Kitsune
Kitsune are a wise and charismatic people that have found popularity in myth, legend, and many a story. They have the ability to change forms, but their true form is a fox-headed humanoid. They can also take the form of a humanoid (typically one that mirrors civilizations near where they were born) and a fox typical to their homeland.
Kitsune have traveled the world and as such stories of them have traveled far and wide. One of their most defining features are the tails, as they can grow up to nine tails over the course of their lives. All kitsune are born with one tail, and as they grow wiser or more cunning they grow additional tails. After growing their ninth tail they ascend to become tenko, celestial fox-spirits.
Kitsune Traits
Although there are many heritages of kitsune, all kitsune share the following features:
Ability Score Increase
Your Charisma score increases by 2.
Age
Kitsune live long lives, typically living 100 years for every tail they acquire. Kitsune that live to be over 900 years old often ascend to become tenko, or heavenly foxes. They are believed to ascend to the heavens and only seldom return to the Material plane to offer wisdom in trying times.
Alignment
Kitsune lean toward a chaotic alignment. Good-aligned kitsune, or Zenko kitsune, are considered benevolent kitsune that offer wisdom and help those in need. Yako kitsune tend to be neutral or evil, and are often mischievous or downright malicious.
Speed
You have a walking speed of 30 feet.
Size
Your size is Medium. Kitsune are slightly shorter and lighter than humans in their hybrid form, but share the same height range as humans when shifted into their humanoid form.
They are typically between 4'7" and 5'5" tall and between 56lbs and 86 lbs.
| Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|
| 4'5" | +2d6 | 50lb | x 3 |
Languages
You can speak, read, and write Common and Kitsune.
Trickster
You have proficiency in the Deception skill.
Shapechanger
You have the natural ability to change forms. As an action, you can transform into a tailless form or into a fox form.
A tailless form is a common Medium humanoid prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. You lose any unarmed attacks or abilities that rely on your hybrid form (such as abilities that require a tail) that you gained from a kitsune heritage or racial feat in this form. Otherwise, your statistics remain the same in this tailless form.
Your fox form is a Tiny beast that takes the appearance of a fox typical to where you grew up. You choose whether you show all of your tails, or just one. This form prevents you from any actions that require the use of hands, using spells or speaking, and you lose any unarmed attacks or abilities that rely on your hybrid or tailless form. When you take this form you decide if your equipment merges with your body or you let it fall. While in this fox form you have vulnerability to damage.
You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form (hybrid form) by using a bonus action.
Spirit Tails
You have a number of tails equal to half your level (rounded down, minimum of 1). You can gain a maximum of nine tails.
Heritages
There are many kitsune hidden throughout the world. These scampish fox spirits have adapated to their various environments, and some clans have focused on their spiritual traits they've inherited, yet others embrace their animalistic side.
Frostpaw
Frostpaws hail from a cold region near constantly buried in snow and ice. This heritage has developed certain protections against this sort of harsh environment. Frostpaws typically have a snowy white coat in their true or fox forms.
Ability Score Increase
Your Constitution score is increased by 1.
Cold Adaptation
You can ignore difficult terrain from ice and snow and have resistance to cold damage. (This means you are also unaffected by Extreme Cold.)
Foxfire
While in your true form you can summon icy motes from the tip of your tail and fling them at enemies. This is considered a ranged weapon attack against a target within 20 feet of you, using Charisma or Dexterity (your choice) as your modifier. On a hit, this special attack does 1d6 + the number of tails you have cold damage.
When you have gained 5 tails (level 10), the range increases to 25 feet and you can use this feature in your fox form as well. When you have gained 7 tails (level 14), the range increases to 30 feet and the creatures movement is reduced by 10 feet on a critical hit. When you have gained 9 tails (level 18), the range increases to 35 feet and the critical hit effect instead restrains the target until the end of their next turn.
Embershed
Embersheds prefer warm climates such as tropical landscapes or more preferably deserts. This heritage has developed a resistance to the otherwise unforgiving heat of their homelands and their magic reflects that, allowing them to sling fire at their enemies when they take their true form. Embersheds typically have a sandy brown coat in their true or fox forms.
Ability Score Increase
Your Strength score is increased by 1.
Hot Adaptation
You can ignore difficult terrain from sand or similar loose terrain and have resistance to fire damage. (This means you are also unaffected by Extreme Heat.)
Foxfire
While in your true form you can summon fiery motes from the tip of your tail and fling them at enemies. This is considered a ranged weapon attack against a target within 20 feet of you, using Charisma or Dexterity (your choice) as your modifier. On a hit, this special attack does 1d6 + the number of tails you have fire damage.
