TEXT: 1
  Kitsune
  Ismael Alvarez 
  Rick Hershey
   
  $$$1.99 - PDF
  fatgoblingames.com
  Player Character Options  
  for 5th Edition Fantasy!
  5th Edition Fantasy
  5th Edition Fantasy
  
  2
  5th Edition Races - Kitsune | Fat Goblin Games
  Traverse the complex magical world of rituals in this expansion from the best selling 
  Sidebar by Fat Goblin Games! Ritual Spells, Adventurer Rituals, Life Event and Occult 
  magic await you in this tome. You can also explore magical item rituals in Fat Goblin 
  Games first 5th Edition publication.
  
  3
  5th Edition Races
  Kitsune
  CREDITS
  Author: Ismael Alvarez
  Editor: Troy Daniels
  Copy Editor: Michael Riter
  Artist: Rick Hershey, Dean Spencer
  Design and Layout: Rick Hershey and Troy Daniels
  Fat Goblin Games 5th Edition Team: Troy Daniels, Ismael Alvarez, Michael Riter, Jeffrey Swank
  Line Developer: Troy Daniels
  Publisher: Rick Hershey
  5TH EDITION RACES - KITSUNE © 2017 FAT GOBLIN GAMES
     Open Game Content: All material — including but not limited to art, place and character names, 
  character and setting descriptions, background, and new class descriptions—is Product Identity. All 
  other content is considered Open Game Content. Reference in non-Open Game Content (thus not 
  covered by the Open Game License) in this work to content owned by others is not a challenge to 
  their ownership and is used under Fair Use.
  ABOUT FAT GOBLIN GAMES
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create athfinder Roleplaying Game compatible products. With 
  a focus on high quality production values and providing a creative environment for our writers, Fat Goblin Games has quickly become a 
  recognized force in the world of third party publishers.
  With hundreds of support books, visual aids, campaign settings, and qual-
  ity stock art, Fat Goblin Games continues to provide exciting content and 
  fantastic worlds in which gamers can immerse themselves.
  Visit us on Facebook, follow us on Twitter and check out our website at 
  fatgoblingames.com
  
  4
  5th Edition Races - Kitsune | Fat Goblin Games
  KITSUNE
  The forest stood still, and quiet 
     Like a gasp of time 
     Then a shudder, like a sigh
  Kanako remembered her mother saying those words. 
  The forest lived, like any person or animal. She felt the 
  silence now, as she attempted to match its noiseless-
  ness while searching for the cause; the source of the gasp. 
  Hardly breathing, she continued on, slipping through the 
  trees effortlessly.
  Holding back her shock, she finally caught sight of a 
  black dragon stalking through the woods. It was young, 
  but Kanako could not afford to misjudge its age. She had 
  only one chance to eject it, and she would to use every-
  thing at her disposal. Her magic would be handy, but her 
  mind would be her weapon.
  “What seek you, swamp lizard?”
  Her voice was carried by the wind, magically, just as 
  she had been taught as a kit.
  “I seek a new home”, the dragon responded in a deep 
  and invasive voice. “I was denied my home by a coven of 
  hags. You, forest, are my new home.”
  She had succeeded in making the dragon think her 
  something great and vast, but the beast was not yet dis-
  suaded.
  “What makes you think that you can hold on to this 
  prize? The forest is protected by spirits greater than hags. 
  We are eternal. A hag can bleed… and die.” With those 
  words, the black dragon cowed. The hags were closer to 
  his understanding than this disembodied voice. He had 
  not been in the forest for a full hour before being warned 
  by the spirits. The hags could indeed bleed. And so they 
  would.
  As the young dragon spread its wings and flew to brood 
  and scheme, Kanako was still, and quiet, like a gasp of 
  time. Then, a shudder, like a sigh of relief. She had saved 
  the forest. She was its protector.
   
