Onmyoji (5e Class)

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Onmyoji[edit]

  • based on twin star exorcist manga and anime.

Onmyoji are a group of exorcist formed to get rid of evil beings known as impurities(Kegare) using talismans and enchantments to even the playing field onmyoji or exorcist empower themselves with enchantment and are dedicated to there cause with the most dedicated becoming a house member of the 12 guardians and even the house's leader. 2 of these exorcist are the twin star a married couple who's offspring will bring forth the end of all evil

Creating a Onmyoji[edit]

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The twin star exorcist, Pierrot Co. Ltd., [1]


Quick Build

You can make a Onmyoji quickly by following these suggestions. First, intelligence should be your highest ability score, followed by dexterity. Second, choose the Human or variant human race . Third, choose any background of your choosing.

Class Features

As a Onmyoji you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: martial weapons , simple weapons
Tools: Calligrapher's supplies
Saving Throws: Dexterity and Intelligence
Skills: choose two Acrobatics, sleight of hand, arcana, investigation, history

Equipment

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

  • (a) Explorers pack or (b) Scholars Pack
  • (a) Longsword or (b) Katana
  • (a) Talisman 10 common or (b) Spear
  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The Onmyoji

Level Proficiency
Bonus
Features Talismans equipable Unarmored movement spell power dice
1st +2 Basic Training, Enchantment/spell/Mantra List, Guardian/Exorcist class 2 + int +10 ft 1d10
2nd +2 Talismans specialty 3 + int +10 ft 1d10
3rd +2 12 guardians 4 + int +10 ft 1d10
4th +2 Ability Score Improvement 5 + int +15 ft 1d10
5th +3 Extra talisman 6 + int +15 ft 1d10
6th +3 chain enchantment 7 + int +15 ft 1d12
7th +3 Evasion 8 + int +20 ft 1d12
8th +3 Ability Score Improvement 9 + int +20 ft 1d12
9th +4 Favored Spell/Mantra 10 + int +20 ft 1d12
10th +4 Desperate Struggle 11 + int +25 ft 2d6
11th +4 Disarray 12 + int +25 ft 2d6
12th +4 Ability Score Improvement 13 + int +25 ft 2d6
13th +5 Exploration 14 + int +30 ft 2d6
14th +5 12 guardians 15 + int +30 ft 2d6
15th +5 Extra talismann 16 + int +30 ft 2d8
16th +5 Ability Score Improvement 17 + int +35 ft 2d8
17th +6 Together 18 + int +35 ft 2d8
18th +6 Ability Score Improvement 19 + int +35 ft 2d8
19th +6 Ability Score Improvement 20 + int +40 ft 2d10
20th +6 12 guardians 21 + int +40 ft 2d10

Basic Training[edit]

At the 1st level while not wearing armor or wielding a shield your AC is 8 + Intelligence Modifier + proficiency bonus and your movement speed increases by the designated number on the chart.

Guardian/Exorcist class[edit]

At 1st level, you choose a Guardian/exorcist type. Choose between, Guardian/Exorcist class, All detailed at the end of the class description. Your choice grants you features at 1st, 3rd, 6th, 10th, 20th level.

Talismans specialty[edit]

At the 2nd level, you learn about The makings of talismans tailored to a specific type being assault, defense, and enchantments. you can make other talismans other than common which are tailored to a certain type getting rid of the negatives of common talismans but in return you can only use spells of that type with that talisman.

12 guardians[edit]

At the 3rd level, The exorcist union or a member of the exorcist union handing down there position/Talisman to you due to seeing potential, there having to step down, or through some wicked selection process (i.e. Kijin) you gain the talisman of one of the twelve guardians That you chose.

Ability Score Improvement[edit]

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. or choose to gain one of these Feats

Extra talisman[edit]

for the purpose of talisman spells and subclass features only gain another bonus action/reaction. At the 15th level gain another action as well.

chain enchantment[edit]

At the 6th level you can use an action to cast 2 enchantment talismans that require a bonus action/reaction or free action.

Evasion[edit]

At the 7th level When you roll a saving throw that subjects you to a dexterity based saving throw you take half damage upon failure and no damage upon success.

Favored Spell/Mantra[edit]

At the 9th level you find that you prefer one spell over others. you can choose 1 spell to lower the the action cost of to a minimum of free action, You can change the favored spell at a long rest.

