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CLASS: OIRAN

After much play testing and attempting to retrofit this as bard archetype decided to create a new class entirely. The main point of friction were the bard spells.  They really don’t work well with a sustain type class and so were removed.  The skeleton of the class still uses a bard but it’s inspired by Everquest than anything in D&D (though a dose of the 3e bard is here too).  

Playtested up to 10th level for the geisha and Geiko and work well so far.  May need balancing but will depend on it plays over the next couple of months.

OIRAN

Far from being a mere flesh-peddler, as many may foolishly believe, oiran are among the most cultured entertainers in the world. Instructed in the finest dance, song, and verse the cultured world has to offer, oiran are greatly sought after and highly respected. To entertain one’s guests with oiran is considered among the nobility to be the highest honour a host can show, as much for the quality of the entertainment as for the extraordinary cost the must be paid to the okami, an oiran’s benefactor.

Most oiran are brought up in the home of their okami, called an okiya. Here they are instructed in the social arts for years until they are old enough and experienced enough to become oiran. Occasionally, however, an experienced entertainer will swear herself to an okami in exchange for the constant instruction that she will receive from the okiya. Eventually, if she is shrewd and successful enough, a oiran may be chosen by a retiring okami to take her place, which places the management of the okiya in her hands, as well as the profits in her pocket.

The Oiran Class Table

Level Proficiency Ki Features
Bonus
1st +2 1 Songs, Charming Defence
2nd +2 2 Jack of All Trades, Reassuring Touch
3rd +2 2 Oiran School, Ofuda Expertise
4th +2 2 Ability Score Improvement
5th +3 3 The Tea Ceremony
6th +3 3 Oiran School Feature
7th +3 4 Seduce to Learn
8th +3 4 Ability Score Improvement
9th +4 5 Expertise
10th +4 5 The Secret Song
11th +4 6 Master of Wonder
12th +4 6 Ability Score Improvement
13th +5 7 The Secret Song
14th +5 7 Oiran School Feature
15th +5 8
16th +5 8 Ability Score Improvement
17th +6 9 The Finale!
18th +6 9 The Secret Song
19th +6 9 Ability Score Improvement
20th +6 10 Rapture of the Song

Class Features

As an oiran, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per oiran level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per oiran level after 1st

Proficiencies

  • Armor: None
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Three musical instruments of your choice
  • Saving Throws: Dexterity, Charisma
  • Skills: Performance and any other two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a warfan, (b) a wakizashi (rapier/shortsword), or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • (a) a koto or (b) any other musical instrument
  • a tanto (dagger)

Songs
Once per day per oiran level (plus your Charisma ability score modifier), you can use ki to empower your songs or poetics to produce magical effects on those around you (usually including yourself, if desired). While these abilities fall under the category of oiran music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each song has a basic version and a more advanced level-dependent version. To sing the basic song costs 1 ki, and unless specified otherwise, it does not cost additional ki for additional effects. Executing a refrain costs 2 ki and a bonus action and a finale costs 3 ki, ends the related song and is an action. 

As an action, you sing a song of magic. So long as you maintain the song the effects trigger at the start of your turn. You must be able to be heard for the song to take effect and each has an effective range of 30 feet. For example, your allied kensai could start 20 feet from you gain the benefits of Whistling Warsong and then move another 30 feet. They would lose the benefit of the song if they were not within range at the start of your next turn. When picking a song, you have the option of permanently converting it into a dance. This means allies

You maintain a song as if it were a concentration spell, however, you can use your Performance skill for your saving throw instead of your Constitution saving throw. You may decide from round to round if you are affected by your songs or not you may also swap songs at the start of your turn. If you do this your song persists until the end of your current turn.

Charisma is your key ability for your songs. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a song refers to your singing ability. In addition, you use your Charisma modifier when setting the saving throw DC for a song you sing and when making an attack roll with one.

Song save DC = 8 + your proficiency bonus + your Charisma modifier

Song attack modifier = your proficiency bonus + your Charisma modifier

You have access to all songs from level 1.

Charming Defence
Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Reassuring Touch
Also at 2nd level, as an action, you may touch a creature that is confused, charmed or insane allowing the target to repeat a saving throw against one of these conditions even if normally not permitted. At 15th level the target makes the saving throw with advantage. You may use this ability as often as you like but any one creature can only benefit from your reassuring touch once per day.

