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Zenko Kitsune Shifter

Zenko Kitsune, celestial fox spirits from Yumikari, are revered guardians birthed under the twin moons' glow. They emit divine light, their tails sparkling like stars, wielding powerful restorative and protective magic to maintain cosmic balance.


Luminara, the first Zenko, ended Alavir's dark age of chaos, inspiring the formation of the Luminous Conclave.

At the Sanctuary of Starlight atop Mount Shirohana, Zenko Kitsune harness moonlight to forge powerful wards, offering sanctuary and hope to those lost in darkness.


The Zenko Kitsune provoke intriguing questions:

  • Guardians or Saviors? What ethical challenges arise as Zenko Kitsune navigate their dual roles as healers and warriors?
  • Celestial Duty vs. Mortal Bonds: How do they juggle their divine duties with relationships in the mortal world?
  • The Weight of Legacy: Do modern Zenko Kitsune feel the pressure to match Luminara’s legendary feats?

Zenko Kitsune Shifter Features By Level

Lunar Comfort

At 1st level, When you hit an ally with a spell, you heal them for the damage dealt instead of harming them. Your attacks and spells deal additional Lunar damage equal to 1 + (PM).


Once every 3 rounds on your turn, you can remove one crowd control effect from an ally within 60 feet of you. (you can only remove exhaustion a number of times equal to your proficiency bonus).

Psychic Emanation

At 3rd level, you emit an aura of 10 feet. Allies within this aura get a bonus to their Cognitive saving throws equal to your proficiency modifier.

Telepathic Guidance

At 6th level, you can speak telepathically with allies within 120 feet of you. On your turn, you can choose a creature within 60 feet that you can see, granting them additional bonus on their next skill check equal to your Charisma modifier.

Spirit's Aid

At 8th level, when you heal an ally they get an extra 1d4 to their attack rolls, saving throws, and skill checks until the start of your turn.

Crescent Protector

At 11th level, when an ally takes damage you can use your reaction to take the damage instead, but you only take half of the damage, it cannot be reduced by resistance.

Yumikari's Embrace

At 13th level, When you heal an ally, they regain hit points equal to the amount healed, and any remaining energy forms a protective aura, granting them temporary hit points until the end of their next turn.

Celestial Aura of Tranquility

At 16th level, Your Psychic Emanation aura is increased to 30 feet, and grants allies Resistance to Psychic damage, Immunity to the feared and frightened conditions.

Astral Restoration

At 18th level, your Lunar Comfort becomes once per round. In addition, you can remove 1 level of exhaustion when you heal an ally.

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