Punti Ferita
Competenze
Kitsune Witch
| Livello | Bonus di Competenza | Caratteristiche | Cantrips | Prepared Spells |
|---|---|---|---|---|
| 1 | + 2 | Kitsune Companion Spellcasting Weapon Mastery | 2 | 2 |
| 2 | + 2 | Kitsune Companion Spellcasting Weapon Mastery | 2 | 3 |
| 3 | + 2 | Kitsune Companion Spellcasting Weapon Mastery | 2 | 4 |
| 4 | + 2 | Kitsune Companion Spellcasting Weapon Mastery | 2 | 5 |
| 5 | + 3 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 6 |
| 6 | + 3 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 6 |
| 7 | + 3 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 7 |
| 8 | + 3 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 7 |
| 9 | + 4 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 9 |
| 10 | + 4 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 9 |
| 11 | + 4 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 10 |
| 12 | + 4 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 10 |
| 13 | + 5 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 11 |
| 14 | + 5 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 11 |
| 15 | + 5 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 12 |
| 16 | + 5 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 12 |
| 17 | + 6 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 14 |
| 18 | + 6 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 14 |
| 19 | + 6 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 15 |
| 20 | + 6 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 15 |
Spell Slots per Spell Level
| Livello | Bonus di Competenza | Caratteristiche | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Kitsune Companion Spellcasting Weapon Mastery | 2 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Kitsune Companion Spellcasting Weapon Mastery | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Kitsune Companion Spellcasting Weapon Mastery | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Kitsune Companion Spellcasting Weapon Mastery | 4 | 3 | 3 | 3 | 2 |
Incantesimi di Classe
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 14
Livello 15
Livello 16
Livello 18
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Progressione Incantatore
Progressione Trucchetti
| Livello | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Trucchetti Conosciuti | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Competenze
light
medium
shield
Equipaggiamento Iniziale
Caratteristiche di Classe
Kitsune Companion (Level 1)
A kitsune has chosen you to be its companion. This companionship shows the trust you have in each other and what each of you will do to protect one another, while bonded in such a way.
Combat
Your kitsune companion obeys your commands as best they can (no action required). They share your initiative count, taking their turn directly after yours. You determine their actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on their own. If you die, the companion will run away.
Statistics
Your kitsune companion uses your proficiency bonus instead of their own. In addition to that, your Wisdom modifier is used for various features and abilities, as indicated on one of the kitsune sheet. In addition to that you determine your kitsune companion's ability scores, using the stats provided below.
Kitsune Stat Array Options (a)
16
16
12
10
6
6
(b)
16
14
14
10
8
6
(c)
16
14
12
12
8
7
(d)
14
14
14
12
10
7
Hit Points
For each level you gain after 1st, your kitsune companion gains an additional hit die and increases Hit Points accordingly, as shown on the sheet.
Stat Increase
Whenever you choose an Ability Score Improvement or other Feat, your kitsune companion may increase their ability score as well, in the same fashion as picking the ability score improvement feat. The kitsune companion cannot increase an ability score above 20, using this feature.
Proficiencies
Your kitsune companion gains proficiency in two skills of your choice and proficiency in Dexterity and Charisma saving throws.
Dying and Restoration
Whenever your kitsune companion is reduced to 0 Hit Points and isn't stable, they will make Death Saving Throws. On three failures they won't die, but will remain unconscious until you spend a Long Rest in quiet contemplation over their body to reawaken it. However, effects that destroy the body will still outright kill it. If this happens, or you don't have access to the body, you can spend a Long Rest and 25 gold worth of offerings to resummon the spirit of your companion. Your companion will then appear at the end of the Long Rest.
Personality
Your kitsune companion has a personality of their own. You can choose or roll for a personality trait, ideal, and flaw from the tables below. Its bond is always "The witch who is my companion is someone who I would protect at all costs, as long as they would do the same."
Personality Traits d6 Trait 1
I'm dauntless in the face of adversity.
2
If you threaten my friends, you threaten me.
3
I stay on alert so others can rest.
4
People see an animal and underestimate me. I use that to my advantage.
5
I have a knack for showing up in the nick of time.
6
I put my friends' needs before my own, in all things.
Ideals d6 Ideal 1
Destiny. I believe that everyone has a role to play. Now I just have to find mine. (Neutral)
2
Community. It's important to surround yourself with people you can count on, and who will support you. (Good)
3
Knowledge. I want to learn everything I can about the world. (Neutral)
4
Freedom. I don't care what anyone says. Even if it causes problems, everyone should be free. And so should I. (Chaotic)
5
Structure. A natural world doesn't work without balance. Civilisations and relationships are much the same. (Lawful)
6
Virtuous Cycle. If I see someone who needs help, I feel compelled to assist them. Surely they'll return the favour someday! (Good)
Flaws d6 Flaw 1
If there's food left unattended, I'll eat it.