Oiran School
At 3rd level, you delve into the advanced techniques of an oiran college of your choice: – geisha, gaiko or taikomochi. Your choice grants you features at 3rd level and again at 6th and 14th level.

Ofuda Expertise
At 3rd level, you are trained in the way of magic and for the purposes of using a spell scroll you consider the Bard and Wu-Jen spell list as class spells.  You can also make a DC 20 + the spell level Arcana check to use spell scrolls from other schools of magic – that is, spells that do not belong to your spell list.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Tea Ceremony
At 5th level you can prepare a special tea ceremony with 5 minutes of work, after doing so every participant (including you) benefits from one of her available songs for 1 hour afterward. An effective ceremony requires a DC 15 Charisma (Performance) skill check. If the ceremony is interrupted or the check fail the no participant gain any benefits from the ceremony.  On a natural 20 the effects last until the next short or long rest.

Seduce to Learn
At 7th level, an oiran has a lascivious way of acquiring knowledge through less than diplomatic channels. You can use charm, flirtation, or seduction to learn a coveted secret that is known by a nonplayer character. In order for this ability to, the nonplayer character must find the oiran physically attractive and be in a position to actually know the secret in question. You make a Charisma (Deception) check against a DC determined by the type of secret you are trying to get. There are five kinds of secrets that can be learned with a seduce to learn secret check. The fewer people that know a secret, the greater their loyalty to keep that secret.

Secret DC* Example
Common 10 Password told to the city guard, known by 16 or more people
Uncommon 15 Identity of thieves’ guild leader, known by 9 to 16 people
Valuable 20 A merchant ship hauling exotic goods, known by 5 to 8 people
Deadly 25 Plans to invade a foreign land, known by 3 to 4 people
Unutterable 30 The mental disability of a king, known by 3 or less people

*The DC assumes that the nonplayer character is indifferent. The Deception check is at disadvantage if the NPC is hostile, -1d4 if the NPC is unfriendly, +1d4 if the NPC is friendly, and advantage if the NPC is helpful.

A typical seduce to learn secret check takes 1d4+1 hours and requires seduction. If the check succeeded by 10 or more, the attempt takes 1d4+1×10 minutes and only requires flirtation. If the check succeeded by 20 or more, the attempt takes 1d4+1 minutes and merely requires charm. Retries are not possible as the target becomes too suspicious.

Expertise
At 9th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Secret Songs
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes spell list (including wu-jen). A spell you choose must be of a level lower in spell levels than you known song number, as shown on the Oiran table, or a cantrip. The chosen spells become oiran songs for you. You learn two additional songs this way from any classes at 14th level and again at 18th level. You may replace songs each time you level up or gain this class feature.  Apart from having only verbal components (or somatic for dancers) these otherwise act as the original spells.

Master of Wonder
At 11th level, wondrous items do not count against your attunement limits.  You still must attune to them, if required. At level 15 this trait allows you to use the Use and Object action as a bonus action when the item being used is an attuned wondrous magic item.

Design Note: There were key spells lost when the geisha and geiko were moved from being part of the bard archetype but that didn’t make thematic sense to convert into a song. For example, the wu-jen spell terracotta warrior or leomunds tiny hut. Instead I turned these into wonderous items without attunement value. The same logic applied to the ofuda master trait.  It makes the class quite adept at using magical items to get things done which I think fits more thematically.

The Finale!
At 17th level, all your songs now have a new option – the Finale! You may choose to end the effects of a song at any time using your reaction and gain one of the following effects, but that song then becomes unavailable until you take a short rest:

  • You use the specific finale option of the song.
  • The effect of your song is maximised.
  • The effect of your song is doubled.
  • If the song has a variable component you may increase the number of die rolled equal to half your level.

If the song has a negative effect, you may remove it as part of a finale.

