With my Thoughts of Darkness campaign coming to an end my players have voted to a campaign set in the lands of Oriental Adventures. So adding some class options I originally missed. My wife wants to play a Geisha so here you go (also stolen and then modified from Heroes of the Orient.
College of the Geisha
Geisha are female entertainers, trained from a very young age to be hostesses in noble establishments, performing arts such as music, dance, games, and conversation. Some have also been trained in the ways of the ninja performing assassinations and other spy work.
Restriction: Females Only Only females can be geisha. The geisha fills a particular niche in Oriental society and culture.
In addition to the bard spell list, geisha may also choose any of the unique spells from the wu-jen spell list ignoring any elemental restrictions.
Starting at 3rd level, you become proficient with the war fan.
DANCE OF MAGIC
Starting at 3rd level, when you choose this bardic college, you can use your body as a spellcasting focus, eliminating the need for an instrument.
Also starting at 3rd level, whenever an ally rolls one of your bardic inspiration
dice, they have advantage on the roll.
At 6th level, you gain a number of ki points equal to half your level. You may use 1 ki point as a bonus action or reaction on one of the following ninja tricks.
- A flurry of Stars. For each 1 ki point spent you throw an additional weapon (such as a kunai) as part of your next attack action.
- Elemental Weapon. You can expend 1 ki point per attack to change the type of damage your weapon does to an energy type of your choice.
- Devil Sight. You gain darkvision out to 60 feet for 10 minutes (or double the distance if you already have darkvision) and can see in magical darkness.
- Phantom Kunai. You invest a portion of your ki into a single thrown weapon, such as a kunai, and throw it as an attack action. Your kunai is trailed by golden butterflies as they home in on a target. The thrown weapon explodes on impact in a 5-foot radius burst, dealing 1d6 points of force damage plus 1d6 points of force damage for every additional four ki points you spend. Creatures caught in the blast receive a Dexterity save to halve the damage. If the thrown weapon hits a creature, that creature has disadvantage on the saving throw. If the thrown weapon misses, it still explodes near the target who instead gets a normal save.
- Puppeteer. You may spend 1 ki point to impose -1d4 on saving throws against your enchantment spells.
- Backstab. You may add an extra 1d6 points of damage to a weapon attack you make for each ki point spent as long as you have advantage on the attack roll.
- Assassinate. Using all your ki (minimum of 5) you may make an attack against a creature you have charmed. This attack has advantage and is automatically a critical hit.
You regain ki points after a long rest.
Starting at 14th level, hostile creatures have disadvantage on their saving
throws against your enchantment and illusion spells.
30 gp, 1d6 piercing, 1 lb, finesse, light
This weapon appears to the untrained eye as nothing more than a beautifully crafted hand fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp; very suitable for stabbing, and often used by geisha who operate as spies. A character proficient in the war fan – like a geisha – may try and deceive her opponent as to the deadliness of the weapon. When the fan is first brought into melee, the geisha may attempt a Deception check against an opponent’s Insight check. If the geisha wins the contest, she gains advantage to the attack roll for her first round’s attack(s).
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