Kitsune
Actor.
- Increase your Charisma score by 1, to a maximum of 20.
- You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Ability Score Increase. Your Charisma score increases by 2
Age. Kitsune reach adulthood at sixteen, cease physical aging in their early twenties and live to be over nine hundred.
Speed. Your base walking speed is 30 feet. While not carrying anything in your hands, you can drop to all fours and increase your movement speed to 40 feet.
Darkvision. Due to your Fox heritage, you have the ability to see normally in darkness out to 60 feet as if the area was in
dim light and in dim light as if the area was a bright light.
Fey Ancestry. Being of fey blood means you get an advantage against being charmed. And magic can't put you to sleep.
Nimble Foxes. The lithe build and somewhat sleek build of the Kitsune makes them quite adept at moving in some fantastical of ways, and as such, Kitsune are proficient in Acrobatics.
Faerie Tails. Kitsune begin their lives with one tail around 3 feet long. At 4th level and every four levels afterward, you grow an additional tail as you increase in age and worldly experience. Enlightening, uplifting, or incredible events may also result in the growth of an additional tail, at the discretion of the D.M., up to a maximum total of 9. Note: Kitsune are capable of hiding just how many tail they have...even appearing to have none if they so choose...
Kitsune Trickery. You can appear as a human of the same sex indefinitely using a very simple illusion magic. However,
on a DC 10 + proficiency bonus + Charisma Modifier, Investigation check, a person looking directly at you can tell that you are not what you appear, though they still cannot tell your true form. This magic is detectable and dispelled in an anti-magic field or by dispel magic (your character level divided by 2 rounded down is the level of this spell for the sake of dispel magic). If your illusion is dispelled, you cannot use the effect again until after a long rest. A kitsune also always assumes the appearance of a specific humanoid (Player can choose, only 1). The ability functioning as alter self (change of appearance only).
(DC 18)
Kitsune Awareness. Kitsune have a Keen sense regarding magic. Upon passing either an Investigation check or Perception check (Your choice) versus an opposing magically disguised creatures performance or Deception check, Kitsune can ascertain the true nature of said creature or even other Kitsune upon passing said check by over 5. As if by True Sight (Only effects the opposing creature/creatures)
Shapechanger. A kitsune takes naturally to shapeshifting and developing that gift, allowing them to change themselves into a fox indefinitely using natural transmutation magic. But, on a DC 8 + proficiency bonus + Charisma Modifier, Investigation check, a person looking directly at you can tell that you are not what you appear, though they still cannot tell your true form. (I.E., They may know you have sentience/can understand them.) This magic is detectable and dispelled in an anti-magic field or by dispel magic (your character level divided by 2 rounded down is the level of this spell for the sake of dispel magic). If this magic is dispelled or you revert to normal willingly, you cannot use the effect again until after a long rest. You lose the ability to speak in Fox form, but you still understand the languages you know. Upon casting this ability to become a fox, your equipment merges with you, your A.C. is set to 14, Your H.P. becomes 6 (1d8+1), your size becomes small, and your max movement speed is 35 feet. You gain a +4 to stealth while in this form due to your small size. You also gain a 1d4 bite attack. This ability functions as a druid's Wild Shape (Save the fact a kitsune may only become a fox.) If the Faerie tails trait has been taken or your kitsune has a set number of tails, you may choose to display your current number of tails in this form or just a single tail.(DC 16)
Languages. You can speak, read, and write Common, Sylvan, and Vulpine.
Vulpine Language. This language is known to foxes and consists of mainly geckering, growls, barks, yelping, and howls, and it allows those who know it to communicate with wild foxes. Written, it looks like oddly scratched marks, made quickly yet precisely.
Subraces. Zenko
Zenko
Ability Score Increase. Your wisdom score increases by 1
Kitsune Divinity. At level 1, you are able to use the dancing lights cantrip. Once you reach 3rd level, you can cast the Color spray spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Calm Emotions spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Chosen Champion
Skill Proficiencies. Perception, plus your choice of Arcana or Religion (Religion)
Languages. One of your choice (Infernal)
Heroic Traits
Heroic Resurrection. As an action, you may touch a creature that has died within the last hour. That creature returns to life with 1 hit point. Once you use this trait, you can't use it again until you finish a long rest.
Bard
Saving Throws. Dexterity, Charisma
Skills. Choose any three (Arcana, Performance, and Persuasion)
Bardic Inspiration. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
6/Long Rest
1d6
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.