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Beta Playtest v0.

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Contents
Welcome to the BETA-Test . . . . . . . . . . . .
A-Test . . . . . . . . . . . . 33 Classes . . . . . . . . . . . . . . . . . . . . . . . . .
Classes . . . . . . . . . . . . . . . . . . . . . . . . . 99
99
Optional Class Features. . . . . . . . . . . . . . . . . . . 100
Introduction . . . . . . . . . . . . . . . . . . . . . . .
Introduction . . . . . . . . . . . . . . . . . . . . . . . 5
5
Barbarian. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Kaiju Battle Mechanics . . . . . . . . . . . . . .
Mechanics . . . . . . . . . . . . . . 9
9
Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Bender. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Bakekujira. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Kabuto . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Koi Dragons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Fighter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Raiju. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Ubusuna. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Combo Attacks . . . . . . . . . . . . . . . . . . . .
Attacks . . . . . . . . . . . . . . . . . . . . 35 Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Harvesting . . . . . . . . . . . . . . . . . . . . . . . .
Harvesting . . . . . . . . . . . . . . . . . . . . . . . . 41 Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Crafting . . . . . . . . . . . . . . . . . . . . . . . . 49 Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Manufacturing . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Warlock. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Enchanting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Equipment & Prostheses . . . . . . . . . . . . .
Prostheses . . . . . . . . . . . . . 59 Backgrounds & Feats . . . . . . . . . . . . . . . 145
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Backgrounds. . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Prostheses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Racial Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Races . . . . . . . . . . . . . . . . . . . . . . . . . . .
Races . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
69
Enkoh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Familiars . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 161
161
Fuyohren. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Tamer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Hanamori. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Bancho-gama. . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Haniwa. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Betobeto-kun . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Isetsu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Kawawappa. . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Kitsune. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Ko-inari. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Nishikin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Senryoka. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Oniborne . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Magic Items . . . . . . . . . . . . . . . . . . . . . . 179
Lion Turtle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Spells . . . . . . . . . . . . . . . . . . . . . . . . . 209
Ryujin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Tengu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Creatures of the Yokai Realms . . . . . . 225
Legal . . . . . . . . . . . . . . . . . . . . . . . . . .
Legal . . . . . . . . . . . . . . . . . . . . . . . . . . 264

Credits
Lead Designers: Mohammed Bellafquih, William Earl, Max Wartelle
Additional Design: João Araújo
Writers: João Araújo, William Earl, Dai Jia Rong He, Max Wartelle
Cultural Consulting: Dai Jia Rong He, Yo Shionoya-Frank
Sensitivity Consulting: Nala J. Wu, Rue Dickey
Editing: PhyleaHomebrews, Max Wartelle
Proofing: Jessic Gombart
Formatting & Layout: Sally Clark, Kwanpo “Ari” Cheng
Cover Illustrator: Ognjen Sporin
Interior Illustrators: Chaouki “Ciao” Titouhi, Drageljevic Aleksa,
Martin Kirby-Jackson, Michelle Mueller, Mukhlis “Sinlaire” Nur,
Ognjen Sporin, Phan Tuan Dat, Rajaa Al-Subairi, Rastislav Le,
Richard Nguyen, Souhaib Zekri

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Contents
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CHAPTER 1

introduction

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Welcome to the BETA-Test
This is the BETA-release document for Ryoko’s Guide to
the Yokai Realms. Similar to Unearthed Arcana released by I was reading the karasu tengu and saw
other publishers, this is a playtest document, designed to
they’re way too overpowered.
collect your thoughts and experiences so we can ensure
the final book is reflective of what you want to see. We’ve
already playtested extensively among ourselves, but doubt- This feedback isn’t helpful because it doesn’t point to a
less, as a community, together we will find new ways to specific feature that is potentially problematic for us to work
present information in a clearer way, tweak the balance of on, and it hasn’t been informed by actual playtest experience.
features that are too effective or a little lacking, and correct
any grammar or spelling errors. As a BETA-test, this is not Give a page number and paragraph
the final version of Ryoko’s Guide. Some material that was
when pointing out grammar errors
unlocked as Stretch Goals across the kickstarter campaign,
such as the Disciple of Fusion bender subclass and weapon This is a simple one, but telling us “yo, I noticed a spelling
mastery system, will be added in a future update. error in this book”, is hard for us to correct. A great example
of grammar feedback might look like this:
What Is Useful Feedback?
On page 152, in the third paragraph, you
As you explore Ryoko’s Guide to the Yokai Realms and Wrath
of the Kaiju, we are particularly interested in your personal misspelt the word “failure” lol.
playtest experience. There are a lot of us, so to ensure we
get the maximum value out of your playtesting, here’s a few
things to consider when you explore the BETA. Take your time to explore the book
We get it; who wants to read when you can dive right in and
Use gameplay to inform your feedback get playing, right? That said, Ryoko’s Guide and Wrath of the
When exploring a new book, it’s impossible not to form Kaiju are not designed to be beginner books, and they intro-
opinions at a first glance. Maybe a feature seems a little duce some fairly complex ideas and systems as they expand
overtuned, or a stat block seems underpowered. But then, on the core rules of 5th edition. Please take the time to read
upon playing it, the limitations and virtues of these new and familiarise yourself with the new mechanics, and read
ideas become clear. This is why it’s extremely important to adventures and stat blocks in full before running them. This
play the material you leave feedback on. When leaving feed- will save a lot of confusion and prevent wasted playtesting
back, provide the context in which you tested it and then time—oftentimes, the answer can be found within the book.
your thoughts. An example might look like this: With that in mind, if you’re ever not sure on how some-
thing works, even if it is explained in the book, that’s great
My players and I ran a few one-shot adven- feedback for us! It shows we need to devote more time to
explaining exactly how something should work and com-
tures using the races in Ryoko’s. We found
municate it to you more clearly. A good example of such
the red oniborne, karasu tengu, kitsune, and feedback might look like this:
lion turtle worked great, but we found the
isetsu’s Brittle Shell trait a little powerful in
I read through the rules on kaiju fighting a
the very early game, particularly on backline
couple of times, and even ran a couple of the
supporting builds. Maybe the bonus to AC
adventures that close with a kaiju fight, but
could scale with proficiency somehow, rather
I’m still confused about the Chaos Threshold.
than being a flat +2?
Is the Chaos Threshold a vulnerable area?

This feedback is excellent because it clearly explains what


was tested and what the problem was. It even suggests a For what it’s worth, no, Chaos Threshold isn’t a vulner-
solution. This isn’t necessary, but it’s helpful to get an idea able area, but if you were confused about that, or anything
of what you might want to see in a feature that you feel isn’t else after a read through or two, it tells us we need to find a
working. A less useful piece of feedback might look like this: way to communicate things more clearly.

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Chapter 1 | Introduction
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OMG, you should totally include [Creature/


Mechanic/Race] in the final book!

We love hearing about what you want to see in a


TTRPG book! That in mind, we’re almost certainly not
going to be adding any more races, mechanics, subclasses,
or kaiju to Ryoko’s Guide. The book is already bursting with
content as it is, and we still haven’t put all the Stretch Goals
in! However, feedback like this is still helpful for projects
we create in the future. For our $3,000,000 stretch goal
we committed to returning to the Yokai Realms, so please
feel free to share what you’d want to see in the future. Just
remember that it will be saved for next time, and won’t be
able to appear in Ryoko’s Guide to the Yokai Realms or Wrath
of the Kaiju.
Everyone who gives feedback for Ryoko’s Guide or Wrath
Scan or Click
of the Kaiju will be thanked in print in the final release. It’s
to leave feedback!
been an incredible journey to reach here, your support and
goodwill is inspiring, and it’s an honour to work with you
all at this stage to finalise the project.

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Introduction Rule Zero
Ryoko’s Guide to the Yokai Realms is your toolbox (it can
be a sentient toolbox if you wish to get into the spirit of
things), bursting with new mechanics, classes, races, feats,
“Oh, yikes, more adventurers.
spells, weapons, creatures, magic items, backgrounds, and
Look, I should probably have worked out a just about everything else you could imagine. You are in
charge of what you take from this toolbox and can change
gentle way to say this by now, but chances are
anything that you wish, leaving behind whatever you don’t
high you’re going to die… like, quite soon. Don’t need. If there is an AC that seems a little low, a creature stat
panic though! In the unlikely event you survive block that would work perfectly for another being you have
long enough to read it, I’ve prepared some very in mind, or a kaiju vulnerability that can be reshaped to
useful information. Not to brag, but of the four make an epic character moment, then craft and chisel away
adventurers who proofread my notes, two are still what’s here until it’s perfect for your games. Remember: if
you’re all having fun, you’re doing it right!
alive, and the two that died provided extremely
helpful (albeit harshly worded) feedback in their
dying moments. It turns out koi dragons aren’t Structure
vulnerable to tickling, but I stand by my assertion This book has three parts:
that it was worth a try. Part One: New Mechanics is the aptly named section ded-
icated to expanding the core 5e system with new concepts and
In this guide you’ll find everything you need to get rulings. Kaiju Battle Mechanics, Combo Attacks, Prostheses,
along in the Yokai Realms. It’s a dangerous place, and the Weapon Mastery System all fall into this section.
sure, but it’s also beautiful, exciting, and there’s Part Two: Player Options is for the player characters.
a tea place down the road that makes the best This section introduces playable races, subclasses, the new
matcha in the multiverse. In my book you’ll find bender class, and backgrounds for character creation.
notes on the people and creatures who live here, Part Three: The Toolbox is everything else. The treasure,
new magic, weapons, and, most importantly, new spells, and creatures with which to populate your world.
ways to fight.
I should also mention that there are these things
Formatting & Features
called kaiju—giant monsters with the power to wipe Ryoko’s Guide uses enhanced formatting to improve the
entire civilisations off the map. Rule one of fighting gaming and reading experience.
them is don’t, but rule zero is: if you’re gonna die Formatting. This book uses bolding and italics to help the
reader identify key information at a glance. Dice calculations
anyway, may as well go down swinging! When your (“1d10 + 5 cold damage”), check modifiers (+7 to hit”), con-
back is against the wall, and you’re facing down a ditions that are being applied (“fall prone”), areas & distanc-
three-hundred-tonne beetle the size of a palace, es (“a 10-foot radius”), and checks and saving throws (“DC
the knowledge in this tome might just save your 21 Dexterity saving throw”) are bolded. Spell names (“water
life. Heck, you may even win, and be able to craft wyrm”), magic items (“kaijurigama”), foreign languages (“a
up one heck of a weapon to show for it. certain je ne sais quoi”), and book names (“Wrath of the Kaiju
and Ryoko’s Guide to the Yokai Realms”) are italicised.
If you survive, I’m doing a tea and biscuits social Language. The content herein is written in British
at my place next Thursday. Bombuku is gonna be English; spellings such as “armour class” and “paralysed” are
there; he’s a great engineer, and will be able to used across the book.
craft prostheses for any limbs you might be missing Non-standard Ability Checks. Ryoko’s Guide breaks from
by that point. Drop by if you’re still alive—we can the standard association of abilities and skills, allowing you
share stories!” to be creative in how you mix and match them. For exam-
ple, Arcana is typically an Intelligence check. However, if a
— Ryoko sorcerer or bard is examining a magic item, you might ask
for an Arcana (Charisma) check to reflect their spellcasting
ability and expertise. If you do, the player makes a Charis-
ma check and, if they have proficiency in the Arcana skill,
adds their proficiency bonus to the result.

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Chapter 1 | Introduction
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Tool proficiencies are references just like skill proficien-


cies: a Strength (smith’s tools) check requires a player
to make a Strength check and, if they have proficiency in
smith’s tools, add their proficiency bonus to the result.
If something, perhaps a magic item or feat, says that you
gain “advantage on Athletics checks”, this means that you
gain advantage on all checks that use the Athletics skill, re-
gardless of which ability is used. When checks use the word
‘or’, this indicates either skill/tool or ability can be used in
any combination. For example a Strength or Dexterity
(Athletics or woodcarver’s tools) check means you can use
any one of the four check permutations: Strength (Athlet-
ics), Dexterity (Athletics), Strength (woodcarver’s tools),
or Dexterity (woodcarver’s tools).
Combined Checks. Combined checks involve one or
more creatures making two or more checks, and combining
the results. For example, a Harvesting check is the com-
bined result of a Carving check and Assessment check (see
Chapter 4). A roll of 20 on the d20 is never an automatic
success on checks for Tracking, Harvesting, and Crafting.
QR Codes. Everything we made didn’t fit into this book,
and we haven’t quite perfected our casting of magic mouth
to the point where music can play directly from the page.
Accordingly, this book has links to files hosted on the Loot
Tavern website. You gain access by scanning the QR codes
(or clicking on them if this is a PDF), or by entering the
shortened URLs into your browser.

What Is The Yokai Realms?


The Yokai Realms is what you make of it! It’s the world you
create from the tools provided in Ryoko’s Guide and Wrath of
the Kaiju—the races, classes, monsters, backgrounds, magic
items, spells, NPCs, and, of course, kaiju! All of these things
come with lore and history that you can lift directly into
any campaign and setting, or adapt and change however
you like. You could imagine the Yokai Realms as its own
plane of existence, but it could equally be integrated into an
existing setting. These books don’t aim to prescribe how you
must build your game but rather to plant a thousand seeds
to bloom into the world you create.

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Chapter 1 | Introduction
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CHAPTER 2

KAIJU
FIGHTING

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Kaiju Battle Mechanics
“Kaiju are like natural disasters; they aren’t Kaiju Behaviour & Chaos
something one can simply conquer. You ‘win’ if
you’re still alive when the earth stops shaking.”
Threshold
Although kaiju can’t be defeated by brute force alone,
attacking a kaiju can provoke changes in its behaviour.
Some kaiju transform to battle adventurers in new ways, or
Overview gain mighty, new abilities as they take damage. Heroes must
always be ready to adapt their tactics and think on their feet
Kaiju are colossal, apex monsters of the Yokai Realms. Man- to survive a kaiju’s evolving onslaught.
ifestations of primal magic, their mere presence can shatter
Chaos Threshold. Instead of a regular hit point pool, a
the ecological balance of an entire continent. Snow-capped
kaiju has a Chaos Threshold, a pool of hit points separate
mountains are decapitated with the swipe of a claw, a valley
from those of its vulnerable areas. Whenever a kaiju takes
is drowned as a slumbering behemoth dams a river, and a
damage to a location other than a vulnerable area, this dam-
civilisation is decimated by a rampaging colossus.
age is dealt to the kaiju’s Chaos Threshold. When the Chaos
Due to their immense power and size, entering into bat- Threshold is reduced 0, the kaiju is not defeated, but begins
tle with a kaiju is unlike battling any other creature. Kaiju to Rampage instead, adopting a new behaviour described in
have ability scores, actions, traits, and a challenge rating, its Behaviour table.
like smaller creatures, but defeating them a kaiju is a far
more complex endeavour. Characters must scale the kaiju, Behaviour Table. A kaiju’s stat block is accompanied
target vulnerable areas, and deplete its Chaos Threshold. by a table that details the new behaviour it adopts when a
As the battle progresses, a kaiju’s behaviour and tactics will triggering event occurs, such as the party exploiting one of
evolve in response to player actions. In its death throes, a the kaiju’s vulnerable areas. The behaviours aren’t listed in
kaiju attacks recklessly, and the party must deliver a well- any particular order; how players approach a fight will dic-
timed Finishing Blow to secure victory. tate how a kaiju’s behaviour evolves. When a kaiju finishes a
long rest, it loses any behaviours it has gained.

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Chapter 2 | Kaiju Fighting
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Example - Bakuryo
Bakuryo, the Ascendant Cascade is a dragon kaiju with a
Chaos Threshold of 250. When her Chaos Threshold is
reduced to 0, her Rampage behaviour is triggered, causing
her to enter her Water Form, transforming her abilities and
tactics, and altering the nature of the battle.

Bakuryo Behaviours
Behaviour Trigger Effect
Bakuryo enters her Water Form.
Bakuryo’s Chaos Threshold is She aims to whelm as many crea-
Rampage
reduced to 0 hit points tures as possible, drowning and
crushing them within herself.

Vulnerable Areas & Defeat Targeting


Vulnerable areas are special weaknesses that cunning adven- Attacks. When a creature attacks a kaiju, it can choose
turers must exploit to defeat a kaiju. Each vulnerable area is where on the kaiju it strikes. Effects that specifically target
listed in the kaiju’s stat block. Unless otherwise stated, vul- creatures, like eldritch blast or magic missile, can target vul-
nerable areas share their kaiju’s AC, saving throw modifiers, nerable areas on a kaiju. For example, a sorcerer might cast
damage resistances, and damage immunities, and each has fire bolt, targeting Bakuryo’s fins, tail, or snout, as long as
its own pool of hit points. A kaiju’s vulnerable areas regain the target is within the spell’s range. In Bakuryo’s case, the
all hit points when the kaiju finishes a long rest, and its Fins are also a vulnerable area.
vulnerable areas can’t regain hit points by any other means Area of Effects. When an area of effect contains a kaiju,
unless explicitly stated in the kaiju’s stat block. the effect’s area might include one or more vulnerable areas.
Exploiting Vulnerable Areas. While a kaiju’s vulner- An area of effect’s damage can only be applied to a single
able area is at 0 hit points, it’s considered exploited. This vulnerable area or, if no vulnerable area is chosen, to the
will trigger a change in the kaiju’s behaviour or abilities, as kaiju’s Chaos Threshold. The creature that created the area
shown in its Behaviour table. of effect chooses which part of the kaiju to affect with it.
For example, if the radius of a fireball hits Bakuryo’s Fins
and Upturned Scale, the spellcaster can choose whether the
spell damages one of these vulnerable areas, or if it instead
GM Tip - Tracking Damage damages Bakuryo’s Chaos Threshold. Effects that can travel
around corners can damage vulnerable areas if they are
Instead of a regular pool of hit points, every kaiju within the area of effect, even if it is not currently visible to
has a Chaos Threshold (see page xx) and three the creature.
vulnerable areas, which each have their own pool of
Rule Zero. The GM has the final say on whether a vul-
hit points. Before a kaiju battle begins, check the ka- nerable area is targetable by any creature.
iju’s Vulnerable Areas table and write down the hit
points of each vulnerable area, as well as the kaiju’s
Chaos Threshold.You will need to track damage to
these four locations separately.
Inaccessible Vulnerable
Areas
Calamitous Damage. If a GM feels that an event is Some of a kaiju’s vulnerable areas are always
sufficiently catastrophic to cause serious harm to the kaiju, exposed and targetable, while others must be
the GM can choose to treat one appropriate vulnerable area revealed by provoking certain behaviours from the
as exploited. For example, a GM may decide that crushing kaiju, as described in the Behaviours table beside
a kaiju under a collapsing mountain or submerging it com-
the kaiju’s stat block. Thus, combats evolve, and ad-
pletely in molten lava causes calamitous damage.
venturers must adapt to the ever-changing threats
and opportunities that present themselves as they
engage a kaiju.

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Defeat
Death Throes. When all of a kaiju’s vulnerable areas are
Rules Reminder: Mounts
exploited, it enters its death throes, desperately fighting Once during your move, you can mount a creature
with no sense of self-preservation. In addition to unique that is within 5 feet of you or dismount. Doing so
effects included in each kaiju’s Behaviour table (see Kaiju costs an amount of movement equal to half your
Behaviour & Chaos Threshold on page XX), the kaiju has
speed. For example, if your speed is 30 feet, you
advantage on all weapon attacks, and the value an attacker
must roll on a d20 to score a critical hit against the kaiju is must spend 15 feet of movement to mount a horse.
reduced by 2. For example, a creature that normally needs Therefore, you can’t mount it if you don’t have 15
to roll a 19 or 20 to score a critical hit would instead score a feet of movement left or if your speed is 0 feet.
critical hit on a roll of 17-20.
Finishing Blow. While in its death throes, a kaiju can be If an effect moves your mount against its will while
defeated with a Finishing Blow. To deliver a Finishing Blow, you’re on it, you must succeed on a DC 10 Dex-
the kaiju must take sufficient damage on a single turn, as terity saving throw or fall off the mount, land-
shown by the Finishing Blow number in its stat block. ing prone in a space within 5 feet of it. If you’re
When this occurs, the kaiju is defeated. knocked prone while mounted, you must make the
Death Rattle. The death of a kaiju leaves a mark upon same saving throw.
the world. On initiative count 20 of the round following
a Finishing Blow, the effects listed in the Death Rattle If your mount is knocked prone, you can use your
section of the kaiju’s appendix entry take effect. This may reaction to dismount it as it falls and land on your
manifest as a ruinous wave of necrotic energy withering all feet. Otherwise, you are dismounted and fall prone
life for miles around, or as a more subtle erosion of magic in a space within 5 feet of it.
and wonder across the world at the destruction of such an
awesome behemoth.

Moving on Kaiju
As Gargantuan creatures, kaiju are battlefields unto them-
Unwilling Mounts
selves. Scaling a kaiju allows creatures to reach vulnerable Ryoko’s Guide introduces a new type of mount, in
areas, take cover from attacks, and move with the kaiju as it addition to the standard ‘controlled’ and ‘independ-
tears across the landscape.
ent’ mounts in 5th edition: unwilling. A creature
Mounting a Kaiju. Before a creature can move across a on an unwilling mount doesn’t gain any benefits it
kaiju, the creature needs to mount it, using the normal rules
would normally gain from being mounted, and an
for mounted combat. If a creature flies, drops, or teleports
onto a kaiju on their turn, the creature can use movement unwilling mount doesn’t gain any beneficial effects a
equal to half its speed to catch itself and become mounted rider might impart to a mount.
on the kaiju. A creature that is on a kaiju but isn’t mounted
on it immediately falls prone in the nearest unoccupied
space to the kaiju. Some items and prostheses, like the Movement. Players can use the kaiju schematic presented
grappling hook and climbing claws (see page XX), allow in each kaiju’s appendix entry to see how far their characters
creatures to mount and move across kaiju more easily. must climb to reach various parts on the kaiju’s body. After
a creature has mounted a kaiju, the creature moves with the
kaiju as it moves. If a kaiju is conscious, any part of its body
is treated as difficult terrain for a creature mounted on it.
Creatures with a climbing speed ignore this difficult terrain.
Kaiju Cover. A kaiju can feel creatures on its body. Even
if a creature is in a position on a kaiju that the kaiju can’t see,
the kaiju can attack that creature without suffering disadvan-
tage. However, be it because a creature’s location on the kaiju’s
body makes it harder for the kaiju to reach it, or because the
kaiju doesn’t want to damage itself with its own strikes, crea-
tures mounted on a kaiju have half cover (+2 bonus to AC)
against the kaiju’s melee weapon attacks. Like other obstacles,
the GM might also rule that certain parts of the kaiju’s body
also provide cover against effects originating outside the kaiju.