Rapture of the Song
At 20th level, you are so in tune with the power of THE song you gain insight, physical fortitude, and resistance to magic while in the throes of THE song. You gain the following effects based on the number times you use ki (not the number of ki, with a 1 per round maximum), each effect is cumulative and lasts 1 minute or until you stop singing:

  • 1st use of ki you gain, +2 bonus to AC as THE song protects you from harm.
  • 2nd use of ki you gain, +2 bonus to saving throws as THE song grants you foresight and you dance out of the way of danger.
  • 3rd use of ki you gain, THE song manifests as notes that swirl around you and provide you damage reduction of 2 against all attacks.
  • 4th use of ki you gain, the effects are applied to your allies as well.

 


SCHOOL OF GEIKO

Geiko are female entertainers, trained from a very young age to be hostesses in noble establishments, performing arts such as music, dance, games, and conversation. The geiko focuses on enhancing her songs to maximum effect. In fact, she believes that beyond magic, beyond sound, beyond good and evil, lies music so profound and powerful that even deities quake at its sound.  Known as THE Song – which is of unknown origin and with no limit to its power – is incomprehensible to the mortal ear. To some who hear a fragment of this music, it becomes beauty incarnate, they devote their lives to its discovery.  You wield the power of music in ways that amaze even the most skilled oiran.

Restriction: Female. Only females can be geiko. The geiko fills a particular niche in Oriental society and culture.

BONUS PROFICIENCY
3rd-level School of Geiko feature
Starting at 3rd level, you become proficient with the war fan.

SUPERB BALANCE
3rd-level School of Geiko feature
A geiko’s training in dance, her focus on maintaining a particular walk…even the clothing and shoes she wears are all designed to help her maintain a style and grace that helps her focus on the fluidity of her movement. You become proficient in Acrobatics, and if already proficient, gain double proficiency.

SONG WEAVER
6th-level School of Geiko feature

You can now start a second song combining them to create a new song that chains the effects of both into a single song.

Design Note v1.0: After some play testing what ended up happening is the geiko had nothing to do from round 3.  This allows the PC to have a chance to do something in addition to their singing but there is a risk they may cancel their current songs. V1.0.

Design Note v1.1: After further playtesting I simplified this.  It just takes an action to start a song which means by default it takes 2 or 3 rounds to start 2 or 3 songs (respectively).  No need to consume an action after this point as the songs are managed as concentration spells anyway. play testing what ended up happening is the geiko had nothing to do from round 3.  This allows the PC to have a chance to do something in addition to their singing but there is a risk they may cancel their current songs. V1.0. 

SONGSTRESS
14th-level School of Geiko feature

You can now start a third song combining all three to create a new song that chains the effects of all into a single song.

In addition, the effects of your songs now continue until the end of your next round if they are interrupted for any reason. If you restart the song before the end of the next round it continues as normal.


SCHOOL OF 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 females can be oiran. The oiran fills a particular niche in Oriental society and culture.

BONUS PROFICIENCY
3rd-level School of Geisha feature
Starting at 3rd level, you become proficient with the war fan, the disguise kit and the poisoner’s kit.

ENRAPTURING PERFORMANCE
3rd-level School of Geisha feature
You are able to execute an enrapturing performance while singing a song or during a normal performance of any type.

You can use an enrapturing performance to recreate the effects of any of your known songs, but you focus the performance on only a single target within range. While other creatures see and hear your enrapturing performance, only the target of this ability is affected by it. Starting an enrapturing performance is an action; at 7th level, it becomes a bonus action, and at 13th level, it becomes a free action. It must otherwise comply with the rules of Singing.

The DC to resist your song increases by 2 and the bonus to allies increases by 2 as well (depending on which song is being sung).  For example, Tsuki-Yomi’s Melodic binding’s Wisdom saving throw would be increased by 2 while the AC bonus of Haciman’s Whistling Warsong would increase to +4.

GEISHA NINJUTSU
6th-level School of Geisha feature
You can use your oiran music to fuel your ninjutsu. Unless otherwise stated each ninja trick costs 1 use of oiran music.

  • A flurry of Stars. For each 1 oiran music point spent you throw an additional weapon (such as a kunai) as part of your next attack action.
  • Elemental Weapon.  You can expend 1 oiran music 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 oiran music 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 oiran music 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.
  • You may spend 1 oiran music point to impose -1d4 on saving throws against your enchantment spells.
  • You may add an extra 1d6 points of damage to a weapon attack you make for each oiran music point spent as long as you have advantage on the attack roll.
  • Using all your oiran music (minimum of 5) you may make an attack against a creature you have charmed. This attack has advantage and is automatically a critical hit.

