An Introduction to the Seishin Isles: Volume III

by Dodst

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An Introduction to the
Seishin Isles: Volume III

As we made our way through the 5 empires, and their many settlements and communities, we came to experience the culture and witness their lives, incomparable to our own, yet similar just the same. Their beliefs differ with their deities having no authority over our home, and our gods words being barley but a whisper while within the Seishins Isles territory.


And their skill-sets. All so familiar, yet unique, changed by their culture, their local, the events that shape the greater aspects of the dynasties. We witnessed monks, who bent ki in the ways that a sorcerer would bend the weave. We witnessed bards who danced amidst the bodies of those whom fell for their plots on their lives. And we witnessed warriors whose oaths bend the elements themselves.


Perhaps, with the knowledge of these new possibilities to bend the unseen powers of the world, and performances that attract even the most cautious of kinds, we can learn to improve the many oaths and monastaries that we find in our native lands. For all I know, we may even stumble across new paths that the warriors can follow, and new systems that the spellcasters can perform. Maybe these deities that the islanders worship will make deals, unlocking new potential patrons for the power seeking warlocks, or maybe their is an invention which will revolutionize the creation of artificers. The secrets tehse lands hold are as endless as the seas that surrounds them. I know there's more to discover, and I'll continue to document along the way. After all, I still have yet to see one of these elusive ninja's the locals keep telling me about!


~ Iorki P.

Subclasses | Seishin

Bard College

Starting at 3rd level, a bard chooses their Bard College feature, shaping the way you cast spells and interact with those around you. When selecting your Bard College, you can add the following origin to your list of options.

College of Geishas

Bards of the College of Geishas are those who perform dark deeds in the presence of many. Using their bodies to attract targets, and make performances through dance, their poison the drinks of those whom they intend to kill, and sneak away as a simple performer at the scene of the crime. Whether dancing in the public tea houses or the private rooms of the rich and powerful, these bards use their gifts to weave the narrative and take out those they are assigned.

College of Geishas Features

Level Feature
3 Bonus Proficiencies, Dance of the Moon
6 Extra Attack, Seductive Poisoner
14 Dance of the Son

Bonus Proficiencies

When you join the College of Geishas at 3rd level, you gain proficiency with poisoner's kits.

If you're proficient with a simple weapon, you can use it as a spellcasting focus for your bard spells.

Dance of the Moon

At 3rd level, your speed increases by 5 feet while you are not wearing armor or wielding a weapon with the heavy property. This bonus increases when you reach certain bard levels, as shown in the Dance of the Moon table below.

Dance of the Moon
level Feet
3rd 5 ft.
6th 10 ft.
14th 15 ft.

Additionally at 6th level, As a bonus action you can expend one use of your Bardic Inspiration to teleport up to your movement speed to an unoccupied space you can see. Once you use this feature, you can't do so again until you finish a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Seductive Poisoner

At 6th level, you can use a bonus action to apply poison to one of your weapons. Additionally, all weapon attacks with poison damage deal an additional 1d6 + Charisma modifier poison damage.

Dance of the Sun

Starting at 14th level, you can use soothing music to revitalize your wounded allies. During your turn, you can use your Song of Rest as a bonus action, allowing all allies that can hear you to roll a hit die, and healing for an additional 2d8 hit points. When you start a Song of Rest performance, if any creature that gains its benefit is currently paralyzed or poisoned, it can immediately make another saving throw against the effect that imposed the condition.

In addition, when a creature that gains the benefit of your Song of Rest performance makes an ability check or saving throw, it can add a 1d4 to the number rolled to the ability check or saving throw. Once it uses this 1d4 it can't do so again unless it gain the benefits of the dance of the again.

Subclasses | Seishin

Monastic Tradition

Starting at 3rd level, a monk chooses their Monastic Tradition feature, shaping the way your wield your ki, and the skills available to you as you train. When selecting your Monastic Tradition, you can add the following origin to your list of options.

Way Of Wu Jen

Monks of the Way of the Wu Jen are those that seek to find the balance between the power of ki, and the abilities of those who dabble in the arcane. They learn techniques to create spell like effects through the use of their ki, and can recreate elemental effects as auras that swarm those nearby.

Way Of Wu Jen Features

Level Feature
3 Hermit’s Study, Elemental Attunement
6 Arcane Dabbler
11 Chaos Ward
17 Elemental Mastery

Hermit’s Study

Starting when you choose this tradition at 3rd level, you learn to cast the cantrips frostbite, fire bolt, lightning lure, and ray of frost. Additionally, you gain proficiency with two of the following skills of your choice: Arcana, History, Insight, Perception, Religion, or Survival.

Elemental Attunement

Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a cantrip or spell of yours, you can spend 1 ki point to ignore the creature’s resistance.

Arcane Dabbler

At 6th level, you augment your martial prowess with the ability to cast spells.

Ki Costs

The Wu Jen Spellcasting table shows how many ki points you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a ki point from the number of the table below.

Spells Known of 1st Level and Higher

You know three 1st-level sorcerer spells of your choice, two of which you must choose from the conjuration and evocation spells on the sorcerer spell list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Wu Jen spells, since the power of your magic relies on your ability to project your will into the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Ki save DC for a sorcerer spell you cast and when making an attack roll with one.