Desperate Struggle[edit]

At the 10th level your will to fight is strong and your will to win is stronger. While casting a Spell/Mantra you can sacrifice a quarter of you maximum health value and in exchange up your spell power dice tier by 1 or to cast a spell in a scenario you normally couldn't

Disarray[edit]

At the 11th level your understanding of Spell Power strengthens and you learn how to attack with blood lust. creatures with a level or CR lower than your onmyoji level instantly take 1d8 as a bonus action and must succeed a dc 12 Wisdom saving throw or be frightened for 3 rounds You can do this once every minuet.

Exploration[edit]

At the 13th level you have started to explore your spells limits and a new understanding of how to alter them. you can, twice per short rest apply one of the following effects to a talisman

  • Expand the spells range by by 25
  • Up the tier of the spell power dice by one (if already altered you can not do it again no matter if the tier was up or down)
  • If the opponent has to roll a saving throw you can make them roll at disadvantage

Together[edit]

At the 17th level you have learned how to fight better Together, Gain advantage on attacks when within 10 ft of a ally, and when landing a melee or ranged attack open the enemy to attacks of opportunity while allowing allies to move their movement speed towards the target to make a melee attack

Enchantment/spell/Mantra List[edit]

Talismans

Talismans are expended upon use, you have the choice to start with 10 but these are common talismans which are universal in spells and can be used in any type of spell/enchantment with a -2 to the roll(minimum 1), saving throw, or whatever buff you may receive. if the spell uses your spell dice power. however another type of spells are "made to order" and can only be used for a specific type of spells, or enchantment some spells have incantations that they can use to up the cost of the action required (ie:a spells that requires a free action -> bonus action -> action -> full round action) and in return get a bonus effect or higher buff/damage you can use a higher tier action for a lower tier spell/enchant if you wish, also you can choose to drop your talisman spells or enchantment whenever you wish and you will know if your spells get destroyed or canceled. all talismans are suspectable to counter spell or anything similar to it unless said otherwise. You can make talismans on a long rest and reequip them on a short/long rest, you can also make them on a short rest but halve the amount.

Specialist talismans

Specialist talismans don't expend upon use and are given based on your subclass or other means how you gain the talisman is up to the dm. when using sub class skills you do not expend a talisman ex: the Suzakus infinite folding screen does not use a talisman

Dc for spells

Cursed Energy save DC = 10 + proficiency bonus + Intelligence modifier.

dice tiers for damage

some features ask you up the dices damage by 1 tier this means 1d6>1d8>1d10>1d12>2d6>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6>8d8>8d10>8d12...etc. skills that say "as a critical" can still deal critical damage, in which double the ORIGINAL dice value not the doubled dice value

Action ruling

sometimes you may be able to use Free actions for spells, this can be done once per turn no matter your ruling on free action usage unless stated otherwise.

Rituals/Others[edit]

Rituals are not your stereotypical rituals, they are just different effects than the other spells and mantras/and others refers to spells like specialist where they don't use a talisman but aren't given based on subclass.

Megha Shaniye Svaha

Summon a eastern dragon to aid you in combat, you must concentrate on the spell and can not move or take any other type of action without dropping the spell, also to make the talisman for this spell you must succeed a dc 20 check with no modifiers, the dc is 10 if you have completed the Pursuit of Ages Ritual. You can Attempt to make this talisman once per long rest.

Burial Ritual

As a full round action with both caster and targets consent place a talisman on the heart of the target. Should the target ever lose control of themselves long enough that it would deal great harm to others, the talismans will stop the heart of the target, Normally(some cases the target might survive) killing them instantly.

Pursuit of Ages Ritual

As a full round action prepare a counter measure to wear if you are killed by a single target you choose "knowing there name and their having a strong conviction to kill you" this spell can only be used once and upon using it successfully your soul splits from your body and travels the past. This allows you to learn from the past and learn techniques and skills while you make your way back to your body. When you do make it back to your body you will be completely healed and will gain an ability score improvement or feat of your choice that you meet the requirements of.

Enchantments[edit]

Exorcist Enchantment Gear

Enchantments are made for buffing one's self or healing allies, You can only have your proficiency bonus in enchantments equipped on to your person

Cleansing Impurity Severance Charm "ZANJOUEFU BANMACHOUBUKU"

For a bonus action enhance your weapon to giving it your Intelligence modifier (minimum 1) to your damage and hit dice for 1 minute.