12
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

Optional Rule: Total Kaiju Example: Exploiting A


Cover Vulnerable Area
Creatures might be able to position themselves
GM: Iminada’s skeleton cracks and shatters under
on a kaiju as to be untargetable by some of its
Kortov’s onslaught! The kaiju lets loose an
attacks. For example, a player character clinging to
earth-shaking, mournful cry, and spectral waves
Bakuryo’s head may be safe from her Bite attack.
of necrotic energy crackle and swirl around it.
Ultimately, it is at the discretion of the GM whether
Humperdink, it’s your turn.
a character is positioned in a manner to grant full
cover against some of the kaiju’s attacks. Humperdink: I’m still mounted on its tail after
bracing last turn. How far away is the Heart?

Scaling and Falling. Reaching a kaiju’s vulnerable areas GM: It’s about 60 feet from you; you can feel the
may require an adventurer to scale the creature. To repel booming thuds of its beat ripple across the
unwanted passengers, all kaiju have a special bonus action: creature’s entire body.
Shake Off. The DC of this saving throw is equal to 10 + the
kaiju’s Proficiency Bonus, and is listed in the kaiju’s stat block. Humperdink: Perfect! First, I’m going to brace
Shake Off. The kaiju twists and shakes its body violent- myself against the kaiju again by using 15 feet
ly. Each creature mounted on it must succeed on a of movement, and then I’m going to cast el-
Strength or Dexterity saving throw (creature’s choice) dritch blast through the Heart, Bon Jovi style.
or be thrown off, landing prone in an unoccupied
space within 5 feet of the kaiju. GM: Okay, the Heart has half cover behind the ribs.
Make an attack roll.
Bracing
A gnome grips a ship’s rigging as the vessel plunges down Humperdink: I get advantage on the first of my
the face of an enormous wave; a dragon rider presses her eldritch blast attacks because I’m braced.
knees into the flank of her scaled mount a moment before
GM: Absolutely. Roll it out.
it executes a barrel roll; and a titan-slaying hero plants his
feet wide, hefting his axe for a killing blow. Whatever the Humperdink: That’s a 25 to hit on the first roll,
situation, bracing yourself can improve your odds of not
27 to hit on the second, and 28 on the third!
plunging a thousand feet to an untimely demise.
Brace. You can brace yourself using surfaces or objects GM: Your beams all thread between two ribs and
in your immediate vicinity by spending an amount of hit—roll damage for each.
movement equal to half your speed. When you do so, you
are braced until the start of your next turn: your speed is 0 Humperdink: 36 force damage, total.
feet, and you have advantage on ability checks and saving
throws you make to avoid being moved against your will. GM: Your brutal barrage of blasts, in conjunction
This condition ends when you move away from the surface with the damage the Heart took last round,
or object you used to brace yourself, or when you become is enough to severely wound Iminada. The
incapacitated. You can’t brace yourself on a creature unless kaiju twists wildly in the air, and you feel the
that creature is Gargantuan. If you are braced on a creature, thundering pulse of its Heart rise to fervorous
the first attack roll you make against that creature before the
speed before suddenly falling silent. Iminada’s
start of your next turn has advantage.
Heart vulnerability is exploited!

Humperdink: We’re eating whale tonight!

13

BETA
PLAYTEST
BE
TA
Preparing For Battle
Understanding a kaiju’s behaviour, physiology, and history is
crucial in discovering its vulnerabilities. The Clues section of
each adventure inWrath of the Kaiju details how the GM can
convey this knowledge to the players. In addition, a creature
A Gargantuan Adventure
can use an action to make an Intelligence (Insight) or Every kaiju comes with its own epic adventure in
Wisdom (Survival) (DC equal to 10 + the kaiju’s Proficien- the Wrath of the Kaiju adventure book, which can be
cy Bonus) while it is within 90 feet of a kaiju and can see it, run at three different levels of play. Each adventure
identifying one visible vulnerable area on a success.
comes with history, locations, battle maps, NPCs,
clues, encounters, loot, and plot hooks to place ka-
Variable Level Encounters iju battles in the context of a living, dynamic world
In order for kaiju battles to be implemented at different for players to explore.
levels of play, every kaiju stat block has three variations,
each at a different challenge rating (CR). All these variations
share the same Vulnerable Areas table. The column at the Ryoko's Guide offers statistics for the highest CR
right shows the statistics for each vulnerable area (AC and variation of each kaiju. Their respective variations
hit points) for each CR. For example, Bakuryo has three
can be found in Wrath of the Kaiju.
stat block variations: CR 14, 21, and 27. At CR 21, her Up-
turned Scale vulnerable area has AC 20 and 45 hit points.

Bakuryo Vulnerable Areas


Vulnerable Area Special Traits CR AC HP
14 18 35
Upturned Scale This vulnerable area is not targetable when Bakuryo is in her Water Form. 21 20 45
27 22 60

14
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

Bakekujira Umigiri Fog. Three 20-foot-radius spheres of fog


coalesce centred on points of Iminada’s choice within
Sail the seas long enough and you will eventually see her lair. The spheres spread around corners and heavily
the enormous ghostly form of a bakekujira leaping from obscure their areas. The spheres remain until initiative
frothing waves and leaving only the barest of splashes. These count 20 of the following round (winning ties).
kaiju are the souls of great sea beasts visiting their birth Water Jet. Jets of water shoot from any source of water
plane from beyond the ethereal veil as they pursue some at least 2 feet deep within Iminada’s lair. Make a ranged
unfinished business. Though the whale, Iminada, is most weapon attack against two different targets of Iminada’s
well-known in the Yokai Realms, bakekujira can be born choice within 30 feet of such a source of water (+10 to
of any powerful creature of the depths—dragon turtles, hit). On a hit, a creature takes 28 (8d6) bludgeoning
krakens, or giant sharks. damage, and if it is a Huge or smaller creature, it is
pushed up to 60 feet in a direction of Iminada’s choice.
Iminada Experience
Iminada was once the lord of whales, responsible for the
Player characters earn experience differently when fighting
welfare of not just of her pod but of all the innocent beasts
kaiju. Use the following table to award experience based
of the sea. When a leviathan reared up from the deep, Imi-
upon milestones achieved, divided among the party.
nada fought back and was eventually dragged to the deepest
trench of the ocean floor, where she eventually drowned. Raiko XP Milestones
Separated from her family, she longs for nothing more than
to see her pod grow, and travels the Umigiri Coast each Criteria Total XP
full moon seeking souls to take back with her to the Sea of Chaos Threshold raised to 0 15,000 XP
Songs in the Ethereal Plane.
Body exploited 45,000 XP
Lair Actions Heart exploited 45,000 XP
Wherever Iminada roams, the border between the Material Iminada defeated 15,000 XP
and Ethereal Planes. It is this mile or so of ocean around Total 120,000 XP
Iminada that comprises her lair.
Lair Actions. On initiative count 20 (losing initiative
ties), Iminada takes a lair action to cause one of the following Death Rattle
effects. She can’t take the same action two rounds in a row.
Iminada’s corpse begins to swell, drawing in a storming
Soul Tsunami. An ethereal wave composed of the souls vortex of buffeting, howling necrotic energy. Each crea-
of majestic sea creatures passes in a direction of Imina- ture within 120 feet of Iminada must succeed on a DC
da’s choice through a 300-foot cube centred on a point 18 Constitution saving throw or be unable to regain hit
of her choice within Iminada’s lair. Each creature of Imi- points for 2d6 days. The wave of necrotic energy washes
nada’s choice in the area must succeed on a DC 18 Cha- over the landscape; all creatures lower than CR 1 within 3
risma saving throw or have its soul wrenched; it takes miles wither and die over the next 24 hours, and nothing
14 (4d6) necrotic damage and its body is pushed up to new can grow there for the next 10d100 years. This effect
60 feet in a horizontal direction of Iminada’s choice. can only be ended early by the wish spell.

15

BETA
PLAYTEST
BE
TA
Behaviours & Vulnerable Areas
Iminada has two vulnerable areas: her Body and her Heart. Unlike other kaiju, her Chaos Threshold starts at a negative value;
she must be healed up to 0 in order to fully manifest and begin her rampage.

Iminada Vulnerable Areas


Vulnerable Area Special Traits CR AC HP
Targeting. This vulnerable area can’t be targeted until Iminada’s Rampage
behaviour is active.
Body 26 22 250
Exploitation. Iminada’s broken flesh sloughs from her skeleton and a huge
wave converges on Iminada.
Targeting. This vulnerable area can’t be targeted until Iminada’s Rampage
behaviour is active. Even then, until her Body vulnerable area is exploited,
Iminada’s Heart can only be targeted by reactions (such as ones prepared
Heart with the Ready action) when she makes an Ethereal Bite attack. Once her 26 22 150
Body vulnerable area is exploited, her Heart can be targeted as normal.
Exploitation. The thumping rhythm that kept the tempo of Iminada’s
whale song ceases, and she stops singing.

Raiko Behaviours
Behaviour Trigger Effect
Iminada’s Ethereal Bite and Tail Swipe attacks deal extra necrotic damage.
Iminada’s Chaos Threshold Vulnerable Areas. Iminada’s Body and Heart vulnerable areas can be
Rampage
is raised to 0. targeted and damaged.
Lost Features. Ethereal Vanishing bonus action.
Effect. A circular wave 100 feet tall converges on Iminada’s location.
Iminada’s Body vulnerable Each other creature within 500 feet of Iminada must succeed on a DC
Imploding Current
area is exploited. 18 Strength saving throw or take 28 (8d6) bludgeoning damage and be
pulled to the nearest unoccupied space within 30 feet of Iminada.
Iminada’s Heart vulnerable Lost Features. Song of Desolation action and Undying Beat
Shattered Heart
area is exploited. legendary action.
Iminada falls prone in the nearest unoccupied sea water to her.
Iminada has two exploited Lost Features. Iminada loses her flying and swimming speeds.
Death Throes
vulnerable areas. Finishing Blow. Iminada is destroyed when she takes damage equal to
her Finishing Blow in a single turn.

16
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

17

BETA
PLAYTEST
BE
TA
Iminada, The Sovereign Undead Mourning Tide. A melancholy aura spreads around Iminada. At
the start of Iminada’s turn, each creature within 1 mile of Im-
Gargantuan Undead (Kaiju), Chaotic Neutral
inada that is not at least waist deep in sea water must succeed
Armour Class 22 (natural armour) on a DC 20 Constitution saving throw or be cursed. While
Chaos Threshold -150 (see Forced Resurrection) cursed in this way, its creature type is Undead, and it can’t regain
Finishing Blow 90 hit points. At the end of each long rest, the creature can repeat
Speed 5 ft., fly 60 ft. (hover), swim 60 ft. the saving throw, ending the curse on itself on a success. Once
Vulnerable Area Identification DC 18 a creature succeeds on the saving throw, it is immune to Imi-
nada’s Mourning Tide for the next 24 hours. Spells that remove
STR DEX CON INT WIS CHA curses only suspend the curse for 24 hours.
23 (+6) 19 (+4) 29 (+9) 12 (+1) 21 (+5) 18 (+4) Sovereign Undead. Iminada is immune to any effect that
turns Undead. Iminada can detect the presence, direction, and
Saving Throws Str +14, Int +9, Wis +13 distance of all Undead within 1,000 feet of her.
Skills Perception +13
Damage Resistances acid, cold, fire Actions
Damage Immunities necrotic, poison; bludgeoning, slashing, and Multiattack. Iminada makes two Tail Swipe attacks or one Tail
piercing from nonmagical attacks Swipe attack and one Ethereal Bite attack.
Condition Immunities charmed, exhaustion, paralysed, petrified,
poisoned, stunned Ethereal Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Senses truesight 120 ft., passive Perception 23 one target. Hit: 28 (4d10 + 6) force damage, plus 11 (2d10)
Languages — necrotic damage if Iminada is rampaging.
Challenge 26 (115,000 XP across all phases) Prof Bonus +8 Tail Swipe. Melee Weapon Attack: +14 to hit, reach 20 ft., up to
two targets within 20 feet of each other (use separate attack
Forced Resurrection. Iminada begins combat with a negative roll for each target). Hit: 16 (4d4 + 6) force damage, plus 11
Chaos Threshold. This value can never decrease and, whenever (2d10) necrotic damage if Iminada is rampaging.
Iminada would regain hit points, her Chaos Threshold is instead
Song of Desolation. All dead flesh and corporeal Undead with-
raised by an amount equal to the hit points that would have
in 20 miles of Iminada (other than herself) take 82 (15d10)
been restored (maximum of 0). Iminada can be targeted by
necrotic damage that ignores resistances and immunities. This
spells and effects that restore hit points or revive the dead even
damage is halved for each mile a creature is away from Iminada
if she is unwilling or the effect doesn’t usually affect Undead.
(minimum of 1). If this action deals more than 175 necrotic
Spells with the power to revive the dead, such as revivify, or that
damage in one use, Iminada regains one expended use of Leg-
don’t specify a number of hit points, such as greater restoration,
endary Resistance. Lost when Heart exploited.
raise Iminada’s Chaos Threshold by an amount equal to ten
times the spell’s level. Bonus Actions
Potions. As an action, a creature within reach of Iminada can Ethereal Vanishing. Iminada and all creatures mounted on her
douse a potion of healing on her, restoring hit points to her as teleport up to 60 feet to an unoccupied space Iminada can see.
if she consumed it. Alternatively, a creature within 60 feet of Lost while Rampaging.
Iminada can use an action to make a DC 14 Dexterity (Ath-
letics) check, smashing a thrown potion against her bones on a Shake Off. Iminada twists and shakes her body violently.
success, raising her Chaos Threshold as above. Each creature currently scaling her must succeed on a DC 16
Strength or Dexterity saving throw (creature’s choice) or
Kaiju Force. Iminada can use an action to move through any be thrown off, landing prone in the nearest unoccupied space.
object or magical barrier as though it were difficult terrain, de-
stroying it in the process. In addition, she deals double damage Legendary Actions
to objects and structures, and her weapon attacks are con-
Iminada can take 3 legendary actions, choosing from the options
sidered magical for the purpose of overcoming resistance and
below. Only one legendary action option can be used at a time
immunity to nonmagical attacks and damage.
and only at the end of another creature’s turn. Iminada regains
Kaiju Fortitude. Iminada is immune to any spell or effect that spent legendary actions at the start of her turn.
would alter her form or move her to another plane of exist-
Attack. Iminada makes one Ethereal Bite or Tail Swipe attack.
ence against her will.
Launch. Iminada flies up to half her flying speed without pro-
Legendary Resistance (4/Day). If Iminada fails a saving throw,
voking opportunity attacks.
she can choose to succeed instead.
Undying Beat (While Heart Isn’t Exploited). Iminada’s
heartbeat thuds with an intoxicating rhythm. Each creature
within 500 feet of Iminada that can hear it must succeed on
a DC 20 Wisdom saving throw or immediately move up
to its speed directly towards her. Undead with a CR or level
lower than Iminada’s CR automatically fail this saving throw.
Lost when Heart exploited.

18
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

Kabuto
The clang of metallicised chitin is a surefire indicator of the Experience
presence of male kabuto wrestling over a female’s egg clutch. Player characters earn experience differently when fighting
Kabuto is the term used for the loosely related assortment kaiju. Use the following table to award experience based
of horn-bearing beetles native to the Tofuoka Hills. From upon milestones achieved, divided among the party.
the tiniest rhinoceros beetle to the huge také kabuto, and
even a legendary kaiju kabuto, all of these arthropods share Nomi XP Milestones
a few traits.
Criteria Total XP

Nomi Chaos Threshold reduced to 0 25,000 XP


Abdomen exploited 25,000 XP
Like all kaiju kabuto, Nomi is hermaphroditic, displaying
both the acid spraying capabilities of female kabuto and the Eyes exploited 16,500 XP
horn and wrestling propensity of males. With their thick Wings exploited 16,500 XP
adamantine-chitin plating, gallons of acid, and a horn some
Nomi defeated 7,200 XP
20 feet long, Nomi is a formidable creature. But naturists
the world over struggle to decide how to classify them; sure, Total 90,200 XP
they have six legs, but they also have two additional arms
replete with opposable thumbs, a true monstrosity!
Nonlethal Ending
Lair Actions If Nomi ends their turn prone and restrained by a creature
Nomi’s lair is its hatching ground. In the act of acidifying a that is grappling them, they give up and tap the ground.
pool of water to be able to rear its eggs, Nomi suffuses the If released, Nomi leaves the area and does not return for
area with magic that it can use to elicit lair actions. 10d100 years.
Lair Actions. On initiative count 20 (losing initiative
ties), Nomi takes a lair action to cause one of the following
Death Rattle
effects. They can’t take the same action two rounds in a row, All arthropods within 10 miles of Nomi become very ag-
except during their death throes, when they take the Hatch gressive for the next 2d6 days. Somewhere in the world, an
lair action each round. enormous, adamantine-shelled egg magically emerges from
deep within the earth. At some point in the next 10d100
Acid Rain. Acidic droplets condense and fall in a
years, Nomi hatches from this egg.
100-foot-radius, 300-foot-high cylinder centred on
a point of Nomi’s choice in their lair. Each creature in
the area must make a DC 17 Dexterity saving throw,
taking 21 (6d6) acid damage on a failed save, or half as
much damage on a successful one.
Hatch. Chrysalis’ in Nomi’s lair hatch a také kabuto*
(CR 7) and a kabuto matriarch* (CR 4). The creatures’
exoskeletons are still soft and their AC is 5 lower than
indicated in their statistics.
Quake. Each creature on a surface in Nomi’s lair must
succeed on a DC 17 Strength saving throw or be
knocked prone. Creatures with four or five legs have
advantage on this saving throw, and creatures with six
or more legs automatically succeed.

*See Wrath of the Kaiju. These creatures’ AC is 5 lower than in their


statistics.

19

BETA
PLAYTEST
BE
TA
Behaviours & Vulnerable Areas
Nomi has three vulnerable areas: their Abdomen, Eyes, and Wings.

Nomi Vulnerable Areas


Vulnerable Area Special Traits CR AC HP
Targeting. Nomi’s Abdomen can be targeted as normal.
Abdomen Vulnerability. Nomi’s Abdomen has vulnerability to piercing damage. 23 25 150
Exploitation. Nomi’s underside ruptures, spraying acid in a wide area.
Nomi’s two Eyes share a pool of hit points. When the vulnerable area is
reduced to half its hit points or fewer, one eye is destroyed.
Eyes Targeting. After Nomi uses their Blind Charge legendary action, their Eyes 23 25 150
can’t be targeted until the end of the next turn.
Exploitation. Nomi’s eye sockets become gory pits.
Targeting. Nomi’s Wings can’t be targeted until Nomi’s Rampage behaviour
is active. While rampaging, Nomi’s Wings can only be targeted before the
Wings end of the turn after Nomi uses their Airborne Jaunt or Take Flight action. 23 20 100
Vulnerability. Nomi’s Wings have vulnerability to slashing damage.
Exploitation. Nomi crashes to the ground.

Nomi Behaviours
Behaviour Trigger Effect
Nomi’s exterior carapace is destroyed, reducing their AC as well as that
of their Abdomen and Eyes vulnerable areas by 5.
Nomi’s Chaos Threshold is
Rampage Gained Features. Airborne Jaunt bonus action and Take Flight
reduced to 0.
legendary action.
Vulnerable Areas. Nomi’s Wings vulnerable area can be targeted.
Effect. Each creature within 30 feet of Nomi must make a DC 18 Dexter-
ity saving throw, taking 21 (6d6) acid damage on a failed save, or half as
Nomi’s Abdomen vulnera- much damage on a successful one. Three acid pools appear in locations
Acid Burst
ble area is exploited. of Nomi’s choice within 60 feet of them (see Acid Pool trait).
Lost Features. Acid Spray action.
Nomi’s Eyes vulnerable area Lost Features. Blind Charge legendary action and darkvision. They are
Directionless
is exploited. considered blind beyond the radius of their tremorsense.
Nomi falls prone.
Nomi’s Wings vulnerable
Dashed Wings Lost Features. Airborne Jaunt bonus action and Take Flight
area is exploited.
legendary action.
Nomi falls prone.
Lost Features. Burrowing speed, and their walking speed is reduced to 5
Nomi has three exploited feet. Additionally, they lose their proficiency in the Athletics skill, and
Death Throes
vulnerable areas. they have disadvantage on Athletics and Acrobatics checks.
Finishing Blow. Nomi is destroyed when they take damage equal to their
Finishing Blow in a single turn.

