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Yako Kitsune Shifter

The Yako Kitsune are legendary fox spirits born from celestial tears of flame. These ethereal guardians, both warriors and scholars, protect the land through illusions and fire, while secretly chronicling its history and prophecies in hidden sanctuaries.


Bound deeply to Alavir's land and its people, the Yako Kitsune are seldom seen but widely revered. They balance their fierce protection with wise guidance, serving as symbols of hope and resilience.


The Yako Kitsune provoke intriguing questions:


  • Are they mere guardians or beings with a divine essence akin to gods?
  • How do they balance their dual roles of warrior might and scholarly wisdom?
  • What hidden knowledge do they possess that could shape Alavir's destiny?

Yako Kitsune Shifter Features By Level

Searing Mirage

At 1st level, your spells, class features, and simple weapon attacks deal an additional 1 + (PM) level Fire damage.


At the start of your turn, you can create a fiery mirage of your fox spirit that surrounds you in a protective flame. You can reduce the next damage you take by 1 + (PM) dealing the same amount of Fire damage back to the source.

Ember Illusion

At 3rd level, as a bonus action, you create 2 illusions of yourself that surround you in an ember shroud, when a creature attacks you, they must make a Cognitive saving throw equal to your Spell Casting DC. If they fail, they take (PM)d12 Fire damage and destroy one of the illusions. These illusions last until destroyed, and you can only have 2 active at a time.


This doesn't affect their attack or damage dealt to you. This feature increases by 1 illusion when you reach 11th level.

Foxfire Trap

At 6th level, once every 3 rounds on your turn, you can place a flame trap under a creature you can see within 60 feet of you. If that creature moves the trap explodes in a bright blue fiery flame.


If the trap was on an ally you increase their movement speed by 15 until the start of your turn.


If the trap was on an enemy they must make a Reflex saving throw against your Spell Casting DC or take (PM)d12 Fire damage and their movement speed is halved until the start of your turn.

Ember Ascendance

At 8th level, you gain the ability to harness the raw energy of fire, granting you 1 level of resistance to Fire damage. Additionally, any Fire damage dealt by your spells or abilities ignores an amount of resistance equal to your Fire resistance level.


This feature’s resistance level increases by 1 when you reach 11th level (2), and 16th level (3).

Flameheart Shroud

At 11th level, Whenever you take Fire damage, you can use your reaction to absorb some of the heat, regaining hit points equal to half the Fire damage you would have taken (before applying resistance).

Flame Wreath

At 13th level, As an action, you can wreathe a creature you can see within 60 feet of you in magical flames that lasts up to 5 rounds. Attacks deal additional damage equal to 1 + (PM) Fire damage to the creature.

Nine-Tailed Fury

At 16th level, When you land an attack roll, you can create an illusion that will make a flame attack on a target of your choice within 120 feet of you, dealing (PM)d12 Fire damage to them this feature can replace a destroyed illusion but does not increase your max illusion count.

Vulpine Reflexes

At 18th level, While you are conscious all attack rolls on you are at disadvantage, and you gain an extra 20 movement speed.

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