Rumbling arm charm "GOUWAN-FU" full incantation- Stone lion "GOUWANFU, SAIGAN SHISHI"

Enchant your arms to move faster as a bonus action/reaction for 1 minute Gain the ability to attack again with a melee weapon: Full incantation: as and action for 1 minute Gain the ability to attack again with a melee weapon and advantage.

Adamantine Charm "KONGOU-FU" full incantation- Armor Tent Karmic Clothes "KONGOUFU GAIHOU GOURA"

Enchant your clothes to act like armor as a bonus action/ reaction for 1 minute reduce damage by your Intelligence to all sources of damage besides psychic to a minimum of 1: Full incantation- as an action for 1 minute reduce damage by your spell power dice. if using a common talisman reduce the time from 1 minute to 3 rounds.

Skanda Charm "IDA TEN-FU" full incantation- soaring heavenly legs of swiftness "IDA TENFU HITTWN SHUNKYAKU"

Enchant your legs to move quicker as a bonus action gain double your movement speed for 1 minute: full incantation- as an action move across all surfaces(besides air/flight) with no penalty, once per turn move without provoking attack of opportunity and double jump height while removing fall damage, also double movement speed for 1 minute. if using a common talisman reduce the time from 1 minute to 3 rounds. reduce the time it

Motion Reading Charm "SEIDOU DOKU-FU" full incantation- Foresight of Calamities to come "SEIDOU DOKUFU RAISAI SENKAN"

Enchant a piece of eye wear or mask to allow you to read your opponents as an bonus action/reaction the opponents within your vision attack at disadvantage: full incantation- for an action gain True sight 60ft and make opponents in your vision attack at disadvantage.

FURU NO KOTO, full incantation "1, 2, 3, 4, 5, 6, 7, 8, 9, 10, FURUBE YURAYURATO FURU-BE, KYUU KYUU NYO RITSURYO (only capable through the power of resonance)

For a full round action and only full incantation you cleanse a person from all negative effects and return them back to max hp. giving the casters 3 level of exhaustion afterword's.

Ashen Immolation

as a bonus action apart of an attack you can coat your weapon in flames dealing 2d8 extra fire damage in front of you.

Assault Spells/Mantra[edit]

Assault Spells are made for dealing damage directly instead of buffing the exorcist themself

Void Rending Magic Bullets "REKKU MADAN" full incantation- He who receives blessings, But still infringes, with bow and feather arrows, i Shoot them down! "REKKUU MADAN* KYUU KYUU NYO RITSURYOU"

Pick up a handful of rocks and use them as magical bullets. You shoot up to your Intelligence modifier in bullets and flick them, you can choose the targets or have them all shoot one opponent. Your attack roll is your proficiency bonus + Intelligence each shot deals 3 tier lower of your spell power dice + Intelligence to a minimum of 1 in magical bludgeoning damage: full incantation- for a full round action summon twice as many bullets and bullets dealing 3 tier spell power dice tier lower + Intelligence + proficiency bonus. If using a common talisman summon 3 less bullets for full incantation and normal incantation.

Curse of the open basket

As an action curse yourself with this cures. The curses effects are that for the next 7 days the cursed will be slowed dropping speed by half. The cursed will have their stats halved. Starting on the 2nd day gain a level of exhaustion adding the level every day until death on the 7th day, unless the curse is dropped by the caster. Every hour after the being cursed make a dc 17 Constitution saving throw or start throwing up blood profusely taking the average of your hit dice in damage. Note that you can only be brought to 1 hit point with this curse until death from 6 levels of exhaustion. When inflicted with this cures you can transfer it by being attacked and getting hit causing you and the target to be cursed you can also transfer it by hitting the opponent. The target can make a dc 12 Intelligence check to find out how to dispel the curse. The caster can drop the curse as a free action. The caster dropping it and the FURU NO KOTO are the only way to end the curse.

NAMUTOUNENJOU NAMUHONMYOUJOU NAMUGANSHINJOU NAMUHOKUTO-SHICHIJOU SHOUSHUKUYOUTOU SHOSAISHOUJOUONRI KYUU KYUU NYO RITSURYOU
  • if someone manages to find the correct spacing/pronunciation the do feel free to change it

A chant involving the zodiac constellations for a full round action chain the opponent down with magical chains grappling and restrain the opponents and preventing them from making action, bonus actions, and any reaction that moves the opponent. you are unable to move or make any action that targets the opponent. a creature can escape this by succeeding a athletics or acrobatics check at disadvantage = to the casters spell dc.