20
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

21

BETA
PLAYTEST
BE
TA
Nomi, The Adamantine Charge Stomp. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 17 (4d4 + 7) bludgeoning damage.
Gargantuan Monstrosity (Kaiju), Chaotic Neutral
Toss. Nomi throws one creature it is grappling with their pincer
Armour Class 25 (natural armour) a number of feet equal to 2d6 × 10 in any direction. If the
Chaos Threshold 150 Finishing Blow 70 creature collides with an obstacle that prevents it from moving
Speed 40 ft., burrow 40 ft. the full distance, it takes 24 (7d6) bludgeoning damage before
Vulnerable Area Identification DC 17 falling down.
STR DEX CON INT WIS CHA Acid Spray (Recharge 5-6). Nomi sprays a wave of acid from
their abdomen in a 120-foot cone. Each creature in the area
25 (+7) 16 (+3) 24 (+7) 9 (-1) 18 (+4) 17 (+3) must make a DC 22 Dexterity saving throw, taking 50
(20d4) acid damage on a failure, or half as much damage on a
Saving Throws Str +14, Dex +10, Con +14, Wis +11
success. Three Acid Pools appear centred on points of Nomi’s
Skills Athletics +14, Intimidation +10, Perception +11
choice in the area of the cone. Lost when Abdomen exploited.
Damage Resistances slashing
Damage Immunities acid, poison; bludgeoning, piercing, and Bonus Actions
slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, paralysed, petrified, poisoned Airborne Jaunt (Only while Rampaging). Until the end of
Senses darkvision 120 ft., tremorsense 120 ft., passive Percep- the next turn, Nomi gains a flying speed equal to their walking
tion 21 speed, and their Wings vulnerable area is targetable. While
Languages — Nomi is flying, the first time a creature that is below Nomi
Challenge 23 (90,200 XP across all phases) Prof Bonus +7 comes within 30 feet of them on a turn, it must make a DC 22
Strength saving throw. It takes 18 (4d8) bludgeoning damage
Acid Pool. A number of Nomi’s attacks and traits create acid and is knocked prone on a failed saving throw, or takes half as
pools: 5-foot-radius circles of corrosive liquid that last for much damage and is not knocked prone on a successful one.
1 hour. A creature that enters an acid pool for the first time Lost when Wings exploited.
on a turn or starts its turn there takes 25 (10d4) acid dam- Shake Off. Nomi twists and shakes their body violently. Each
age. A nonmagical object that is in a pool on initiative count 0 creature currently scaling them must succeed on a DC 15
is destroyed. Strength or Dexterity saving throw (creature’s choice) or
Kaiju Force. Nomi can use an action to move through any be thrown off, landing prone in the nearest unoccupied space.
object or magical barrier as though it were difficult terrain,
destroying it in the process. In addition, they deal double Legendary Actions
damage to objects and structures, and their weapon attacks are Nomi can take 3 legendary actions, choosing from the options
considered magical for the purpose of overcoming resistance below. Only one legendary action option can be used at a time
and immunity to nonmagical attacks and damage. and only at the end of another creature’s turn. Nomi regains
Kaiju Fortitude. Nomi is immune to any spell or effect that spent legendary actions at the start of their turn.
would alter their form or move them to another plane of exist- Attack. Nomi makes one Pincer attack or uses their Toss.
ence against their will. Blind Charge. Nomi lowers their head, picking a direction. Until
Legendary Resistance (4/Day). If Nomi fails a saving throw, the end of the next turn, Nomi’s Eyes vulnerable area is not
they can choose to succeed instead. targetable. At the end of the next turn, Nomi charges, moving
Trampling Charge (1/Turn). If Nomi moves at least 20 feet in the chosen direction until they collide with a creature or
straight toward a creature and then immediately hits it with an obstacle, or move a distance equal to their walking speed.
Adamantine Armblade attack, that target must succeed on a DC If Nomi collides with a creature’s space, that creature must
22 Strength saving throw or be knocked prone. If the target make a DC 22 Strength saving throw. On a failure, the
is prone, Nomi can make one Stomp attack against it (no action creature takes 27 (5d10) bludgeoning damage and is knocked
required). prone and grappled by Nomi (escape DC 22), who pins it
down using one leg. While grappled in this way, the creature
Actions is restrained. If Nomi collides with a solid object, like a thick
Multiattack. Nomi makes two Adamantine Armblade attacks. wall, they take 27 (5d10) bludgeoning damage and lose one
unspent legendary action (regaining it as normal at the start of
Adamantine Armblade. Melee Weapon Attack: +14 to hit, reach
their next turn). Lost when Eyes exploited.
10 ft., one target. Hit: 23 (3d10 + 7) slashing damage. This attack
scores a critical hit on a roll of 19 or 20 and ignores the effects Take Flight (Only while Rampaging). Nomi ends the grap-
of adamantine armor. pled and restrained conditions on themself, gains a flying speed
equal to their walking speed until the end of this turn, and
Pincer. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
can immediately fly up to that speed. This movement doesn’t
Hit: 14 (2d6 + 7) piercing damage, and the creature is grap-
provoke opportunity attacks. Until the end of the next turn,
pled (escape DC 22). Until the grapple ends, the creature is
their Wings vulnerable area is targetable.
restrained, and Nomi can’t target another creature with their
Pincer attack.

22
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

Koi Dragons
Koi dragons are the spirits of waterways in the Yokai Apokoilypse. Unnaturally large koi fish swim to the wa-
Realms. Their long, sinuous bodies are like the lengths of ter’s edge, spraying water and gravel at creatures. Each
grand rivers, their limbs and claws the nourishing tributar- creature of Bakuryo’s choice within 15 feet of any body
ies. The rustle of their scales sliding over one another is like of water near the shrine must succeed on a DC 18
the noise of a rushing stream and their mottled colouration Dexterity saving throw or be blinded until initiative
is likened to a koi fish. In fact, it is said that when a koi count 20 of the following round.
dragon moves on from this plane, one of the river’s koi will Mireball. A ball of mud launches up, landing on any
turn against the tide of the river, swimming upstream and point within the lair. It explodes with the effects of the
growing into the watercourse’s new draconic avatar. mireball* spell (save DC 18).
Water Whip. Up to three tendrils of water whip at near-
Bakuryo by creatures. Each tendril makes a melee spell attack
(+10 to hit) against different creatures within 30 feet of
Bakuryo is the shepherd of the Hakuryu valley, a benevolent one of the bodies of water on the map. On a hit, a crea-
soul that revels in the harmony of sky, water, and earth. She ture takes 14 (4d6) slashing damage and, if it is Large
prizes perseverance in the face of adversity. Farmers that toil or smaller, must succeed on a DC 18 Strength saving
in fields (and pursue sustainable farming practices) might throw or be pulled 25 feet towards that body of water.
find themselves invigorated when they drink from the river
*See page 217
or their crops spared from a devastating drought by a drag-
on’s divine rain. Though a Bakuryo’s physical form may be
elsewhere, she knows all that happens near her rivers’ banks. Experience
Player characters earn experience differently when fighting
Lair Actions kaiju. Use the following table to award experience based
Within and near the fourth shrine, Bakuryo can exert her upon milestones achieved, divided among the party.
influence to manipulate the environment to take lair actions.
Lair Actions. On initiative count 20 (losing initiative
Bakuryo XP Milestones
ties), Bakuryo takes a lair action to cause one of the following
effects. She can’t take the same action two rounds in a row. Criteria Total XP
Chaos Threshold reduced to 0 33,000 XP
Fins exploited 21,000 XP
Upturned Scale exploited 21,000 XP
Water Form exploited 25,000 XP
Bakuryo defeated 15,000 XP
Total 115,000 XP

Death Rattle
When Bakuryo’s third vulnerable area is exploited, she en-
ters her death throes. She immediately falls prone and loses
her flying and swimming speeds. She can then be killed by
taking 70 damage in a single turn (a ‘finishing blow’).
A Nonlethal Option. After Bakuryo’s Upturned Scale
vulnerable area has been exploited, and as long as she’s not
in her Water Form, a character within reach of the under-
side of Bakuryo’s jaw can make a Strength check to re-right
the scale. The DC for this check is 28 in phase 1, or 18 in
phase 3.

23

BETA
PLAYTEST
BE
TA
Behaviours & Vulnerable Areas
Bakuryo has three vulnerable areas: her Fins, Upturned
Scale, and Water Form.

Bakuryo Vulnerable Areas


Vulnerable Area Special Traits CR AC HP
Targeting. Bakuryo's fins can only be targeted when they are glowing, and
can't be targeted while she is in her Water Form.
Immunity. This vulnerable area is immune to all damage. When the fins are
Fins 27 17 60
glowing (see Charge bonus action), they lose immunity to the damage type
Bakuryo is charging (gold if radiant, orange if thunder).
Exploitation. After a series of flickers, Bakuryo's Fins stop glowing.
Targeting. This vulnerable area is not targetable when Bakuryo is in her
Water Form.
Upturned Scale 27 22 100
Exploitation. Blood begins to pour from the wound, highlighting the up-
turned scale's unusual orientation
Targeting. This vulnerable area is only targetable while Bakuryo is in her
Water Form. In this form, Bakuryo can’t be scaled.
Immunity. This vulnerable area has immunity to all damage types except
Water Form cold, force, and lightning. Cold damage can freeze her (see Freezable trait), 27 22 120
allowing creatures to damage her with bludgeoning, slashing, and piercing
damage for a short time.
Exploitation. Bakuryo returns to her normal, scaled form with a roar.

Bakuryo Behaviours
Behaviour Trigger Effect
Bakuryo ends the grappled and restrained conditions on herself and enters her
Bakuryo’s Chaos Threshold Water Form (see statistics).
Rampage
is reduced to 0. Vulnerable Areas. Bakuryo's Water Form can be targeted. Her Fins and Upturn
Scale can no longer be targetd.
Effect. A torrential downpour begins in a 10-mile radius of the kaiju, lightly
obscuring anything beyond 30 feet and heavily obscuring anything beyond 60
Heavenly Bakuryo’s Water Form vul- feet.
Cascade nerable area is exploited Vulnerable Areas. Bakuryo's Fins and Upturned Scale can be targeted again.
Lost Features. While in her Water Form, Bakuryo can't use her Breath Weapon
Action.
Bakuryo’s Fins vulnerable Gained Features. Bakuryo gains her Hollow Roar bonus action.
Hollow Roar
area is exploited Lost Features. Bakuryo loses her Breath Weapon action.
Bakuryo falls prone.
Bakuryo has three exploited Lost Features. Bakuryo loses her flying and swimming speed.
Death Throes
vulnerable areas Finishing Blow. Bakuryo is killed when she takes damage equal to her Finishing
Blow in a single turn.

24
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

25

BETA
PLAYTEST
BE
TA
Bakuryo, The Ascendant Actions
Cascade Multiattack. Bakuryo uses her Rapture. She then uses her
Gargantuan Dragon, Lawful Good
Breath Weapon if charged, or makes one Bite attack, one Claw
attack, and one Tail attack.
Armour Class 22 (natural armour) Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit:
Chaos Threshold 250 Finishing Blow 70 23 (2d12 + 10) piercing damage plus 10 (3d6) radiant damage.
Speed 60 ft., fly 80 ft., swim 120 ft.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Vulnerable Area Identification DC 18
Hit: 24 (4d6 + 10) slashing damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +18 to hit, reach 30 ft., one target.
30 (+10) 19 (+4) 30 (+10) 20 (+5) 24 (+7) 27 (+8) Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a crea-
ture, it must succeed on a DC 26 Strength saving throw or
Saving Throws Con +18, Wis +15, Cha +16 be knocked prone.
Skills Insight +15, Intimidation +16, Perception +15, Religion +13 Breath Weapon (If Fins are Glowing). Bakuryo discharges
Damage Resistances fire, radiant, thunder a devastating burst of energy in a 300-foot cone and her
Damage Immunities bludgeoning, piercing, and slashing from Fins stop glowing (see Breath Weapon Charge bonus action).
nonmagical attacks Each creature in that area must make a DC 26 Constitution
Condition Immunities charmed, frightened saving throw. On a failed save, the creature takes 78 (12d12)
Senses truesight 120 ft., passive Perception 25 damage of the type of energy Bakuryo charged. On a successful
Languages all, telepathy 300 ft. save, a creature takes half as much damage.
Challenge 27 (115,000 XP across all phases)
Rapture (Recharge 5-6). In a dazzling burst of white light,
Proficiency Bonus +8
Bakuryo attempts to seize command of the spirits of nearby
Kaiju Force. Bakuryo can use an action to move through any creatures. Each creature within 120 feet of Bakuryo must
object or magical barrier as though it were difficult terrain, succeed on a DC 24 Charisma saving throw or have its
destroying it in the process. In addition, Bakuryo deals double body overwhelmed with divine magic, causing it to be blinded,
damage to objects and structures. Bludgeoning, piercing, and deafened, restrained, and lifted 30 feet in the air where it
slashing damage Bakuryo deals is magical for the purposes of hovers in place. This effect lasts until the end of this turn. Once
overcoming resistance and immunity. a creature succeeds on a saving throw against this effect, it is
immune to Bakuryo’s Rapture for the next 24 hours.
Kaiju Fortitude. Bakuryo is immune to any spell or effect that
would alter her form, move her against her will, or move her to Bonus Actions
another plane of existence against her will.
Breath Weapon Charge. Bakuryo begins charging her fins,
Legendary Resistance (5/Day). If Bakuryo fails a saving throw, choosing either radiant or thunder. Her fins glow orange if
she can choose to succeed instead. charging thunder, and yellow if charging radiant. At the start
Water Form of her next turn, her Breath Weapon becomes charged. If she
doesn’t use her Breath Weapon action by the end of her next
While in her Water Form, Bakuryo can't use her Breath Weap- turn, it ceases to be charged.
on action and gains the following traits. Bakuryo can’t take this bonus action if she has discharged her
Fluid Form. Bakuryo has immunity to all damage types except Breath Weapon this turn.
cold, force, and lightning, she can enter a hostile creature’s space Hollow Roar (When Water Form Exploited). Each creature
and stop there, and she can move through a space as narrow within 60 feet of Bakuryo must succeed on a DC 18 Constitu-
as 1 inch wide without squeezing. Her Fins and Upturned Scale tion saving throw or take 26 (4d12) thunder damage.
vulnerable areas aren’t targetable, she can’t be scaled, and she
Shake Off. Bakuryo twists and shakes her body violently. Each
can’t use her Breath Weapon action.
creature mounted on her must succeed on a DC 18 Strength
Freezable. When Bakuryo takes 20 or more cold damage in a or Dexterity saving throw (creature’s choice) or be thrown
single turn, she freezes. Until the end of her next turn, she is re- off, landing prone in the nearest unoccupied space.
strained, and she loses the immunity to nonmagical bludgeon-
ing, piercing, and slashing damage granted by her Fluid Form. Legendary Actions
Whelming Force. The first time on her turn that Bakuryo enters Bakuryo can take 3 legendary actions, choosing from the op-
a Large or smaller creature’s space, that creature must succeed tions below. Only one legendary action option can be used at
on a DC 26 Strength saving throw or become grappled by a time and only at the end of another creature’s turn. Bakuryo
her (escape DC 18). While grappled in this way, that creature regains spent legendary actions at the start of her turn.
has full cover from attacks and effects that originate outside of Attack. Bakuryo makes one Claw or Tail attack.
Bakuryo, is restrained, is unable to breathe unless it can breathe
water, and takes 28 (8d6) force damage at the start of each of its Hurricane Spiral. Bakuryo uses Shake Off, and then moves up
turns. Bakuryo can have no more than five Large creatures or ten to half her speed without provoking opportunity attacks.
Medium or smaller creatures grappled in this way at one time.
If Bakuryo exits her water form while grappling a creature, that
creature is thrown from her body, landing prone in an unoccu-
pied space within 5 feet of Bakuryo.

26
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

Raiju 3. Next, strike the ground beneath a flying creature,


passing through the flying creatures, which must
When the hairs raise on the back of your neck, when the make the saving throw as well.
air tastes of ozone, when the clap of thunder peals out of
4. Targets thereafter are randomly determined.
a cloudless sky, is that the natural phenomenon meteorol-
ogists attribute to air pressure and moisture, or is it a raiju Every time this lair action occurs, a single, larger light-
relishing in exuberance and emotion? These kaiju are the ning bolt strikes the statue in the monastery.
lords of the sky, travellers that manifest as wind, thunder, Thunderous Boom. A peal of thunder tears through the
and lightning. air. Each creature other than Raiko that is in his lair
must succeed on a DC 18 Constitution saving throw
Raiko or become deafened and stunned until the start of its
Raiko is a raiju tethered to the emotion of anger. The strong- next turn. A creature that fails this save by 10 or more
er his fury, the more devastating his storm. He is a prideful is paralysed while stunned in this way.
being and, when insulted, smashes together his ceramic
bracers to create thunderclaps. The ceramic orbs that adorn Experience
his neck and waist act as insulating capacitors; if broken, his Player characters earn experience differently when fighting
elemental powers become even more unpredictable... kaiju. Use the following table to award experience based
upon milestones achieved, divided among the party.
Lair Actions
Raiko’s focussed wrath conjures a storm, turning the area Raiko XP Milestones
and the sky above into his lair. Criteria Total XP
Lair Actions. On initiative count 20 (losing initiative Chaos Threshold reduced to 0 50,000 XP
ties), Raiko takes a lair action to cause one of the following
effects. He can’t take the same action two rounds in a row. Bracers exploited 37,500 XP
Storm Form exploited 20,000 XP
Gale. Raiko causes a gust to surge in a direction of his
choice: North, North-east, East, South-east, South, Tempest Orbs exploited 37,500 XP
South-west, West, or North-west. Each creature atop Raiko defeated 20,000 XP
Ironspire other than Raiko must succeed on a DC 18
Total 165,000 XP
Strength saving throw or be pushed 15 feet in that
direction.
Lightning Strike. 1d4 bolts of lightning strike the
Death Rattle
ground atop Ironspire. Each creature within 5 feet of
one of these points must make a DC 18 Dexterity Raiko bursts in a deafening harmony of explosive thunder
saving throw, taking 28 (8d6) lightning damage on a and howling roar. Each creature within 120 feet of him
failed save, or half as much damage on a successful one. must make a DC 18 Constitution saving throw, taking
Each bolt has the following targeting preferences, with 81 (18d8) thunder damage and becoming paralysed for 1
no more than one bolt striking the same point: minute on a failed save, or taking half as much damage and
1. First, strike a Small or larger piece of grounded not becoming paralysed on a successful one. The roar echoes
metal. across the continent, and the clouds are severed in two by
the force of the blast. No rain can fall in a 3-mile radius of
2. Next, strike a creature made of metal or wearing this point for the next 10d100 years. This effect can only be
metal armour. ended early by the wish spell.

27

BETA
PLAYTEST
BE
TA
Behaviours & Vulnerable Areas
Raiko has three vulnerable areas: his Bracers, Storm Form, and Tempest Orbs.

Raiko Vulnerable Areas


Vulnerable Area Special Traits CR AC HP
These two Bracers share a pool of hit points.
Targeting. The Bracers are targetable from range, by a creature scaling Raiko’s
forearm or hand, or by a creature that readies an action to attack the bracers
Bracers 25 21 120
when Raiko makes a Claws attack against a target within the creature’s reach.
This vulnerable area can’t be targeted while Raiko is in his Storm Form.
Exploitation. Both bracers fracture and fall from Raiko’s forearms.
Each Elemental has the number of hit points indicated in the HP column of
this table, instead of their usual number. The Elementals use the statistics
detailed in Raiko’s Storm Form section.
Storm Form Targeting. The Elementals are targetable like a normal creature. 25 17 90
Exploitation. An Elemental that is permanently banished to another plane
or that is grounded (see the Groundable trait) is destroyed. When all the
Elementals are destroyed, this vulnerable area is exploited.
A number of Tempest Orbs equal to twice the number of player characters
adorn Raiko, evenly split between his belt and necklace. Each has the number
of hit points indicated in the HP column of this table. If more than one orb is
in an area of effect, only one of the orbs takes damage from the effect (GM’s
choice). When all the orbs are destroyed, this vulnerable area is exploited.
Targeting. The orbs are targetable from range, or by a creature scaling
Tempest Orbs Raiko’s neck or chest (necklace), or scaling his belly or waist (belt). This 25 21 30
vulnerable area can’t be targeted while Raiko is in his Storm Form.
Destruction. When an orb is destroyed, each creature within 120 feet of
Raiko, including Raiko, must make a DC 18 Dexterity saving throw. The
creature with the lowest result takes 28 (8d6) lightning damage.
Exploitation. When the final tempest orb is destroyed, lightning shoots off
of Raiko uncontrollably.

