Kitsune
A Mysterious Race
The Kitsune are an esoteric species not known to many people. It is commonly believed that they are a race of supernatural monsters that do not exist, and are usually spread around as Fox Spirits in folktales in some countries.
However, these creatures are indeed real and living creatures that dwell amongst the members of society. However, they are not recognised as the Fox Spirits of stories. Instead, they are generally regarded as beastfolk, half beast, half humans, that are shunned by the members of the public, or as regular old foxes that roam the night.
To those that know of these creatures, they understand that Kitsune are actually long-lived creatures known as Fey, and they are wise creatures with magical powers, that work to protect the balance of the world.
Twin Forms
Kitsune are able to take on two different forms. The first is their natural form; an ethereal spirit body that is shaped like a fox, with the exception of the multiple tails behind it, signifying the Kitsune's age. Each tail after the first represents the passing of a century for which the Kitsune has lived. Normally, the Spirit has reddish-brown fur, but upon gaining its ninth tail, the Kitsune's fur changes to white or gold in color.
The other form the Kitsune takes on is a humanoid form. When a Kitsune reaches maturity it gains the ability to take on a human form. The Spirit can only take on a single form throughout its whole lifetime, but may choose to shape the body in any style it wishes to. The Kitsune's humanoid form can look exactly the same as a human, with the exception of having two fox ears and a foxtail.
To switch between each form, a ritual must be carried out by the Kitsune after purification of its body. The ritual is simple, taking no more than an hour each time.
Servants of Gaia
The Kitsune are associated with the spirit of the planet itself, reinforcing the Kitsune's supernatural significance. Being servants of the planet, they take it upon themselves to protect nature and preserve the balance of the world. Shrines erected by Kitsune can be found all over the planet, usually with older Fox Spirits manning those structures of culture, located more commonly in areas with rich natural energy.
Kitsune are generally good creatures. However, their playful nature results in them leaning towards the more chaotic aspects of life. They also have an affinity with nature, allowing them to sense the feelings of the animals and plants around them, which aids in their role as well.
Kitsune are also born of the world. They do not have parents, being formed by the powers of nature in an area densely laid with natural energy, such as a lush forest or near a shrine. Either way, Kitsune are born with basic intelligence on how to survive until they can live safely.
Kitsune Traits
The Kitsune has a plethora of traits in their humanoid form that defines them as a supernatural Fey.
Ability Score Improvement. Your Wisdom score increases by 1.
Age. Kitsune grow slowly, reaching maturity as they gain their second tail, around the age of 100. They are considered to have reached adulthood as they gain their fifth tail, and can live well over a thousand years.
Size. Kitsune in their humanoid forms range from 5 to 6 feet tall and have slender builds, weighing between 70 to 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to having a nocturnal lifestyle, you have vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were in bright light, and in darkness as if it were dim light. You can't discern colours in darkness, only shades of gray.
Languages. You can speak, read and write Common and Sylvan.
Ritual of Shapeshifting. After washing your body with a source of natural water, you spend up to 1 hour attuning yourself to nature with the aid of any druidic focus to shapeshift into your ethereal fox form, or vice versa, returning to your humanoid form.
Spirit Fox Form. As a spirit fox, your size becomes to Small, ranging from 2 to 3 feet in length and weighing no more than 5 pounds. Your walking speed increases to 35 feet, and you are naturally adapted to cold climates. You gain two claw attacks that does 1d4 piercing damage and is treated as an unarmed attack, and is a finesse weapon. You can speak all languages you know.
The equipment you are carrying melds into you, rendering them unable to be used until you return to your humanoid form. The maximum weight you can carry is equivalant to your carry weight. Any equipment that goes over the weight limit drops on the floor. You are unable to use normal attacks in this form. When your HP reaches 0 in this form you go unconscious without transforming.
Alternatively, you may carry some equipment, and they may be scaled to fit you, but only to twice your STR score.
Spirit Fox Spellcasting. You can only cast cantrips in this form at level 1. To cast spells that have a somatic component, you instead draw a rune on the ground with your paws. You are able to cast 1st level spells in this form at level 3 and 2nd level spells at level 5. At level 15, you can cast all spells normally.
Subrace. The ancestry of the fox spirits have divided them into two different subraces, the Caretakers of Nature, or the Playful Tricksters. Choose one of these subraces.