Full incantation- IF FROM THE SIDE, Calamity COMES TO DISTORT THE MIND, QUICKLY STAND ONCE MORE AND YOU WILL BE FORTUITOUS

As an action shoot a beam in a 10 ft wide beam 60 ft long forcing those in the beam to make a dexterity saving throw against your spell dc. on failure the target takes critical damage your spell power dice in force damage, on success the target takes half damage. if using a common talisman target does not take critical damage.

Explosive Phoenix Charm "BOKU HOU-FU" full incantation- Explosive Phoenix Charm Cruel Fortress Mountain of destruction "BOKU HOU-FU KKYUU KYUU NYO RYOU"

As an action throw a talisman within 60 ft or activate a left behind talisman that you placed and cause them to explode, Targets within 30 ft of the explosion take your spell power dice + Proficiency bonus in fire damage. you may activate as many talismans that you prepared for this spell as a free action.

Full incantation- The Great Sage Suffers, Entering Truth At Great Speed. The Gods Adjudicate. Wailing, The Celestial Beings Make Chase. The Heavens Fill With Pain. All Things Meet A Fiery End... Stellar Cruelty Glorious Death... Kyuu Kyuu Nyo Ritsu Ryou

As an Bonus action/Reaction sacrifice yourself in a single explosion with the radius around you being 125 ft circle. this spell/mantra will put you on deaths doors leaving you at 0 hp with 2 failed saving throws and 5 levels of exhaustion. Anyone in the radius will take your spell power dice in true damage adding a dice + Intelligence + proficiency bonus for every 4 hit points expended as if they were all critical. This can not be reacted to nor negated and the damage dealt cannot be reduced.

Defense spells/mantras[edit]

The Violent Crow From The Age Of Gods Brings Word, Unbeknownst, It Calls Forth Disturbance.

As an action erect a 10-20 ft barrier that's health is equal to your spell power dice + Intelligence + proficiency bonus as a critical if the barrier is destroyed access damage does not go through. if using a common spell talisman lower the dice tier of your spell power dice and make the roll without proficiency bonus.

Healing charm

As an action you can target a willing creature within 5 ft and heal them for your Intelligence modifier. You can hold this charm as a full round action for a number of minutes equal to your onmyoji level using the same talisman

Arresting Hold

As an bonus action/reaction you can summon snakes to surround the target, grappling and restraining them. they have to expend an action to get rid of these effects.

Iron mask stone cloak (Tekkai Ragan kyuu kyuu nyo ritsu ryou), Full incantation "With great strength, walk the straight path, like the meandering, fearless lion-king. (TEKKAI RAGAN KYUU KYUU NYO RITSU RYUO)

as a bonus action/reaction focus all spell power on defense allowing you to reduce the damage of an incoming attack by Your spell power dice as a critical however you can not cast any other spells until your next turn.

Guardian/Exorcist class[edit]

SUZAKU/Vermillion wing[edit]

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the suzaku of the 12, one the few guardians who's enchantment allows flight, source [2]

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Prodigy

At the 1st level You gain double your proficiency bonus in talismans, when gaining the favored spell feat you can choose 2 spells.

Shuzen Zappa

At the 3rd level Enchant your weapon with the Shuzen Zappa enchantment turning it into a red and yellow great sword that is lighter than it appears, your roll to hit is + Dexterity + proficiency bonus. As an action you can use GOTEN KARURA "Descending Garuda" Shuzen Zappa and change its form to a set of wings with 23 metallic like feathers that float, in this form you gain a flight speed equal to your movement speed doubled. You do not need the feathers to fly, the flight comes from more mystical means. As an action you can send your feathers after a number of opponents equal to your proficiency bonus (You can target the same creature more than once) withing 150 ft of range. Sending your feathers you the target has to make a dexterity saving throw equal to your talisman dc. you can keep shooting your feathers while keeping concentration and if you do so the second attack will make them roll at disadvantage, the third will roll with a - 2 to there roll, fourth with a - 4 to there roll, (EX: on the 5th attack there dex saving throw rolls with a -6 and at disadvantage). if you hit remove the buffs from continuing the attacks, and deal 1 spell power dice tier lower + Intelligence + Proficiency bonus in magical piercing damage.

