Kitsune, Variant (5e Race)

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Physical Description

Kitsune are a race of fey descendant magical foxes with an unusual power. 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

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, making for excellent components to spells and potions.

Kitsune Names

Male: Han, Hiroto, Kirote, Mare, Renar, Kit, Sunny

Female: Fenro, Kimone, Rain, Sinatsu, Renar, Kit, Sunny

Kitsune Traits

Kitsune are anthropomorphic tricksters foxes originating from the Feywild and wield minor magical abilities.
Ability Score Increase. Your Charisma increases by 2.
Age. A typical kitsune lives to 100, maturing at 15 years. For every tail that they earn it lengthens their lifespan by 100 years for a maximum of an extra 900 years
Alignment. As kitsune are natural tricksters, they tend towards gentler forms of chaos. Zenko's tend to the lawful.
Size. A kitsune is usually between 5’11" and 6'11". Your size is Medium.
Speed. Your base walking speed is 35 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.
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.

Furthermore the tails can be cut off / removed due to injury. Losing your tails reduces the amount of times you can use abilities associated with your tails, but not your aging. They can be regrown via regeneration or when you level as the tails will regrow with each level, or a week has passed which ever is sooner.

As all kitsunes are beings of charm and allure your tails give you an added benefit of being resistant to charm. Without any tails you lose this feature as well.
Kitsune Jaw and Claw. You have a sharp teeth that can be used as weapons on combat. Your jaw attacks deal 1d6 + strength modifier, but your checks are made with disvantage. Your claws can't be used as a powerful weapon, but you have advantage on climb checks and your fist attacks deal slashing damage.
Fox Power. With more tails comes more power, and more power means you can cast more spells. You can cast your racial spells as a number of tails that you have.
Languages. You can read and write both Common and Sylvan.
Subrace. Kitsune's individual powers come from your spiritual state. Zenko and Kasai.

Zenko

Ability Score Increase. Your Wisdom, Constitution or Intelligence score increases by 1.
Knowlodge of Wind. 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. At 1st level you learn the guidance cantrip and also you can cast feather fall without cost.
Sentinel. Your nature is precautious and ready for everything. You gain proficiency in the Insight or Acrobatics checks.

Kasai

Ability Score Increase. Your Dexterity, Charisma or Strength 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 or Deception skills.
Soul's Flame. Your soul is entwined with Fire in both aggressive and charming ways. You gain the ability to cast fire bolt as a cantrip and you can use your charisma modifier in your dice. You also can cast charm person without cost. You regain all uses after a long rest.


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gollark: It also stopped when that was pointed out so meh.
gollark: > Because I'm pretty sure that that was definitely political in nature, or at least politics-adjacent.It didn't actually cause a horrible violent argument or whatever, it's fine.
gollark: Someone should eat the idea of conceptual weapons before bad things happen.
gollark: I didn't think it would cause *particularly* bad things, the protons and whatnot can probably survive having the quarks moving around a bit. Probably some energy change, though.
gollark: What happens if the sizes are a few % off?
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