DEADLY INFATUATION
14th-level School of Geisha feature
Starting at 14th level, hostile creatures have disadvantage on their saving throws against your songs and you may also pick one ninja-trick or ninjutsu from the ninja class to add to your list of geisha ninjutsu list.


SCHOOL OF TAIKOMOCHI

The Japanese version of the jester, these men were once attendants to daimyō (feudal lords) from the 13th century, originating from the “Ji Sect of Pure Land Buddhism”, which focused on dancing. These men both advised and entertained their lord and came to be known as doboshu (‘comrades’), who were also tea ceremony connoisseurs and artists. By the 16th century, they became known as otogishu or hanashishu (story tellers), where they focused on storytelling, humour, conversation. They were sounding boards for military strategies and they battled at the side of their lord.

Restriction: Male. Only males can be taikomochi. Taikomochi also tend to favour the taiko drum as their instrument of choice.

ADVANCED LEARNING
3rd-level School of Taikomochi feature
You become proficient in the History skill. You can also innately cast identify once per day. At 9th level you may also innately cast legend lore once per day.

Design Note: Taikomochi were both jesters and advisors to daimyos. Their ability to use identify and legend lore represents supernatural ability to know and understand history.

SHARP TONGUE
3rd-level School of Taikomochi feature
You can innately cast vicious mockery. 

ONMYO PRACTIONER
6th-level School of Taikomochi feature
You gain access to both the bard and wu-jen spell list.  You may expend oiran music uses to cast these spells.  It costs 1 oiran music use per spell level of the spell being cast. Cantrips maybe cast for free but still require the Cast A Spell action. The maximum spell level you may cast is equal to your oiran music uses per the Oiran Class Table. For example, at level 7 you have 4 oiran music uses per day.  The highest spell you may cast is 4th level.

FUNNY MAN
6th-level School of Taikomochi feature
You can cast Tasha’s hideous laughter by expending oiran music uses.

THE LAST LAUGH
14th-level School of Taikomochi feature
You may use any of the power word spells once per day.

 


SONG LIST

Agilmente’s Aria of Eagles

An aria that allows your group to levitate for a short time. This functions as the levitate spell except it affects the whole party. You also gain the following level-based bonuses:

  • At 10th level the song also acts as a fly spell that effects the whole party.
  • At 15th level the song has the added benefit of a freedom of movement spell that also affects the whole party.

Amaterasu’s Light

You recall the creation story of Zipang and how both the land, kami and people are sons and daughters of Amaterasu.  The song provides bright light in a 20-foot radius and dim light for an additional 20 feet. You also gain the following level-based bonuses:

  • At 5th level the light provides you and your allies the benefit of a see invisibility
  • At 10th level the light provides you and your allies the benefit of a daylight
  • At 15th level the light provides you and your allies the benefit of a true seeing

Anthem of Thunder and Pain

A wave of thunderous force sweeps out from you. Each creature of your choice in a 30-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. You also gain the following level-based bonuses:

  • At 5th level the song provides you and allies resistance to lightning and thunder damage.
  • Refrain. You shoot a ray of electricity from your fingers that has a range of 20 feet. The electrical discharge does half your level in d6 damage to a single target. At 5th level It then arcs to one other target within 20 feet doing half damage. At 10th level it arcs to two targets and at 15th level additional targets all of which must be within 20 feet of the original target. The target can make a Dexterity saving throw to halve the damage.
  • The Finale! When this song is ended as part of a finale, it has the same effect as a storm of vengeance

Chords of Dissonance

All enemies who can hear your singing take 1d8 + CHA modifier in thunder damage.

Refrain. You focus your songs into a cone of thunder that has a range of 30 feet. The booming song does half your level in d8 damage to a single target and is deafened for 1 minute. The target of this attack can make a Constitution saving throw to half the damage and avoid being deafened. If deafened, the target can repeat the saving throw at the end of its turn to end the condition.