Sekitei Mugen Byoubu "Vermillion Bird Infinite Folding Screen"

At the 6th level as an action you can combine your feathers into 4 larger more damaging metallic feathers targeting creatures within your movement speed in distance attacking with Dexterity + proficiency bonus and dealing your spell power dice + Dexterity + proficiency bonus in magical piercing damage per attack That hits. if the creature is hit they must make your talisman dc Strength saving throw. or be knocked prone and take another spell power dice damage of magical piercing damage and being sent half your movement speed in any direction(if you try to move them upwards they can make the saving throw again to not be moved at all and take halve damage).

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Seiryu/Azure dragon[edit]

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the Seiryu of the 12 guardians, source [3]

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The Kijin (God Of The In-between)[edit]

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the Kijin of the 12 guardians known as the God of the in-between due to his immense power, source [4]

The Kijin is the strongest of the guardians thus the nick name God of the In-between The Kijin was Merged with the failed twin star Lunas.

Kijin

Starting at the 1st level you were never really good at using talismans or incantations you never needed to anyways You are capable of casting spells without the use of a talisman and at on action tier lower unless said otherwise(can not go below free action) specialist talismans still need both also your spell power dice is one tier higher. This feature does not stack with other class features or other feats. Also gain the resonance feat Luna as the Kijin is made of failed Luna Twin stars

Specialist talisman: Expose charm, Supreme Blade "HAJIN GENPU KIKAKU JINKI"
  • Kikaku Jinki is translated 2 times, once into Supreme Blade, and again into Godly Radiant Instrument which is used more often I'm pretty sure the charm is the expose charm, the enchantment is the supreme Blade, and the sword itself is the Godly Radiant Instrument but all speculation. So call it what you will.

At the 3rd level you gain the talisman of the Kijin this talisman allows You to enchant your sword as a bonus action(cant change it from feature one to turn it into the Great Sword KIKAKU JINKI Its weight is dependent on the caster and allows you to move it as if you were telekinetically controlling. It is 10 feet long and 5 feet wide and can be wielded manually to add and extra spell power dice of damage and a plus 3 to hit. Its weightless nature allows you to add the finesse property. You can move it in any direction equal to your movement speed x 3(can not be changed from dash action) It deals 2d6 + Intelligence + Proficiency bonus in magical slashing damage every time it crosses over a target but does suffer rough terrain when going over a target. When you cross over a creature you must move away 10 ft before hitting the same creature. if attacking the same enemy you can calculate the amount of times you can attack the enemy and choose to apply the following effects with a currency being that amount of times you can attack. KIKAKU JINKI has 2x the amount of health you have and its ac is you passive perception + Intelligence

  • for 1 attack you roll to hit has advantage
  • for 2 attack add your spell power dice in damage again
  • for 3 attacks when rolling to hit you can roll a d4 and lower the crit range by that value.
KIKAKU JINKI Size Change

At the 6th level when using KIKAKU JINKI you can change the size of the sword to make it 50ft large for an action this ups the tier of damage and lowers the speed by half and upping the spell power dice tier by 1. when changing the size of KIKAKU JINKI creatures in the initial expansion will have to make a dc dexterity saving throw against your talisman dc or take your 2d6 + spell power dice + Intelligence + proficiency bonus in magical slashing damage. creatures moving in KIKAKU JINKI move as if in rough terrain. When size is change, double the CURRENT health of KIKAKU JINKI.

Mystic Gear Equip: KIKAKU JINKI MATOI KAJIRI: Godly Radiant Instrument Clad In Spiritual Enchantment

At the 10th level you can equip the full power of the Kijin, As an action Your sword is connected to your arm and your body is covered in stone-like enchantments. However you haven't mastered it yet and after use you wont be able to use any spells due to being tapped out of spell power. Gain the following effects for 1 minute at the 10th level, 2 at the 15th level, and 5 at the 20th level. Gain the following Effects

  • gain a +2 to all your stats
  • gain resistance to all damage
  • Gain 2 extra attacks.
  • You can no longer use your other Kikaku Jinki feats, you can still use the Kijin feat
  • Gain advantage against creatures that don't have a similar effect
  • Your spell power dice Tier increases by 1
  • Your Sword/melee Deals your spell power dice + Intelligence + proficiency in magical slashing damage + 1d8 in radiant damage
  • gain 100 temporary hit points
  • gain double your movement speed + double basic training speed
  • you can now use the following spells only in this form

