Obake
Common Cultures: Artistic, Caravan, Enlightened, Feywild, Imperial, Itinerant, Natural, Wild
Ancestry Traits
Size. Your size is Small or Medium.
Speed. 30 ft.
If you are of the Good alignment, you are Celestial (called Shinshi). If you are of an Evil alignment, you are a Fiend (called Kasha). If you are Neutral, Moral, or Impure, you are Fey (called Bakemono).
Many varieties of of obake exist. Choose one of the following:
- Aquatic. You gain Darkvision out to 60 feet, you gain a swim speed equal to your speed, and you can hold your breath for a number of minutes equal to your Constitution score.
- Examples: Selkie (Seal), Tako (Octopus)
- Arachnid/Insect. You gain Darkvision out to 60 feet, you gain a climb speed equal to your speed, and you can climb difficult surfaces, including along ceilings, without needing to make an ability check.
- Examples: Tsuchigumo (Spider), Okiku Mushi (Caterpillar)
- Bird You have a 30 foot fly speed. You can't use this flying speed if you're wearing medium or heavy armor. You gain proficiency with oration, and your voice booms three times as loud as a normal creature. The range of any spell or effect that requires the target to hear you is doubled.
- Examples: Tengu (Eagle), Tsuru (Crane), Karasu (Crow)
- Burrower. You gain Darkvision out to 60 feet, and you gain a burrow speed equal to half your walking speed, but leave a 5-foot diameter tunnel in your wake. You can burrow through solid rock at half its Burrow Speed.
- Examples: Mujina (Badger)
- Forager. You gain Darkvision out to 60 feet, and you gain a climb speed equal to your walking speed.
- Examples: Tanuki (Raccoon Dog)
- Predator. You gain Darkvision out to 60 feet, and you have Advantage on Perception checks that rely on hearing or smell.
- Examples: Kitsune (Fox), Nekomata (Cat), Itachi (Weasel)
- Serpent. You gain Blindsight out to 10 feet, and a climb OR swim speed equal to your speed.
- Examples: Hebi (Snake)
- Turtle. You gain a swim speed equal to your speed, and you can breathe air and water. While not wearing armor, your Armor Class is 13 + your Dexterity modifier.
- Examples: Kappa (Tortoise)
You have sharp fangs, claws, talons, horns, or other beastial weapons that can be used to defend yourself. If you hit with this natural weapon with the Finesse property, you deal bludgeoning, piercing, or slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the normal for an unarmed strike.
As a bonus action, you may polymorph into one of your three forms: that of a specific single humanoid form, your animal form (which is either Tiny, Small, or Medium), or your hybrid anthropomorphic form. Your statistics are the same in each form, unless otherwise noted. Any equipment you are wearing or carrying isn't transformed unless it is magical, and you can only wear items if they fit your new body. You revert to your true animal form if you die.
Paragon Options
Effortless Trickery
When you cast an illusion spell with a concentration duration while already maintaining concentration on another spell, you may choose to combine the concentration of the two spells together. If you do this, the duration of each spell becomes 1 minute if it was longer than that, unless both spells are illusion spells. If you lose concentration on one of these spells, you lose concentration on both spells.
Once you use this ability, you can’t use it again until you finish a long rest.
Evasion
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You don't benefit from this feature if you are Incapacitated.
Frolic
You are practiced at bounding through fields, forests, and meadows. You gain the following abilities:
- You can take the Dash, Disengage, or Hide action as a Bonus Action on each of your turns. If you already can, your movement speed increases by 10 feet.
- When you take the Dash, Disengage, Hide, or Tumble action, you can take a second of these actions as a part of the same Bonus Action.
Kitsune Magic
You learn more advanced magic of the kitsune. You learn either the dancing lights or prestidigitation cantrip. You also learn your choice of two of the following spells: charm creature, color spray, disguise self, hypnotic pattern, invisibility, mischief, or suggestion. You can cast these spells once each without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
You can also cast these spells using mana if you can cast spells of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this culture).
Magic Resistance
You have Advantage on saving throws against spells and other magical effects.
Nine-Tailed Fox
You grow an additional number of tails. When you gain this trait, choose a number between 2 and 9 (or roll a 1d8 and add 1 to it). You grow that many tails. When you or a creature you can see rolls the number of tails you have on a d20 on an attack roll, ability check, or saving throw, you may treat that roll as if you had rolled a natural 1 or a 20 on the d20. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

