Half-Kitsune (5e Race)

Half-Kitsune

Born usually from a human and a kitsune parent, half-kitsune is a combination of the two.

Physical Description

Half-kitsune are able to retain physical features from both of their parents, like skin or hair color, although certain dominant characteristics are obvious. Most prominent are the tail and the fox ears that replace the human ears. Those features come in many colors and sizes found in foxes from different ecosystems around the world. A half-kitsune might be born without a tail or without their fox ears, but never without one or the other. Due to their showing features they are often called "fox ears" or "fox tail" by other pure humans.

Unlike their parents and ancestors, they are not blessed with an innate talent to cast magic. Their abilities as a shapechanger or as an illusionist are limited, however, that does not prevent them to pursue a magic career if they wish so.

History

As times grew more peaceful, and understanding took its roots, races such as Kitsune were granted a chance at unprejudiced relations with other races. As a race close to humanoid settlements since long ago, they blended into the environment, not as outsiders or beasts, but as equals on terms with other intelligent creatures. Even if relationships in secret between humans and kitsune were not rare, those partnerships were not to be consumed without obstacle or prejudice. Eventually they were brought to the public eye, and surprisingly nothing changed. Those who were destined to love remained in bliss, all thanks to the grace of progress. From unions like that, half-kitsune were able to be recognized as a separate race many years later.

However, some humans still distaste and avoid this half-breed, as an alien and unpredictable element. They will not trust them, or approach them, due to thinking that they might be hiding their true nature of a brutal and mischievous foreigner.

Society

Rather than forming their own culture and settlements, half-kitsune are the part of the society they were born into. They have to accept their heritage and their position or they will face difficulties with communicating and living with others. Those that fail to accommodate are forced to leave their homes and live their life as a traveler, or until they find a more suitable place for them.

In social interaction, they consider themselves as a part of the greater multi-diverse world. Using their charm, they take on roles of counselors, diplomats, leaders, or advisers, trying to maintain peace and acceptance within the society. Due to their lingering magical capabilities originating from their bloodline, they can also become sages or magic users that protect others from harm.

However, when facing discrimination and prejudice their natural instincts of survival can dominate their morality. They become thieves and sellswords, ready to turn on their allies without thinking back even once. Their goal is to make those that mistreat others suffer as much as they did, and they will use any amount of lies and deceit to achieve that.

Names

Names of half-kitsune usually carry different meanings depending on how you write them. They are however typical and found commonly among most of the intelligent races.

Male: Ken, Minor, Osman, Stefan, Tibor

Female: Aina, Hana, Rio, Sora, Vanda

Half-Kitsune Traits

A humanoid race with fox ears, fox tail, both or more anthropomorphic features of a fox.
Ability Score Increase. Your Charisma and your Constitution scores are increased by 1.
Age. Half-kitsunes' lifespan depends on their parents. If one of them was a human, they mature in their late teens and live about 160 to 700 years.
Alignment. Half-kitsune can either be strongly chaotic or lawful, but tend to be more neutral and opportunistic in developed societies.
Size. Your height is a little lower than humans, ranging from 4 feet to 5' 10". Your weight is between 80 and 140 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your kitsune heritage, 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 Child. Ever since you were a child, you are able to perfectly recognize magical illusions. You are able to discern effects caused by cantrips without needing to make an ability check. You may also add your proficiency bonus for ability checks made to discern the effects of higher-level illusion spells.
Shapechanger Blood. Even if your natural aptitude does not allow you to change your shape like Kitsune, you can still take benefit from it. You have advantage against shapechanging spells and abilities, and are always changed into a fox if the spell tries to change you into an animal.
Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. You can choose from 5 subraces, depending on who your second parent was. Choose between Child of a Human, Child of an Elf, Child of a Gnome and Child of a Tiefling.


Child of a Human

Ability Score Increase. One ability of your choice increases by 1.
Human Versatility. Thank to your human blood you pick up new skills easily. You gain proficiency in one skill of your choice
Hidden in the crowd. Your slightly magical blood creates an illusion to hide you in the presence of others. You have advantage on Dexterity(Stealth) checks made to blend into a crowd.

