Tsuku-Master (4e Class)

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The only ones who feel pain are those too unwilling to take it.
Class Traits
Role: Controller. Your command of what is called 'tsuku' spirits allows ways for you to cause havoc for enemies across large areas of the battlefield. Unlike most other controllers, however, you can also stand your ground using melee attacks. Your damage may not be huge, but you're effects can be more than powerful whether or not against tons of enemies or against one. Depending on your choice of class features and powers, you might have defender or leader as a secondary role.
Power Source: Divine.
Key Abilities: Charisma, Intelligence, Constitution
Armor Proficiencies: Cloth, leather, hide, chain mail, scale mail
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implements: Holy symbols
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 14 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: Religion.  From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Streetwise (Cha)
Build Options: Oni-Obake, Noppera-Obake
Class Features: Rites of the Tsuku, Nyoijizai's Reach

From the lands in the far east come the traditional forms of what are called 'tsuku' spirits and creatures. These range from the humble Kasa-obake (paper umbrella spirit) to certain members of the tengu. It is usually in these lands that tsuku-masters are trained for battle. You might be a humble keeper of the peace whose only goal is to protect the innocent from the evils of the world. You might be a greedy, ruthless mercenary who uses his control over the tsuku to take down those who get in his way.

Tsuku-Master Overview

Characteristics: You can be either focused on extra offense (oni-obake), or better defense (noppera-obake). Unlike most other controllers (wizards, invokers, etc.), tsuku-masters are a bit stronger defensively and can often be closer up to the fight. However, because of this, tsuku-masters also tend to deal a bit less damage with their attacks than wizards and other such controllers.
Religion: Tsuku-masters can follow any religion, really, from the most honorable deities to the most malicious ones.
Races: Kitsunes and gnomes are probably the most fitting.

Creating a Tsuku-Master[edit]

Choose one of these options. Your choice will determine the specific effects you will be granted against your tsuku-marked enemies(see Rites of the Tsuku, class power.)


You get a +1 bonus to attack rolls against the tsuku-marked enemy (one per round). When you are bloodied, the attack roll bonus goes up to +2, and you may choose to pull the enemy a number of squares equal to 1 + your Intelligence modifier whenever you score a critical hit against it. When you reach 21st level, the bonus on attack rolls against the tsuku-mark becomes +2. When bloodied, the bonus goes up to +3, and you may choose to pull the enemy a number of squares equal to 3 + your Intelligence modifier whenever you score a critical hit against it.

Note: If you make multiple attacks against the tsuku mark in one round, apply the bonus to attack to only one roll of your choice.

As an Oni-obake, you are an expert at hitting a target, mainly the one marked by your tsuku-aura. However, even if you are wearing heavy armor and have good defenses, going anywhere where you can get swarmed by more than your share of enemies can be too much of a risk to take. Your powers tend to do more damaging effects, yes, but if those enemies are able to get past your defenses quickly enough, then it may be game over for you. It is probably a good idea to stay back a little more from the fight and use ranged powers until enough enemies have been weakened or taken down, then to go in for the kill with a close-up attack, or to stay near your groups defender or leader and use your Nyoijizai's Reach class feature to your advantage.

Suggested Feat: Toughness (Human Feat: Coordinated Explosion)
Suggested Skills: Bluff, Diplomacy, Endurance
Suggested At-Will Powers: Vortex of Kirin, Yokai Lightning
Suggested Encounter Power: Ittan-Momen's Guard
Suggested Daily Power: Attack of the Origami Cranes

You gain a +2 bonus to your Fortitude, Reflex, and Will against attacks made from the tsuku-mark. You have the Spirit Born Gratitude power.

Spirit Born Gratitude Tsuku-Master (Noppera-obake class feature) Utility 1
An attack you make against the tsuku-mark grants you or an ally extra resolve.
At-Will Star.gif Divine
Immediate Interrupt 5 squares
Trigger: You hit a target marked by your tsuku-aura within 5 squares of you with an attack.
Effect: You or an ally within 5 squares of you gains temporary hit points equal to your Constitution modifier. These lasts until the end of the encounter.

Back to Main Page4e HomebrewPowersTsuku-Master (Noppera-obake class feature) Powers

When you reach 21st level, these bonuses go to a +3 bonus to Fortitude, Reflex, and Will against attacks made by the tsuku-mark. When bloodied, you gain resist 6 to all damage dealt to you from the tsuku-mark.

As a Noppera-obake, you are excellent at keeping your ground against your tsuku-marked target. Just like an Oni-obake, you also won't want to be swarmed by too many enemies at once. However, Noppera-obakes tend to have powers that can get them or their allies to safety, that heal, or are able to temporarily boost you or an ally's defenses. Thus, Noppera-obakes are better at getting out of tough situations than Oni-obakes.

Suggested Feat: Implement Expertise (Human Feat: Toughness)
Suggested Skills: Bluff, Intimidate, Streetwise
Suggested At-Will Powers: Ferocious Intellect, Hannya's Force
Suggested Encounter Power: Bakeneko's Smile
Suggested Daily Power: Aura of Confusion


Tsuku-masters employ holy symbols as a way to improve their fighting skills. These metal symbols often represent common objects that can harbor what are known as 'tsuku', or artifact, spirits. These can be things such as lanterns, umbrellas, bottles, etc. Once blessed for use by a tsuku-master, these symbols become strong protectors.

When you wear or hold a magic holy symbol, you can add its enhancement bonus to the attack and damage rolls of tsuku-master powers and paragon path powers that have the implement keyword. Without a holy symbol, you can still use these powers.

Tsuku-Master Class Features[edit]

All tsuku-masters share these class features.

Nyoijizai's Reach: As a master of spiritual arts concerning the tsuku, you have the magnificent ability to stretch your arms to great lengths during battle. When you wield a melee weapon with the Off-Hand property, it is considered to also have the Reach property.

Rites of the Tsuku: As a fearless defender of the spirits who guide you, you have the special ability to summon an aura upon your foes known as a tsuku-mark. This is done through the at-will power Rites of the Tsuku.

Rites of the Tsuku Tsuku-Master Class Feature
Those marked by the Tsuku will wish to have never been born. At least after you destroy them.
At-Will Star.gif Divine
Minor Action Close burst 10
Target: One enemy you can see in burst.
Effect: The target gets marked by your tsuku-aura, granting all bonuses you would gain from powers associated with the tsuku-mark. Only one creature can be marked by your tsuku-aura at a time. You lose all of the bonuses against a marked creature when it reaches 0 hit points or when you switch the aura to another target.


A tsuku-masters powers are called summons and are effective at causing a variety of things. Whether you use these powers to physically attack foes with a reckoning force, summon huge spirits before their very eyes to give them a shock, or transform them into mockeries of common household objects, you can be a powerhouse that can permanently put fear into the hearts of those who get in your way. A list can be found here.

Back to Main Page4e HomebrewClasses, Paragon Paths, and Epic DestiniesClasses[[Category:]]

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