Kitsune
Overview
Ability Score Increase
+2 Wisdom, (+1 based on subrace)
Age
Kitsune mature at the same rate humans do and reach adulthood around the age of 18, living up to about 350 years. On average most kitsune gain an extra tail every 50 years, impacting the more conservative cultural kitsune ideals. On rare occasion some kitsune are born with an additional tail, granting the notion of being wiser or prodigious of skill.
Alignment
Most Kitsune are Chaotic Neutral, though they can be found in any alignment. Most are survivalists and tend to be mischievous, though they may be more than willing to help a fellow traveler in need.
Size
Medium
Speed
30ft
Languages
You can speak, read, and write Common and Sylvan.
Race Features
Size - Kitsune are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Darkvision - Accustomed to a nocturnal lifestyle, you have superior vision in dark and dim conditions. 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.
Fox’s Cunning - You have proficiency in the Investigation skill
Seishin
Ability Score Racial Traits - A Seishin increases their Charisma score by 1.
Will-o-wisp - As a bonus action, you can call forth a mote of light to follow you, one for each tail you have. These motes occupy the same space as you and emit 20 ft. dim light. As an action, you can combine all motes together to make a target you can see within 30 ft. of you. This target must make a DC 14 Wisdom saving throw. Upon failure, the target takes 1d6 + your Charisma modifier of Radiant damage, and half as much on a successful one. Multiple motes do not increase damage. You must re-summon the motes after having made an attack with them. If you have multiple attacks within an attack action, this replaces one of them.
Clandestine - You are able to hide the fact that you are a Kitsune and Skinwalker, and instead appear Human. As an action, you can magically hide your ears, fur, and tail(s), and visually replace them with human equivalents. You may drop the illusion as a free action.
Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.
A Doltenian has a strong mind. +1 Wisdom
Darkness lives within a Doltenian's soul. This taint marks them and empowers them. Each of the sub origins presents a +1 to an ability score but also a burden the character must carry.
Ward of Witchtown
Life in the big city depends on the city. Witchtown is the capital of Dolten and is the most secure in its place among the trees. Ruled by the council of the tower, the denizens of Dolten live in relative safety and prosperity. However, like all places in Dolten, Witchtown has its secrets.
Being an orphan in Witchtown means you were taken care of by the state and as such, you were exposed to many things in the slums of this city. Exposed to terrors most are unaware of, the biggest being the Witches who truly rule Witchtown and all of Dolten. They took you in, fed you, clothed you. They also showed you dark truths and darker powers. As such, you were a Ward of Witchtown, the closest thing to a noble in Dolten. A true noble that is.
You have had several dark mothers raise you, and through them, you are well connected. You see the world in many different ways, and you know not to trust things as they seem.
You gain a +2 bonus to passive perception and passive investigation.
You gain proficiency in the Investigation skill, and with Brewer's Supplies.
You gain a +1 bonus to your Constitution score.
Burden
You do not trust anyone completely, you cannot benefit from allies performing the help action.
Spellcasting
PHB p36
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Divine Domain
PHB p36
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Love
Love is a force that few can understand and fewer still can predict. It comes and it goes, on whim and whimsy, it sows seeds of pure joy and reaps absolute loss. You have studied it, felt it, nurtured it, lost it. you have sought to control the feeling within and translate it into an even greater understanding.
Deities
Viderick, The Seven
Domain Spell
At each indicated cleric level, you add the listed spells to your spells prepared.
1st - Charm Person, Animal Friendship
3rd - Enthrall, Calm Emotions
5th - Mass Healing Word, Spirit Guardians
7th - Charm Monster, Guardian of Faith
9th - Commune, Hallow
Bonus Proficiency
You gain proficiency in Insight, an instrument of your choice and an artisan tool of your choice. As long as you are a follower of Viderick, and gain the god's lip service, you gain expertise in Insight.
No! Stop!
Whenever an ally within 5ft of you would be attacked by an enemy, you may use your reaction to add a bonus to that ally's AC equal to your proficiency bonus, for that attack. If this causes the attack to miss, you and your ally targeted are healed for 1d6 Hit Points.
Class/Racial Features & Traits
Comments