Sorcerous Origin - Nine Tails


Kitsune are magical creatures - yokai shapechanging tricksters who enjoy playing pranks and generally causing trouble. As they age, these yokai grow more and more tails, their magical powers increasing with each new one grown. A sorcerer who inherits the blood of a kitsune inherits these magical powers, becoming adept at charming and enchanting others, as well as using flickering lights of foxfire to help distract and - eventually - harm.

Nine Tails Quirks
d6 Quirks
1 You have a fondness for pranks and games.
2 Your ears grow a bit more foxlike, with tufts of fur.
3 Your eyes become more canine, with a vertical slit.
4 You hair is the colour and shades of foxfur.
5 You like curling up in sunspots and taking naps.
6 You are a ravenous hoarder of food and trinkets.

Manifest Tails

At 1st level, you manifest a foxtail from your lower back. Whenever you reach an odd-numbered sorcerer level you gain an additional tail, to a maximum of 9 at 17th level. Each time you cast a spell that expends a spell slot, a number of your tails equal to the level of the spell slot expended ignite with magical energy. As a bonus action on your turn you can fling the flames from these tails at a target within 60ft that you can see.

A creature affected by this has either their armour class reduced by the number of tailflames. Instead of reducing their armour class you can instead reduce their saving throws against illusion/enchantment spells, or features that cause the charmed/frightened condition, or similar features. Whichever you choose, this lasts until the start of your next turn.

If you are throwing more than one tailflame at once, you can split the flames up between numerous creatures. A tail remains ignited for 1 minute after you cast a spell.

Nine Tails Magic

You learn additional spells when you reach certain levels in this class, as shown on the Nine Tails Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Nine Tails Spells
Sorcerer Level Spells
1st Charm Person, Faerie Fire
3rd Invisibility, Suggestion
5th Enemies Abound, Fast Friends
7th Confusion, Greater Invisibility
9th Dominate Person, Mislead

In addition, you learn the Dancing Lights cantrip. It lasts for a number of hours equal to your sorcerer level, and does not require Concentration. The bonus action to move these can be taken at the same time you use your Manifest Tails bonus action.

Nine-Tailed Shimmer

Starting at 6th level, you're able to use your sorcerous bloodline to avoid strikes. As a reaction when a creature illuminated by your Dancing Lights makes an attack, you can give the attack disadvantage. If the attack misses by 5 or more, the magic lingers, granting all further attacks they make that turn have disdavantage.

Fox Friend

From 6th level, you are permanently affected by the Speak with Animals spell, though you can choose to suppress this as a bonus action if you so wish. You also have advantage on any charisma ability checks while dealing with foxes or any similar creatures.

Nine Tails Charm

Starting at 14th level, any spells that you cast that cause the Charmed condition are automatically affected by the Subtle Spell metamagic at no sorcery point cost, so long as your tails are not restrained. In addition, if the target would realise they were charmed (such as with the Charm Person spell) this clause no longer applies - once the effect wears off they are none the wiser.

Finally, a creature Charmed by you has disadvantage on saving throws against your Illusion spells.

Lightswitch

From 14th level as a bonus action on your turn you can teleport to swap places with one of your Dancing Lights.

Foxfire

From 18th level when you cast a spell of 1st level or higher, you can choose for one of two things to occur:-

  • Creatures illuminated by your Dancing Lights of your choice take fire damage equal to twice your Charisma modifier, plus the level of the spell slot expended.
  • If you are illumianted by your Dancing Lights, you can turn Invisible until the end of your next turn. This ends early if you cast another spell or attack.