  NATURALISTS
  Kitsune are as one with the land, and strive 
  to see it undisturbed. Though they can like and 
  even love humans and their cousins, they are not 
  likely to suffer despoilers. Many are the tales 
  of a kitsune’s wrath, especially when they act as 
  a clan to defend the wilderness that they call 
  home.
  SPIRITUALISTS
  The fox-folk are also in tune with the spiritual 
  world, given to speak with the spirits of things 
  physical and otherwise. They revere ances-
  tor spirits and the ethereal envoys of nature. A 
  kitsune knows that there is much to be learned 
  from the immaterial.
  MISCHIEVOUS
  There is joy in the hearts of kitsune, and they 
  say that the fox folk can only truly die when the 
  fire of their mirth is extinguished. Most kitsune 
  express this joy in jokes that only they can ap-
  preciate, or pranks at the expense of those who 
  would draw their attention. Such pranks can be 
  elaborate or simple, or even instructive.
  NOBLE
  Even in the midst of a prank or while avenging 
  nature, the kitsune maintain a sense of dignity 
  and composure that belies their fox image. Fox-
  folk project an image of themselves as something 
  connected to the grandeur of nature and the 
  spirit world. Kitsune tend to have a wide per-
  spective, though they can at times focus on mid-
  dling problems, either to prevent small problems 
  from becoming bigger, or to seek redress for 
  their pride. 
  
  5
  DIPLOMACY WITH  
  OTHER RACES
  Kitsune have limited contact with 
  other races, preferring to play a subtle 
  hand in diplomacy. The less that people 
  know about a kitsune community, the 
  better for all sides. When the fox-folk 
  do make themselves known as a group, 
  it is usually to avert a great calamity. 
  Elves – I met a kitsune once that 
  accused me of not doing enough for 
  nature. He was right, after all. I only 
  wish I could see him again.
  Gnomes – The best pranksters ever. A 
  city will have one or two, if you know 
  where to look. I do. Just be prepared to 
  get laughed at by them. They’re never 
  mean about it though. Kind of like 
  gnomes!
  Humans – It was ten years before I 
  realized the truth. My wife had been 
  one of those fox people. She tried to 
  stop me from f inding out the truth. I 
  haven’t seen her since.
  SHAPECHANGERS
  Though many kitsune can shapechange, their 
  ability to do so is modest in contrast to creatures 
  like lycanthropes and doppelgangers. Kitsune are 
  not prone to impersonating or replacing  people, 
  but they are viewed with suspicion and fear by 
  those who know of them. Most kitsune are care-
  ful to not abuse their ability to change shape 
  around others.
  KITSUNE RACIAL TRAITS
  Your Kitsune character has an assortment of 
  inborn abilities, part and parcel of the kitsune 
  nature.
  Ability Score Increase. Your Dexterity score 
  increases by 2 
  Age. Kitsune live roughly as long as a human 
  does, though some may unlock inner potential to 
  live longer, owed to some ancestral secret. 
  Alignment. Kitsune value secrecy, and their 
  own culture and society. Unless an outsider 
  proves worthy, they are unlikely to care for any 
  perceived moral obligation to non-kitsune. 
  Size. Kitsune may take many forms, but their 
  natural form is relatively short, between 4 and 5 
  ft tall. Your size is medium. 
  Speed. Your base walking speed is 30 ft. 
  Darkvision. Kitsune live in the darkness, and 
  they use it to their every advantage. You can see 
  within dim light as if it were bright for 60 feet. 
  Also, you see in darkness as if it were dim light. 
  Language. You speak, write, and understand 
  Common, and Kitsune-speak, a language jeal-
  ously guarded as the shared secret language of 
  the kitsune. 
  Keeper of Secrets. You gain advantage against 
  any spell or effect that would force you to reveal 
  information (such as zone of truth). When you 
  are under the influence of a spell that charms or 
  controls you, you may make a new saving throw 
  to end the effect if the spell’s controller attempts 
  to extract information from you. 
  