2
I growl at strangers, and all people are strangers to me.
3
Any time is a good time for a belly rub.
4
I'm jealous of any attention my witch gets, when it is not from me.
5
My idea of hello is a flurry of licks to the face.
6
I jump on creatures to tell them how much I love them.
Spellcasting (Level 1)
Your bond with your kitsune companion has granted you the ability to use magic.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the kitsune witch spell list. At higher levels, you learn additional kitsune witch cantrips of your choice, as shown in the Cantrips Known column of the Kitsune Witch table.
When you gain a level in this class, you can replace one of the kitsune witch cantrips you know with another cantrip from the kitsune witch spell list.
Preparing and Casting Spells
The Kitsune Witch table shows how many spell slots you have to cast your kitsune witch spells. To cast one of your kitsune witch spells of 1st level or higher, 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 kitsune witch spells that are available for you to cast, choosing from the kitsune witch spell list. When you do so, choose a number of kitsune witch spells equal to the prepared spells shown in the Kitsune Witch table. The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level kitsune witch, you have four 1st-level and two 2nd-level spell slots, with 6 prepared spells. Your list of prepared spells can include four 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 a 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 Kitsune Witch spells requires time spent playing or spending time with your kitsune companion: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your kitsune witch spells, since their power derives from the understanding you have with your kitsune companion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a kitsune witch spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use a druidic focus as your spellcasting focus. This focus usually symbolises the bond you share with your kitsune companion.
Weapon Mastery (Level 1)
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Rapiers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Whips.
Companionship Style (Level 2)
Your bond is defined by a specific type of companionship. Choose one Companionship Style option. You cannot choose one Companionship Style more than once, even when you later get to choose again at 10th level.
Fox Senses (Level 2)
Your kitsune companion can share its senses with you for a short while. As a Bonus Action, you can open yourself up to your companion's senses. For 1 minute you have advantage on Wisdom (Perception) checks. In addition to that, you gain 60 feet of Darkvision for the same amount of time, provided you didn't have it already.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). When you finish a Long Rest, you regain all expended uses.
In addition to that, you and your kitsune companion can communicate telepathically, when you are within 60 feet of one another.
Expertise (Level 3)
Your bond with your kitsune companion grants you expertise in two skills you are already proficient in. In addition to that, you may choose two additional skills your kitsune companion is proficient in.
Kitsune Witch Subclass (Level 3)
Choose an archetype you and your kitsune companion feel will deepen your bond even further, from Crippling Kitsune, Guarding Kitsune, Invigorating Kitsune, or Scarring Kitsune. Your choice grants features at 3rd level, and again at 7th, 11th, 15th, 20th level.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Kitsune Witch levels 8, 12, and 16.
Companion Feature (Level 5)
Choose a feature for your companion from the Companion Features list. You can choose another Companion Feature at level 10, 15, and 19. All options may only be picked once, unless indicated otherwise.
Magical Attacks (Level 6)
You can choose to turn the piercing damage dealt by the attacks from your kitsune companion to instead be force damage.
In addition to that, as a Bonus Action, you can give your kitsune companion a +1 bonus to attack and damage rolls for 1 hour. Once you use this feature, you cannot do so again, until you finish a Long Rest.
Subclass Feature (Level 7)
You gain another Kitsune Subclass feature from your Kitsune Subclass.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Companion Feature (Level 10)
Choose a feature for your companion from the Companion Features list. All options may only be picked once, unless indicated otherwise.
Companionship Style (Level 10)
Your bond is defined by a second specific type of companionship. Choose one Companionship Style option. You cannot choose one Companionship Style more than once.
Subclass Feature (Level 11)
You gain another Kitsune Subclass feature from your Kitsune Subclass.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Tricksy Bond (Level 14)
Your bond with your kitsune companion has made you a master of trickery. Now whenever you cast a spell of the Illusion or Enchantment school of magic, you may increase the Spell Save DC by 2, as a Bonus Action.
Companion Feature (Level 15)
Choose a feature for your companion from the Companion Features list. All options may only be picked once, unless indicated otherwise.
Subclass Feature (Level 15)
You gain another Kitsune Subclass feature from your Kitsune Subclass.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Magical Bond (Level 18)
Your bond with your kitsune companion has deepened so much that they have granted you access to one of the most powerful spells it knows. Choose one 6th and one 7th level spell of the Enchantment or Illusion school of magic. You may cast each spell once every Long Rest.