When you have gained 5 tails (level 10), the range increases to 25 feet and you can use this feature in your fox form as well. When you have gained 7 tails (level 14), the range increases to 30 feet and the creature takes additional fire damage equal to your Charisma modifier (minimum of 1). When you have gained 9 tails (level 18), the range increases to 35 feet and a critical hit from this special attack causes the target to become frightened of you until the end of their next turn.
Senko
Senko are kitsune that have embraced their future as tenko, or heavenly foxes. They spend much of their time in either quiet contemplation or heated debating. Senko often seek adventure to better their understanding of the world and prove themselves to earn their tails. As the kitsune people most often meet, they have set the image people have of kitsune in their minds as fickle, often tricksy, fox spirits. Their constant search to connect with tenko ancestors have given them greater strength over their innate magic. Senko typically have a red and white coat in their true or fox forms.
Ability Score Increase
Your Intelligence score increases by 1.
Trickster Magic
You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the disorient spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
Creatures with a CR or character level lower than the number of tails you have make saving throws or ability checks against your illusions at disadvantage.
Field Fox
Field foxes have gotten a generally sour reputation for being more animalistic than their kitsune cousins. Field fox kitsune have embraced their animal sides, preferring to live away from outsides and be more in tune with nature. They're often considered yako, or malicious kitsune, but the truth is field foxes can range from benevolent creatures to mischievous ones just as much as any kitsune. Field foxes typically have a reddish-brown coat in their true or fox forms.
Ability Score Increase
Your Dexterity score increases by 1.
Bite
While in your true form, your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
When you have gained 5 tails (level 10), you can use this natural weapon in your fox and tailless forms. When you have gained 7 tails (level 14), you may make a special attack with your Bite as a bonus action. When you hit a creature with this special attack it deals its normal damage and you gain temporary hit points equal to the number of tails that you have. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. When you have gained 9 tails (level 18), you gain advantage on ability checks for tracking or searching for a creature you have damaged with your bite.
Nature Spirit
Your connection to your animal half has given you knowledge of the natural world. You gain proficiency in the Survival and Nature skills.
Ninko
Ninko move like shadows through the night. Their dark coats and soft step make them near impossible to find when they want to be hidden. Their stealth has become so renown they're often referred to as invisible fox spirits. In fact, many know how to use their innate magic to become invisible briefly. Ninko typically have a dark brown coat in their true or fox forms.
Ability Score Increase
Your Dexterity score increases by 1.
Sly Step
You gain proficiency in the Stealth skill.
Feats
Kitsune Magic
Prerequisite: Kitsune
You gain mastery over your spiritual energy, allowing you greater use of magic.
When you finish your long rest you may select one Cantrip, one 1st level spell, and one 2nd level spell from the list below. You may cast the 1st and 2nd level spells once. You regain use of these spells when you complete a long rest, or may choose a different spell to replace them.
| Spell Level | Spell |
|---|---|
| Cantrip | Ghost Lights, Minor Illusion, Vicious Mockery |
| 1st | Charm Person, Induce Headache, Silent Image |
| 2nd | Captivate, Fortune, Misfortune |
Spirit Fire
Prerequisite: Kitsune, 4th level
You have mastered use of your spiritual energy, enhancing your natural abilities and giving you control of Foxfire.
-
Increase your Charisma or Dexterity score by 1, to a maximum of 20.
-
You gain the Foxfire trait from either Frostpaw or Embershed.
You also gain the Active Ability below. Your DC for this ability is equal to 8 + your proficiency bonus + either your Dexterity modifier or your Charisma modifier (your choice).
Spirit Dash
Active Ability (Special)
When you take the Attack action on your turn, you can replace one of your attacks with a burst of spiritual energy, teleporting up to 10 feet to a point you can see within range.
When you arrive at the destination, you can send a powerful burst of energy at a target within the range of your Foxfire trait, forcing it to make a Dexterity saving throw. The creature takes 2d4 + your Charisma or Dexterity modifier (your choice) damage (same damage type as your Foxfire trait) on a failed save, or half as much on a successful save. On a failed save the target also suffers the extra effects granted by your Foxfire trait (such as reduced movement speed or extra damage). The number of d4 increases by one when your proficiency bonus increases (with the total number of d4s equaling your proficiency bonus). You can teleport two more time in the same way, making two more attacks choosing a new target for each attack.
Once you use this feature you cannot use it again until you complete a short or long rest.