Caretaker of Nature
As a Kitsune born to serve as a caretaker of the natural world, they tend to bask in wilderness and roam the lands, tending to the fields created by the planet itself. They yend to be protective of nature and will frequently not choose sides in conflicts, unless said conflict results in the destruction of the world.
The Kitsune who roam the lands tend to have a stronger build, choosing speed instead of elegance to carry out their jobs proficiently. They are sensitive to changes in the environment and will usually act accordingly.
Ability Score Improvement. Your Dexterity score increases by 2.
Alighment. Kitsune, due to role as protectors of nature are usually more lawful.
Nature's Warning. You gain proficiency in the Insight skill. You gain an ability called Nature's Warning. Choose a creature you can see. If it can hear you, it must pass a Wisdom save or take 1d6 psychic damage and have disadvantage on its next attack roll before the end of its next turn. The save DC is equal to 8 + Your Proficiency Score + Your Wisdom or Dexterity Modifier.
Natural Affinity. By attuning to the natural world for 10 minutes, you gain the effects of Speak with Animals for 1 hour, allowing you to communicate with animals in your surroundings. At 3rd level, this ability lets you understand and communicate with plants as well.
Playful Trickster
The playful variant of Kitsune make their home in the urban environments of towns and cities, They tend to be more playful and like to cause mischief in towns. Such tricks can range from disturbing and tricking proud and greedy denizens, all the way to abusing the lower classmen.
The Kitsune dwelling in urban areas tend to be more charming, in order to carry out their purposes. They possess natural powers to trick others and cause havoc wherever they go.
Ability Score Improvement. Your Charisma score increases by 2.
Alighment. Kitsune, due to their playful nature tend to be more chaotic.
Foxfire. You gain proficiency in the Deception skill. You gain an ability called Foxfire. You can use a bonus action to imbue your claws with natural energy for 1 minute. In this period, you may choose to use your spellcasting ability for attack and damage rolls, the damage dice becomes a d8 and attacks deals magical fire damage.
Man's Tongue. By attuning to your ancestral blood for 10 minutes, you gain the effects of Comprehend Languages for 1 hour. You are also able to speak any language that you can comprehend during this period.
Racial Feats
With the introduction of racial feats in Xanathar's Guide to Everything, the Kitsune also gets its own racial feats that it can use.
Racial Feats
| Race | Cookie Type |
|---|---|
| Kitsune (Caretaker of Nature) | Fey Teleportation |
| Kitsune (Playful Trickster) | Fade Away |
| Kitsune | Gaia Spirits |
Fey Teleportation
Prerequisite: Kitsune (Caretaker of Nature)
Your fey bloodline allows you to tap into the spatial-planar powers of the Feywild, allowing you to momentarily to warp through the Feywild to shorten your path from one place to another. You gain the following benefits:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
- You learn to speak, read, and write Elvish.
- You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.
Fade Away
Prerequisite: Kitsune (Playful Trickster)
Your fey bloodline gives you a knack for illusions and have awakened a bloodline ability within you. You attain an ability for fading away when you are in danger. You gain the following benefits:
- Increase your Charisma or Intelligence score by 1, to a maximum of 20.
- Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving thrw. Once you use this ability, you can't do so again until you finish a short or long rest.
Gaia Spirits
Prerequisite: Kitsune
Your closeness with the planet allows you to communicate with the natural spirits of the world around you. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
By attuning yourself to the planet for 1 minute, you can summon Gaia spirits to act as your allies. Unnatural or desecrated areas may increase the time needed or impose a check. Choose one effect from the list below:
- Alarm. Choose any number of creatures. The spirits sense when one creature not in the creatures selected moves within 15 feet of it and illuminates them after 1 round. The creature suffers from the effects of Faerie Fire for 1 minute.
- Seeker. You can cast the Locate Creature spell, but within a 300 feet of the spirit instead.
- Messenger. You cast the Message cantrip, except at a range of 1000 feet.
- Timekeeper. You cause natural phenomenon to occur, allowing you to tell the time accurately for the next 24 hours.
- Guide. The spirits tell you the direction you are facing, or the direction to a large landmark within 1 mile of you.
Additional Backgrounds
Shrine Maiden
You have for the majority of your life served as part of a Fox Spirit Shrine. You learned about the culture of these shrines and have taken up the responsibility of being a servant of Gaia and a protector of nature. You may not be a Kitsune, but after spending a prolonged time living among them you have been influenced by the Kitsune residing at the shrine and have picked up certain habits.
