Fey Ancestry:
Being of fey blood means you get advantage against being charmed. and magic can't put you to sleep
Nimble Foxes:
The lithe build and somewhat sleek build of the kitsune makes them quite adept at moving in some fantastical of ways and as such, kitsune are proficient in Acrobatics
Faerie Tails:
Kitsune begin their lives with one tail around 3 feet long. At 4th level and every four levels afterwards, you grow an additional tail as you increase in age and worldly experience. Enlightening, uplifting or incredible events may also result in the growth of an additional tail, at the discretion of the DM, up to a maximum total of 9. Note: Kitsune are capable of hiding just how many tail they have...even appearing to have none if they so choose... (This is mainly a mechanic for gaining tails that can be used if desired and serves no other purpose unless paired with the 'Magical Tails' Optional Feat Below.)
Kitsune Trickery:
You can appear as a human of the same sex 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, though they still cannot tell your true form. This magic is detectable and dispelled in an anti-magic field or by dispel magic (your character level divided by 2 rounded down is the level of this spell for the sake of dispel magic). If your illusion is dispelled you cannot use the effect again until after a long rest. A kitsune also always assumes the appearance of a specfific humanoid (Player can choose, only 1). The abilty functioning as alter self (change of appearance only).
Kitsune Awareness:
Kitsune have a Keen sense regarding magic. Upon passing either an Investigation check or Perception check (Your choice) versus an opposing magically disguised creatures performance or Deception check, Kitsune can ascertain the true nature of said creature or even other kitsune upon passing said check by over 5. As if by True Sight (Only effects the opposing creature/creatures)
Shapechanger:
A kitsune takes naturally to shapeshifting and develop that gift allowing them to change themselves into a fox indefinitely using a natural transmutation magic. But, on a DC 8 + proficiency bonus + Charisma Modifier Investigation check, a person looking directly at you can tell that you are not what you appear, though they still cannot tell your true form. (I.E. They may know you have sentience/can understand them.) This magic is detectable and dispelled in an anti-magic field or by dispel magic (your character level divided by 2 rounded down is the level of this spell for the sake of dispel magic). If this Magic is dispelled or you revert to normal willingly, you cannot use the effect again until after a long rest. You lose the ability to speak in Fox form, but you still understand the languages you know. Upon casting this ability to become a fox your equipment merges with you, your AC is set to 14, Your HP becomes 6 (1d8+1) your size becomes small and your max movement speed is 35 feet You gain a +4 to stealth while in this form due to your small size You also gain a 1d4 bite attack. This abilty functioning as a druid's Wild Shape (Save the fact a kitsune may only become a fox.) If the Faerie tails trait has been taken or your kitsune has a set number of tails, you may choose to display your current number of tails in this form or just a single tail. Languages: You can speak, read, and write Common, Sylvan and Vulpine.
Kitsune Arcana:
At level 1 you are able to use the Produce Flame cantrip, with the exception that your flame is blue. Once you reach 3rd level, you can cast the Charm Person spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Phantasmal force spell once a day with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Defense:
While you are wearing armor, you gain a +1 bonus to AC.
Magical Tails:
This feat pairs with the Faerie Tails trait. Starting at level four, you gain an extra tail and another tail every four levels after. With each new tail, you gain one new spell that can be cast once, a long rest being required to cast again. When you gain a new tail, you gain a spell of that level as shown on the Kitsune tail table above. While this feat will only gain you magic for five tails through leveling, as with the Faerie tails trait your DM may award you extra tails at their discretion. Such as through Enlightening, uplifting, incredible or even distressing/traumatic events. As said earlier, upon gaining a new tail you may choose a spell of corresponding level, it must be either from the Illusion, enchantment or transmutation schools. Charisma is your spellcasting ability for attained spells Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack Modifier = your proficiency bonus + your Charisma Modifier
Weapons That Hurt:
Starting at 3rd level, upon choosing this instinctive nature, you may put more force behind your attacks. When you hit a creature with a melee weapon, you deal an additional 2 damage. This damage increases to 3 at 7th level, 4 at 10th level, 5 at 15th level, and 6 at 18th level.
Behemoth's Strength:
Starting at 5th level, your focus of putting your all into a single attack shows. The first melee attack you make on a turn deals 2d6 additional damage. This feature cannot be used when wielding a light weapon.
At 11th level it increases to 4d6, and at 17th level, this damage increases to 6d6.
Behemoth Might:
Starting at 6th level, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to the damage types inflicted by your melee weapon.
Fire Affinity:
Stoking the Fire: lvl 1 spell
Action
30ft r
grants the target another concentration slot
Healing Strike:
must have an enemy and ally within 5ft
does an additional 1d12 dmg and will grant ally half of damage dealth
2 chakra points
Features & Traits