Companion Feature (Level 19)
Choose a feature for your companion from the Companion Features list. All options may only be picked once, unless indicated otherwise.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.
Subclass Feature (Level 20)
You gain another Kitsune Subclass feature from your Kitsune Subclass.
Multiclasse
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Crippling Kitsune
Crippling Kitsune (Level 3)
Tripping Up your Opponents is a Daily Activity
A Crippling Kitsune is a kitsune that specialises in debuffing enemies. These are the kitsunes who are often regarded as mysterious, and ones you should be careful around, because once you lose their favour, then you will have to live out your life full of misfortune.
Crippling Spells
When you choose this subclass, you always have certain spells prepared after you reach particular levels in this class, as shown in the Crippling Spells table. These spells count as kitsune witch spells for you, but they don't count against the number of Kitsune Witch spells you prepare.
| Cleric Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Kitsune Aspect
Your kitsune companion gains their aspect. This aspect shows which kitsune sheet you'll be using from now on, as well as certain subclass features you'll gain. Choose one of these aspects:
Dark
A kitsune aspected to darkness prefers to operate from the shadows. There they'll lie in wait and debilitate their enemy, until they are weak enough to kill. If you choose this aspect, you now use the Dark Kitsune statblock for your kitsune companion and gain the following feature:
Shadow Veil
Time
Kitsunes aspected to time will use it to their advantage. They'll set out traps across time, just so the enemy can be killed in one hit whenever the kitsune meets them. If you choose this aspect, you now use the Time Kitsune statblock for your kitsune companion and gain the following feature:
Time Delay
Weakening Weave
You have learned to use your magic to weaken your enemies. You may cast Weakening Weave once without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Impairing Aura (Level 7)
Your drive to cripple another has manifested around you and your kitsune companion. You and your kitsune companion gain an aura that has a radius of 5 feet. The effect of the aura depends on your Kitsune's Aspect. You/they can only grant these benefits while not Incapacitated.
At Kitsune Witch level 15, the radius of the aura increases to 10 feet.
Dark Impairing Aura
Time Impairing Aura
Debilitating Strike (Level 11)
You know the exact areas to strike to temporarily debilitate someone. Once per turn, after you hit a creature with an attack, that creature is affected by one of these three things:
Attacks Affected
They have disadvantage on all attack rolls.
No Movement
Their movement is 0 and cannot be increased.
No Reaction
They cannot take Reactions.
The effect lasts until the start of your next turn.
Sabotaging Tactics (Level 15)
Your bond with your kitsune companion has granted you a new tactic. This tactic depends on your kitsune's aspect
When one of you uses this feature, neither can do so again, until you finish a Short or Long Rest.
Sabotaging Dark
Sabotaging Time
Master Crippler (Level 20)
Your bond with your kitsune companion has reached its maximum potential. This has led you to develop characteristics associated with your kitsune's aspect. For example, wisps of darkness may flutter around you or time seems to be slightly off around you.
As a Bonus Action you can manifest forth the energy of the master crippler, for 1 minute. You and your kitsune companion gain the following benefits:
Rolls Affected
Enemies within your aura have disadvantage on all D20 Tests.
Weakened Armour
Enemies within your aura have a -2 penalty to their AC.
Attacks Affected
Enemies within your aura cannot regain Hit Points.
Once you use this feature, you cannot do so again, until you finish a Long Rest.
Guarding Kitsune
Guarding Kitsune (Level 3)
Two Protect Better than One
A Guarding Kitsune is a kitsune that feels very loyal to whomever it considers their friend. It will do everything it can to protect its friends from harm, sometimes even giving their life for the cause.
Guarding Spells
When you choose this subclass, you always have certain spells prepared after you reach particular levels in this class, as shown in the Guarding Spells table. These spells count as kitsune witch spells for you, but they don't count against the number of kitsune witch spells you prepare.
| Cleric Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Kitsune Aspect
Your kitsune companion gains their aspect. This aspect shows which kitsune sheet you'll be using from now on, as well as certain subclass features you'll gain. Choose one of these aspects:
Earth
A kitsune aspected to earth can be moulded as easily as clay, making their skin hard to break. If you choose this aspect, you now use the Earth Kitsune statblock for your kitsune companion and gain the following feature:
Mouldable Earth
Forest
A kitsune aspected to the forest is a kitsune who has skin as hard as bark, and knows that nature will win eventually. If you choose this aspect, you now use the Forest Kitsune statblock for your kitsune companion and gain the following feature:
Blocking Forest
Mountain
A kitsune aspected to the mountain is one that cannot be swayed to move from their place. You may be hurting it, but they'll never show that you are. If you choose this aspect, you now use the Mountain Kitsune statblock for your kitsune companion and gain the following feature:
Mountain Wall
Protecting Weave
You have learned to use your magic to give your companions a temporary defensive boost. You may cast Protecting Weave once without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Defensive Aura (Level 7)
The will to defend others has manifested around you and your kitsune companion. You and your kitsune companion gain an aura that has a radius of 5 feet. The effect of the aura depends on your kitsune's aspect. You/they can only grant these benefits while not Incapacitated.
