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## **Barbarian: Path of the Oni Soul** Legend tells of secretive tribes, sequestered in the treacherous mountains of far-off lands, that have communed for generations with all manner of otherworldly creatures - creatures little-known to the average man. These beings are known as "yokai", and are similar in nature to the denizens of the Feywild. Warriors raised in these tribes spend their training in concert with these yokai, learning from their unusual and bizarre magics and incorporating them into their eclectic techniques. This is known as the Path of the Oni Soul, named for a particularly fearsome breed of yokai, and above all else, they excel in striking fear into the hearts of those who would defy them. #### Vigor of the Oni ___ The burden of allowing yokai magic into your being is one that weighs heavy on your spirit, and so to be truly ready to walk the Path of the Oni Soul, an acolyte must first be able to bear a burden that weighs heavy on their body. When you choose this path at 3rd level, you can gain the benefits of rage while wearing heavy armor. #### Tsukimono ___ Also at 3rd level, your rage tears open your soul, making room for a yokai to temporarily take residence within, imbuing you with their power and giving you an appearance resembling that which possesses you. When you gain this feature, select two yokai from the list on the next page. These become your chosen yokai. When you enter your rage, you can invite one of your chosen yokai to inhabit you, giving you additional benefits for the duration of your rage. When you gain a level in this class, you can select one of your chosen yokai and replace it with another yokai of an appropriate level. You can select one additional chosen yokai when you reach 6th, 10th and 14th level in this class. #### Might of the Oni ___ At 6th level, you've carried your myriad burdens for so long that weight means nothing to you anymore. You count as one size larger when determining your carry weight. Additionally, you can wield any melee weapon to its full effect with one hand, regardless of whether the weapon has the *heavy* or *two-handed* property. Your one-handed attacks using weapons with the *versatile* property deal damage as if you were wielding them with both hands. When dual wielding, if either of your weapons have the *heavy* or *two-handed* property, your offhand attack is made at disadvantage. #### Ghostlight Invocation ___ At 10th level, your ability to draw yokai into yourself is strong enough to attract stray spirits and souls alongside them, taking the form of small orbs of blue fire known as "hitodama" or "onibi". Once per short rest, you can cast the *spirit shroud* spell as part of the same bonus action as entering a rage. Casting *spirit shroud* in this manner does not require concentration, and lasts until your rage ends. \columnbreak
Art: 'Oni Warrior', by [Iqnatius Budi](https://b03di.artstation.com/)
#### Night Parade of One Hundred Demons ___ At 14th level, you have the mental fortitude to wrest control of the veil that keeps yokai hidden from unready eyes. You gain truesight up to 30ft and become immune to the *frightened* condition. When entering a rage, any creatures of your choice within 30ft of you must succeed on a Charisma saving throw or be frightened for the duration of your rage, as you tear through the veil and reveal the procession of horrors that lurked beyond their comprehension. The DC for this saving throw is equal to 8 + your proficiency bonus + your Constitution modifier, and an afflicted creature can repeat the saving throw at the end of each of their turns. \pagebreak ## Yokai #### Daidarabotchi *Prerequisite: 14th level* ___ You are inhabited by the spirit of the *daidarabotchi*, a pitch black humanoid so large that it dwarfs mountain ranges - your flesh takes on the appearance and texture of raw obsidian. While inhabited by the *daidarabotchi*, your size becomes Huge, the range of your melee weapons increases by 5ft, and you deal an additional 1d8 with melee weapon attacks. Moreover, you have advantage on Strength checks and saving throws, and cannot be moved against your will. You become immune to non-magical piercing, slashing and bludgeoning damage for the duration of your rage. #### Gashadokuro *Prerequisite: 10th level* ___ You are inhabited by the spirit of the *gashadokuro*, a colossal skeletal amalgam of souls left to rot in unmarked mass graves - your skin shrinks to give you a gaunt, bony appearance and your eye sockets become shadowed. While inhabited by the *gashadokuro*, you emit a deathly black mist from your every pore. This mist has a 10-foot-radius centered