderwave as a level 1 spell, equal to the number of tails you have and regain the ability to cast it after completing a long rest. (reminder: these spells still take the regular time to cast them) You also gain the ability to cast the shocking grasp Cantrip. Charisma is your casting ability for these spells.

Tengoku[edit]

Ability Score Increase. Your Charisma score increases by 1.
Heaven's Grace. Gain two skill proficiencies of your choice.
Heaven's Blessing. Your soul is blessed by heaven. You gain the ability to cast sanctuary as a level 1 spell, an equal number of times to the amount of tails you have and regain the ability to cast after a long rest. You also gain the ability to cast the spare the dying cantrip. Charisma is your casting ability for these spells. Also at 4 tails you gain the ability to cast aid as a level 2 spell and at 7 tails as a level 3 spell however doing so uses the amount of "tail charges" equal to the spells level (so at 9 tails you can cast aid 3 times at level 3).

Kukan[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Sharpened Senses. You have Darkvision at 120ft range. Double your proficiency modifier for all Perception checks.
Shunpo. You can cast misty step a number of times equal to the amount of tails you have and regain the ability to cast after a long rest. Charisma is your casting ability for these spells.

Seishin[edit]

Ability Score Increase. Your Intelligence score increases by 1.
Mindsight. Due to your magical heritage, you have the ability to see the world as it really is. At level 1 you can see normally in magical or non-magical darkness out to 30 feet as if the area was in bright light. At level 3, when you are within 10 feet of a visual illusion you automatically detect their true nature and succeed on saving throws against them. Also, within 10 feet you determine the true form of a shapechanger or a creature transformed by magic. At level 15, when you are within 10 feet of an invisible creature or a magically hidden door or object, you can see them. At level 20, double the range of all of your Mindsight abilities.
Illusions of the Mind. Your mind is sharp and clear... all the more easy to confuse others! You gain the ability to cast silent image as a level 1 spell, a number of times equal to the amount of tails you have and regain the ability to cast after a long rest. You also gain the ability to cast the minor illusion cantrip. Charisma is your casting ability for these spells.

Jikan[edit]

Ability Score Increase. Your Dexterity or Wisdom score increases by 1.
Reaction time. Your quick thinking and senses allow you to tap into the future and act upon this information with lightning fast reflexes. As per the number of tails you have, you may grant yourself advantage on any skills/skill saves you have proficiency in, or attack action(one per a turn). Or impose disadvantage on an attack made against you. Once this ability is used to it's max number of times, you must take a long rest. At 1st level you learn the resistance cantrip.

Ongaku[edit]

Ability Score Increase. Your Charisma score increases by 1.
Natural Entertainer. Are proficient in the Performance skill and one musical instrument of your choice.
Showmanship. When you cast dancing lights with your fox fire trait, you can increase its duration to 1 hour. You have advantage on Constitution saving throws made for dancing lights and faerie fire.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0″ +2d10 80 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)



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