Raiko Behaviours
Behaviour Trigger Effect
Raiko enters his Storm Form, splitting into a number of Elemental crea-
tures equal to the number of player characters. Each Elemental appears
Raiko’s Chaos Threshold is
Rampage in the nearest unoccupied space to each player character, its ‘focus’. Each
reduced to 0 hit points.
Elemental mirrors its chosen player character’s size and initiative count,
taking its turn immediately before that player character.
Raiko exits his Storm Form.
Raiko’s Storm Form vulnera- Effect. Each creature within 120 feet of where Raiko appears that is not be-
Eye of the Storm
ble area is exploited. hind full cover must succeed on a DC 18 Strength saving throw or be knocked
prone. Creatures that are flying have disadvantage on this saving throw.
Raiko’s Bracers vulnerable
Thunderless Lost Features. Thunderclap action.
area is exploited.
Raiko’s Tempest Orbs vul-
Ungrounded Gained Features. Galvanic Fracture trait.
nerable area is exploited.
Raiko’s speed falls to 0 feet, and he falls prone.
Raiko has three exploited Lost Features. Galvanic Charge bonus action.
Death Throes
vulnerable areas. Finishing Blow. Raiko is destroyed when he takes damage equal to his
Finishing Blow in a single turn.
28
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

29

BETA
PLAYTEST
BE
TA
Raiko, the Infinite Tempest Actions
Gargantuan Elemental (Kaiju), Chaotic Neutral Multiattack. Raiko makes two Claws attacks and one Stomp
Armour Class 20 (natural armour) attack. He can replace any number of attacks with Bolt attacks.
Chaos Threshold 240 Finishing Blow 85 Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Speed 60 ft., climb 60 ft Hit: 21 (4d6 + 7) slashing damage plus 13 (3d8) lightning
Vulnerable Area Identification DC 18 damage.
Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft., one target
STR DEX CON INT WIS CHA on the ground. Hit: 33 (4d12 + 7) bludgeoning damage. Each
25 (+7) 21 (+5) 24 (+7) 18 (+4) 23 (+6) 25 (+7) creature within 10 feet of the target takes 13 (3d8) lightning
damage as lightning earths itself through them. Creatures wear-
Saving Throws Dex +13, Con +15, Wis +14, Cha +15 ing metal armour take twice as much lightning damage.
Skills Acrobatics +13, Athletics +15, Intimidation +15, Percep-
tion +14 Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one target.
Damage Immunities lightning, thunder; bludgeoning, piercing, Hit: 31 (7d8) lightning damage.
and slashing from nonmagical attacks Thunderclap (Recharge 4-6). Each creature within 40 feet
Condition Immunities charmed, deafened, exhaustion, para- of Raiko must make a DC 24 Constitution saving throw. A
lysed, petrified, stunned creature takes 90 (20d8) thunder damage and is deafened for
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 24 1 minute on a failed save, or takes half as much damage and
Languages All isn’t deafened on a successful one. Lost when Bracers exploited.
Challenge 25 (165,000 XP across all phases)
Proficiency Bonus +8 Bonus Actions
Galvanic Charge. Raiko and all creatures scaling him shift into
Conductive. Raiko has advantage on attack rolls againsts a bolt of pure, crackling energy, move in a straight line 10 feet
targets made of metal or wearing metal armour. Creatures wide, passing through creatures and objects, and reform in an
made of metal or wearing metal armour have disadvantage unoccupied space up to 120 feet away. Each creature Raiko
on saving throws against Raiko’s Galvanic Charge, Galvanic moves through in this way must succeed on a DC 23 Dexter-
Fracture, and Static Pulse. ity saving throw or take 18 (4d8) lightning damage. Lost when
Galvanic Fracture (Only If Raiko’s Ungrounded Behaviour all vulnerable areas exploited.
Is Active). At the start of each of Raiko’s turns, each creature Static Pulse. A furious current of electricity ripples across
within 120 feet of Raiko (including himself) must make a DC Raiko’s body. Each creature scaling Raiko must succeed on a
23 Dexterity saving throw as bolts of lightning chaotically DC 16 Constitution saving throw or take 18 (4d8) lightning
spiral through the air. The creature with the lowest result takes damage, be unable to take reactions until the start of its next
45 (10d8) lightning damage. turn, and be thrown off, landing prone in the nearest unoccu-
Kaiju Force. Raiko can use an action to move through any pied space.
object or magical barrier as though it were difficult terrain, de-
stroying it in the process. In addition, he deals double damage to Legendary Actions
objects and structures, and his weapon attacks are considered Raiko can take 3 legendary actions, choosing from the options
magical for the purpose of overcoming resistance and immunity below. Only one legendary action option can be used at a time
to nonmagical attacks and damage. and only at the end of another creature’s turn. Raiko regains
Kaiju Fortitude. Raiko is immune to any spell or effect that spent legendary actions at the start of his turn.
would alter his form or move him to another plane of existence Attack. Raiko makes one Claws or Bolt attack.
against his will.
Charge. Raiko uses his Galvanic Charge.
Legendary Resistance (4/Day). If Raiko fails a saving throw, he
can choose to succeed instead. Storm Form
Prideful. If Raiko hears a comment that he deems to be insult- While in his Storm Form, Raiko splits into a number of Elemen-
ing or derogatory towards himself (GM’s discretion), then, while tals equal to the number of player characters, which appear
he can see the source of that insult and the source is within 30 adjacent to a player character, their ‘focus’. These Elementals use
feet of himself, Raiko has disadvantage on attack rolls against the storm elemental* statistics, but have only 90 hit points each.
creatures other than the source of the insult until the end of his Each elemental mirrors its focus’ size and initiative count, taking
next turn, or until he hears another comment that satisfies the its turn immediately before its focus.
conditions of this trait, whichever comes first. *See Wrath of the Kaiju

30
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

Ubusuna DC 17 Strength check, freeing itself or a creature


within its reach on a success. A creature that ends its
An ubusuna kaiju is an act of rebellion. It is the fear, anger, turn restrained in this way takes 10 (3d6) bludgeoning
and self-preservation of nature itself manifested into a damage.
moving mountain. When forest spirits—kodama—are Smash. With a tree, building, or rock bound by roots,
influenced by great events, be it a call to war, the threat of Magatsuchi strikes at a 10-foot-radius circle on the
extinction, or irreverent tree felling, they infuse the greatest ground of the Wandering Earth. Each creature in the
plant in their forest. With a unified will, the infused be- area must make a DC 17 Dexterity saving throw,
ing—an ubusuna kaiju—tears the land around it free of the taking 42 (12d6) bludgeoning damage on a failure, or
earth’s confines and either flees to pastures new or fights the half as much damage on a success. Creatures in the area
threat. Though they are not malicious by nature, the fact that are restrained by Grasping Growth or trapped by
remains that a giant anything moving across the land results Tomb of Roots automatically fail this saving throw. All
in untold collateral damage. buildings in the area are destroyed.
*See Wrath of the Kaiju
Magatsuchi
When the Egregious Emperors were buried, Tokihito’s Experience
favourite toy, a golden kirin, was buried with him, and a Player characters earn experience differently when fighting
zelkova sapling was planted next to the three graves. From kaiju. Use the following table to award experience based
the moment the sapling’s roots found this toy, the tree was upon milestones achieved, divided among the party.
destined to become a goldenheart, and the Home of the
Forgotten became a place of legend. Magatsuchi XP Milestones
Criteria Total XP
Lair Actions
Chaos Threshold reduced to 0 12,500 XP
Magatsuchi’s lair is the earth it animates. Its magical influ-
ence fills every rock, plant, and mote of earth throughout its Goldenheart exploited 12,500 XP
domain. It can animate this Wandering Earth to birth new Spirit Lanterns exploited 12,500 XP
growths of life, or bring limbs of rock smashing down from
Telepathic Connection exploited 12,500 XP
on high.
Magatsuchi defeated 3,900 XP
Lair Actions. On initiative count 20 (losing initiative
ties), Magatsuchi takes a lair action to cause one of the Total 53,900 XP
following effects. It can’t take the same action two rounds in
a row.
Nonlethal Ending
Animate Plants (Only while Rampaging). Magatsuchi
smashes one of the spirit lanterns that hangs from its If the kodama inhabiting Magatsuchi can be convinced there
boughs, releasing a kodama that infuses a plant or is no need to act aggressively, they cease infusing Magatsuchi.
plant-covered-statue on the Wandering Earth, trans-
forming it into a hunting narcissus* (CR 6). Death Rattle
Grasping Growth. Grasping roots and vines grow Magatsuchi is lethally wounded, falling to rot and decay
rapidly, reaching for up to two creatures of Magat- over the next year. The kodama of Magatsuchi’s forest home
suchi’s choice within 10 feet of the ground of the become especially defensive, attacking almost all Human-
Wandering Earth. Each creature must succeed on a oids on sight for the next 10d100 years.
DC 17 Strength saving throw or become restrained
by the growth. As an action, a creature can make a

31

BETA
PLAYTEST
BE
TA
Magatsuchi Behaviours & Vulnerable Areas
Magatsuchi has three vulnerable areas; its Goldenheart, Telepathic Connection, and Spirit Lanterns.

Magatsuchi Vulnerable Areas


Vulnerable Area Special Traits CR AC HP
Targeting. Magatsuchi’s Goldenheart can’t be targeted until Magatsuchi’s
Goldenheart Rampage behaviour is active. The Goldenheart has three-quarters cover 20 19 150
against ranged attacks.
Magatsuchi has a number of Spirit Lanterns equal to its CR evenly spaced
around its lower boughs. The lanterns have immunity to poison damage.
This vulnerable area becomes exploited once all the Spirit Lanterns are
Spirit Lanterns destroyed. 20 15 1
Targeting. Magatsuchi’s Spirit Lanterns can be targeted by attacks as nor-
mal and area of effects can target multiple lanterns.
Targeting. This vulnerable area is unique in that it can’t be targeted directly.
Telepathic Connec- Instead, whenever Magatsuchi takes psychic damage—either to its Chaos
20 — 150
tion Threshold or another vulnerable area—an equal amount of psychic dam-
age is dealt directly to its Telepathic Connection.

Magatsuchi Behaviours
Behaviour Trigger Effect
Vulnerable Areas. Magatsuchi’s Goldenheart vulnerable area becomes
Magatsuchi’s Chaos Thresh- targetable.
Rampage
old is reduced to 0.
Gained Features. Animate Plants lair action.
Effect. Magatsuchi immediately uses its Whomping Whirl and Constrict
Magatsuchi’s Goldenheart Tomb legendary action options (targeting every tomb created; no leg-
Broken Heart vulnerable area is exploit- endary actions required).
ed.
Lost Features. Heart of Gold bonus action and Razorleaf action.
Effect. Each creature within 300 feet of Magatsuchi must succeed on a
Magatsuchi's Spirit Lan- DC 17 Wisdom saving throw or be possessed by the kodama until the
Dark Night of the
terns vulnerable area is end of its next turn.
Soul
exploited.
Lost Features. Lantern Flare action.
Effect. Creatures animated by Magatsuchi’s Animate Plants lair action
Magatsuchi’s Telepathic immediately fall to 0 hit points.
Psychic Disruption Connection vulnerable area
is exploited. Lost Features. Animate Plants lair action and Dissonant Echo bonus
action.
Magatsuchi’s speed falls to 0 feet.
Lost Action. Tomb of Roots and Constrict Tomb legendary action options,
Magatsuchi has three ex-
Death Throes and all lair action options.
ploited vulnerable areas.
Finishing Blow. Magatsuchi is destroyed when it takes damage equal to
its Finishing Blow in a single turn.

32
Chapter 2 | Kaiju Fighting
BETA
PLAYTEST
TA
BE

Magatsuchi, The Aureate Heart Lantern Flare. Ranged Spell Attack. +12 to hit, range 120
ft., one target. Hit: 10 (1d8 + 6) radiant damage. This attack
Gargantuan Plant (Kaiju,Yokai), Chaotic Neutral
ignores half and three-quarters cover and, on a critical hit, a
Armour Class 19 (natural armour) target is blinded until the end of its next turn. Lost when Spirit
Chaos Threshold 100 Finishing Blow 75 Lanterns exploited.
Speed 40 ft. (see Wandering Earth) Razorleaf (Recharge 5-6). With a whip of its branches,
Vulnerable Area Identification DC 16 Magatsuchi flicks a torrent of amber-tipped leaves in a 120-foot
cone. Each creature in the area must make a DC 21 Dexteri-
STR DEX CON INT WIS CHA ty saving throw, taking 42 (12d6) slashing damage on a failure,
25 (+7) 5 (-3) 30 (+10) 15 (+2) 20 (+5) 23 (+6) or half as much damage on a success. Lost when Goldenheart
exploited.
Saving Throws Str +13, Dex +3
Damage Immunities poison Bonus Actions
Condition Immunities charmed, paralysed, petrified, poisoned, Heart of Gold. With a wispy golden bolt, Magatsuchi heals
prone, restrained, stunned another Plant it can detect within 300 feet of itself. The Plant
Senses tremorsense (see Earthsense), passive Perception 15 regains 19 (3d8 + 6) hit points. Lost when Goldenheart exploited.
Languages —
Challenge 20 (53,900 XP across all phases) Prof Bonus +6 Dissonant Echo. One creature of Magatsuchi’s choice within
120 feet of it, as well as each creature scaling Magatsuchi, must
Earthsense. Magatsuchi’s tremorsense extends throughout the make a DC 14 Charisma saving throw. On a failure, a crea-
earth, plants, and buildings to which it is connected, as well as ture takes 10 (3d6) psychic damage and is paralysed until the
the ground 60 feet beyond this matter. start of its next turn. Creatures scaling Magatsuchi that are par-
Kaiju Force. Magatsuchi can use an action to move through any alysed in this way immediately fall, landing prone in the nearest
object or magical barrier as though it were difficult terrain, de- unoccupied space. Lost when Psychic Connection exploited.
stroying it in the process. In addition, it deals double damage to
objects and structures, and its weapon attacks are considered
Legendary Actions
magical for the purpose of overcoming resistance and immunity Magatsuchi can take 3 legendary actions, choosing from the op-
to nonmagical attacks and damage. tions below. Only one legendary action option can be used at a
Kaiju Fortitude. Magatsuchi is immune to any spell or effect time and only at the end of another creature’s turn. Magatsuchi
that would alter its form or move it to another plane of exist- regains spent legendary actions at the start of its turn.
ence against its will. Attack. Magatsuchi makes one Lantern Flare attack.
Kodama Infused. The connection between the kodama and Tomb of Roots. Magatsuchi grows a cage of woody material
Magatsuchi can be interrupted by psychic assaults. If Magatsuchi around one Huge or smaller creature within 180 feet of it
takes 20 or more psychic damage in a single turn, it loses one that is within 10 feet of the ground, which must succeed on
legendary action, which it regains at the start of its next turn as a DC 21 Dexterity saving throw or be trapped inside. The
usual. If it has no legendary actions to lose, it can’t take bonus root tomb provides three-quarters cover from effects on the
actions on its next turn. other side of it. The root tomb has AC 15, 20 hit points, vul-
Legendary Resistance (3/Day). If Magatsuchi fails a saving nerability to fire damage, and immunity to piercing, poison,
throw, it can choose to succeed instead. and psychic damage. Lost when all vulnerable areas are exploited.

Wandering Earth. Magatsuchi’s many roots allow it to animate a Constrict Tombs (Costs 2 Actions). Magatsuchi constricts all of
large expanse of earth. The speed represented here is the speed its tombs of roots. Each creature trapped in a root tomb takes
at which this earth can move. Magatsuchi (the tree) does not 16 (3d10) bludgeoning damage and is restrained until it
move relative to the objects and creatures that occupy this earth. leaves the root tomb. Lost when all vulnerable areas exploited.
Whomping Whirl (Costs 2 Actions). Magatsuchi flails in a
Actions whirl of crushing branches. Each creature within 30 feet of
Multiattack. Magatsuchi makes one Branch Slam attack and Magatsuchi must make a DC 21 Dexterity saving throw.
four Lantern Flare attacks. On a failure, a creature takes 16 (3d10) bludgeoning damage
and is pushed 30 feet away from Magatsuchi. On a success, a
Branch Slam. Melee Weapon Attack. +13 to hit, reach 30 ft.,
creature takes half as much damage as is not pushed.
one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the tar-
get must succeed on a DC 21 Strength saving throw or be
pushed 30 feet away from Magatsuchi.

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34
Chapter 2 | Kaiju Fighting
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BE

CHAPTER 3

combo attacks

35

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Combo Attacks collaborator in a combo attack, they can’t instigate or collabo-
rate in another combo attack until they finish a long rest.
Combo attacks are a way for player characters to perform Combo attacks also require participants to be familiar
impactful, collaborative actions in combat. Through team- with each other. Only characters who have spent at least one
work, adventurers can perform extraordinary actions and week adventuring together, over which time they observe
players can experience incredible, cinematic moments, re- one another’s fighting style and movements, have the inte-
flecting their characters’ bonds as companions and warriors. gral knowledge required to perform combo attacks together.
Combo attacks are a place for players to explore freely
and creatively. The scale and spectacle of a combo attack
may vary depending on the level of realism your game
Combo Actions
adheres to. GMs should use these rules as a guide on bal- There are multiple ways for combo attacks to operate,
ancing combo attacks, working with players to allow them depending on how those participating in the combo attack
the freedom to craft their own combo attacks in a way that assist the instigator. Collaborators within reach of the
enhances combat. instigator can enhance the combo attack in different ways to
those at a distance, or to those who cast spells.
Each Combo action has a prerequisite, usually dictating
A Deadly Addition the maximum distance a collaborator can be from the in-
stigator’s target to assist. For ease of use, Combo actions are
Combo attacks are a “power upgrade” to an divided into Melee, Ranged, and Spellcasting options. Any
adventuring party’s arsenal. These rules are written player character can collaborate using any Combo action,
provided they meet the prerequisite and are an ally of the
primarily for players to explore, but the GM may
instigator.
wish to give enemy teams (or other nonplayer
characters) access to combo attacks too, evening Devastating Strikes. No matter the Combo action used,
the threshold for the instigator to score a critical hit on their
the playing field with devastating, tactical manoeu-
initiating attack roll is reduced by 1 for each collaborator
vres on both sides. assisting them. For example, if two player characters collab-
orate with the instigator on a combo attack, the critical hit
threshold is reduced by 2, so the instigator scores a critical
Enemy combo attacks should be saved for significant
hit on a roll of 18, 19, or 20.
encounters, used as a storytelling device to communicate
the relationship between enemies, prepared in advance so
that they can be narrated swiftly and dramatically, and never Melee Combos
used more than once per encounter. Enemy combo attacks
When you use your reaction to collaborate on a combo
should never have more than four participants (one instiga-
attack, you can choose one of the following Combo actions:
tor and three collaborators).
Unison Onslaught
Performing a Combo Attack Prerequisite: The instigator’s target is within your reach.
Combo attacks are spectacular moments of synchronised Collaborator’s Action. You make a swift melee weapon
combat virtuosity performed by player characters in combat, attack against the target, striking in unison with your ally.
and each participant can alter or enhance it in a unique way. On a hit, you deal damage as normal, but you don’t add
Initiating a Combo Attack. A combo attack can be ini- your ability modifier to the damage of the attack, unless
tiated whenever a player character makes an attack on their that modifier is negative.
turn, before the die is rolled but after the attack is declared.
Combo Effect. Whether you hit or miss, your attack
The character who makes that attack is instigating the com-
serves as a potent distraction. The instigator can roll an ad-
bo, so they are referred to as the instigator.
ditional d20 as a part of their attack roll, choosing between
Participating in a Combo Attack. Other player charac- it or their own roll.
ters who can see the instigator can each use their reaction to
enhance the attack by performing a Combo action (presented Goading Rush
below). A character who assists in this way is referred to as a
collaborator. In the case of a combo attack with more than one Prerequisite: You are within 15 feet of the instigator’s target.
collaborator, the collaborators take their reactions in initiative Collaborator’s Action. You charge into the fray, tearing
order. Once any collaborators have taken their reactions, the the target’s attention away from your ally and onto yourself.
instigator makes their attack roll to finish the combo attack. You move towards the target of the attack, ending your
Limitations. Participating in a combo attack is an exhaust- movement as close to them as possible as you distract them
ing endeavour. Once a player character is an instigator or a with a goading insult.
36
Chapter 3 | Combo Attacks
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Combo Effect. The target has disadvantage on attack Ally Launcher


rolls against creatures other than you until the end of the
Prerequisite: The instigator is within your reach and within 5 feet
instigator’s next turn. of the target, your carrying capacity is greater than the instigator’s
weight, and the target is no more than one size larger than you.
Staggering Charge Collaborator’s Action. You toss the instigator through
Prerequisite: The instigator and their target are within your reach. the air, over the enemy, allowing them to strike from above
Collaborator’s Action. You barrel into the target, and land in a different position.
attempting to knock it off balance as your ally strikes. Combo Effect. Your unorthodox assault opens up a
Make a Strength (Athletics) check contested by the target’s weakness in the enemy’s guard. The instigator can roll an
Strength (Athletics) or Dexterity (Acrobatics) check. If additional d20 as a part of their attack roll, choosing be-
you win the contest, you knock the target prone or shove it tween it or their own roll.
5 feet away from you (your choice). A target two or more
In addition, the instigator lands in an unoccupied space
sizes larger than you automatically succeeds in this contest.
of their choice within 5 feet of the target.
Combo Effect. Whether you win the contest or not,
your charge serves as a distraction. The instigator can roll an
additional d20 as part of their attack roll, choosing between Ranged Combos
it or their own roll. When you use your reaction to collaborate on a combo
attack, you can choose one of the following Combo actions:

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Flinchshot Combo Effect. The instigator can roll an additional d20
as a part of their attack roll, choosing between it or their
Prerequisite: The instigator’s target is within range of a ranged or
thrown weapon you are wielding. own roll. In addition, until the end of the instigator’s turn,
they don’t provoke opportunity attacks from the target.
Collaborator’s Action. You make a swift ranged weapon
attack, perfectly timed to momentarily distract an enemy.
Disarming Combination
On a hit, you deal your weapon’s damage as normal, but
you don’t add your ability modifier to the damage of the Prerequisite: The instigator’s target is within range of a ranged or
attack, unless that modifier is negative. thrown weapon you are wielding.

Combo Effect. Hit or miss, your attack serves as a potent Collaborator’s Action. You attempt to strike an ob-
distraction. The instigator can roll an additional d20 as part ject the target is holding with a ranged attack, potentially
of their attack roll, choosing between it or their own roll. knocking it loose from its grasp.
Combo Effect. The target makes a Strength saving
Suppressing Fire throw with disadvantage (DC equals 8 + instigator’s pro-
ficiency bonus + instigator’s Strength modifier). On a failed
Prerequisite: The instigator’s target is within range of a ranged or
thrown weapon you are wielding. save, it drops one item it is holding (your choice).

Collaborator’s Action. You provide a well-timed ranged


attack, targeting the space between the instigator and their
target, which provides cover for your ally to strike and retreat.

38
Chapter 3 | Combo Attacks
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BE

Spellcasting Combos Combo Effect. The instigator gains a bonus to all saving
throws equal to the level of the spell slot expended until the
A spellcaster can collaborate in a combo attack while they start of their next turn.
are within 90 feet of the instigator by choosing one spell the
spellcaster can cast and expending a spell slot of any level.
The effect of the combo attack depends on the school of
Enchantment
magic the chosen spell belongs to. Prerequisite: You are within 90 feet of the instigator, have an unex-
pended spell slot, and know or have prepared an enchantment spell
Abjuration of 1st level or higher.