  6
  5th Edition Races - Kitsune | Fat Goblin Games
  Claws. You have sharp claws that can be used 
  as weapons on combat. Your claw attacks deal 
  1d4 slashing damage. You may make an addi-
  tional claw attack as a bonus action with your 
  off hand, even if you are wielding a weapon in 
  your other hand. Neither claw attack adds your 
  strength or dexterity bonus to damage. You are 
  considered proficient with your claws. 
  Sub Races. Kitsune are split into different 
  clans, accounting for some strange ancestral split 
  between their kind, owing partially to a physi-
  cal distinction as well as a spiritual essence that 
  seems to have marked each clan separately.
  SUB-RACE RED
  The red kitsune are in tune with nature, and 
  tend to be the gatekeepers of the wilderness. 
  Though they can be mischievous, they take their 
  jobs very seriously, and strive to protect the wil-
  derness from harm. Some use guile and trickery 
  to achieve their objectives, while others still will 
  fight with claw and magic. Most red kitsune re-
  vere nature in some capacity, and some go so far 
  as to dedicate themselves to nature as druids and 
  rangers do. Others still follow other paths but 
  are still devoted to the act of protecting nature 
  in all its forms.
  SUB-RACE TRAITS
  Ability Score Increase. Your Wisdom score 
  increases by 1.
  Kitsune Magic. You can conjure strange pat-
  terns of light to distract your foe. Gain druid-
  craft and minor illusion as cantrips. At 3rd level 
  you may use the spell speak with animals once, 
  and regain the ability to do so with a long rest. 
  Wisdom is your spellcasting ability for these 
  spells. At 5th level, you may wild shape as a 2nd 
  level druid for 1 hour, but you are restricted to 
  the form of a fox (use the statistics for a cat).
  You may use this racial wild shape feature in 
  addition to any other wild shape uses gained 
  from any class abilities.
  One With Nature. You can attempt to hide 
  even when you are only lightly obscured by 
  foliage, heavy rain, falling snow, mist, and other 
  natural phenomena.
  SUB-RACE BROWN
  If the red kitsune are those who are in tune 
  with nature, then the brown clan kitsune are in 
  tune with people. They are far more likely to be 
  living within towns and cities, gathering infor-
  mation, and making connections. Though they 
  are not the only kitsune able to do so, the brown 
  clan revels in their ability to thrive amongst the 
  other races, especially with the attention that 
  they receive. It is said that entire families of 
  kitsune can live within a city without anyone 
  knowing, unless they wish to be known. It is said 
  too that this specific clan is especially mischie-
  vous.
  SUB-RACE TRAITS
  Ability Score Increase. Your Charisma score 
  increases by 1.
  Blend In. You may use alter self once per day, 
  as per the spell. Charisma is your spellcasting 
  ability for this spell.
  Animal Charisma. You gain advantage on 
  Charisma checks when attempting to appear 
  friendly or attractive.
  Quick Escape. You may use your claws as 
  impromptu lock picks or cutting tools for the 
  purposes of picking locks, cutting rope, or undo-
  ing other restraints. Using them in such a way 
  renders your claws useless for 1d4 days while 
  
  7
  they regrow, denying you your claw attack as well 
  as the ability to escape restraints.
  SUB-RACE WHITE
  The kitsune as a whole are interested with 
  the acquisition of secrets as a currency that can 
  help those in need, or to help in protecting the 
  things that kitsune hold dear. The white clan 
  kitsune tend to be the gatherers of this knowl-
  edge, indiscriminately learning as much as they 
  can in hopes that it will benefit their race, or the 
  preservation of nature. Members of this clan are 
  more likely to pursue the mystic arts, but white 
  clan kitsune tend to freely choose their path, and 
  are among the most varied of the clans. Though 
  they prize their secrecy, members of the white 
  clan are more likely to parlay with other races 
  in hopes to gain more information from them, 
  knowing that one cannot properly learn in isola-
  tion. 
   
  SUB-RACE TRAITS
  Ability Score Increase. Your Intelligence score 
  increases by 1.  
  Seeker of Secrets. You have advantage on any 
  rolls meant to discern secrets, whether through 
  hidden doors, in cyphers or puzzles, or the words 
  of a witness. You are also considered proficient 
  in the Investigation skill. 
  
  8
  5th Edition Races - Kitsune | Fat Goblin Games
     Cypher Magic.  You learn the message 
  cantrip.  At 3rd level, you may cast the illusory 
  script spell once per day. At 5th level, you may cast 
  magic aura once per day. Your spellcasting ability 
  for these spells is Intelligence.
   
  SUB-RACE BLACK (NOGITSUNE)
   