Spells
Captivate
2nd-level enchantment
- Classes: Bard, Warlock
- Casting Time: 1 action
- Range: Self (60 foot radius)
- Components: V, S
- Duration: 1 minute
- Replaces: Enthrall
You enact a performance laced with subtle magic, your gestures and voice causing others to focus on you to the exclusion of all else. Creatures of your choice within range must make a Wisdom saving throw or be charmed by you. If you or your companions are fighting a creature, it has advantage on the save. While charmed by you in this way, a creature has disadvantage on Dexterity (Initiative) rolls as well as Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer see or hear you. Additionally, if a creature rolls initiative while affected by this spell, its speed is reduced by 10 feet and it cannot take reactions until after its first turn ends. The spell ends if you are incapacitated or you can no longer speak. Creatures do not realize that you used magic to influence them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 minute and the radius increases by 10 feet for each slot level above 2nd.
Disorient
2nd-level illusion
- Classes: Bard, Occultist, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a mobius strip)
- Duration: 1 minute
Targeting a creature with you can see, you flip their perception of reality. The target creature must pass a Wisdom saving throw or become disoriented. A disoriented creature has disadvantage on all attack rolls and at the start of their turn moves 10 feet (up to its speed) in a random direction before their speed becomes zero until the start of their next turn.
At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends, but if the target fails by 5 or more, it fails prone.
Fortune
2nd-level abjuration
- Classes: Bard, Sorcerer, Wizard
- Casting Time: 1 reaction, which you take when a creature you can see within 60 feet fails with an attack roll, an ability check, or a saving throw
- Range: 60 feet
- Components: V
- Duration: Instantaneous
- Replaces: Silvery Barbs (in part)
You magically reshape causality for the triggering creature, positively influencing its efforts. The triggering creature must reroll the d20 and use the higher roll.
Ghost Lights
Evocation cantrip
- Classes: Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bit of tungsten or hickory, or a firefly)
- Duration: 10 minutes
- Replaces: Dancing Lights
You create up to four small lights within range that hover in the air for the duration. Each light may appear as you wish (torch, lantern, glowing orb, etc.) and can be colored as you like. Whichever form you choose, each light sheds dim light in a 15-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new space within range. A light must be within 30 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. If you cast this spell again, any current lights you created with this spell instantly wink out.
Induce Headache
1st-level evocation
- Classes: Bard, Occultist, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bad pun written on a scrap of parchment)
- Duration: Concentration, up to 1 minute
Targeting a creature with 6 or more intelligence, you inflict an instantaneous headache on it. The target takes 1 psychic damage at the start of its turn, and has disadvantage on Constitution saving throws to maintain Concentration and Intelligence ability checks.
Misfortune
2nd-level abjuration
- Classes: Bard, Sorcerer, Wizard
- Casting Time: 1 reaction, which you take when a creature you can see within 60 feet succeeds with an attack roll, an ability check, or a saving throw
- Range: 60 feet
- Components: V
- Duration: Instantaneous
- Replaces: Silvery Barbs (in part)
You magically reshape causality for the triggering creature, negatively influencing its efforts. The triggering creature must reroll the d20 and use the lower roll.
Monsters
These stat blocks are included to fit the theme, but these are not considered player facing options, they're for the GM to include.
Tenko
Medium Celestial, Chaotic Neutral
- Armor Class 18 (natural armor)
- Hit Points 189 (18d8 + 108)
- Speed 40ft., 60 ft. fly (hover)
STR DEX CON INT WIS CHA 15 (+2) 22 (+6) 22 (+6) 20 (+5) 24 (+7) 25 (+7)
- Saving Throws Wisdom +12, Charisma +12, Constitution +11
- Skills Religion +10, Deception +17, Persuasion +12, Perception +12
- Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities Radiant
- Condition Immunities Charmed, Frightened, Exhausted
- Senses darkvision 60 ft., truesight 30 ft., passive perception 22
- Languages All
- Challenge 15 (13,000 XP)
Celestial Weapons. The tenko's weapon attacks are magical.
Magic Resistance. The tenko has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The tenko's spellcasting ability is Charisma (spell save DC 19). The tenko can innately cast the following spells, requiring only verbal components:
At will: ghost lights, minor illusion, captivate, charm person, disorient, induce headache, invisibility (self only), silent image
3/day each: fortune, misfortune
1/day each: commune, geas, raise dead
Actions
Multiattack. The Tenko makes 3 attacks using its Bite or Foxfire.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage plus 14 (4d6) fire or cold damage.
Foxfire. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 21 (4d6 + 7) fire or cold damage, and the target must make a DC 19 Constitution saving throw or be restrained if the damage type was cold or frightened if the damage type was fire until the end of their next turn.
Change Shape. The tenko magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the tenko's choice).