on you, and moves with you. When a creature enters the mist for the first time on its turn or starts its turn there, that creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). The creature takes 3d8 necrotic damage on a failed save, or half as much on a successful one. #### Kamaitachi *Prerequisite: 6th level* ___ You are inhabited by the spirit of the *kamaitachi*, a wind-riding weasel with claws sharper than steel - you grow metallic blades from your forearms and shins, and instinctively crouch to minimise your wind resistance. While inhabited by the *kamaitachi*, your movement no longer provokes opportunity attacks. Once per rage, you can cast the *steel wind strike* spell, using a melee weapon attack instead of a melee spell attack, and dealing magical slashing damage instead of force. Your rage ends immediately after casting *steel wind strike*. #### Kappa ___ You are inhabited by the spirit of the *kappa*, a reptilian imp that thrives in the waters - your skin takes on a turquoise hue and hardened scales speckle your face. While inhabited by the *kappa*, you can breathe underwater and gain a swimming speed equal to your walking speed, and you gain a +2 to attack and damage rolls made when both you and your opponent are fully submerged in water. Your rage no longer ends early if you go one turn without attacking a hostile creature or taking damage, as long as you spend that turn fully submerged in water. #### Kodama ___ You are inhabited by the spirit of the *kodama*, a sprite said to live within great trees and watch over surrounding forests - your hair turns green and its texture becomes that of fresh leaves. While inhabited by the *kodama*, friendly creatures gain +2 to their AC as long as they are within 5ft of you. If a creature benefiting from this bonus takes damage, it counts as you taking damage for the purposes of sustaining your rage. \columnbreak #### Nekomata *Prerequisite: 6th level* ___ You are inhabited by the spirit of the *nekomata*, a malicious cat yokai that plays with corpses like marionettes - you sprout two long, black tails and facial whiskers. While inhabited by the *nekomata*, you can use a bonus action during your rage to puppeteer a dead creature within 60ft of you, forcing it to attack a target of your choice within the creature's range. A creature puppeteered in this manner cannot move, nor can it cast spells or cantrips - it can only attack with whatever melee or ranged weapon it has equipped, or with unarmed attacks if it isn't carrying a weapon. A creature can use an action to disarm a puppeteered corpse, forcing it to resort to unarmed strikes. #### Nurikabe ___ You are inhabited by the spirit of the *nurikabe*, a mysterious wall-like creature that delights in blocking the paths of travelers - your shoulders broaden, your torso thickens and your arms lengthen. While inhabited by the *nurikabe*, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature within 5ft of you. These attacks can only be used to attempt to shove an enemy. #### Shinigami *Prerequisite: 14th level* ___ You are inhabited by the spirit of the *shinigami*, a harbinger and perpetuator of death and evil - your skin becomes deathly pale, and you exude a blood-red aura. While inhabited by the *shinigami*, you can choose one hostile creature within 60ft of you that can see you. You instantly teleport to a space of your choice within 5ft of that creature. For the duration of your rage, you are invisible to all creatures except the chosen creature, you automatically know where your chosen creature is at all times, and your weapon attacks deal an additional 2d8 psychic damage to the chosen creature. If you attack a creature other than your chosen target during your rage, you cease to be invisible to that creature. #### Tengu *Prerequisite: 10th level* ___ You are inhabited by the spirit of the *tengu*, a mountain-dwelling crow-like humanoid with a wellspring of spiritual energy - you begin to molt black feathers and your mouth and nose are replaced with a sharp beak. While inhabited by the *tengu*, you gain a flying speed equal to your walking speed. #### Tsuchinoko ___ You are inhabited by the spirit of the *tsuchinoko*, a stout snake-like beast with a potent venom and a surprising swiftness - your eyes' sclerae turn yellow, your pupils slit, and your tongue becomes long and forked. While inhabited by the *tsuchinoko*, your movement speed is increased by 10ft. When successfully making a weapon attack, you choose to deal either the weapon's normal damage type or poison damage. Rolling the maximum number on the weapon's damage die also inflicts the target with the poisoned condition until the end of your next turn.