At Kitsune Witch level 15, the radius of the aura increases to 10 feet.
Earth Defensive Aura
Forest Defensive Aura
Mountain Defensive Aura
Fortifying Stance (Level 11)
You know the best method to stand your ground. When you end your turn, without having moved, you gain resistance to Acid, Cold, Bludgeoning, Fire, Force, Lightning, Piercing, Poison, Slashing, and Thunder damage, until the start of your next turn.
Shielding Tactics (Level 15)
Your bond with your kitsune companion has granted you a new tactic. Your new tactic depends on your kitsune's aspect.
When one of you uses this feature, neither can do so again, until you finish a Short or Long Rest.
Shielding Earth
Shielding Forest
Shielding Mountain
Master Guardian (Level 20)
Your bond with your kitsune companion has reached its maximum potential. This has led you to develop characteristics associated with your kitsune's aspect. For example, your skin may turn earthy or stony, your hair may become flowery, or you may sprout antlers made out of wood.
As a Bonus Action you can manifest forth the energy of the master guardian, for 1 minute. You and your kitsune companion gain the following benefits:
Resistance
You and all allies in the aura have resistance to all damage.
Protection
You and all allies who start their turn within the aura gain 20 Temporary Hit Points.
Guardian
Enemies within the aura have disadvantage on all attack rolls.
Once you use this feature, you cannot do so again, until you finish a Long Rest.
Invigorating Kitsune
Invigorating Kitsune (Level 3)
Make Others Feel as Lucky as You Two Are
An invigorating kitsune is one that is full of passion. People believe these kitsunes are associated with love and luck. People will often try to find these kitsunes to bring those things into their life.
Invigorating Spells
When you choose this subclass, you always have certain spells prepared after you reach particular levels in this class, as shown in the Invigorating Spells table. These spells count as kitsune witch spells for you, but they don't count against the number of kitsune witch spells you prepare.
| Cleric Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Kitsune Aspect
Your kitsune companion gains their aspect. This aspect shows which kitsune sheet you'll be using from now on, as well as certain subclass features you'll gain. Choose one of these aspects:
Heaven
A kitsune aspected to heaven is the best judge of character and aids any person in need. However, they will only form bonds with those who are pure of heart. If you choose this aspect, you now use the Heaven Kitsune statblock for your kitsune companion and gain the following feature:
Soothing Heaven
Ocean
A kitsune aspected to the ocean is as vast and complex as the ocean itself. However, if the tides allow it they will prioritise helping those in need. If you choose this aspect, you now use the Ocean Kitsune statblock for your kitsune companion and gain the following feature:
Ocean Waves
River
A kitsune aspected to the river sees life as a one way road. To them it is precious to let everyone enjoy their travel, because their end of the road may be soon. If you choose this aspect, you now use the River Kitsune statblock for your kitsune companion and gain the following feature:
River's Flow
Spirit
A kitsune aspected to the spirit is obsessed with making people do as much good as they can, just so they aren't tortured after death. If you choose this aspect, you now use the Spirit Kitsune statblock for your kitsune companion and gain the following feature:
Spirit Touch
Revitalising Weave
You have learned to use your magic to quickly heal your companions. You may cast Revitalising Weave once without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Blessing Aura (Level 7)
The will to invigorate others has manifested around you and your kitsune companion. You and your kitsune companion gain an aura that has a radius of 5 feet. The effect of the aura depends on your kitsune's aspect. You can only grant these benefits while not Incapacitated.
At Kitsune Witch level 15, the radius of the aura increases to 10 feet.
Heaven's Blessing Aura
Ocean's Blessing Aura
River's Blessing Aura
Spirit's Blessing Aura
Strengthening Rest (Level 11)
You gain the ability to Strengthen your companions, when you are all catching your breath. As part of a Short or Long Rest, you can give yourself and creatures, up to 4 + your Wisdom modifier, that are resting with you one of three benefits. The benefit must be the same for all that get it.
Temporary Health
Gain Temporary Hit Points equal to two times your Kitsune Witch level + your Wisdom modifier.