Prerequisite: You are within 90 feet of the instigator, have an unex- Collaborator’s Action. You expend one spell slot.
pended spell slot, and know or have prepared an abjuration spell of Hypnotic magic weaves through the force of the instigator’s
1st level or higher. attack to strike the target’s mind.
Collaborator’s Action. You expend one spell slot. Combo Effect. The target must make a Wisdom saving
Sparkling magic shimmers around the instigator’s body, throw against your spell save DC. The target has a pen-
fortifying them with temporary, spectral armour. alty on its saving throw equal to the level of the spell slot
expended. On a failed save, it is charmed by the instigator
Combo Effect. The next time the instigator takes damage
until the end of the instigator’s next turn. This effect ends
within the next minute, that damage is reduced by an
early if the instigator deals any damage to the target.
amount equal to five times the level of the spell slot expend-
ed, and the armour disappears.
Evocation
Biomancy* Prerequisite: You are within 90 feet of the instigator, have an unex-
pended spell slot, and know or have prepared an evocation spell of
Prerequisite: You are within 90 feet of the instigator, have an 1st level or higher.
unexpended spell slot, and know or have prepared a biomancy spell
of 1st level or higher. Collaborator’s Action. You expend one spell slot. The
instigator’s attack bursts with bright, magical energy.
Collaborator’s Action. You expend one spell slot. The
instigator’s strike is imbued with toxic pathogens. Combo Effect. On a hit, the instigator’s attack deals extra
acid, cold, fire, lightning, or thunder damage, or damage of
Combo Effect. The target must make a Constitution
a type that appears in an evocation spell you can cast (your
saving throw against your spell save DC. The target has a
choice). The extra damage equals 1d8 per level of the spell
penalty on its saving throws to avoid or end this effect equal
slot expended.
to the level of the spell slot expended. On a failed save, it is
poisoned for the next minute. It can repeat this saving throw
at the end of each of its turns, ending the effect on a success. Illusion
*See page xx Prerequisite: You are within 90 feet of the instigator, have an unex-
pended spell slot, and know or have prepared an illusion spell of 1st
level or higher.
Conjuration
Collaborator’s Action. You expend one spell slot. Spi-
Prerequisite: You are within 90 feet of the instigator, have an unex-
pended spell slot, and know or have prepared a conjuration spell of ralling illusions cloak the instigator in darkness, dazzling
1st level or higher. light, or another visual effect, obscuring their form and
movement.
Collaborator’s Action. You expend one spell slot. Your
magic spirals around the instigator, wrenching them from Combo Effect. The instigator adds a bonus to their
harm’s way after they make their attack. attack roll equal to the level of the spell slot expended, and
their movement doesn’t provoke opportunity attacks until
Combo Effect. Immediately after the instigator makes the end of the turn.
their attack against the target, they can choose to teleport to
an unoccupied space that they can see within a number of
feet equal to 10 x the level of the spell slot expended.
Necromancy
Prerequisite: You are within 90 feet of the instigator, have an unex-
pended spell slot, and know or have prepared a necromancy spell of
Divination 1st level or higher.
Prerequisite: You are within 90 feet of the instigator, have an
unexpended spell slot, and know or have prepared a divination spell Collaborator’s Action. You expend one spell slot. Your
of 1st level or higher. magic courses through the instigator, wrenching the life-
force of their target and channelling it back to the source of
Collaborator’s Action. You expend one spell slot. Your the damage.
magic enhances the senses of the instigator with supernatu-
ral precognition.
39

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Combo Effect. On a hit, the instigator’s attack deals
extra necrotic damage equal to 1d4 per level of the spell slot Humperdink: I initiated a combo earlier today
expended. The instigator then gains temporary hit points
with Luctecia, so I can’t collaborate on another
equal to the necrotic damage dealt by this effect.
one until we have a long rest.
Transmutation GM: Ah, of course!
Prerequisite: You are within 90 feet of the instigator, have an unex-
pended spell slot, and know or have prepared a transmutation spell Ryoko: But I can help! I’m 70 feet away and have a
of 1st level or higher. spell slot. I’m going to collaborate with a spell
Collaborator’s Action. You expend one spell slot. Your combo!
magic bursts as a force of raw adrenaline in the instigator. GM: What spell are you choosing, and what slot
Combo Effect. Immediately after completing their at- level are you expending?
tack, the instigator can take another action. This action can
only be used to take the Dash, Disengage, Dodge, Hide, or Ryoko: I’ll expend a 2nd-level spell slot, choosing
Use an Object action. burning hands, which is evocation and lets me
If you expend a spell slot of 3rd level or higher, this add fire damage to Nephelle’s damage roll, if
action can instead be used to take the Attack action (grapple the attack hits.
or shove only).
GM: Okay, that’s everyone who can collaborate.
If you expend a spell slot of 5th level or higher, this Nephelle, make your attack roll, with an extra
action can instead be used to take the Attack action (one
d20 thanks to Kortov’s Combo action.
weapon attack only) or Cast a Spell action (cantrip only).
Nephelle: Okay first one is a 3 and… second one
Creating Additional Combos is 18! Add my +5 and it’s a 23 to hit!
These Combo actions are suggestions, not an exhaustive list GM: And that’s a critical hit as well! Because two
of all combos possible. Players should work with their GM characters collaborated, the critical hit thresh-
and each other to come up with ideas that play to the unique
old is reduced by 2, scoring a crit on a roll of
strengths and idiosyncrasies of their characters. In all cases,
players should name their combo attacks a suitably epic name. 18 or higher.

Ryoko: Yes! Now my evocation combo effect, which


would be 2d8 for a 2nd-level spell slot, is dou-
Example Combo Attack bled to add 4d8 fire damage to the attack.

GM: Okay players, the dodomeki is finally bloodied. Nephelle: 2d10 slashing + 4d8 fire + 3 for a total
Nephelle, you’re next. of… 32 damage!

Nephelle: I’m gonna use my action to attack the GM: With a fierce battle cry, Kortov launches
dodomeki! It’s time to finish her off; I call out Nephelle through the air.You feel yourself
for our classic combo attack Flaming Guillotine! hanging in the air for a transcendent moment
of weightlessness, before bringing your long-
Humperdink: That’s what we’re calling it now? sword slashing down at the dodomeki from
GM: Okay, you call out to initiate a combo attack. above. As you bring your longsword lashing
Is anyone going to collaborate with Nephelle? down, you feel a blast of scorching heat as the
blade ignites in flame, cleaving through the air
Kortov: I’m standing next to Nephelle, so I use and into the yokai.
my reaction to collaborate with Ally Launcher,
tossing her over the dodomeki, and she can Nephelle: Do I look badass?
roll an extra d20 as part of this attack roll! GM: You look extremely badass! But the fiend is
GM: That’s right! Humperdink, are you going to not defeated. The dodomeki lets out a screech
collaborate? of fury and lunges towards you, its eyes burn-
ing with hateful vengeance!

40
Chapter 3 | Combo Attacks
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CHAPTER 4

harvesting

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Harvesting
This section details the core concepts of Harvesting, allowing GM: In addition to the plethora of scales, blood,
you to introduce the system to your table. flesh, fat, and bone, you can harvest the
dragon’s liver, heart, two eyes, two horns, four
Harvesting Rules pouches of claws, four pouches of teeth, and,
After a creature is slain, its components must be harvest- of course, its breath sac. Because this crea-
ed quickly before their magic fades. There are five steps ture is particularly potent, you can also try to
involved in this process. extract its essence—a difficult process.

Step 1 - Description
Step 2 - Harvest List
When a creature dies, the GM consults the harvest table cor-
responding to the creature’s type and determines which of the The harvesters then quickly decide what they want to harvest
listed components are available to be harvested. and in which order. This order is known as the harvest list.
Example. In the example below, the party wishes to har- Example. The party chooses to harvest the following
vest a dragon they have slain. The GM consults the Dragon components in the listed order: a pouch of teeth, two eyes,
Harvest table (page 46) and decides that the dragon has the breath sac, and then the essence.
the following components on offer: 1 breath sac, 1 heart, 1
liver, 2 eyes, 2 horns, 4 pouches of claws, 4 pouches of teeth, 10 Gurf: I want the eyeses. And all the teef!
bones, as well as scales, blood, flesh, and fat. Because a young
red dragon is CR 10, one can also harvest robust essence Mizzard: Very well, Gurf, but let’s not forget the
from it (see page 48 for more on essence). breath sac we came here for! And we’ll need
essence to be able to make the more powerful
Dragon Harvest ‘rare’ versions of items. We’ll take a pouch of
Component DC Components teeth, the two eyes, the breath sac, and then
5 EyeE+, fleshE, phial of bloodE+ the essence, in that order.
BoneE+, eggE, fatE+, pouch of claws, pouch
10
of teeth Step 3 - Harvest DCs
15 Horn, liverE, pouch of scales
After the party has created its harvest list, the GM calculates
20 HeartE+ the Harvest DCs. They list out the chosen components in
25 Breath sacv the order the party wishes to harvest them and sequentially
add each Component DC to the total of all the previous
Component DCs. The Component DC represents how
hard a component is to harvest.
Heliana’s Guide Example Harvest List
To make your harvesting and crafting journey even Component Component DC Harvest DC
richer, refer to Heliana’s Guide to Monster Hunting Pouch of teeth 10 10 (10)
(heliana.lt/BookOne). There you’ll find additional Eye (1) 5 15 (10+5)
rules like volatile components that can explode, ruin- Eye (2) 5 20 (10+5+5)
ing components with destructive damage types, ritual Breath sac 25 45 (10+5+5+25)
carving using spellcasting abilities instead of Dexter- Robust essence 30 75 (10+5+5+25+30)
Cover: Sohaib; This Page: Mohammed Bellafquih

ity, finding traders to buy and sell components, and


a pricing system that complements the magic item
prices in this book. There’s also options for hiring
craftspeople, working in crafting teams, feats for
becoming an expert or master crafter, and rules for
salvaging, socketing, and upgrading items.

42
Chapter 4 | Harvesting
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Step 4 - Harvesting check Components & Difficulty


The players make a Harvesting check. A Harvesting check Harvesting terms and concepts are explained below.
is the combined total of two ability checks: an Assessment Component DC. Some components, like teeth, are very
check and a Carving check; these are described in more simple to extricate, whilst others, like hide, take a great deal
detail on page 44. of skill to extract without ruining them. Each component
has a Component DC, indicating how hard it is to safely
GM: Okay. Mizzard, as the assessing harvester, you extract before it loses its magical potency. The tables on
need to make an Intelligence (Survival) check pages 46-47 describe the different components that
and Gurf, as the carving harvester, you need to varying creature types might yield.
make a Dexterity (Survival) check. The skill is Quantity. The GM decides how many of each com-
survival because the corpse is a dragon. ponent are available for harvest based on the creature. For
example, a severely damaged dragon might only yield 1 eye
Mizzard: Okay… that’s a 12 plus 5. 17! and 1 breath sac, rather than its usual bounty.
Gurf: What’s Dexterity (Survival)? It’s not on my Harvest List. Components can be harvested in any
sheet. order, regardless of Component DC. The harvest list details
which components the harvesters wish to attempt to extract
GM: Make a Dexterity check—roll a d20 and add and in which order. The harvesters must agree on the har-
your Dexterity modifier—then add your profi- vest list together or defer to the carving harvester.
ciency bonus if you’re proficient in Survival. Harvest DC. After the harvesters establish their harvest
list, calculate the Harvest DCs. This is achieved by adding
Gurf: Okay that’s a… 16. My Dex gives me plus 4,
the Component DC of each component in the list to the
but I’m not proficient. 20! DC of the components higher up in the list. These cu-
GM: Great; 17 plus 20—that’s a total of 37. mulative DCs are known as the Harvest DCs; harvesters
successfully extract the components for which they meet or
exceed a Harvest DC.
Step 5 - Loot
Compare the result of the Harvesting check to the harvest Duration & Degradation
list you made in step 3. If the Harvesting check’s result met Harvesting a creature takes a set duration based on the size
or exceeded the Harvest DC for a component, that compo- of the creature (see harvest time in the table below).
nent is successfully harvested.
Example. A result of 37 means that everything except Creature Size and Harvest Time
the breath sac and essence are acquired. Creature Size Harvest Time
Tiny 5 minutes
GM: The two eyes come out, plop plop, as do the
Small 10 minutes
teeth. Unfortunately, the breath sac is too
Medium 15 minutes
tough and you can’t harvest it before its magic
Large 30 minutes
seeps away.You never even get started on the Huge 2 hours
essence. Gargantuan 12 hours
Gurf: Yay! Teef and eyez!

Mizzard: Blast—I wanted that breath sac... Degradation


To keep the game flowing, these rules offer the concept
of degradation; the adventurers have only a short time,
post-mortem, to harvest components. Spells like gentle repose
do not prevent this. This rule prevents the aftermath of each
fight from becoming a harvest-fest by limiting the number
of creatures that can be harvested.

43

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TA
Time Limit. For harvesting to yield magical compo- Carving. Skill with a knife is the proven method of
nents, a harvester must begin harvesting a corpse within harvesting components. A creature attempting to harvest a
1 minute of the creature’s death and, once it has begun corpse makes a Dexterity check. The skill applicable to the
harvesting, not cease harvesting the corpse for the duration check depends on the type of creature, as shown in the Crea-
of the check. As the shortest harvest time of any creature is ture Types and Associated Skills table. A creature attempting
5 minutes, a character only has time to harvest one creature this Carving check is known as the carving harvester.
after a battle before the other creatures have degraded.
Assessment check = 1d20 + Intelligence modifier +
Assessment and Carving proficiency bonus (if applicable)
The Harvesting check is the summed total of two ability Carving check = 1d20 + Dexterity modifier +
checks: Assessment and Carving. A single creature can choose proficiency bonus (if applicable)
to make both checks; if it does so, it makes these checks with
disadvantage. With all Harvesting checks, the skill used for Harvesting check = Assessment check result +
the check depends on the type of creature the characters are Carving check result
attempting to harvest. For example, Beasts require a Survival
check while Aberrations require an Arcana check. Spells and Buffs. For a spell or magical effect to have
any influence on the outcome of harvesting, it must affect
Creature Types and Associated Skills
a harvester for the entire duration of the Harvesting check
Creature Type Skill (see Creature Size and Harvest Time table on page 43).
Aberration Arcana For this reason, spells with a duration of 1 minute, like bless
and guidance, never confer their bonus to the result of the
Beast Survival
check. A spell like enhance ability, which lasts 1 hour, could
Celestial Religion confer its advantage to a Harvesting check so long as the
Construct Investigation spell begins before the check starts and does not end until
Dragon Survival after the check is completed.
Elemental Arcana
Fey Arcana Helpers
Fiend Religion
Creatures not involved in assessment or carving can help!
Giant Medicine The number of creatures that can help depends on the size
Humanoid Medicine of the creature being harvested (see table below). If a helper
Monstrosity Survival has proficiency in the skill associated with the monster’s
Ooze Nature type, the helper adds its proficiency bonus to the Harvesting
Plant Nature check’s result. If the helper doesn’t have this proficiency,
Undead Medicine it adds half its proficiency bonus rounded down, instead.
Helpers must help for the entire duration of the harvesting
procedure to add this bonus. This takes the place of the
Assessment. To correctly assess how best to extract
Help action, which has no effect in Harvesting or Crafting.
and store creature components, a character must make an
Intelligence check. The skill applicable to the check depends Harvesting and Helpers
on the type of creature, as shown in the Creature Types and
Associated Skills table. A creature attempting this Assess- Creature Size Maximum Number of Helpers
ment check is known as the assessing harvester. Tiny 0
Small 1
Medium 2
Large 4
Huge 6
Gargantuan 10

44
Chapter 4 | Harvesting
BETA
PLAYTEST
TA
BE

Results & Rewards Harvest Tables


A character receives each component for which it meets or This section presents the components that may be available
exceeds the DC in the harvest list. This is cumulative; for for each creature type. When a player declares their intention
example, a Harvesting check of 37 on the dragon example to harvest a creature, consult the relevant table in this section
on page 42 yields two eyes and a pouch of teeth. The breath and choose the components that make sense for the creature.
sac and robust essence are not harvested, as the result of 37 is For example, an aboleth has tentacles, eyes, mucus, blood,
lower than the DCs (45 and 75, respectively). and a hide, but doesn’t have claws, chitin, or antennae. Boss
Component Types. Component names are comprised monster can have unique components that aren’t found in
of the creature type (e.g. Beast) and the creature part (e.g. these harvest tables.
horn). A rhino, demon, and minotaur all have horns, but Usability. Not all the components in the harvest tables
these are known as Beast horn, Fiend horn, and Monstrosity presented herein have an attached recipe. However, between
horn, respectively, and are each used to craft different things. Heliana’s Guide and this book, every harvestable component
can be used to make something.
Optional Rule: Metatags Superscripts. In these Lite versions of the rules, the
Metatags are a tool that expands the number of possible small superscript letters after the component name can be
components in the game, increasing the specificity of the ignored—they are used in the optional rules of Heliana’s
crafting system. Guide. A ‘v’ indicates the component is volatile, an ‘E’
indicates they are edible but aren’t used to craft items, while
Components. When using metatags, you record the name
an ‘E+’ indicates they are both edible and used in crafting.
of each component you harvest. For example, without metat-
Components whose edible category is not obvious (such as
ags, a horn from a rhinoceros and a horn from a goat are both
primordial dust being a spice) have their food type described
known as Beast horns. With metatags, these are two different
below the table.
horns: a Beast (rhinoceros) horn and a Beast (goat) horn.
Recipes. In crafting recipes, metatags specify a detail
about the creature that bore the component written in
parentheses. This detail could be all or part of its name (e.g.
Animated), size (e.g. Large), subcategory (e.g. shapechang-
er), or something else. You may have to look at the crea-
ture’s statistics to see if it satisfies a metatag requirement.
Quests & Consequences. Metatags can be used in either
or both of the following ways. Firstly, a GM may require
that a specific metatag is needed to craft an item. For
example, a GM may decide that flame tongue—a fiery
weapon—might be craftable only using the breath sac
from a fire-breathing (brass, gold, or red) dragon.
A player wouldn’t be able to use a Dragon (ancient
white dragon) breath sac to craft the item and would
need to embark on a quest to find the appropriate
component.
Secondly, if the correct metatag is used in a
crafting recipe, a GM can reward the player
by granting them advantage on the check to
craft the item. For example, without met-
atags, any Dragon’s eye can be used to craft
a ring of poison resistance. With metatags,
Chaouki “Ciao” Titouhi & Mohammed Bellafquih

an adventurer can craft the ring with the


eye of any Dragon, but has advantage
on the check(s) if they use the eye of a
green dragon.

45

BETA
PLAYTEST
BE
TA
Construct Harvest
Unusual Anatomy Component DC Components
If a creature has some interesting anatomy not on 5 Phial of bloodE+, phial of oilE+*
the appropriate harvest table, you can grab the
10 FleshE+, plating, stone
component and DC from a different creature type’s
15 BoneE+, heartE, liverE, gears
harvest table.
20 BrainE+, instructions
25 Lifesparkv
Aberration Harvest *Regarding edible components: phials of oil are fat.

Component DC Components
Dragon Harvest
5 Antenna, eyeE+, fleshE, phial of bloodE+
BoneE+, eggE, fatE+, pouch of claws, pouch of Component DC Components
10
teeth, tentacle 5 EyeE+, fleshE, phial of bloodE+
15 Heart , phial of mucus, liver , stinger
E E
BoneE+, eggE, fatE+, pouch of claws, pouch
10
20 Brain , chitin, hide, main eye
E+ v
of teeth
15 Horn, liverE, pouch of scales
Beast Harvest 20 HeartE+
25 Breath sacv
Component DC Components
AntennaE+*, eyeE+, fleshE, hair, phial of
5 Elemental Harvest
bloodE+
Antler, beak, boneE+, eggE, fatE+, fin, horn, Component DC Components
10 pincer, pouch of claws, pouch of teeth,
talon, tusk 5 EyeE+, primordial dustE+*
HeartE+, liverE+, poison gland, pouch of 10 BoneE+
15
feathers, pouch of scales, stinger, tentacle 15 Volatile mote of air/earth/fire/waterv
20 Chitin, pelt 25 Core of air/earth/fire/waterv

*Regarding edible components: antennae can be used as eyes. *Regarding edible components: primordial dust is spice.

Celestial Harvest Fey Harvest

Component DC Components Component DC Components


Eye , flesh , hair, phial of blood , pouch of
E+ E E+
AntennaE+*, eyeE+, fleshE, hair, phial of
5 5
dustE+* bloodE+
10 BoneE, fatE+, horn, pouch of teeth Antler* beak, boneE+, eggE, horn, pouch of
10
15 HeartE+, liverE, pouch of feathers, pouch of scales claws, pouch of teeth, talon, tusk
20 BrainE, skin HeartE+, fatE+ , liverE+, poison gland, pouch
15 of feathers, pouch of scales, tentacle,
25 Soulv tongue
*Regarding edible components: a pouch of dust is spice. 20 BrainE, skin, pelt
25 Psychev

*Regarding edible components: antennae can be used as eyes.