Child of an Elf

Ability Score Increase. Your Dexterity increases by 1.
Age. Thanks to the blood of your Elf parent, your lifespan is increased, you still reach maturity around 20 but you may live up to 950 years. (Changing your age by choosing this subrace might be considered as a variant rule, consult your GM if he/she allows it)
Elf-Like Trance. Like Elves, you don't need to sleep and gain advantage on saving throws against sleep effects. You only require to finish deeply meditating for 4 hours to gain the same benefit as after finishing a long rest.
Fox Senses. Your animalistic facets allows you to track using your sense of smell. You gain proficiency in Survival when tracking. Additionally you gain advantage on Perception checks during night-time, if you can see the moon.

Child of a Gnome

Ability Score Increase. Your Intelligence increases by 1
Age. Your lifespan is increased, you still reach maturity around 20 but you may live up to 800 years. (Changing your age by choosing this subrace might be considered as a variant rule, consult your GM if he/she allows it)
Size. Your size diminishes accommodating your smaller parent. Your height is above 3 feet and your weight is about 30 pounds. Your size is now small. (Changing your size by choosing this subrace might be considered as a variant rule, consult your GM if he/she allows it)
Speed. Your base walking speed changes to 25 feet. (Changing your base speed by choosing this subrace might be considered as a variant rule, consult your GM if he/she allows it)
Fox Cunning. Like Gnomes, you are quite resistant against magic. You gain advantage on Intelligence and Charisma saving throws against magical effects.
Intuitive Illusionist. Thanks to the infusion of the Kitsune and Gnome blood, the illusion effects you create are much more vivid. Add + 2 to the DC when someone makes a check to see through the illusion.

Child of a Tiefling

Ability Score Increase. Your Charisma increases by 1
Fox Fire. You have an innate ability to briefly invoke fire. Before you roll damage, as a bonus action, you can change the damage type of a spell or a weapon attack to Fire for that attack. Alternatively, you may add an additional 1d6 damage to any attack that deals only fire damage. You can use this feature once. The number of uses increases to two (2) at 6th level, three (3) at 11th level, and four (4) and 16th level. All of the expended uses are restored after you finish a long rest
Devilish Charm. Enemies have a disadvantage on saving throws when you try to charm them.
Fire Blood. The combination of your infernal heritage and innate fire talent causes your blood to boil inside your veins. Any creature that deals damage to you with an unarmed strike or natural weapon attack (such as bites and claws) must make a Constitution saving throw. It takes 1d4 Fire damage on a failed save. The DC for this save is equal to 10 + your Constitution modifier. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Child of a Halfling

Ability Score Increase. Your Wisdom increases by 1
Age. Your lifespan is increased, you still reach maturity around 20 but you may live up to 800 years. (Changing your age by choosing this subrace might be considered as a variant rule, consult your GM if he/she allows it)
Size. Your size diminishes accommodating your smaller parent. Your height is above 3 feet and your weight is about 30 pounds. Your size is now small. (Changing your size by choosing this subrace might be considered as a variant rule, consult your GM if he/she allows it)
Speed. Your base walking speed changes to 25 feet. (Changing your base speed by choosing this subrace might be considered as a variant rule, consult your GM if he/she allows it)
Fox Luck. Like Halflings, When you roll a 1 on the d20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Fox's Nimbleness. Thanks to the merging of Halfling and Kitsune Blood You can move through the space of any creature that is of a size larger than yours.
Fox Bravery. Brave: You have advantage on saving throws against being Frightened.

Random Height and Weight

Table: Half-Kitsune Random Height and Weight
Base HeightHeight ModifierBase WeightWeight Modifier
4' 0"+2d6 inches80 lb.× (2d10) lb.
Table: For Child of the Gnome subrace Child of the Halfling Subrace
Base HeightHeight ModifierBase WeightWeight Modifier
3' 0"+1d6 inches30 lb.× (1d4) lb.

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