Magical Strength
Instead of using their Strength or Dexterity modifier for any D20 Test, they can use your Wisdom modifier.
Psychic Resistance
Gain resistance to psychic damage.
The benefit lasts until you finish another Short or Long Rest.
Uplifting Tactics (Level 15)
Your bond with your kitsune companion has granted you a new tactic. Your new tactic depends on your kitsune's aspect.
When one of you uses this feature, neither can do so again, until you finish a Short or Long Rest.
Uplifting Heaven
Uplifting Ocean
Uplifting River
Uplifting Spirit
Master Invigorator (Level 20)
Your bond with your kitsune companion has reached its maximum potential. This has led you to develop characteristics associated with your kitsune's aspect. For example, your hair may become like clouds, your skin becomes slightly translucent, or you are always leaving puddles of water where you have stood for a little while.
As a Bonus Action you can manifest forth the energy of the master invigorator, for 1 minute. You and your kitsune companion gain the following benefits:
Restoration
You and allies, within the aura, regain 10 Hit Points at the end of their turn.
Protection
You and allies, within the aura, gain advantage on Attack Rolls.
Once you use this feature, you cannot do so again, until you finish a Long Rest.
Scarring Kitsune
Scarring Kitsune (Level 3)
Outnumber and Kill Your Foe
A scarring kitsune is feared by most people. These kitsunes are ones who don't have patience for mistakes. If you make one, they won't hesitate to end you quickly. Thus people often avoid these kitsunes as much as possible.
Scarring Spells
When you choose this subclass, you always have certain spells prepared after you reach particular levels in this class, as shown in the Scarring Spells table. These spells count as kitsune witch spells for you, but they don't count against the number of kitsune witch spells you prepare.
| Cleric Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Kitsune Aspect
Your kitsune companion gains their aspect. This aspect shows which kitsune sheet you'll be using from now on, as well as certain subclass features you'll gain. Choose one of these aspects:
Fire
A kitsune aspected to fire has an inferno burning inside of them, one that must be released from time to time. If you choose this aspect, you now use the Fire Kitsune statblock for your kitsune companion and gain the following feature:
Fire Burst
Sound
A kitsune aspected to sound is one that hears everything and can amplify what you hear. Which is often used to deafen their opponent. If you choose this aspect, you now use the Sound Kitsune statblock for your kitsune companion and gain the following feature:
Sound Burst
Thunder
A kitsune aspected to thunder absorbs and releases lighting from its fur at will. They only get their name for the sound this release makes. If you choose this aspect, you now use the Thunder Kitsune statblock for your kitsune companion and gain the following feature:
Lightning Burst
Wind
A kitsune aspected to wind is very graceful, just like the wind. They use this grace to quickly slice up their enemies. If you choose this aspect, you now use the Wind Kitsune statblock for your kitsune companion and gain the following feature:
Wind Speed
Painful Weave
You have learned how to hurt your foes more efficiently. You may cast Painful Weave once without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Damaging Aura (Level 7)
The will to hurt others has manifested around you and your kitsune companion. You and your kitsune companion gain an aura that has a radius of 5 feet. The effect of the aura depends on your kitsune's aspect. You can only grant these benefits while not Incapacitated.
At Kitsune Witch level 15, the radius of the aura increases to 10 feet.
Damaging Fire Aura
Damaging Sound Aura
Damaging Thunder Aura
Damaging Wind Aura
Wounding Strike (Level 11)
You have learned better ways to increase your chances of inflicting injuries. You are now able to crit on weapon attacks, when you roll a 19 or a 20 on the d20.
Injuring Tactics (Level 15)
Your bond with your kitsune companion has granted you a new tactic. Your new tactic depends on your kitsune's aspect.
When one of you uses this feature, neither can do so again, until you finish a Short or Long Rest.
Injuring Fire
Injuring Sound
Injuring Thunder
Injuring Wind
Master Injurerer (Level 20)
Your bond with your kitsune companion has reached its maximum potential. This has led you to develop characteristics associated with your kitsune's aspect. For example, your hair may resemble fire, your voice is louder than any crowd, lightning sparks across your skin, or your hair is always waving in the wind.
As a Bonus Action you can manifest forth the energy of the master invigorator, for 1 minute. You and your kitsune companion gain the following benefits:
Damaging Aura
The extra damage from the aura now also adds your Kitsune Witch level to it.
Extra Attack
You may make an additional attack, as part of the attack action.
Extra Opportunity Attack
You may make an additional attack as part of the Opportunity Attack reaction.
Once you use this feature, you cannot do so again, until you finish a Long Rest.