  The black clan, sometimes called the nogitsune, 
  are considered an inauspicious clan of kitsune, 
  more given to affiliations with darkness and 
  entropy. Despite this, the nogitsune are still 
  kitsune, and are not ostracized. That said, nog-
  itsune carry suspicion with them wherever they 
  go. Although most nogitsune are not evil, the 
  clan tends to nurture the reputation to maintain 
  their reputation, using it to their advantage. The 
  nogitsune do indeed have ties to the darkness, 
  considering themselves the silent hand of the 
  kitsune, often working of their own accord. The 
  other kitsune clans have long understood that it 
  is better to keep the nogitsune close.
  SUB-RACE TRAITS
  Ability score increase. Your Charisma score 
  increases by 1.
  Shadowcraft. You may cast silent image 
  once, though any image you create must ap-
  pear darkened or as a shadow. You can use this 
  to change the level of light in a 5 foot square, 
  either from bright light to dim light, or from 
  dim light to darkness (see Vision and Light in 
  the SRD).  You regain the ability to do so after 
  a long rest. Charisma is your spellcasting ability 
  for this spell.
  Affinity for the Black. You may attempt to 
  hide using a Dexterity (stealth) check even if you 
  have been seen, as long as you are in dim light 
  or darkness. Once you use this feature, you must 
  finish a short or long rest before you can use it 
  again.
  Shadowhex. You may impose bad luck on 
  others when you hide in shadows. While in the 
  shadows and unnoticed, you may use a reaction 
  to grant disadvantage on any roll performed by 
  a target within 30 ft. This feature may be used 
  after the initial roll is made. Once you use this 
  feature, you must finish a short or long rest be-
  fore you can use it again.
  Feats
  The following feats are available to kitsune, 
  and serve to augment their natural abilities. 
  Many kitsune follow a path of enlightenment, 
  gaining these abilities as they ascend to divinity. 
  SUPERIOR SHAPECHANGING
  Pre-requisite: Kitsune
   You are able to master your kitsune nature, 
  and transform yourself into other creatures, 
  either by illusion or actual transformation. You 
  gain the following benefits:
  • 
  You can cast the spell disguise self once, and 
  regain the ability to do so after finishing 
  a long rest. At level 10, can cast disguise 
  self twice, and the spell’s duration is now 5 
  hours. Charisma is your spellcasting ability 
  for this spell.
  • 
  You gain the ability to wild shape into a 
  small beast, as per the druid wild shape 
  ability. You can only do so for one hour, 
  and regain the ability to do so after finish-
  ing a long rest. At level 10, you can instead 
  choose to transform into a medium sized 
  beast instead of a small one.
  
  9
  • 
  Attempts to perceive your mundane or 
  magical disguises have disadvantage.
  • 
  You gain an additional tail that is visible 
  only in your natural form.
  SECRET SEEKER
  You have trained diligently to gather secrets 
  both actively and passively. You have a knack for 
  remembering, and know just the right questions 
  to ask when seeking information. You gain the 
  following benefits:
  • 
  Increase your Intelligence or Wisdom score 
  by 1, to a maximum of 20.
  • 
  You have an excellent memory, and can 
  recall with precision most of the things you 
  have seen and heard, including the text of 
  a book that you casually flipped through, 
  a large list of names that you perused, or 
  the number of pronouns used in a speech 
  that you heard. Especially small details may 
  require an Intelligence check with the DC 
  set by your GM.
  • 
  You gain the ability to read lips to a range 
  of 100 feet.
  • 
  At level 5, you gain the ability to cast detect 
  thoughts once, and regain the ability to do 
  so after finishing a long rest. The spellcast-
  ing ability for this spell is the same as the 
  ability score increase granted by this feat.
  • 
  If you are a Kitsune, you gain an additional 
  tail that is visible only in your natural form.
  FOX MAGIC
  Pre-requisite: Kitsune with two or more tails.
  You are in tune with the kitsune’s magical abil-
  ities, having unlocked the divine nature available 
  to all fox folk. Your magic is a reflection of the 
  fox spirit, reflecting a love for nature and mirth. 
  You gain the following benefits.
  • 
  Any attempts to change your shape against 
  your will automatically fail. If you willingly 
  change shape, you can maintain that shape 
  for an additional hour.
  • 
  You gain the ability to cast animal friend-
  ship, faerie fire, and hideous laughter once 
  each. You regain the ability to cast these 
  spells after finishing a long rest.
  • 
  You gain an additional tail that is visible 
  only in your natural form.
  Spells
  Forgetfulness 
  4th-level enchantment 
  Classes: Bard, Sorcerer, Warlock, Wizard 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (a few marbles) 
  Duration: 8 hours
  You perform a quick dance, and cast a strong 
  enchantment that causes a creature to forget you. 
  The target must then make an Intelligence sav-
  ing throw, with the target being able to remem-
  ber you as normal if they succeed. On a failure, 
  attempts to remember you require a DC 18 
  Intelligence check, and the targets focus quickly 
  fades unless the targets uses various memoriza-
  tion tricks, such as pictures or detailed journal. 
  Other targets can help remove this curse by 
  making a DC 18 Charisma check to convince 
  the target that they are under some kind of ef-
  fect, at which time they receive a new saving 
  throw. If you attack or otherwise threaten the 
  target, the spell’s effect automatically ends. The 
  spell’s effects can similarly be removed with a 
  remove curse or dispel magic.
  At Higher Levels: When you cast this spell us-
  ing a slot of a higher level, the duration becomes 
  1 week with a 5th level spell slot, and 1 month 
  with a 7th level spell slot, or a year and a day 
  with a 9th level spell slot.
  