You, as a Shrine Maiden, are under the Pantheon of the planet and you may work with your DM to determine the activities you have done in your service as a Shrine Maiden, whether it be to carry out sacrificial rites to the planet or as a guardian of the shrine.
What happened in your past that caused you to join a Kitsune shrine? Perhaps you were a Kitsune, born of the planet near a shrine and taken in, or you were an orphan of another race who was abandoned at the shrine, or even a young acolyte sent by your parents to serve nature instead of a specific God.
- Skill Proficiencies: Nature, Religion
- Languages: You learn one language of your choice.
- Tool Proficiencies: You gain proficiency in 1 tool or instrument of your choice.
- Equipment: A holy symbol of your shrine (representing your origin as a Shrine Maiden), fine clothing, a druidic focus, vestments, and a belt pouch containing 15 gp.
Feature: Protection of Nature
As a Shrine Maiden, you receive the protection of the various Shrines across the lands, as well as guidance from nature spirits around the shrine. You and your adventuring companions can expect to receive food, shelter, free healing and care at any Kitsune Shrine, though you must provide any material components for your spells. Those who work at the shrines will support you (but only you) at a modest lifestyle, with exceptions made by the DM.
You also receive the guidance of nature spirits in the vicinity of any Kitsune Shrine. If the shrine is located outside of an urban area (in a forest, on a mountain) and your party is within 24 miles of the shrine, you cannot get lost as you pass through the area.
Suggested Characteristics
Shrine Maidens for the most part of their life live and work in the Kitsune Shrines. Due to the reclusive nature of these shrines, their lack of interaction with society may affect their bonds and ideals. Their lack of awareness of cultural norms may also affect their flaws in some way or another.
Changelog
V1.2 (09/01/2019) Added subraces to Kitsune, fixed a few RAW errors. Added racial feats.
| d8 | Personality Trait |
|---|---|
| 1 | I follow in the footsteps of a certain Shrine Maiden and aim to reach her level one day. |
| 2 | I am tolerant (or intolerant) of people destroying nature and will aim to stop them peacefully (or forcefully) when they do so. |
| 3 | I see the movement of fate in every movement and action. We need to pay attention to what Gaia is trying to tell us. |
| 4 | I am ever optimistic (or pessimistic) about everything. |
| 5 | I am unfamiliar with societal cultures, and are shy when interacting with others. |
| 6 | I constantly refer to shrine annals and scriptures to find answers to every problem I encounter. |
| 7 | I am driven by wanderlust of exploring the world outside the shrine I live in. |
| 8 | I learn many lessons from observing nature. |
| d6 | Ideal |
|---|---|
| 1 | Change. The threads of fate are constantly on the move. We must ensure that everyone follows it. (Chaotic) |
| 2 | Protection. My abilities must be used to protect nature at all costs. (Lawful) |
| 3 | Nature. The aspects of nature are far greater than anything civilization can give us. (Neutral) |
| 4 | Service. I must use my gifts to help out anyone and everyone in need. (Good) |
| 5 | Faith. I dedicate myself to the workings of nature and let Gaia choose my path for me. (Any) |
| 6 | Homecoming. Everyone and everyone will eventually return to nature. It is up to me to help them. (Evil) |
| d6 | Bond |
|---|---|
| 1 | I dedicate my life to the Shrine which took me in when I was young. |
| 2 | Everything I do is to protect nature. |
| 3 | I seek to destroy the creatures who have been destroying shrines across the land. |
| 4 | I seek to learn as many things from the wonders of nature as possible. |
| 5 | I aim to find an ancient relic as described in texts from my shrine that brings forth great change. |
| 6 | I have received an oracle from nature about an impending danger and I have to prevent it. |
| d6 | Flaws |
|---|---|
| 1 | I am overprotective of nature and will go overboard to protect it. |
| 2 | I have fallen in love with a Kitsune at the Shrine even if I know I cannot obtain her (or him). |
| 3 | I am slow to learn the ways of society. |
| 4 | Others run away in the face of a great adversary. I try to 'save' them and return them to nature. |
| 5 | I judge myself and others very harshly. |
| 6 | I am too reliant on the forces of nature to guide me. |