46
Chapter 4 | Harvesting
BETA
PLAYTEST
TA
BE

Fiend Harvest Ooze Harvest

Component DC Components Component DC Components


Eye , flesh , hair, phial of blood , pouch of
E+ E E+
5 Phial of acidE+*
5
dustE+* 10 Phial of mucusE+*
10 Bone , horn, pouch of claws, pouch of teeth
E+
15 VesicleE+*
Heart , fat , liver , poison gland, pouch of
E+ E+ E
20 Membrane
15
feathers, pouch of scales
20 BrainE, skin *Regarding edible components: acid is blood, mucus is fat, and vesicles
are livers.
25 Soulv

*Regarding edible components: a pouch of dust is spice. Plant Harvest

Component DC Components
Giant Harvest
5 Phial of sapE+*, tuberE*
Component DC Components Bundle of rootsE+*, phial of waxE*, pouch of
10
5 Flesh , nail, phial of blood
E E+
hyphaeE+*, pouch of leaves
10 BoneE+, fatE+, tooth Poison glandE+*, pouch of pollenvE+*, pouch
15
15 HeartvE+, liverE+ of sporesvE+*
20 Skin 20 BarkE+*, membraneE+*

*Regarding edible components: sap is blood, tuber is flesh, roots and


Humanoid Harvest hyphae are bones, wax is fat, poison glands are livers, pollen and spores
are spice, bark and membranes are hearts.
Component DC Components
5 Eye, phial of bloodE+ Undead Harvest
10 BoneE+, eggE, pouch of teeth
Component DC Components
HeartE+, liverE+, pouch of feathers, pouch of
15 5 EyeE+, boneE+, phial of congealed bloodE+
scales
20 BrainE+, skin 10 Marrow, pouch of teeth, rancid fatE
15 Ethereal ichorE+*, undying fleshE+
20 Undying heartvE+
Monstrosity Harvest
*Regarding edible components: ethereal ichor is spice.
Component DC Components
AntennaE+*, eyeE+, fleshE, hair, phial of
5
bloodE+
Antler, beak, boneE+, eggE, fatE+, fin, horn,
10 pincer, pouch of claws, pouch of teeth,
talon, tusk
HeartE+, liverE+, poison gland, pouch of
15
feathers, pouch of scales, stinger, tentacle
20 Chitin, pelt

*Regarding edible components: antennae can be used as eyes.


Roman Kuzmin

47

BETA
PLAYTEST
BE
TA
Essence
Essence is required to craft more powerful magic items. It
comes in five forms: frail, robust, potent, mythic, and deific.
These essences are required to craft items of uncommon, rare, Essence & Balance
very rare, legendary, and artifact rarity, respectively. Whilst
essence can be extracted from all creature types, the essence Because essence can only be gained by harvesting
available depends on the creature’s Challenge Rating (CR). CR 3 or higher creatures, it acts as a gating mech-
The following harvest table can be appended to all the mon- anism to limit the power of items the party can
ster harvest tables in this section. craft. If you want an especially high magic campaign,
consider decreasing the CR at which essence can be
Creature Component
Components Item Rarity harvested. This will allow more powerful items to
CR DC
be crafted at lower levels. If you want a low-magic
3-6 25 Frail essence Uncommon
campaign, do the opposite.
7-11 30 Robust essence Rare
12-17 35 Potent essence Very rare GM Tip: Boss Essence. When it comes to crafting,
18-24 40 Mythic essence Legendary only an essence’s rarity matters, not the creature it
comes from. The most valuable parts of boss mon-
25+ 50 Deific essence Artifact
sters are their unique components, not their essence!
You can’t harvest a lower-level essence from a higher CR
creature—they have only one essence, the one dictated by
its CR!
Appearance. Essence can look like whatever you want it
to: a nebulous ball of energy, a random creature component,
or something you extract into a crystal to make it glow. This
is intentionally undefined to let you build your own world!
Martin Kirby-Jackson

48
Chapter 4 | Harvesting
BETA
PLAYTEST
TA
BE

CHAPTER 5

crafting

49

BETA
PLAYTEST
BE
TA
Crafting Tool Proficiency. Proficiency with a tool isn’t necessary
to attempt a Crafting check that requires that tool. If a
The crafting rules below provide what you need to know to character does not have the required proficiency, it can still
craft each item in this book. You can’t enchant an ascendant make the check, albeit with disadvantage. At the GM’s
dragon armour breastplate without first creating a breast- discretion, this disadvantage can be avoided if the character
plate. Within this guide, there are two types of crafting, receives guidance from a book or a creature with the requi-
each associated with a type of crafting check: site proficiency.
• Manufacturing is the creation of mundane (nonmag- Difficulty & Flavour. Mundane items have a manufac-
ical) items from raw materials by a creature proficient turing DC associated with their item type; the more complex
with a tool using a Manufacturing check. the item, the higher the DC. See the Manufacturing DC &
• Enchanting is the magification of a mundane item by a Time table on page 52-53 for the full breakdown.
spellcaster to give it magical powers using an Enchant- Check. To manufacture an item, a creature must gather
ing check. the required equipment, materials, and tools, and spend the
Forging, detailed in Heliana’s Guide, is where both these requisite time crafting the item. This time need not be con-
processes are combined, allowing a non-spellcasting craftsper- tinuous. At the end of the crafting time, a creature makes a
son to work magic into raw materials as the item takes shape. Manufacturing check using proficiency with the appropri-
ate tool. A success on this check results in a completed item.

Manufacturing A failure results in a non-functioning item or, if you use the


quirks optional rule from Heliana’s Guide, a functioning
Despite an adventurer’s best efforts, they’re probably going item with one or more flaws.
to end up with one or two pieces of nonmagical gear. Some-
one needs to make those items, and the following man- Breastplate Manufacturing
ufacturing rules put that power in the players’ hands. To Materials: 130 gp steel ingots & leather
manufacture a mundane item, a creature needs three things: Time: 40 hours
materials, a tool, and time. In some cases, at the GM’s Tools: smith’s tools
discretion, a creature might also need auxiliary equipment. Manufacturing check: DC 18
Let’s take a breastplate as an example. Strength or Constitution
(smith’s tools)
Materials & Cost. As a rule of thumb, the material cost
of an item is one-third of its purchase value. A breastplate,
valued at 400 gp, requires 130 gp of materials. The GM
has great latitude in deciding what these mundane mate-
rials might be. The Manufacturing DC & Time table on
pages 52-53 summarises the material cost of different
mundane items.
Potion and spell scroll bases are unique in that there
is no base item to compare the material cost to. The
cost of these magic items’ nonmagical materials is
2 gp and 3 gp, respectively.
Abilities & Tools. Manufacturing an item
requires a tool. The tool required depends on the
item’s type. The GM has considerable leeway in
deciding if a tool is applicable or not, and has the
final say on the tool required for any item. In addition,
different tools require different abilities to use them. Some
tools, like carpenter’s tools, grant a choice of abilities, much
like how finesse weapons let you choose Strength or Dex-
terity when making an attack roll. See the Tools and Their
Products table on the next page for a breakdown of tools,
abilities, and item types.
Martin Kirby-Jackson

50
Chapter 5 | Crafting
BETA
PLAYTEST
TA
BE

Tools and Their Products


Tool Ability Item Types
Alchemist’s supplies Intelligence Potions; miscellaneous (any salves or lotions)
Brewer’s supplies Constitution Potions
Calligrapher’s supplies Dexterity Scrolls
Ammunition (arrows, bolts, and blowgun needles), instruments, rods,
staves, wands, weapons (polearms, blowguns, clubs, darts, greatclubs,
Carpenter’s tools Dexterity or Strength
javelins, longbows, nunchaku, quarterstaves, shortbows, slingshots,
tridents); miscellaneous (anything made of wood)
Cartographer’s tools Dexterity or Intelligence Maps; miscellaneous (anything involving paper)
Cobbler’s tools Dexterity or Intelligence Miscellaneous (footwear)
Cook’s utensils Constitution Magical meals*
Glassblower’s tools Constitution or Dexterity Rods, staves, wands; miscellaneous (anything made of glass)
Herbalism kit Intelligence Potions; miscellaneous (any salves or lotions)
Jeweller’s tools Dexterity Miscellaneous (anything involving jewels or precious metals)
Leatherworker’s tools Dexterity Armour (light or hide), weapons (slings, tetherhooks, whips)
Mason’s tools Strength Ammunition (sling bullets), miscellaneous (anything made of stone)
Painter’s supplies Dexterity Scrolls
Poisoner’s kit Dexterity or Intelligence Poisons
Potter’s tools Dexterity Miscellaneous (anything made of clay)
Ammunition (firearm shot and sling bullets), armour (heavy or
medium except hide, shields), rods, staves, wands, weapons (axes,
chakrams, claws, daggers, flails, javelins, knuckledusters, light ham-
Smith’s tools Constitution or Strength
mers, maces, mauls, morningstars, nunchaku, polearms, tridents,
slingshots, spiked cesti, starknives, swords, twinblades, warhammers,
war crescent, war picks)
Instruments, rods, staves, wands, weapons (crossbows, firearms, tom-
Tinker’s tools Dexterity
mybows), wondrous items (anything with a mechanism)
Armour (padded), weapons (nets, slings); miscellaneous (cloaks, hats,
Weaver’s tools Constitution or Dexterity
robes, anything made of cloth)
Ammunition (arrows, bolts, and blowgun needles), instruments, rods,
staves, wands, weapons (polearms, blowguns, clubs, darts, greatclubs,
Woodcarver’s tools Dexterity or Strength
javelins, longbows, nunchaku, quarterstaves, shortbows, slingshots,
tridents); miscellaneous (anything made of wood)

Miscellaneous indicates the item could belong to any category. Usually such items specify a material from which they are made. The category this
most often applies to is wondrous items.
*This is a new item category introduced in Heliana’s Guide to Monster Hunting and present in Motes of the Divine.
Chaouki “Ciao” Titouhi & Mohammed Bellafquih

51

BETA
PLAYTEST
BE
TA
Manufacturing DC & Time
Material
Item Type Tool Time DC Item Value#
Cost
Adventuring gear Varies Varies 2 hours 11 Varies
Arrows (20) 3 sp Carpenter or woodcarver 1 hour 13 1 gp
Bolts (20) 3 sp Carpenter or woodcarver 1 hour 13 1 gp
Ammunition Firearm shot (20) 1 gp Smith 1 hour 13 3 gp
Needles (50) 3 sp Carpenter or woodcarver 1 hour 13 1 gp
Sling bullets (20) 1 cp Mason or smith 1 hour 13 4 cp
Armour Shield 3 gp Carpenter, smith, or woodcarver 8 hours 13 10 gp
Padded 2 gp Leatherworker or weaver 8 hours 13 5 gp
Light Armour Leather 3 gp Leatherworker 16 hours 15 10 gp
Studded leather 15 gp Leatherworker 24 hours 17 45 gp
Hide 3 gp Leatherworker 8 hours 13 10 gp
Chain shirt 17 gp Smith 16 hours 15 50 gp
Medium Armour Scale mail 17 gp Smith 24 hours 17 50 gp
Breastplate 130 gp Smith 40 hours 18 400 gp
Half plate 250 gp Smith 80 hours 19 750 gp
Ring mail 10 gp Smith 16 hours 15 30 gp
Chain mail 25 gp Smith 32 hours 16 75 gp
Heavy Armour
Splint 70 gp Smith 40 hours 18 200 gp
Plate 500 gp Smith 200 hours 20 1,500 gp
Instrument 20 gp Carpenter, tinker, woodcarver 16 hours 15 60 gp
Potion base 2 gp Alchemist, brewer, herbalism 2 hours 15 5 gp
Ring Varies** Jeweller 8 hours 15 Varies**
Rod, staff, wand Varies** Varies 8 hours 17 Varies**
Spell scroll base 3 gp Calligrapher, cartographer, painter 2 hours 15 10 gp
Claw* 2 gp Smith 3 hours 14 5 gp
Club 3 cp Carpenter or woodcarver 0.25 hours 14 1 sp
Dagger 7 sp Smith 1 hour 14 2 gp
Greatclub 7 cp Carpenter 0.5 hours 14 2 sp
Handaxe 2 gp Smith 3 hours 14 5 gp
Javelin 3 sp Carpenter, smith, or woodcarver 1 hour 14 1 gp
Knuckle duster* 3 sp Smith 1 hour 14 1 gp
Simple Melee
Light hammer 7 sp Mason or smith 1 hour 14 2 gp
Weapon
Mace 2 gp Mason or smith 3 hours 14 5 gp
Quarterstaff 2 sp Carpenter, smith, or woodcarver 0.5 hours 14 5 sp
Sickle 3 sp Smith 1 hour 14 1 gp
Spear 3 sp Carpenter, smith, or woodcarver 1 hour 14 1 gp
Spiked cestus* 1 gp Smith 2 hours 14 3 gp
Spiked knuckle duster* 6 sp Smith 2 hours 14 2 gp
War crescent* 2 gp Smith 4 hours 14 6 gp

#Item values in bold are different to the SRD (core 5e rules).


*This is a new item type which you can find in L’Arsene’s Ledger of Treasure and Trinkets.
**These items have a great variety in their constituent materials, from a gnarled tree root with a cost similar to a quarterstaff (2 sp) to gold and jewel-en-
crusted items fit for royalty. Regarding rods, staves, and wands, you can choose a weapon that is close in material and appearance to how you picture this item.

52
Chapter 5 | Crafting
BETA
PLAYTEST
TA
BE

Material
Item Type Tool Time DC Item Value#
Cost
Crossbow, light 8 gp Tinker 12 hours 14 25 gp
Dart (x20) 3 cp Carpenter or woodcarver 1 hour 14 1 sp
Simple Ranged
Shortbow 8 gp Carpenter or woodcarver 12 hours 14 25 gp
Weapon
Sling 3 cp Weaver or leatherworker 0.25 hours 14 1 sp
Slingshot* 7 cp Carpenter or woodcarver 0.5 hours 14 2 sp
Battleaxe 3 gp Smith 6 hours 17 10 gp
Chakram* 3 gp Smith 6 hours 17 10 gp
Flail 3 gp Smith 6 hours 17 10 gp
Glaive 7 gp Carpenter, smith, or woodcarver 12 hours 17 20 gp
Greataxe 10 gp Smith 18 hours 17 30 gp
Greatsword 17 gp Smith 24 hours 17 50 gp
Halberd 7 gp Carpenter, smith, or woodcarver 12 hours 17 20 gp
Lance 3 gp Carpenter, smith, or woodcarver 6 hours 17 10 gp
Longsword 5 gp Smith 8 hours 17 15 gp
Maul 3 gp Mason or smith 6 hours 17 10 gp
Morningstar 3 gp Smith 6 hours 17 10 gp
Martial Melee
Nunchaku* 3 gp Carpenter, smith, or woodcarver 6 hours 17 10 gp
Weapon
Pike 3 gp Carpenter, smith, or woodcarver 6 hours 17 10 gp
Rapier 8 gp Smith 12 hours 17 25 gp
Scimitar 3 gp Smith 6 hours 17 10 gp
Shortsword 3 gp Smith 6 hours 17 10 gp
Starknife* 3 gp Smith 6 hours 17 10 gp
Tetherhook* 5 gp Smith 8 hours 17 15 gp
Trident 2 gp Carpenter or smith 3 hours 17 5 gp
Twinblade* 17 gp Smith 24 hours 17 50 gp
War pick 2 gp Smith 3 hours 17 5 gp
Warhammer 5 gp Mason or smith 8 hours 17 15 gp
Whip 7 sp Leatherworker 1 hour 17 2 gp
Blowgun 3 gp Carpenter or woodcarver 6 hours 17 10 gp
Crossbow, hand 25 gp Tinker 40 hours 17 75 gp
Martial Ranged
Crossbow, heavy 17 gp Tinker 24 hours 17 50 gp
Weapon
Longbow 17 gp Carpenter or woodcarver 18 hours 17 50 gp
Net 3 sp Weaver 1 hour 17 1 gp
Blunderbuss* 50 gp Tinker 36 hours 19 150 gp
Musket* 30 gp Tinker 36 hours 19 100 gp
Magitech
Pistol* 70 gp Tinker 48 hours 19 200 gp
Firearm
Revolver* 250 gp Tinker 96 hours 19 750 gp
Rifle* 330 gp Tinker 120 hours 19 1,000 gp
Wondrous item*** Varies** Varies*** 8 hours 15 Varies**

#Item values in bold are different to the SRD (core 5e rules).


*This is a new item type which you can find in L’Arsene’s Ledger of Treasure and Trinkets.
**These items have a great variety in their constituent materials, from a gnarled tree root with a cost similar to a quarterstaff (2 sp) to gold and jewel-en-
crusted items fit for royalty. Regarding rods, staves, and wands, you can choose a weapon that is close in material and appearance to how you picture this item.
***This can include nonmagical instruments like a compass, telescope, or the mundane component of a magical wondrous item. The required tool and compo-
nent cost is entirely up to the GM’s discretion!

53

BETA
PLAYTEST
BE
TA
Enchanting
spellbook; for bards, benders, rangers, sorcerers, tamers, and
Enchanting involves extracting the magical power from
warlocks, this means having the spell in their list of known
monster components and applying them to mundane items.
spells; and for clerics, druids, and paladins, this means any
In practice, this can take the form of physically grafting
spell in their list.
the components to the item or, for the magically inclined,
direct transfer of magical power. Skills. As with harvesting, the skill associated with the
Materials. The required materials for enchanting are: a Enchanting check depends on the type of creature the
mundane item, a magical component, and an essence. The component was harvested from. So, if you’re making an
first two are determined by the item’s recipe, while the latter ascendant dragon armour breastplate, which requires a pouch
is determined by the item’s rarity (see Enchanting Rarity, of Dragon (koi) scales as its component, you would make
DC, and Time table). an ability check using Survival. See the Creature Types and
Associated Skills table for the full breakdown.
Essence. While magic items gain their nuances from the
monster components used in their creation, the amplitude Unlike harvesting, only creatures with a spellcasting ability
of the item’s power is derived from a substance known as can enchant, as the ability used in the crafting check must
essence. The more rare the item, the more powerful it is, and be the creature’s spellcasting ability (typically Intelligence,
the more potent the essence required. Wisdom, or Charisma). A wizard (whose spellcasting ability is
Intelligence) enchanting a breastplate into an ascendant dragon
If you use a rarer essence than required for a particular armour would thus make an Intelligence (Survival) check.
item, the item gains the rarity of the essence used, affect-
ing the time and DC required to make it (see below). For Creature Types and Associated Skills
example, if you make a helm of telepathy using a robust essence,
it would be rare instead of uncommon, requiring 80 hours Creature Type Skill
instead of 20 hours to craft. At the GM’s discretion, the Aberration Arcana
power of the item can be increased accordingly, perhaps by Beast Survival
increasing the DC of the saving throws to match the new Celestial Religion
rarity (from DC 13 to 15), or even adding other effects.
Construct Investigation
Difficulty & Time. The DC and time required for the Dragon Survival
Enchanting check depend on the rarity of the magic item Elemental Arcana
being crafted and whether or not it has attunement; the
Fey Arcana
rarer the item, the more difficult and time consuming it is
to craft. This is broken down in the Enchanting Rarity, DC, Fiend Religion
and Time table. Enchanting doesn’t have to be done all in Giant Medicine
one go—a typical enchanter might only work for 8 hours Humanoid Medicine
each day. Monstrosity Survival
Spell Scrolls. Spell scrolls are unique in that the creature Ooze Nature
crafting the spell scroll also needs to know the spell they are Plant Nature
crafting. For wizards, this means having the spell in their Undead Medicine

Enchanting Rarity, DC, and Time


Enchanting Time (Hours)
Item Rarity Essence Enchanting Check DC
Consumable Non-Attunement Attunement
Common — 12 0.5 1 2
Uncommon Frail 15 4 10 20
Rare Robust 18 20 40 80
Very Rare Potent 21 80 160 320
Legendary Mythic 25 320 640 1,280
Artifact Deific 30 50,000 100,000 200,000

54
Chapter 5 | Crafting
BETA
PLAYTEST
TA
BE

Check. To enchant an item, a creature must gather the Flaws. When an item is being enchanted, it is easy for
required materials and spend the requisite time crafting complex magic to go awry, or mischievous yokai to manipu-
the item. This time need not be continuous. At the end of late or even inhabit the item, giving it unusual quirks. When
the entire enchanting time, a creature makes an Enchant- you make an enchanting check, subtract the crafting DC
ing check with its spellcasting ability using proficiency with from the check’s result, and consult the Number of Flaws
the appropriate skill. A success on this check results in a Gained table to determine the number of flaws the item
completed enchantment. On a failure, the enchantment can gains. Then, roll a d20 on the Enchanting Flaws table to de-
still take hold, but the item gains a number of flaws based termine which flaws the item gains, re-rolling any duplicates.
on the difference between the result of the check and the
check’s DC (see Number of Flaws Gained table). Success or Number of Flaws Gained
failure, the essence and component are consumed.
Enchanting Check Result
Number of Flaws Gained
Minus Crafting DC
Ascendant Dragon Armour
(Breastplate) Enchanting -13 or less Total failure, item destroyed
Rarity: rare -12 to -9 Three flaws
Materials: breastplate, pouch of Dragon (koi) scales, robust -8 to -5 Two flaws
essence -4 to -1 One flaw
Time: 80 hours 0 or more No flaws
Enchanting check: DC 18 spellcasting ability (Survival)
If the item is attuneable, then the quirk is only applied
Quirks: Flaws to a creature while it is attuned to the item. If the item is
Unlike standard ability checks, succeeding or failing a craft- consumable (e.g., a potion, magical meal, or scroll), then
ing check doesn’t mean that you do or don’t make the item. the quirk is present for the duration of the item’s effect or, if
Instead, the item can end up having quirks; properties that the item has no duration (like a potion of healing), 1 hour.
affect the item in favourable or detrimental ways. Unhelp- If the item is neither attuneable nor consumable, then the
ful quirks are known as flaws, while advantageous ones are quirk is active while the item is in the creature’s possession,
referred to as boons. whether it is being held, carried, or worn.