In a new form, the tenko retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Fox
Tiny Beast, unaligned
- Armor Class 12
- Hit Points 2 (1d4)
- Speed 40 ft., 10ft. burrow
STR DEX CON INT WIS CHA 3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)
- Skills Perception +3, Stealth +4
- Senses Passive Perception 13
- Languages —
- Challenge 0 (0 XP)
Keen Senses. The fox has advantage on Wisdom (Perception) checks that rely on sight or smell.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Kitsune Quirks
The following are some optional quirks for a player to choose from.
| d6 | Quirk |
|---|---|
| 1 | You can't help but crack a joke, even at the worst of times. At least they're pretty good jokes. |
| 2 | You have a multi-faceted personality. Each time you meet someone new you present a different, but authentic, side of yourself. |
| 3 | You play mischievous pranks on your friends to show your love. |
| 4 | You closely observe those around you, learning how best to imitate them. |
| 5 | You never show your true form to non-kitsune. |
| 6 | When appropriate you prefer to remain in your fox form, it's just so much easier to travel in someone else's bag. |
Credits
Kitsune: A Tiny Living Room
Art: Hannah Davidson
Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.
- Misfortune, Fortune, Ghost Lights, and Captivate are from SDS. Highly recommend them for more great spell replacements.
Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.
- Induce Headache and Disorient are from KCC, highly recommend Kibbles' content in general.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/ legalcode.
Thanks!!
Thank you for checking out this race, I would love feedback if you have any. You can comment or message me on our Patreon.
A special thanks to:
Hannah Davidson
For her adorable art for this race!
Shard Tabletop
I also made a Shard package for this content, which you can access here. Let me know if you have any comments on it on their Discord server (@CoolHandLuke140).
Change Log
V0.6
Reduced damage of Spirit Fire feat, gave the Active Ability regardless if you were Embershed or Frostpaw, and added the rider effects of the Fox Fire trait.
Feedback suggested this was a little too strong, and also too restricted by restricting the Active Ability to only two subraces. So I opened it up and lowered the damage, adding the rider effects to compromise a little, since those won't start until level 10 anyway.
V0.5
Almost ready for the final version, added the fox and tenko stat blocks. Still reviewing the tenko stat block, may update it still.
Added Spirit Fire feat.
V0.4
Added the final subrace, Ninko. Removed DB values, see below.
Main Race
- Kitsune Traits (DB 16)
- Ability Score Increase (DB 8)
- Trickster (DB 2)
- Shapechanger (DB 6)
Subraces include the total from the base race (DB 16).
Frostpaw (DB 30)
- Ability Score Increase (DB 4)
- Cold Adaptation (DB 4)
- Foxfire (DB 6)
Embershed (DB 30)
- Ability Score Increase (DB 4)
- Hot Adaptation (DB 4)
- Foxfire (DB 6)
Senko (DB 27)
- Ability Score Increase (DB 4)
- Trickster Magic (DB 7)
Field Fox (DB 28)
- Ability Score Increase (DB 4)
- Bite (DB 4)
- Nature Spirit (DB 4)
Ninko (DB 29)
- Ability Score Increase (DB 4)
- Sly Step (DB 2)
- Hidden Step (DB 7)
The Foxfire feature has received several updates from feedback. The general feedback was I was being too conservative with the drawbacks. It now is a natural weapon and can be used for any ranged weapon attack. It can use Charisma or Dexterity, to open it more to martials. The rider effects were considered too little to really pull martials away from magical or simply more damage weapons, plus this doesn't pair with feats. (Though I plan on adding a tail feat before the final version.) I am fairly content with where Foxfire is now, but wanted to add this note for people looking at the new version for the first time.
V0.3
Finished all the subraces, added the mentioned spells and necessary credits.
Going to do the flavor text next, then remove the DB values and place them in Change log. Still want to finish the fox stat block and the Tenko stat block. I will likely add Ninko before the final version, but don't have any strong ideas as of now.
V0.2
Finished the base race traits and finished one subrace.
Have added the Detect Balance numbers for the traits that are complete, and the feat is added. I'll remove the note in the feat about good and bad/evil spells, that's a reference for myself.
With this race I am trying to merge my own ideas of a Kitsune with traditional Japanese mythology and mixing parts of the PF2e version of the race. It's a lot to mesh together haha. The 1,5,7, and 9 tail importance is from Japanese mythology and the Zenko and Yako is from mythology as well. I think I'll move notes on Zenko and Yako to the alignment section, Zenko (good) and Yako (Neutral to Evil). They are generally chaotic.
Still trying to think of another subrace, I think at least 5 subraces is a good number to shoot for. Ninko is probably the final one, which is kinda an invisible spirit that possesses people. Just thinking a standard spell progression for that.
I plan on including a fox stat block and a Tenko stat block (most powerful of Kitsune, will be some sort of high CR celestial).
Tails note: (Will increase strength of other features. Big numbers will be 1, 5, 7, and 9, matching Kitsune stories)
V0.1
First version, rough draft really so far