Kitsune
People of Mischief
The kitsune's origins trace back to the Curse of Chimeron. Soon after being cursed, the fox people made a deal with some yokai—mystical creatures of the Astral Plane. Through this deal, the fox people were given mystical powers and became the kitsune known today. What the kitsune's ancestors gave in return however, still remains a mystery. Using their innate gifts, the kitsune are naturally adept at playing tricks and deceiving others. Which is exactly what many kitsune do. Having an innate joy and curiosity for exploration and trickery, kitsunes have garnered a reputation for being mischievous and consequently, inherently untrustworthy. They also tend to worship Nidus.Kitsune Names
A kitsune more often than not, has their name derived from the yokai language. A language that comes to them through their dreams. They tend to also take a name that defines a concept that the kitsune appreciates. They sometimes take surnames, which are often taken to either have a secondary concept in their name, or to show a connection to/respect for another person(s). Surnames can include the surname of a kitsune's adoptive family, the name of the person a kitsune treasures most, or the name of the person they wed. Kitsune Names: Aikou, Arashi, Fuyu, Hana, Kaen, Koi, Mizu, Netsui, Sento, Tengoku, Tomodachi, Yugata, YukiKitsune Traits
Your character has the following traits.Kitsune
Alignment. Choose one of the alignments approved by your GM. Typical Kitsune tend towards Chaotic and Neutral alignments. Creature Type. You are a Humanoid. Size. You are Medium (about 5-6 feet tall), and weigh about 80-180 pounds. Speed. Your land Speed is 30 feet, and you have a Climb Speed equal to your land Speed. Languages. You can speak, read, and write Common, Sylvan (Moon), and Yokai. Life Span. Kitsune mature at around the age of 18, and live on average about 350 years. On average, most kitsune grow an extra tail every 50 years of living. On some rare occasions, some kitsune are born with an additional tail, granting the notion of being wiser or being a prodigy.
Darkvision. You have Darkvision with a range of 60 feet. Fox's Cunning. You have Proficiency in one of the following Skills of your choice: Deception, Insight, Investigation, or Sleight of Hand. Fey Connection. You detect as Fey for spells and effects. This only counts for spells that detect Fey. Eye for Illusion. You have Advantage on Ability Checks and Saving Throws to see through or resist the effects of Illusion magic. Kitsune Magic. You know the Minor Illusion and Primal Savagery cantrips. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells (choose when you select this ancestry).
Heritages
There are two distinct types of Kitsune: Yako (ya-k-oh) Kitsune, and Zenko (zen-k-oh) Kitsune. Choose one for your character.Yako
Kitsune with more pronounced fox-like features, typically with a fox head and lots of fur. Known to be more mischievous and flexible than Zenko Kitsune. Vulpine Luck. When you roll a 1 on an Attack Roll or Saving Throw, you can reroll the die and you must use the new roll. Once you use this trait, you can’t do so again until you finish a Long Rest. If an ally within 10 feet of you rolls a 1, you regain the use of this trait. Trickster. You are a natural at getting into places you shouldn’t be. On your turn, you can bend and twist your body beyond normal limits (no action required), allowing you to move through any space at least 3 inches in diameter without Squeezing. When you stop moving, the regular Squeezing rules apply if you are in a space one Size smaller than you. You cannot willingly stop in a space smaller than that, and if forced to do so, you immediately flow to the nearest space you can fit. Alternatively, you can use this trait to grant yourself Advantage on checks made to escape restraints or being Grappled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.