Enchanting Flaws
d20 Flaw
Unlucky. The item (or you, if the item is consumable) exudes an aura of terrible luck. You have disadvantage on ability
1
checks you make with gaming sets and die rolls based purely on luck (GM’s discretion).
Scrappy. The item gains the ability to shout insults and a desire to witness combat. At the perfect time to initiate
conflict, the item (or you, if the item is consumable) speaks words chosen to antagonise a potential foe within 100 feet
2
of it that can hear it. After it has started combat in this way once (GM’s discretion), it can’t do so again until you finish a
long rest.
Covetous. The item is especially alluring. A creature that sees this item must succeed on a DC 8 Wisdom saving throw
3 or try to steal it. If the item is consumable, the creature tries to steal something from you, instead of the item itself. A
creature that succeeds on this saving throw is immune to this property of this item forever.
Nyctophobic. The item is scared of the dark. When you are in darkness, this item (or you, if the item is consumable)
4
shivers with fear. Creatures have advantage on Perception checks that rely on hearing to detect you.
Cowardly. The item has enhanced self-preservation tendencies. When you become frightened, roll a d20. On a 1-10,
the item magically detaches itself from you and flies 30 feet directly away from the source of your fear, landing on the
5
ground or colliding with the first creature or object in its path. If the item is consumable, you must instead immediate-
ly use your reaction to run as far as you can up to your speed away from the source of your fear.

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d20 Flaw
Gluttonous. The item is fuelled by money. Whenever you finish a long rest, you must give the item money, which it
consumes. If you do not, it loses all its magical properties and effects until the end of your next long rest, when it can
6
be fed again and regain the properties. The amount of money depends on the item’s rarity: common, 1 cp; uncommon,
1 sp; rare, 1 gp; very rare, 10 gp; legendary, 100 gp; artifact, 1,000 gp.
Diminished. The item carries a quirk of diminution magic. When you roll initiative, roll 1d4. On a 4, you are affected as
7
if by the reduce option of the enlarge/reduce spell for 1 minute, after which you return to your normal size.
Songful. The item has an irresistible urge to perform. When you roll initiative, the item (or you, if the item was consum-
8 able) begins singing for 1 minute. For the duration, you gain no benefit from being hidden or being invisible against
creatures that can hear, and you have disadvantage on Wisdom (Perception) checks that rely on being able to hear.
9 Lethargic. The item is extremely lazy. You have a d4 penalty to initiative rolls.
Pacifistic. The item has one rule: you cannot kill a creature. If you reduce a creature to 0 hit points, that creature falls
unconscious and is stable. Spells that kill creatures (such as power word kill) fail if you attempt to cast them. If an allied
10 creature attempts to kill another creature in your presence, you must succeed on a DC 15 Charisma saving throw or do
everything in your power to prevent the killing. Once you succeed on this saving throw, you automatically succeed on
all subsequent saving throws to resist the effect for the next 24 hours.
Over Dramatic. When you take damage from a critical hit, you fall prone as the item (or you, if the item was consuma-
11
ble) throws itself to the ground in a dramatic fit of despair.
Possessive. The item is incredibly possessive. If the item doesn’t normally require attunement, it requires attune-
12 ment to confer any benefit or to be consumed. If the item already requires attunement, attuning to it counts as being
attuned to two magic items.
Heavy. The item carries traces of gravity magic. If you have a climbing or flying speed, it is reduced by 10 feet. In addi-
13
tion, if you take damage from a fall, that damage is doubled.
Bungled. The item squirms under pressure, robbing you of the ability to capitalise on good fortune. When you score a
14
critical hit, it is treated as a normal hit instead. This property can’t then trigger again until the next dawn.
Egotistical. The item (or you, if the item was consumable) develops extreme egotism. You cannot act as a collaborator
15 for Combo Attacks*, only initiate them. In addition, you receive no benefit from your Weapon Mastery features, unless
this item is a weapon, in which case you only receive benefits from them with this weapon.
Rivalrous. The item is eager to form an all-consuming rivalry. After you hit a creature with an attack roll, you have
16 disadvantage on attack rolls against any other creatures for 1 minute, and this property can’t trigger again until then.
The effect ends early if that creature falls to 0 hit points.
Garish. The item attempts to help you hide, but is woefully incompetent. Your skin and clothing shifts hue to always
17
not blend in with the background. You have disadvantage on Stealth checks against creatures that rely on sight.
Negligent. The item carries a curse of fumbled aid. You cannot stabilise creatures, and any attempt you make to stabi-
18 lise a creature deals 1 force damage to it. Whenever you roll one or more dice to restore hit points with a spell or magic
item, you must subtract 1d4 from the roll.
Enormous Hat. The item comes with a “gift”: an enormous, spectral, feathered hat that appears on your head. You
19 have disadvantage on Intimidation checks, and you gain no benefits from other headwear you wear, such as helmets
or goggles.
Plutocratic. The item is dedicated to the battle against classism. You have advantage on attack rolls against creatures
who earn more than 50 gold pieces a day, or possess personal wealth in excess of 10,000 gold pieces. You also have
20
disadvantage on Charisma checks made to interact with such creatures. Each time you first encounter a creature that
meets these specifications, you must make a DC 15 Charisma saving throw. On a failure, you reflexively insult it.

*See page XX

56
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Crafting Summary

Manufacturing
Raw Mundane Components Manufacturing Check Mundane Item

Tool Tool Ability Manufacturing Quirk(s)


Tool Ability Tool Proficiency (See Heliana’s Guide)
Tool Proficiency Time & DC*
*Depends on the mundane item being crafted

Enchanting
Mundane Item Enchanting Check Magic Item

Spellcasting Spellcasting Ability Enchanting Quirk(s)


Spellcasting Ability Skill Proficiency (See Heliana’s Guide)
Time & DC
Monster Component
Skill Proficiency
Essence
Time & DC

Click or scan the QR code,


or go to
heliana.lt/BookOne
to enrich your Harvesting
and Crafting experience!

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58
Chapter 5 | Crafting
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CHAPTER 6

EQUIPMENT
& PROSTHESES

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Equipment & Prostheses
The Yokai Realms brim with opportunity—both for the
intrepid adventurers willing to brave its dangers, and for
the ingenious craftsmen who supply them with the tools
necessary to succeed. Consumables such as firecrackers and
smokebombs can create much-needed distractions, while a
hookshot or parachute will be invaluable should you find
yourself plummeting from atop a mighty kaiju. Twisted
yokai and evil spirits will taste the sting of brand new weap-
onry, such as nunchaku, kusarigama, and shuriken. Finally,
a carefully sculpted prosthesis can take the place of a lost
limb, or simply enhance an existing one.

Equipment
The smell of gunpower being refined from bat guano, the
clang of metal as a smith bends a hookshot into shape, and
the soft kiss of silk sewn into a life-saving parachute; the
artifice of the Realms is as varied as its inhabitants. This
section details the new gear adventurers can acquire, as well
as the weapons unique to this land of trcikery and wonder.

New Adventuring Gear


Fire Charge. Fire charges are small pyrotechnic devices large amount of noise. Creatures who decide to investigate
containing pellets or shrapnel, designed to be attached to a the noise have disadvantage on Perception checks until
polearm. Over the course of 1 minute, you can attach a fire they stop investigating the firecrackers.
charge to the tip of a glaive, halberd, pike, quarterstaff, or
Hookshot. This handheld, crossbow-like device can
spear. A weapon with a fire charge attached is called a fire-
fire a grappling hook attached to a length of rope. While
lance. While holding a firelance, you can use a bonus action
holding this device, you can use a bonus action, or a
to ignite the fuse on the fire charge, which detonates and is
reaction when you’re falling, to shoot the hook at a fixed
destroyed the next time you make an attack with the fire-
surface within 30 feet of you. The hook then attaches to
lance before the end of your current turn. Hit or miss, the
that surface until a bonus action is used to reel it back in or
target of the attack must make a DC 13 Dexterity saving
the rope is destroyed. The rope is an object with AC 10 and
throw, taking 1d10 fire damage plus 1d10 piercing damage
10 hit points.
on a failed save, or half as much damage on a successful
one. If you make no attacks with the firelance after lighting Alternatively, you can fire the hook at another creature
the fuse, the fire charge detonates harmlessly at the end of at least two sizes larger than you, making an attack roll
your turn and is destroyed. with the hookshot. You’re considered proficient with the
attack, which uses your Strength or Dexterity modifier for
Firecrackers. As an action, you can light this strip of
the attack roll. On a hit, it deals no damage, but the hook
small explosive devices and throw it at a point within 30
attaches to the target. A creature within 5 feet of the hook
feet of you. The explosives detonate harmlessly, but create a
can use an action to forcefully detach the hook with a suc-
cessful DC 10 Strength or Dexterity check.

New Adventuring Gear Properties


Item Material Cost Tool DC Time Item Value Weight
Fire charge 2 gp Alchemist or tinker 13 2 hours 5 gp 2 lb.
Firecrackers 3 sp Alchemist 11 2 hours 1 gp 1/4 lb.
Hookshot 17 gp Tinker 15 12 hours 50 gp 5 lb.
Ōdzutsu shot (20) 3 gp Smith 11 2 hours 10 gp 4 lb.
Parachute 17 gp Weaver 15 6 hours 50 gp 15 lb.
Smokebomb (5) 8 gp Alchemist 15 2 hours 25 gp 1 lb.

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While the hook is attached, you have advantage on abil- New Weapon Properties
ity checks made to move along the rope, such as to climb
a vertical surface, swim against a current, or walk against a Ryoko’s Guide introduces four new weapon properties: Ad-
strong wind, and you can’t move or be moved more than aptable, Attached, Parry, and Thrown Versatility.
the hookshot’s range away from the point to which the Adaptable. This weapon can be used with differing
hook is attached. If you’re falling, you stop falling and be- techniques, allowing it to deal different types of damage.
come suspended from the surface the hook is attached to. A damage type in parentheses appears with the property—
when a creature makes a weapon attack with this weapon, it
Ōdzutsu Shot. These fist-sized spheres of solid iron are
can choose to deal the weapon’s alternative damage type.
ammunition for the ōdzutsu. Each is 1 to 2 inches in diam-
eter and weighs 1/5 pounds. Attached. You can’t be disarmed of this weapon, but don-
ning or doffing the weapon takes an action. You can use a
Parachute. A parachute is usually folded into a special-
hand equipped with this weapon to hold items, but can’t at-
ised backpack, or a dedicated compartment in an adventur-
tack with the weapon while doing so. Additionally, you have
ing backpack. As a reaction when you fall from a height of
disadvantage on attack rolls using other weapons held in
100 feet or higher while wearing such a backpack, you can
a hand equipped with this weapon and on Sleight of Hand
deploy the parachute to slow your rate of descent to 60 feet
checks using the hand that is equipped with this weapon.
per round. If you land while the parachute is deployed, you
take no falling damage. Parry. This weapon has been designed to help you parry
blows. While wielding this weapon in your offhand, you
Once the parachute has been deployed, it can be refolded
can use your reaction when you are hit by a melee attack to
over the course of 10 minutes, or cut loose as an action.
gain a +2 bonus to AC against the triggering attack, poten-
A creature that drags a deployed parachute behind it as it
tially causing it to miss.
moves has its speed halved.
Scourge. This weapon adds 5 feet to your reach when
Smokebomb. As an action, you throw one of these
you attack with it, as well as when determining your reach
small, spherical pellets to create a 5-foot radius cloud of
for opportunity attacks with it. Like the Reach property, the
smoke centred on a point within 30 feet of you. The area of
Scourge property extends your effective attack radius, but
the smoke is heavily obscured and lasts until the end of your
through a length of flexible material rather than a long stiff
next turn or until dispersed by a moderate wind (at least 10
material. To reflect this difference, the whips’ Reach proper-
miles per hour).
ty has been replaced with Scourge.
Thrown Versatility. This weapon is better used for
thrown ranged weapon attacks than for melee weapon
attacks. A damage value in parentheses appears with the
property—the damage when the weapon is used to make a
ranged weapon attack.

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New Weapons
The following table presents the new weapons introduced
in Ryoko’s Guide. Additional details for each weapon can be
found in their respective sections.

New Weapon Statistics


Item Manufacturing
Weapon Damage Properties Weight
Value Material Cost Tool DC Time
Finesse, Light, Thrown (range
Chakram 1d4 slashing 30/90), Thrown Versatility 10 gp 1 lb. 3 gp Smith 17 6 hrs
(1d6)
Claw 1d6 slashing Attached, Light 5 gp 2 lb. 2 gp Smith 14 3 hrs
Special: Counterweight,
Kusarigama 1d4 slashing 10 gp 2 lb. 3 gp Smith 17 6 hrs
Versatile (1d6), Scourge
Meteor
1d4 bludgeoning Finesse, Reach, Scourge 2 gp 3 lb. 6 sp Smith 17 1 hr
hammer
Finesse, Special: Flourish,
Nunchaku 1d6 bludgeoning 10 gp 2 lb. 3 gp Carpenter, smith, or woodcarver 17 6 hrs
Versatile (1d8)
Ammunition (range
Ōdzutsu 2d10 bludgeoning 150/600), Two-handed, 150 gp 25 lb. 50 gp Smith, tinker 19 18 hrs
Special: Long Reload
Rope dart 1d4 piercing Finesse, Reach, Scourge 2 gp 3 lb. 6 sp Carpenter, smith, or woodcarver 17 1 hr

Sai 1d4 piercing Finesse, Light, Parry 5 gp 1 lb. 2 gp Smith 17 2 hrs


Finesse, Light, Thrown (range
Shuriken 1d4 piercing 1 sp 1/4 lb. 3 cp Smith 17 1 hr
20/60)
Adaptable (bludgeoning),
Tessen 1d4 slashing Finesse, Light, Special: Fan 2 gp 1 lb. 6 sp Smith or weaver 17 4 hrs
Shield
Tonfa 1d6 bludgeoning Light, Parry 1 gp 2 lb. 3 sp Carpenter, smith, or woodcarver 14 1 hr

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Chakram Nunchaku
Chakrams are martial melee weapons, consisting of a cir- Nunchaku are martial melee weapons composed of two
cular blade with a sharp outer edge. They deal 1d4 slashing hard batons connected to one another by a short chain or
damage on a hit, count as monk weapons, and have the Fi- tether. They deal 1d6 bludgeoning damage on a hit, count
nesse, Light, Thrown (range 30/90), and Thrown Versatility as monk weapons, and have the Finesse, Versatile (1d8),
(1d6) properties. and Special: Flourish properties.
Special: Flourish. When you are wielding the nuncha-
Claw ku in two hands and take the Attack action on your turn,
Claws are simple, bladed melee weapons worn as gloves that you can attempt to flourish with the weapon immediately
deal 1d6 slashing damage on a hit and have the Attached before you make your first attack. To flourish, make a DC
and Light properties. 13 Dexterity check, adding your proficiency bonus if you
are proficient with nunchaku. On a success, you gain a +2
Kusarigama bonus to the first attack roll you make this turn. On a fail-
ure, you deal bludgeoning damage to yourself equal to your
Kusarigama are martial melee weapons consisting of a sickle proficiency bonus and gain no bonus from your flourishes
attached to a heavy counterweight by a metal chain. They this turn.
deal 1d4 slashing damage on a hit, count as monk weapons,
and have the Versatile (1d6) property. They also have the
Special: Counterweight property.
Ōdzutsu
Special: Counterweight. While wielding a kusarigama Ōdzutsu are martial ranged weapons consisting of handheld
with two hands, you can use a bonus action to attack with cannons, traditionally made of forged iron or cast bronze.
its counterweight. This attack has a reach of 10 feet and They deal 2d10 bludgeoning damage on a hit, and have the
deals 1d4 bludgeoning damage on a hit. You don’t add your Ammunition (range 150/600), Two-handed, and Special:
ability modifier to the damage of this attack, unless that Long Reload properties.
modifier is negative. Special: Long Reload. After an attack is made using this
weapon, it must be reloaded. Due to the weight and size of
Meteor Hammer this weapon and its ammunition, reloading the weapon takes
two actions, which don’t need to be taken consecutively.
Meteor hammers are martial melee weapons that consist of
a length of chain or rope attached to a weight at one or both
ends. They deal 1d4 bludgeoning damage on a hit, count as
monk weapons, and have the Finesse, Reach, and Scourge
properties.

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Rope Dart
Rope darts are martial melee weapons that consist of a length
of chain or rope attached to a sharp dart at one end. They
deal 1d4 piercing damage on a hit, count as monk weapons,
and have the Finesse, Reach, and Scourge properties.

Sai
Sai are martial melee weapons consisting of three sharp,
metal prongs, with the longer one at the centre and a small-
er one on each side. They deal 1d4 piercing damage, count
as monk weapons, and have the Finesse, Light, and Parry
properties.

Shuriken
Shuriken, also known as throwing stars, are martial ranged
weapons—several sharp spikes or blades set in a circular
pattern, usually around a central ring. They deal 1d4 pierc-
ing damage on a hit, count as monk weapons, and have the
Finesse, Light, and Thrown (range 20/60) properties.

Tessen
Tessen are martial melee weapons consisting of folding
fans reinforced with wood or metal. The edges contain
razor-sharp blades, but they can also be used as bludgeon-
ing weapons when closed. They deal 1d4 slashing damage
on a hit, count as monk weapons, and have the Adaptable
(bludgeoning), Finesse, and Light properties. They also have
the Special: Fan Shield property.
Special: Fan Shield. When you are hit by an attack
made with a projectile that weighs less than 2 pounds, such
as a thrown dagger, dart, arrow, or bullet, while holding this
weapon, you can use your reaction to open the tessen and
attempt to deflect the projectile. You gain a +2 bonus to AC
against the triggering attack, potentially causing it to miss.

Tonfa
Tonfa are martial melee weapons consisting of a wooden or
metallic baton with a perpendicular handle. They deal 1d6
bludgeoning damage on a hit, count as monk weapons, and
have the Light and Parry properties.

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Prostheses
Ryoko’s Guide to the Yokai Realms introduces a new item
type: prostheses, along with unique rules for equipping and
using such items. In the context of this book, a prosthesis is
an item that functions as a replacement or augmentation for
a limb or other body part. Prostheses are divided into two
categories: mundane and magical.

Mundane Prostheses
Mundane prostheses are nonmagical and fully mechanical
in nature, which results in a number of limitations:
• A mundane prosthesis can be used to replace a missing
limb, but not augment an existing one or add a new
limb that a member of the species wouldn’t normally
have. For example, a human can’t use a mundane tail
prosthesis to gain the functionalities of a tail, but a
ryujin that has lost its tail can.
• A mundane prosthesis can replicate motor functions,
but can’t relay sensation. For example, a mundane
prosthetic eye can turn in its socket, but doesn’t grant
its user the ability to see through it.

Aside from these, a mundane prosthesis perfectly mimics


the function of the limb it’s replacing. A creature can take 1
minute to attach or remove a prosthesis from itself or anoth-
er willing creature within 5 feet of it. Alternatively, a creature
can spend 1 minute to jam a prosthesis belonging to a will-
ing or unconscious creature. A jammed prosthesis continues
to function as a limb, but none of its properties can be used
until a creature spends 10 minutes unjamming it, a process
Magical Prostheses
that requires both of the creature’s hands to be free. Magical prostheses make use of intricate enchantments to
enhance their functionality and gain new properties. Magi-
cal prostheses function in the following ways:
• A magical prosthesis can replace a missing limb or other
body part.
• A magical prosthesis can replicate all functions of the
limb or other body part it emulates. For example, a
magical prosthetic tongue is able to taste, a magical
prosthetic eye can see, and a magical prosthetic nose is
able to smell.
• A magical prosthesis can be placed around an existing
limb or body part to enhance it. A prosthesis can’t be
used to add an additional limb beyond the creature’s
typical number of limbs unless stated otherwise.
• A magical prosthesis can’t be attached to or removed
from a creature against its will, even if the creature is
unconscious.

A magical prosthesis with no additional properties is a


common magic item that doesn’t require attunement. More
powerful prostheses with additional properties may require
attunement.
See Chapter 12 - Magic Items for a list of magical pros-
thetic items.

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Types of Prostheses
Several types of mundane and magical prostheses exist,
each with useful properties that allow them to serve other
functions in addition to acting as a limb or body part. For
example, a clever pickpocket might conceal his ill-gotten
spoils in a hidden compartment within his prosthetic leg, or
a grizzled warrior might extend a blade from her prosthetic
arm to fight off a band of roving pillagers.
The table below details the types of mundane prostheses
available, as well as the properties that each one has and
what limbs it can replace or enhance.

