Monastic Tradition: Way of the Kitsune

by GouyokunoGreed

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Monastic Tradition: Way of the Kitsune

Monastic Tradition

At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice.

Way of the Kitsune

The kitsune are sacred fox spirits, known for their ability to summon blue flames, their charming behavior, and their profound wiseness. Some are honorable servants of the gods of the East, some are playful magical tricksters, and some take human form in order to live among the mortals. Some monasteries worship those spirits, and their training is focused on emulating the powers of the kitsune.

Way of the Kitsune features
Monk Level Features
3rd Bonus Proficiencies, Foxfire, Kitsune Magic
6th Fox Cunning
11th Enchantment Flames
17th Kyuubi Manifestation

Bonus Proficiencies

3rd-level Way of the Kitsune feature

You gain proficiency in the Deception and Persuasion skills.

Foxfire

3rd-level Way of the Kitsune feature

You can use your ki to channel the mystical blue flames of the kitsune through your fists. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra radiant damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Kitsune Magic

3rd-level Way of the Kitsune feature

You can use your ki to channel some of the magical powers of the kitsune. You learn the friends and minor illusion cantrips. Wisdom is your spellcasting ability for those cantrips.

Additionally, you learn new spells when you reach certain levels in this class, as shown in the Kitsune Spells table. Wisdom is your spellcasting ability for those spells. Once you learn a spell from this table, you can cast it once. To cast that spell again, you need to finish a long rest, unless you spend a number of ki póints indicated on the table to cast it again. You can also cast those spells by spending spell slots, if you have any.

Credits

Kitsune Spells
Monk Level Spells Ki Cost
3rd bless, silent image 2
6th enthrall, mirror image 3
11th fast friends, hypnotic pattern 4
17th charm monster, greater invisibility 5

Fox Cunning

6th-level Way of the Kitsune feature

You can use your ki to channel the charm and wit of the kitsune. When you make an Intelligence, Charisma, or Wisdom check in which your full proficiency bonus applies, you can spend 1 ki point to double your proficiency bonus for that check.

Enchantment Flames

11th-level Way of the Kitsune feature

When you make an unarmed strike with Flurry of Blows, you can use Foxfire with that strike without spending the ki point for Foxfire. You can still use Foxfire only once per turn.

In addition, when you damage a creature with Foxfire, you can activate one of these abilities:

Doppelganger. That creature sees an illusory duplicate of yourself striking them. Until the end of your turn, you have advantage on your unarmed strikes against that creature.

Spellbound. You can force that creature to make a Wisdom saving throw. If they fail, they become charmed by you until the start of your next turn or until they receive damage. While they're charmed by this effect, they cannot take actions or reactions. If they succeed, they become immune to this feature for 24 hours.

Kyuubi Manifestation

17th-level Way of the Kitsune feature

You can use your ki to achieve a flash of the power of the Nine Tailed Foxes. You can spend 7 ki points to enter Kyuubi State for 1 minute. When you do this, nine blue, shining, and translucent fox tails appear behind you, and your eyes also glow blue. This transformation ends early if you're incapacitated or die.

While you're in Kyuubi State, you gain the following benefits:

  • You can use your Stillness of Mind feature as a bonus action.
  • You gain truesight with a range of 120 feet.
  • You can't be affected by spells from the enchantment school or illusion school unless you wish to be. You have advantage on saving throws against all other spells and magical effects.
  • As a bonus action, you can force any number of creatures of your choice up to 10 feet of you to make a Wisdom saving throw. If they fail, they become charmed by you until the end of your next turn. While they're charmed by this effect, they cannot take actions or reactions.
 

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