- Jin-Kagura, as an action Unleash a powerful slash that follows your Sword dealing you spell power dice as a critical twice + Intelligence + proficiency and shaking up the ground causing a 30 ft radius around you to counting as rough terrain(not effect you) and they all take half of your damage. Recharge (2 rounds)

- Beam, As an action pointing the end of the blade you shoot a beam out of it, the range is 100ft long and 15ft wide, Creatures caught in the beam must make a Dexterity saving throw against your Talisman dc on a failure creatures take your spell power dice + Intelligence + proficiency bonus in radiant damage and push them back to the end of the beam taking 1d6 for every 15 ft traveled, on a success they take half damage and don't move. recharge(2 rounds)

- Beam resonance, you can only use this spell with resonance, as an action your blade shifts in shape to shoot a stronger beam that doubles in range and width. creatures caught in the beam must make a dex based saving throw at disadvantage against the highest caster Talisman dc. on a failure creatures your spell power dice 1 tier up + the combined casters Intelligence + highest Proficiency bonus and are pushed to the end of the beam taking 1d6 for every 15 ft traveled. on a success take half damage and don't move. (recharge 4 rounds)

  • When this form ends Your gain 3 levels of Exhaustion if used to the full extent (ie if you ended it 3 rounds in you will gain only 1 level of Exhaustion) and you wont be able to cancel any curses or use anymore spells until a long rest (you recover all levels of exhaustion caused from this form from a long rest
vanishing slash

At the 14th level You have learned a new aspect of your enchantment, you can clasp your hands together and swing them in a 90,60,30 degree cone (your choice) 100ft long and all targets must make a Dexterity beat your talisman dc or take your spell power dice + Intelligence + proficiency bonus in magical slashing damage and lose all movement speed on failure. on success taking half as much and half the amount of movement speed. you can also make an melee attack and in turn lower the opponents Ac by your Intelligence and on a hit do your Spell power dice + Intelligence + Proficiency bonus in magical slashing damage.

The Divine Compassion Of The Exorcist

At the 20th level you learned where your spiritual power comes from. fear isn't meant to be overcome. You have to learn to live with them. " Spiritual power comes from the heart and soul. It's what fulfills your hopes and dreams. When the universe came into being...There was no such thing as yin or yang. the universe was one. without shape or form. merely a source for life drifting through space. It just...existed "(chapter 125 from the manga) this technique is the diving compassion of the exorcist. As an action while being in your mystic gear for 10 minutes you manage to use the power of the universe itself this power allowing you to cast any spell with full incantation as a free action(still following the rule for free actions) but this is not without its weaknesses. Gain the following effects

  • You can Wield Kikaku Jinki as a sword and thus you can not control it at range
  • you have 4 actions, 4 bonus/reactions, 4 free actions
  • ac increases by 10
  • all stats increase to 25
  • gain immunity to all damage
  • as a free action you can cast a barrier and move the barrier with your flight speed with no defects, carrying those inside protecting them
  • your spell power dice increases by 4 tiers
  • you gain a flight speed of 5 times you movement speed
  • your Swords melee range increases to 1000 ft and attacking makes a vertical slash following the 1000ft evaporating everything it touches, turning it into pure energy You can attack 1 time per turn.
  • you have full choice over the target (people withing the 1000ft and any other AOE spell that you don't want to be hit, wont be.
  • when attacking a creature of evil nature they will instantly die
  • You are immune to all spells including spells such as wish.
  • after 7 minutes in this form your body is unable to keep going but your spirit isn't your body is left behind but you can still cast spells even if they cost resonance.
  • in your spiritual form you are still capable of launching spiritual bullets = to your Intelligence + proficiency bonus in bullets that deal you spell power dice + Intelligence + proficiency in radiant damage (this goes through immunities and resistances), and only those close to you will be able to see you
  • after 9 minutes you are hardly able to keep your spirit for only having enough energy to travel around and say your good byes and maybe gift just a little bit of your strength to them adding your spell power dice to the next attack that they land in radiant damage(this cant be reduced)
  • after 10 minutes a person like you cant really stay, as you leave this world behind you can only hope to be just as strong in the next life. when you die there is no way for you to return, no spell can bring you back not exist, No item can bring you back, no matter the dm's ruling(for the record i mean if the dm says otherwise. if they do then idk their dumb and screw continuity)

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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