# Sorcerous Origin

All [kitsune](http://homebrewery.naturalcrit.com/share/H1hf18WxZ) can disguise themselves and cause mischief with illusions.  A sorcerer with this bloodline takes this to a whole other level.  They can cast illusions with a thought and their foxfire is an instinctual part of their being.  All kitsune sorcerers can become a [nine-tails](http://homebrewery.naturalcrit.com/share/SJWiSAH-eb) if they live long enough and are not permanently weakened or injured.

### Kitsune Bloodline 

Your blood is so fey it is noticeable and disturbing even to other fey races. The sorcerous powers within you are based on the kitsune's affinity for illusion and foxfire.  Both of these racial traits are augmented through your arcane fey blood.  More then likely one or both of your parents had the capability to become a nine-tails if you are a kitsune.  Other races can trace their blood back to the kitsune or perhaps an ancient nine-tails took notice of you or your ancestor.

#### Feyborn
Illusion is part of the kitsune's fey nature.  When a sorcerer of this bloodline encounters an illusion they have not seen before they can usually reproduce it at a later time.    You gain illusion spells at the sorcerer levels listed.  These do not count against your number of spells known.  You also know the *improved minor illusion* cantrip at 1st level.

##### Illusion Spells
| Sorcerer Level | Spells |
|:----:|:-------------|
| 1st  | *disguise self, silent image* |
| 3rd  | *invisibility, mirror image* |
| 5th  | *hypnotic pattern, major image* |
| 7th  | *greater invisibility, hallucinatory terrain* |
| 9th  | *mislead, seeming* |

#### Foxfire Intensifies

At 1st level you gain an enhanced version of a kitsune's racial foxfire.  You know the *foxfire* cantrip.  The cantrip doesn't count against your number of cantrips known.  Any fire magic you cast is blue and of a fey nature.   

#### Enhanced Tail Casting
Kitsune sorcerers can cast some spells completely with their tails instead of using verbal chanting.

At 6th level, all illusion spells you cast are automatically under the subtle spell metamagic enhancement.  Sorcerer's not of the kitsune race will momentarily seem to have blue, flaming tails when they take advantage of this feature.  

Also, your *foxfire* starts to become a true illusion.  As a bonus action, you can now replace any non-magical flame within range, limited by your maximum volume of the cantrip, with your foxfire.  When you release the flame you can choose to extinguish or leave it burning.
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#### Greater Illusion Sensitivity
Illusion magic can no longer fool you.  At 14th level you can see through any illusion spell or effect.  If an illusion spell deals psychic damage you are immune.  True shape changes like *alter self* or *polymorph* do not count.

#### Blazing Foxfire
At 18th level, your *foxfire* can become a true illuion.  When your *foxfire* appears or when you move it on your turn any creature or item of your choice within 5 ft of it must make a Dexterity saving throw.  The creature or item takes 3d6 fire damage on a failed save, or half as much damage on a successful one.  Any creature that ends its turn within 5 ft of your *foxfire* must also make the saving throw against this trait's damage.  If you make a spell attack roll with your *foxfire* you may choose to do psychic or fire damage with it.

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#### Foxfire
*illusion cantrip*
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- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** 10 minutes

A flickering, arcane flame appears in your hand.  The flame is non-damaging, blue and of a fey nature.  The maximum size of the flame is a 6 ft square cube, increase it by 1 sq ft per sorcerer level.  The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.  You can double or halve the area of bright light and dim light cast by the flame.

When this spell is cast you can move your foxfire to anywhere within this spells damaging range.  You can use your bonus action on subsequent turns to move and animate this flame. 

You can animate the flame in the following way.  You cause shapes—such as the form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like.  The color can change to any shade of blue.  You can also use the sound of burning fire to roar, create fiery noises, and simple verbal communication.

You can attack with the flame.  When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 120 feet of you.  If you have shaped the flame the attack will simulate the form physically attacking your target.  Make a ranged spell attack.  On a hit, the target takes 1d8 psychic damage.

This spell's damage increases by 1d8 when you reach 4th level (2d8), 10th level (3d8), 14th level (4d8) and 20th level (5d8).

If you cast this spell again this will cancel any active foxfire spell in play.

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<div class='footnote'>Sorcerous Origin: Kitsune Bloodline</div>

>##### Reference Links
> There are several kitsune homebrews that may be referenced or linked to above.  They are as follows:
>
> * [Kitsune 5e Race Homebrew](http://homebrewery.naturalcrit.com/share/H1hf18WxZ)
> * [Sorcerous Origin: Kitsune Bloodline](http://homebrewery.naturalcrit.com/share/r1Vp6HZeZ)
> * [The Nine Tails: Lair and Monster Stat Blocks](http://homebrewery.naturalcrit.com/share/SJWiSAH-eb)
> * [Sorcerer 5e Rework](http://homebrewery.naturalcrit.com/share/ByrDFP8TYx)
> * [Metamagic 5e Rework](http://homebrewery.naturalcrit.com/share/Bk-9pjmp6e)
>
> Thank you to [The Homebrewery](http://homebrewery.naturalcrit.com/) for creating such a wonderful tool for nerds like us.

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<div class='footnote'>Sorcerous Origin: Kitsune Bloodline</div>