  • The Finale! When this song is ended as part of a finale, it has the same effect as a 9th level dissonant whispers

Denon’s Dissension   

A harsh dissonance that assails the minds of all nearby creatures, draining their magical power. A target must make a Constitution saving throw or lose a spell it is Concentrating on. You also gain the following level-based bonuses:

  • At 10th level roll 1d10, the target loses a random memorised spell of the level rolled (0 representing cantrips which would be suppressed for the duration of the song). This also affect innate spellcasting of creatures where a random at-will or daily spell would be affected. Roll an appropriate die to determine which spell use is lost or suppressed.  For example, a drow has an at will and 1/day spell list.  Roll a 1d4 (the closest die to the number of class of spells it can cast) – on a 1 an at-will spell is suppressed, on a 2 a 1/day spell is lost on a 3 or 4 nothing happens.
  • At 15th level the song also acts as a feeblemind

Fujin’s Speed

While singing this song the party are as swift as horses doubling their speed. At 10th level the listeners speed is tripled.

  • Finale! When this song is ended as part of a finale, it has the same effect as an astral projection

Guardian Rhythms

A mystic tune that offers your group protection from magic and increases their armour class. It provides your party with +1 AC. You also gain the following level-based bonuses:

 

  • Refrain. You shoot a ray of energy at a target up to 60 feet away that does half your level in d6 energy damage. The exact effect is based on the energy type, but the target gets a saving throw as noted to halve the damage:
    • Acid. You shoot a target with acid. It takes acid damage the first round and then again, the following round. The saving throw is Constitution based.
    • The ray causes the target to also become fatigued on a failed Constitution saving throw halving their speed and imposing a -2 AC. This secondary effect ends if the target is exposed to heat or the creature can repeat the saving throw to end the effect at the end of its turn.
    • Instead of a ray you choose a point within 60 feet which ignites in a 20-foot spherical fireball. The saving throw is Dexterity based.
    • The target is also poisoned for 1 minute on a failed Constitution saving throw.
    • This does ¾ your level in damage instead of half. The saving throw is Constitution based.

 

Hachiman’s Battle Hymn

All allies who can hear your singing gain a boon (+1d6) which they can use at any time during this encounter so long as you maintain the song. This boon die increases to 1d8 at 5th level, 1d10 at 10th level and 1d12 at 15th level.

  • Finale! When this song is ended as part of a finale, it has the same effect as a foresight spell but has a duration of 1 minute.

 

Hachiman’s Whistling Warsong

An ancient war song that speeds your attacks and raises your armour class and strength. All allies within range gain the follow benefits but gain a level of exhaustion at the end of the song. From level 10 the target is no longer exhausted, but the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

  • Advantage on Strength checks – ability checks, saving throws, skill checks.
  • Speed is doubled,
  • It gains a +1 bonus to AC (+2 at level 10),
  • It has advantage on Dexterity saving throws,
  • and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • The Finale! When this song is ended as part of a finale, all side effects are removed.

 

Hymn of Restoration

The geiko can perform a song of healing, each ally who hears the song regains 1d6 + CHA modifier hit points. If the target is at full hit points it gains this as temporary hit points. You also gain the following level-based bonuses:

  • The die increases to 1d8 at 5th level, and cures one disease or one of the following conditions –  blindeddeafenedparalyzed, or poisoned. Each additional pulse of the song allows the target to repeat the saving throw and end an additional effect or condition. 
  • The die increases to 1d10 at 10th level, and, in addition to the previous benefits, removes 1 level of exhaustion, charmedpetrified, curse (including attunement to a cursed item), any reduction in one ability score or an effect that reduces the listeners hit point maximum. Each additional pulse of the song allows the target to repeat the saving throw and end an additional effect or condition. 
  • The die increases to 1d12 at 15th level, and, in addition to the previous benefits, brings the listener back from the dead so long as the target has not been dead for more than 10 days. The target comes back with 1 hp but is otherwise fully restored. This song takes 1 hour to sing and exhausts 20 ki to use – this song of life is draining even for the most experience oiran.
  • Refrain. You make a Charisma (Performance) check and heal a target in range equal to the number rolled on the Performance check.
  • The Finale! When this song is ended as part of a finale, it has the same effect as a power word heal or mass cure wounds

Outside of combat this song drains 1 ki per round of usage.

