A warlock subclass that has a heavy Japanese theming for my Oriental Adventures campaign.
The Onmyo
You harness the balance of yin and yang to power your magic. Master this balance and the five elements, and you shall fear no man or yokai. Your magic is fuelled by your dedication to the cosmological idea of yin-and-yang.
Onmyo Features
Warlock Level | Feature |
---|---|
1st | Expanded Spell List, Bonus Cantrips, Talisman |
6th | Jutsu |
10th |
Envy of Fumeiyoshi |
14th |
Grace of Tsukuyomi |
Expanded Spell List
The Onmyo lets you choose from an expanded list of spells when you learn a warlock spell. The following wu-jen spells are added to the warlock spell list for you. The wu-jen spell list can be viewed here.
Onmyo Expanded Spells
Spell Level | Spells |
---|---|
1st | accuracy, backbiter, elemental burst, hail of stone, iron scarf, melt, scales of the lizard, secret signs, smoke ladder |
2nd | animate element, entangling scarf, eyes shall not see, fire shuriken, lightning blade, protection from charm, rain of needles, suitengu’s surge, swim |
3rd | commune with spirits, discern shapechanger, ebb and flow of battle, fist of osano-wo, fire wings, magnetism, osaku’s lifeblood, steam breath and water, terra cotta warrior, thornskin, tsunami |
4th | endless depth, turmoil, snake darts, spirit binding |
5th | burning steps, aiming at the target, fire breath, servant horde, spirit self |
Bonus Cantrips
1st-level Onmyo feature
At 1st level, you learn the fiery eyes cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Talisman
1st-level Onmyo feature
At 1st level, you gain the ability to convert one of your spells into a talisman. The talisman persists until used. The talisman is considered a wondrous item and requires attunement. It can be used by you or anyone you gift it to as if it was being cast as a spell. Creating the talisman consumes your spell for the day and costs 10 sen per spell level consumed (gp).
Jutsu
6th-level Onmyo feature
Your elemental damage spells now inflict additional effects when they damage a target. These effects last 1 minute:
- Fire. The target is scorched. It takes 1d6 fire damage at the start of its turn (save ends).
- Lightning. The target is electrified. It takes 1d6 lightning damage at the start of its turn (save ends).
- Earth. The target is muddy. It takes 1d6 force damage at the start of its turn (save ends).
- Water. The target is saturated. It takes 1d6 cold damage at the start of its turn (save ends).
- Wind. The target is blustered. It takes 1d6 bludgeoning damage at the start of its turn (save ends).
A target which has multiple conditions active is confused as the spell. This additional effect ends when it no longer has multiple jutsu conditions active.
Envy of Fumeiyoshi
10th-level Onmyo feature
By spending a spell slot you may imbue a weapon with a damage type of your choice. The weapon does an additional die of damage of the base weapon as the chosen energy type for each spell level you consume in the casting. This effect lasts 1 minute or until the target scores a critical hit with the imbued weapon.
Grace of Tsukuyomi
14th-level Onmyo feature
You may now use your reaction to cast any non-damaging spell.
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