  10
  5th Edition Races - Kitsune | Fat Goblin Games
  Magic Items
  Hoshi no Tama
  Wondrous item, rare
  Every so often, an kitsune will create a pearl 
  like object called a hoshi no tama. It is often 
  given to kitsune by clan leaders to help them in a 
  specific mission, but there are cases in which the 
  kitsune have given them to outsiders as a token 
  of gratitude. 
  The hoshi no tama grants you the ability to 
  hide perfectly; as long as you  stay still, your 
  Dexterity (Stealth) check can be considered to 
  be a natural 20 instead of rolling. Hiding in this 
  way can be maintained for up to 1 minute. Once 
  used, this ability does not function until the next 
  dawn. 
  In addition, you can use a bonus action to 
  sprout claws for 1 minute. You can use your bo-
  nus action to attack with your claw, which deals 
  1d4 slashing damage, but does not add Strength 
  or Dexterity modifiers to damage. Once used, 
  this ability does not function until the next 
  dawn.
  Finally, you can use the Hoshi no Tama to call 
  for the aid of a kitsune, which will arrive and 
  render aid. Use the statistics for a druid that also 
  has a claw attack (as above). The kitsune will 
  aid you for up to 24 hours, after which you must 
  give the Hoshi no tama to the Kitsune as pay-
  ment.
  Origami Token
  Wondrous item, rare (requires attunement)
  Used by wily fox folk who like to travel light, 
  the origami token is an enchanted sheet of pa-
  per that can be formed into various shapes. By 
  making a DC 12 Dexterity (Sleight of Hands) 
  check, you can fold this sheet into a shape, and 
  activate the paper’s magic. The folded shape 
  then becomes the item. The origami token can-
  not become an item that is worth more than 10 
  gold or larger than 1 foot in any dimension, nor 
  can the item be composed of any kind of liquid 
  or dust. The token can be used to create empty 
  containers. Destroying the 
  created item also destroys 
  the token. Created items 
  functions for 1 hour before 
  returning to paper form. 
  The origami token can-
  not be used again until you 
  spend a day of downtime 
  meditating in nature.
  
  11
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trade-
  mark owners who have contributed Open Game Content; (b)"Derivative 
  Material" means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) "Distribute" means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhance-
  ment over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) "Product Identity" 
  means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trade-
  mark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f ) 
  "Trademark" means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) 
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open 
  Game Content. (h) "You" or "Your" means the licensee in terms of this 
  agreement. Not for resale. Permission granted to print or photocopy this 
  document for personal use only.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
  5.Representation of Authority to Contribute: If You are contribut-
  ing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder's name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of 
  that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing are 
  Open Game Content.
  9. Updating the License: Wizards or its designated Agents may pub-
  lish updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent necessary to 
  make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on original material by 
  E. Gary Gygax and Dave Arneson.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave ArnesonSkreyn’s Register: The Bonds of 
  Magic. © 2002, Sean K Reynolds
   
  5th Edition Races - Kitsune by Fat Goblin Games. Copyright 2017. 
  
  12
  5th Edition Races - Kitsune | Fat Goblin Games
  Naturalist. Spiritualist. Mischievous. Noble. 
  These are just some of the ways to describe the 
  mysterious fox-people known as Kitsune. Now 
  you can take kitsune out of the pages of legend 
  and bring them to the worlds oldest roleplaying 
  game with 5th Edition Races Kitsune!
  - Learn how they interact with other races!
  - Explore the Red, Brown, and White Kitsune 
  sub-races! Each has their own individual flavor 
  and bring new options to the gaming table!
  - New Feats to expand your options like Superi-
  or Shapechanging, Secret Keeper, and Fox Magic!
  - New Spells and Magical items enhance your 
  Kitsune with the power of forgetfulness. Or try 
  your hand at mystical origami with the Origami 
  Token!
  Bring these spiritual masters to your table to-
  day and open up whole new options of adventure 
  with 5th Edition Races: Kitsune!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fat Goblin Games/5th Edition Racial Options Kitsune.pdf