NB: An unconscious target is not affected by this song as they are unaware of their surroundings. To heal an unconscious target the oiran must be touching the target while singing the hymn, use a Refrain or Finale! version of the or use a healing related secret song.

Izanaga’s Disenchanting Melody

A melody that strips the magical effects from everyone in your group. Each ally may repeat a saving throw against an ongoing magical effect. You make a Charisma (Performance) check you and any creature within 30 feet of you (including yourself) that you chose may use your Performance check result in place of its saving throw.

 

Kei’s Lugubrious Lament

A sad song that calms the aggressive nature of many creatures. You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

 

Leiko’s Locating Lyric

A clairvoyant chorus which points you towards a specific target or otherwise gives insight into a future event. Once before the song ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The song then ends for the target. You also gain the following level-based bonuses:

  • At 5th level the song provides you with insight as the augury
  • At 10th level the light provides you and your allies the benefit of a locate
  • At 15th level the light provides you and your allies the benefit of a find the path

 

  • The Finale! When this song is ended as part of a finale, it has the same effect as a gate

 

Note of Solitude

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

You may spend additional uses of Oiran Music uses to target additional creatures.

 

Psalm of Coolness/Warmth/Vitality

This psalm surrounds your group in an aura of fire, granting them protection from cold, as well as harming anything that attacks them. This song only has level-based effects:

  • At 5th level the song provides you a fire/cold shield as the spell fire shield.
  • At 10th level the song also provides the shield to your allies.
  • At 15th level the shield provides you and your allies the benefit of a regenerate spell and provides protection against radiant damage and does necrotic damage instead of fire/cold damage.

 

Shauri’s Sonorous Clouding

This sonnet surrounds your body with a light fog, allowing you to slip by many creatures undetected. You are invisible as the spell. You also gain the following level-based bonuses:

  • At 5th level the song provides you and your party the effects of are invisibility.
  • At 10th level the song grant’s you greater invisibility.
  • At 15th level the song provides you and your party the effects of greater invisibility.

 

Solon’s Song of the Sirens

An enticing melody that charms the target, allowing you to command it.  This acts as the charm person spell. You also gain the following level-based bonuses:

  • At 5th level the charm affects all humanoids that can hear you.
  • At 10th level the song provides the effects of a compulsion

 

  • The Finale! When this song is ended as part of a finale, it has the same effect as a geas

 

Song of Clarity

All spellcasting allies can cast an additional cantrip as part of their Cast a Spell action on their turn. Increase the spell level by 1 at 5th, 10th, 15th level. For example, at 15th level your spellcasting ally can cast a bonus cantrip, 1st level, 2nd level or 3rd level spell per round.

 

  • The Finale! When this song is ended as part of a finale, your allied spell caster may cast a second spell of any level it knows (not necessarily memorised) – including already cast spells.

 

Song of Rest

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

 

  • Finale! When this song is ended as part of a finale, it has the same effect as a catnap

 

Song of Unmaking

Your song affects constructs rattling them to their mechanical core.  Make a Performance check and apply the result as force damage to all constructs within 30 feet of you. This damage bypasses any resistances and counts immunity to force as resistance.

 

Sugaware and the Secrets of Calligraphy

You use your performance to help an ally succeed at a task. The ally gets a +1d4 bonus on skill checks with a particular skill as long as it continues to hear your performance. This increases to 1d6 at 5th level, 1d8 at 10th level and 1d10 at 15th level.

 

  • The Finale! When this song is ended as part of a finale, it has the same effect as an skill empowerment

 

Sujin’s Aquatic Ayre  

The song either creates a single 30-foot sphere bubble or individual cloud of air bubbles around each of your allies – your choice. The song allows you and your allies to breath underwater for as long as you maintain the song. You also gain the following level-based bonuses:

  • At 5th level, while singing you decide which effect is active – water breathing or water walking (as the spell). This may change from round to round.
  • At 10th level your song allows you and your allies to swim as the spell.
  • At 15th level the song has the added benefit of a freedom of movement spell that also affects the whole party.
  • The Finale! When this song is ended as part of a finale, it has the same effect as a watery sphere

Taiko of Doom

You use your performance to foster a sense of growing dread in your enemies. Each creature that can hear you of your choice must make a Charisma saving throw. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. You also gain the following level-based bonuses:

  • The die increases to 1d6 at 5th level and one target is affected as a crown of madness
  • The die increases to 1d8 at 10th level, and, in addition to the previous benefits, the target are affected as a fear
  • The die increases to 1d10 at 15th level in addition to the previous benefits.