Ki Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Ki attack modifier = your proficiency bonus +

your Wisdom modifier
Spell Advancement
Level Ki Cost Spells Known Slot Level
6th 2 3 1st
7th 3 4 2nd
8th 4 4 3rd
9th 5 4 4th
10th 5 5 4th
11th 5 6 4th
12th 5 6 4th
13th 6 7 5th
14th 6 8 5th
15th 6 8 5th
16th 6 9 5th
17th 6 10 5th
18th 6 10 5th
19th 6 11 5th
20th 6 12 5th

Chaos Ward

At 11th level, you call forth chaotic energies to harm the enemies around you. As an action, you can manifest an aura, forming a 15 ft. radius of chaotic energies for 1 minute. Roll a d8. The number rolled on that die determines the attacks damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

When you activate this aura, you can designate any number of creatures you can see to be unaffected by it. When an affected creature enters the area for the first time or starts its turn there, it must make a Constitution saving throw against your ki save DC. On a failed save, the creature takes 2d6 damage of the rolled type. On a successful save, the creature takes half as much damage.

Subclasses | Seishin

Once you have used this feature, you must complete a short or long rest before it can be used again.

You can increase the aura's damage by spending ki points, up to a maximum of 3. Each ki point you spend increases the damage of your aura by 1d6.

Elemental Mastery

Starting at 17th level, if you have resistance to a type of damage, you can spend 4 ki points as a reaction to taking damage of your resistance type to gain immunity to that damage type until the end of your next turn. Additionally you can cast a cantrip without expending a ki point until your next turn.

Once you have used this feature, you must complete a short or long rest before it can be used again.

Sacred Oath

Starting at 3rd level, a paladin chooses their Sacred Oath feature, swearing an oath that binds you as a paladin forever. When selecting your Sacred Oath, you can add the following origin to your list of options.

Oath of Shugenja

The Oath of the Shugenja ties a paladin to the mountains of their homelands and the creatures that are venerated upon them. Considered walking men of devotion, paladins who swear this oath cast their lot with the side of the planes, and act in the name of the deities who walk the earth and bask in the elements. They dawn sigils of yokai, and bear scriptures of the temples, all to uphold their faith and prove themselves worthy of the pens of history.

Tenets of Shugenja

A paladin who assumes the Oath of the Shugenja swears to mitigate the interactions of those from beyond, and those who are near, bending the elements to achieve their goals.

Bend the Elements. through effort and tenacity, the fires of the sky and the waters of the river can achieve the goals of the immortals.

Foresight. One who watches, and prepares accordingly shall not fall, and shall remain eternal.

Loyalty and Devotion. Your word is is unbreakable, your will, unrestrained. Without devotion, ones decisions are hollow, without loyalty, ones vows are fatuous.

Oath of Shugenja Features

Level Feature
3 Channel Divinity, Oath Spells, Elemental Burst
7 Aura of Primordials
15 Elemental Focus
20 Ascendance

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Subclasses | Seishin

Eternal Calm. You can use your Channel Divinity to repel the creatures of the elements. As an action, Each elemental that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is Frightened for 1 minute or until it takes any damage.

Primordial Hand. you can use your Channel Divinity to send a burst of healing energy to one out of your reach. As a bonus action you can draw from your lay on hands pool to restore a number of Hit Points to a creature you can see within 30 ft., up to the maximum amount remaining in your pool.

Oath Spells

Your Oath of Shugenja allows you to learn spells normally associated with the Sorcerer class. When your Spellcasting feature lets you learn a paladin spell of 1st level or higher, you can choose the new spell from the sorcerer spell list or the paladin spell list. Each of these spells must be an evocation or transmutation spell of your choice. You must otherwise obey all the restrictions for selecting the spell, and it becomes a paladin spell for you. Additionally, when you gain these spells, when you reach the level in the table below.

Oath of Shugenja Spells
Paladin Level Spells
3rd Burning Hands, Chromatic Orb
5th Shatter, Rime's Binding Ice
9th Lightning Bolt, Ashardalon's Stride
13th Fire Shield, Elemental Bane
17th Immolation, Hallow

Elemental Burst

At 3rd level, when you hit a creature with a ranged spell attack of 1st level or higher, you can expend one use of your divine sense to deal additional damage to the target. Roll 2d8. depending on the numbers rolled, determines the attacks damage type based on one of the two rolls, as shown in the Elemental Damage table below below. The creature suffers additional damage equal to the rolled total and selected damage type.

Elemental Damage
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

The extra damage increases by 1d8 for each spell level higher than 1st, to a maximum of 5d8. Additionally, the damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Aura of Primordials

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to acid, cold, fire, lightning, or thunder damage which you choose at the end of a long rest.

Additionally at 9th level, you can redirect oncoming damage back at assailants. As a reaction upon taking damage of the same type as your Aura of Primordial, you send a part of the attack back at the creature who hit you. The target takes 1d6 damage of a type equal to your Aura of Primordial. You can use this feature a number of times equal to your charisma modifier, regain all expended uses after a long rest.

Elemental Focus

At 15th level, when you cast a evocation and transmutation spell of 1st level or higher that targets only one creature, the spell can instead target two creatures within range and within 5 ft. of each other. If the spell consumes its material components, you must provide them for each target.

Ascendance

At 20th level, as an action, you become the scales of the elements, bringing balance to the chaos. For 1 minute the elements will protect you, granting you the following benefits.

  • You have advantage on saving throws against spells and other magical effects.
  • Whenever a creature casts an evocation spell on you, and you suffer damage, the creature suffers half the amount of damage you took.

Once you use this feature, you can't use it again until you finish a long rest.

Subclasses | Seishin
Credits

Created by Jory C.
Contributors: Nicholas H.
Proofreaders/Balancers: David D.D., Nicholas H., Zowan J.

Art in Order of Appearance

"KATARA!" by Rossdraws ✦
"O Sayumi Geisha" by Wayne Reynolds
"Zhang, the Thousand Faces of the Dragon" by Elena Barbieri (AtomicSpaghetti)
"Shugenja" by JonHodgson