 

  • The Finale! When this song is ended as part of a finale, it has the same effect of a weird

 

The 84 Warnings Against the Oni

You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

 

The Chaos of the Ghost Cat of Arima

A chaotic chorus that causes your group to randomly teleport short distances as the blink spell.

  • The Finale! When this song is ended as part of a finale, it has the same effect as a teleport

 

The Foolish Tengu and the Irreverent Samurais

Creatures of your choice within range perceives everything as hilariously funny and fall into fits of laughter if this song affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends,

 

The Story of the 42 Ronin

You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1d4 on saving throws against being charmed and frightened as well on attack and weapon damage rolls. You also gain the following level-based bonuses:

  • The die increases to 1d6 at 5th level,  the creature is immune to being frightenedand gains temporary hit points equal to your Charisma ability modifier at the start of each of its turns.
  • The die increases to 1d8 at 10th level, and, in addition to the previous benefits, 2d10 + CHA ability modifier in temporary hit points and the saving throw bonus affects all conditions.
  • The die increases to 1d10 at 15th level, and, in addition to the previous benefits, gain a +2 bonus to AC.

 

  • The Finale! When this song is ended as part of a finale with a single perfect note that surrounds your target with an aura of invulnerability (as the invulnerability spell).

 

The Story of the Enchanting Kitsune

You can use your performance to cause one or more creatures to become fascinated with you. You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. You also gain the following level-based bonuses:

 

  • From 5th level you may also paralyse a fascinated creature as the appropriate hold
  • From 10th level you may also affect a fascinated creature with a suggestion as the suggestion or mass suggestion spell as appropriate.
  • From 15th level, you may also dominate a fascinated creature as the appropriate dominate

 

Tsuki-Yomi’s Lucid Lullaby

A quiet lullaby that causes your target to fall into an enchanted sleep. This song sends creatures into a magical slumber. Roll 5d8; the total is how many hit dice of creatures this spell can affect. Creatures within 30 feet of a point you choose within range are affected in ascending order of their hit dice (ignoring unconscious creatures).

Starting with the creature that has the lowest hit dice, each creature affected by this song falls unconscious until the song ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit dice from the total before moving on to the creature with the next lowest hit die. A creature’s hit die must be equal to or less than the remaining total for that creature to be affected.

Legendary creatures, Undead and creatures immune to being charmed aren’t affected by this spell.

You also gain the following level-based bonuses:

  • From 5th level you may add your Performance skill as a bonus to the roll.
  • From 10th level you use d10s instead of d8s.
  • From 15th level you use d12s instead of d10s.

 

Tsuki-Yomi’s Melodic Binding

This melody encompasses all nearby creatures in magical bonds, slowing their attack speed. Each target of your choice that can hear you must make a Wisdom saving or become slowed. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

  • The Finale! When this song is ended as part of a finale, it has the same effect of a time stop

 

Yoshitsune and the Thousand Cherry Trees

Your performance is so effective that you can cause enemies to die from joy or sorrow. The targets must make a Wisdom saving throw or suffer 1d4 psychic damage. You also gain the following level-based bonuses:

  • Refrain. Your song does psychic damage to targets of your choice within 30 feet of you equal to half your level in d4y damage.
  • The Finale! When this song is ended as part of a finale, a single target must repeat the saving throw or die, on a success they suffer the effects of a power word kill

 


New Equipment

WAR FAN
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 oiran who operate as spies. A character proficient in the war fan – like a oiran – may try and deceive her opponent as to the deadliness of the weapon. When the fan is first brought into melee, the oiran may attempt a Deception check against an opponent’s Insight check. If the oiran wins the contest, she gains advantage to the attack roll for her first round’s attack(

 


Banner Credit: “Geisha” by lukpazera

 

 

 

 

 

 

 

 

 

 

 

 

Posted in 5e, Adventurer's Vault, Class, Dungeons & Dragons, Gear, Oriental Adventures, The Ninth World

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