Adventuring Prostheses
Prosthesis Properties Cost Arm Leg Tail
Advanced Hookshot (15 ft.), Integrated (any), Launch (1d6*, 15 ft.) 100 gp*** x
Basic Integrated (any) 50 gp*** x
Cannon Blast (1d6*, 20 ft.) 150 gp x
Climbing Claw Mobility (climb 20 ft.) 75 gp x x x
Combat Arm Hookshot (20 ft.), Launch (1d6**, 20 ft.), Melee (1d6**, 5 ft.) 150 gp x
Grappling Hook Hookshot (40 ft.) 100 gp x x
Smokeshot Integrated (stash), Obscure 90 gp x x x
Steelsinger Hookshot (30 ft.), Launch (1d6**, 30 ft.) 125 gp x
Streamcutter Mobility (swim 20 ft.) 75 gp x x x
Wartail Melee (1d6**, 10 ft.) 100 gp x

*Work with your GM to choose one damage type from acid, cold, fire, lightning, or thunder that fits the prosthesis.
*Work with your GM to choose one damage type from bludgeoning, piercing, or slashing that fits the prosthesis; if the item has an integrated
weapon, the damage type of the Launch property should match the weapon’s damage type.
**In addition to the price of the integrated object

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Prosthesis Properties Alternatively, you can fire the hook at another creature
at least two sizes larger than you, making an attack roll
Like weapons, prostheses have special properties that dictate with the prosthesis. You’re considered proficient with the
how they function. Properties commonly found on prosthe- attack, which uses your Strength or Dexterity modifier for
ses include the following: the attack roll. On a hit, it deals no damage, but the hook
Blast (XdX, X ft.). This prosthesis is capable of discharg- attaches to the target. A creature within 5 feet of the hook
ing powerful explosive blasts. The prosthesis is a ranged can use an action to forcefully detach the hook with a suc-
weapon that uses your Dexterity modifier for the attack cessful DC 10 Strength or Dexterity check.
and damage rolls. If you’re proficient with a martial ranged
While the hook is attached, you have advantage on abil-
weapon, you’re considered proficient with this weapon. The
ity checks made to move along the rope, such as to climb
information in parentheses notes the attack’s damage dice,
a vertical surface, swim against a current, or walk against a
damage type, and range, respectively.
strong wind, and you can’t move or be moved more than
Alternatively, you can use an action to fire the cannon the hookshot’s range away from the point to which the
and propel yourself a distance up to the range of the blast hook is attached. If you’re falling, you stop falling further
in a straight line in any direction, dealing no damage. As than the range at which you shot the hookshot and become
normal, this movement can provoke opportunity attacks. suspended from the surface the hook is attached to. In ad-
Hookshot (X ft.). This enhancement consists of a metallic dition, until the hook is reeled back in, the prosthesis can’t
hook or similar tool attached to a spool of chain, rope, or hold anything or be used to make attacks, and you can’t use
wire. The number in parentheses is the range of the hook- or benefit from objects integrated into the prosthesis (such
shot. If the prosthesis isn’t being used to hold an item, you as attacking with a weapon or benefitting from a shield’s
can shoot the hook at a fixed surface within range as a bonus bonus to AC).
action, or as a reaction when falling. The hook then attaches Integrated (X). The object in parentheses is integrated
to that surface until you use a bonus action to detach the into the prosthesis, and can’t be separated from it, ex-
hook and reel the rope back in, or until the rope is destroyed. changed for another integrated object, or used to make
The rope is an object with AC 10 and 10 hit points. ranged attacks by throwing it. As a bonus action, you can
67

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extend or retract the integrated object, allowing it to be
used or concealed, respectively. While an object is extended
from an arm or hand prosthesis, you can manipulate it as if
you were holding it, and your hand is not considered free. A
prosthesis can only have one object integrated into it, which
can be:
• A weapon without the heavy property
• A shield
• A set of tools or handheld item that can conceivably fit
within the prosthesis (GM’s discretion)
• An orb, rod, or wand
• A stash: a concealed storage space within the prosthesis,
up to 35 inches cubed in volume, that can be used to
store Tiny objects, such as rings, phials of liquid (e.g.
potions), smoke bombs, pieces of ammunition, or a bag
of caltrops or ball bearings. The user of the prosthesis
can stow or retrieve an item from the stash as a bonus
action. A creature can find this secret compartment with
a successful DC 11 Intelligence (Investigation) check.

Launch (XdX, X ft.). A portion of this prosthesis is


attached to the limb by a length of chain, rope, or wire,
and can be launched at an enemy. If the prosthesis has the
Hookshot property, the hook is the same piece that gets
launched as a weapon. If the prosthesis has an integrated
weapon with the Thrown property, the weapon can be the
projectile that is launched at the enemy, but the damage
of the Launch property doesn’t change. The prosthesis is a
ranged weapon that uses your Strength or Dexterity modi-
fier for the attack and damage rolls. If you’re proficient with
a weapon that has the Thrown property, you’re considered
proficient with this weapon. The portion of the prosthesis
used to attack is automatically reeled in immediately after.
The information in parentheses notes the attack’s damage
dice, damage type, and range, respectively.
Melee (XdX, X ft.). The prosthesis is a melee weapon
that uses your Strength or Dexterity modifier for the attack
and damage rolls. If you’re proficient with a martial melee
weapon, you’re considered proficient with this weapon. The
information in parentheses notes the attack’s damage dice,
damage type, and reach, respectively.
Mobility (X, X ft.). While wearing this prosthesis, you
gain a special speed, the type and amount of which are both
indicated in parenthesis.
Obscure. This prosthesis can expel a cloud of smoke to
obscure an area. As a bonus action, you can expel a 5-foot
radius cloud of smoke centred on you. The area of the
smoke is heavily obscured and lasts until the end of your
next turn. Once you’ve expelled the smoke, you can’t do so
again until you take an action to reset the mechanism.

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CHAPTER 8

races

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Races
“Everyone has a story, and, like it or not, your tale
is being written with each passing moment. Where
you’re going matters more than where you came
from, but every good story needs a beginning. Let’s
start there—who are you?”

— Ryoko

The Yokai Realms are home to countless beings and cul-


tures, some of which are presented here as options for player
characters. Perhaps you are a graceful fuyohren, one of the
plant folk who dance over water and live harmoniously
with the natural world. Maybe you are a hulking enkoh,
counting yourself among the rugged and industrious simian
Humanoids who call icy mountain peaks their home. Your
lineage forms a core part of your identity, and every player
option presented in Ryoko’s Guide includes lore and history
to help you craft your character. Work with your GM to
alter any material presented in this guide to best reflect your
vision and the aspirations you have for the story you wish
to explore. In all cases, the information given on specific
races is general, and members within that community are as
individual and distinctive as a fingerprint.

Racial Ability Scores


Ryoko’s Guide presents fifteen playable races and subraces,
each with unique traits and capabilities. The Ability Score
Increase trait reflects your innate talents—are you naturally
swift and dextrous, instinctively intellectual and cunning,
or blessed with dazzling good looks and effortless charm?
Each race has a suggested set of ability scores to increase, a
representation of the typical distribution amongst people
of that lineage. You can follow these suggestions or ignore
them. If you choose your own ability score increases, in-
crease one score by 2 and increase a different score by 1, or
increase three different scores by 1. A Cosmopolitan World
Always remember that your ability scores are, at heart, The races given in Ryoko’s Guide are all native to the Yokai
simply numbers that represent your talents and skills within Realms, but that doesn’t mean other races do not live and
the game, and need not restrict how you portray your char- thrive here. The Realms are a bubbling hotbed of wander-
acter. A low Wisdom score does not require you to roleplay ers and communities, with visitors from distant lands a
a character that is foolish; it might reflect your charming common sight. Travel from the Realms to other lands is also
naivety, a willingness to trust others, or a giddy propensity not unusual, and your GM might include the playable races
to rush into action headfirst. By the same token, a high or creatures offered in Ryoko’s Guide as options in campaigns
Dexterity does not require you to be slender and lithe, and totally removed from this setting. The Yokai Realms are a
you shouldn’t feel obligated to be a mountainous hulk if place of infinite wonder and opportunity, where anyone
you have a high Strength score. Within the game, such who steps forth with an adventurous heart and curious
attributes can belong to any person of any size or shape. mind can find a home and achieve their dreams.

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Chapter 6 | Equipment & Prostheses
BETA
PLAYTEST
TA
BE

Enkoh
“There’s magic in this world that goes beyond
flashes, bangs, and jets of flame. An earthy magic
of food, structure, and fellowship. It’s the magic of a
thousand mundane hands raising a city from velvet
snow. A magic woven by walking into the cruellest,
biting blizzard and welcoming it as your home.
These people understand that magic. The mightest
yokai and grandest kaiju might be able to survive
here, for a time, but only the enkoh can thrive.”

— Ryoko

71

BETA
PLAYTEST
BE
TA
Beneath snow-capped peaks, where white drifts bury the enkoh: hulking and springtail. On the whole, enkoh see
chaos of rocks and streams, the formidable enkoh make little value in the anthropological labels placed upon them
cities of ice and snow. Well-adapted to colder climes, these by other races, living together in equality and peace. Choose
thick-furred simian folk blend an innate skill for survival one of these subraces.
with a piercing intelligence, making homes in inhospitable
environments. Hulking
Every bit as rugged, resolute, and unflinching as the frigid
Community and Craftsmanship mountains they call home, hulking enkoh are known for
Enkoh have a transformative effect on their environment, their fierce, calculating minds and explosive physical strength.
domesticating beasts, curtailing avalanches, and building Rarely do hulking enkoh act swiftly; they prefer to assess, ana-
sprawling towns. With singular intent, enkoh collaborate to lyse, and contemplate before choosing a path. However, when
form a unified community capable of raising a city from the moved to action, the mountains move with them.
icy wastes in a matter of months. Their realms can be found Ability Score Increase. Your Constitution score increases by 1.
within vast glaciers and snowfields, boasting soul-soothing
hot springs and serving steaming winter cider fermented Size. You are Medium. Hulking enkoh are broadly built
inside the trunks of hibernating trees. and can vary substantially in height, from as short as 5 feet
all the way up to above 7 feet tall.
Few enkoh structures are ancient; the ephemeral nature
of ice and slow creeping of glaciers means only those struc- Speed. Your walking speed is 30 feet, and you have a
tures in the coldest, flattest expanses are over a few hundred climbing speed equal to your walking speed.
years old. This transient nature leads enkoh to value their Chest Beating. As a bonus action, you can pound your
kith and kin—their troop—over any single location, and fists to your chest, causing a surge of adrenaline and valour.
has made them masters of ice-crafting. With saw and skin, Until the start of your next turn, you have resistance to
enkoh cut and melt ice just enough so that it forms solid bludgeoning, piercing, and slashing damage, and you have
bonds upon re-freezing. This method produces edifices advantage on Intimidation checks. You can use this trait a
of fantastical shapes; indeed, enkoh architecture is widely number of times equal to your proficiency bonus, and you
regarded as some of the most beautiful in the Yokai Realms regain all expended uses when you finish a long rest.
by the few foreign eyes to have seen it.
Natural Cooks. With ingredients worth at least 1 sp, you
can prepare a meal for a number of Medium or smaller crea-
Troops of Solitude tures equal to 2 + your proficiency bonus over the course of
Masters of ice-craft, enkoh guard their crafting secrets a short or long rest. A creature who eats the meal at the end
fiercely and rarely trade anything more than the essentials of the rest regains one spent Hit Die and gains temporary
with other races. Though it is rare for an enkoh to leave hit points equal to 1d6 + your proficiency bonus.
their troop, the lure of master crafters specialising in metal Powerful Build. You count as one size larger when
and stone, as well as tales of verdant, sprawling landscapes determining your carrying capacity and the weight you can
not cloaked in ice, can lead some into lives of adventure. push, drag, or lift.
Fewer still return to their troop, but those that do are warm-
ly welcomed and can expect a peaceful old age in return for
sharing the wisdom of their travels.

Enkoh Traits
As an enkoh, you have the following traits:
Ability Score Increase. Your Intelligence score increases by 2.
Age. An enkoh reaches maturity at 15 years of age and
can live up to 80 years.
Creature Type. You are a Humanoid.
Thick Fur. You have resistance to cold damage.
Languages. You can speak, read, and write Common and
one other language that you and your GM agree is appro-
priate for your character.
Subrace. There are two primary variations among the

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Chapter 8 | Races
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TA
BE

Springtail Skillful. You gain proficiency in your choice of two of


the following skills: Acrobatics, Animal Handling, Nature,
Vibrant, dynamic, and swift, springtail enkoh are the more
Performance, or Survival.
sociable of their race. Their bonds of fellowship extend to
the environment around them; they are masters of taming Springing Leap. You can calculate your jump distance
beasts of land and sky for both work and companionship. using your Dexterity. When you do, your long jump covers
Rarely sitting still, springtails walk, speak, and trust quickly. a number of feet equal to your Dexterity score with or with-
Ability Score Increase. Your Dexterity score increases by 1. out a running start, and your high jump equals 3 + your
Dexterity modifier (minimum of 0 feet) with or without a
Size. You are Small. Springtail enkoh are nimble, light, running start. Either way, each foot you clear on the jump
and short. The smallest adults can be as little as 2 feet tall, costs a foot of movement.
while the largest can reach as high as 4 feet.
Sturdy Tail. Your tail can support your weight and
Speed. Your walking speed is 35 feet, and you have a balance. When you make an ability check or saving throw
climbing speed equal to your walking speed. In addition, to avoid being forcibly moved, you can use your reaction to
climbing on a creature larger than you doesn’t count as curl your tail around an object within 5 feet of you that is
difficult terrain for you. attached to the ground or another sturdy surface. If you do
Beast Wardens. You have advantage on ability checks to so, you have advantage on that check or save.
tame or influence Beasts.

73

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PLAYTEST
BE
TA
Fuyohren
Even in tales of triumph, her stories left me with
an aching melancholy—a yearning for meadows,
lakes, and young grass trembling in a spring breeze.
That is what it means to be fuyohren.

Born and nurtured on gentle flowing rivers and tranquil Kaiju Callers
ponds, the fuyohren are sentient, mobile plants innately
harmonious with the natural world. Fuyohren societies nestle Kaiju are feared and worshipped by the fuyohren for their
within ecosystems effortlessly, acting in synchronicity with the power to obliterate swathes of an environment through
ebb and flow of the world around them. A society might exist their presence alone. Many fuyohren cultural traditions
on the same plot of land for millenia, yet remain undetectable include dances, festivals, and ceremonies which aim to
to outsiders who pass through, with nary a tree uprooted or placate such behemoths. Bolder fuyohren may actively seek
stone upturned to indicate the fuyohren’s presence. rampaging kaiju, drawing them away from societies and
fragile ecosystems and into the untamed wilderness, usually
at the cost of their own lives. Bakuryo and other kaiju that
Seasonal Divination do not interfere with the natural world are revered by the
Bound to nature, the fuyohren bear an imprint of the world fuyohren, while Raiko and other chaotic beings of wanton
at the time of their birth. So-called “winter warriors” are destructive force are hated and feared.
fuyohren born in the bitter, colder months, and are believed
to bear an aggressive, steely disposition. Fuyohren born in Fuyohren Traits
spring are blessed with a childlike, optimistic disposition,
while summer fuyohren are typically charismatic, and au- As a fuyohren, you have the following traits:
tumnal fuyohren said to be wise. Whether these stereotypes Ability Score Increase. Your Dexterity score increases by
are true or merely a product of a cultural myth manifesting 2, and your Wisdom score increases by 1.
itself in the way fuyohren are raised is unknown.

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TA
BE

Age. Young fuyohren are raised on the water until they


reach adolescence and learn to walk upright. They reach
adulthood at around 18 years old and have been known to
live to 150.
Size. You are Medium. Grown fuyohren can reach
6 feet tall.
Speed. Your walking speed is 35 feet.
Creature Type. You are a Plant.
Fluid Motion. You have advantage on saving throws
you make to avoid or end the restrained, paralysed, or petri-
fied condition on yourself.
Graceful Step. You can move across any fluid surface—
such as water, mud, snow, or quicksand—as if it were solid
ground. However, you are not protected from the damaging
effects of contact with dangerous liquids, like lava or acid.
Water Magic. Through a 10 minute ritual, you can im-
bue a vial of ordinary water with magical properties. Choose
one of the following effects:
• The water gains the magical properties of holy water.
• The water becomes a simple antidote that ends the
poisoned condition when drunk by one creature.
• The water is imbued with vitality. Drinking the vial is
enough liquid to hydrate a Large or smaller creature for
24 hours.
• The water bubbles with healing magic. A creature who
ingests the vial of water regains 1d4 hit points.

The water remains potent for the next 24 hours, after


which time it returns to normal. You can use this feature a
number of times equal to your proficiency bonus, regaining
all expended uses when you finish a long rest.
Nature Warden. You gain proficiency in your choice of
one of the following skills: Acrobatics, Animal Handling,
Nature, Survival, or Performance.
Languages. You can speak, read, and write Common and
one other language that you and your GM agree is appro-
priate for your character.
75

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BE
TA
Hanamori
I was told the hanamori were born from the molten
slag of a bleeding mountain, life bursting forth
from the cruellest environment imaginable. Others
say they bloomed from the first corpses cut down
in war, or emerged fully formed from the silent,
chill void. There are one hundred stories of how
they came to be, but no matter which you choose
to believe, in every tale one theme runs true: the
hanamori are life born from death.

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Chapter 8 | Races
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TA
BE

With gaunt faces, charcoal skin, and coarse crimson petals, Size. Hanamori vary in size—you can be Medium or
hanamori are a race of sentient plants believed by many Small. You choose the size when you select this race.
to be harbingers of death. This reputation is not wholly
Speed. Your walking speed is 30 feet.
unfounded, for hanamori are physiologically sympathetic;
their bodies reverberate in harmony with the fleeting spirit Creature Type. You are a Plant.
of creatures that die in their presence, taking on traits of the
Essence Capture. You have the power to magically
deceased for a short time. The slaughter of a mighty beast
capture fragments of a creature’s power when it dies in your
is felt by its hunters as a surge of physical strength, and the
proximity. As a reaction when a creature with a CR equal
passing of a sage as a transcendent moment of heightened
to or lower than your level dies within 10 feet of you, you
wisdom. As a result, hanamori have a complex relationship
can capture a fragment of its essence. You gain one of the
with death; to die in their presence is to pass a glimpse of
following effects of your choice:
oneself to another, for a short time.
• You replace your Strength, Dexterity, Intelligence, Wis-
Reactive Physiology dom, or Charisma ability score with the same ability
score of the creature that died.
A hanamori’s sympathetic physiology extends to the world • You gain one special sense of your choice, except
around them. While they can briefly share in the physi- truesight, that the creature possessed, out to the same
ology of creatures who die, they can permanently take on range.
the physical characteristics of their environment over a
• You gain resistance to one damage type of your choice
longer duration. Humid jungles might impart a hanamori
to which the creature had resistance or immunity.
with a permanent scent of rich flora, while icy mountains
cause their body to forever be chill to the touch. Hanamori • You gain immunity to one condition of your choice,
adventurers who travel the world end their lives as a collage except exhaustion, to which the creature had immunity.
of the habitats that succored them, a jigsaw infused with
This effect lasts for 1 hour, after which time you return
environmental memories ever bonded to their form.
to normal. Once you use this trait, you can’t do so again
until you finish a long rest.
Burning Emotions
Fiery Countenance. You have advantage on saving
Hanamori are naturally passionate and active. They think, throws you make to avoid or end the frightened or stunned
speak, and adapt swiftly, and are known for their fiery condition on yourself.
tempers and zealous loyalty. With short lives, hanamori see
little value in holding grudges or overanalysing a situation, Gaze Of Death. You gain proficiency in your choice of
preferring to think on their feet and revel in the heat of each one of the following skills: Intimidation, Medicine, Nature,
moment. A hanamori’s emotional state can be read on its or Survival.
body: its petals blush darkly when enraged, and the tips of Rugged. Your tough, lignified exterior is a natural barrier
its branches sprout new buds during periods of prolonged to cuts and abrasions. When you aren’t wearing armour,
grief. It is said that if a hanamori loses a true love, it will your AC is 12 + your Constitution modifier. You can use
forever bloom. your natural armour to determine your AC if the armour
you wear would leave you with a lower AC. A shield’s bene-
Hanamori Traits fits apply as normal while you use your natural armour.
As a hanamori, you have the following traits: Languages. You can speak, read, and write Common
Ability Score Increase. Your Charisma score increases by and one other language that you and your GM agree is
2, and your Wisdom score increases by 1. appropriate for your character.

Age. Hanamori reach adulthood at the same rate as


humans and go on to live for up to 60 years.

77

BETA
PLAYTEST
BE
TA
Haniwa
“I am the decider! I am the dying breath
of the lost world. I will not forsake the
traditions of old.”

Hewn from clay as sentient guardians for the tombs


of ancient rulers, haniwa were vessels created to
bear the souls of loyal warriors, their spirits housed
within undying clay bodies to act as vigilant sentries
to hallowed ground. As the centuries waned, the
haniwa spirits were thought to have passed from
the world, leaving their clay shells behind, empty
vessels standing in the cool darkness of forgotten
tombs. However, the magic of the haniwa endured.
Thought to be long dormant, over the last century,
the haniwa began to reawaken, emerging into a new
world, displaced by millenia from their origin.

Finding Purpose
Most haniwa, newly reborn, have no memory of
their former selves or original task, their hallowed
grounds long since plundered or buried beneath the
soil of an ever shifting realm. As such, haniwa often
become wanderers, seeking purpose and fortune in
an alien world. It isn’t uncommon to see haniwa
finding meaning through devotion to a cause,
practice, or order, often finding work as clerics,
paladins, and monks. The few haniwa that retain
some memory of their past life now find themselves
serving a grander purpose than protector of a tomb;
they are guardians to the memory of a world no one
else remembers. These haniwa are the final stewards
of an ancient dynasty, a living record of its culture,
wisdom, traditions, and way of life.

Haniwa Traits
As a haniwa, you have the following traits:
Ability Score Increase. Your Constitution score
increases by 2, and your Wisdom score increases by 1.
Age. Haniwa are fully formed, magical clay
Constructs. They do not grow and do not show
any signs of deterioration due to age. However,
haniwa are not immortal. Additionally, you can’t be
magically aged.
Size. You are Medium or Small. You choose the
size when you select this race.
Speed. Your walking speed is 30 feet.
Creature Type. You are a Construct.

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TA
BE

Clay Companion. Over the course of a long rest, you Soul Shell. Your soul has possessed a Construct, impart-
can fashion a quasi-sentient, clay companion. Your com- ing the following benefits:
panion can take whatever shape you wish, but must use the
• You don’t need to eat, drink, or breathe.
giant weasel, hawk, mastiff, or mule stat block. Its creature
type is Construct, and it also gains your Soul Shell trait. • You have advantage on saving throws you make against
Your clay companion understands you and obeys your com- disease and to avoid or end the poisoned condition on
mands. It disintegrates into shapeless clay when it is reduced yourself.
to 0 hit points or when you use this feature again. • You can receive the benefits of spells that restore hit
points that don’t usually affect Constructs, like cure
Grave Guardian. You are blessed with innate magic of
wounds and healing word.
protection and consecration. You can cast the earthen upper-
cut and sanctuary spells with this trait. Once you cast either Spirit Ward. Your weapon attacks are considered magical
of these spells with this trait, you can’t cast that spell with for the purpose of overcoming resistances and immunities.
it again until you finish a long rest. You can also cast these Tombkeeper. You gain proficiency in the Religion and
spells using any spell slots you have of the appropriate level. Perception skills.
Intelligence, Wisdom, or Charisma is your spellcasting Languages. You can speak, read, and write Common
ability for these spells when you cast them with this trait and one other language that you and your GM agree is
(choose when you select this race). appropriate for your character.

79

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BE
TA
Isetsu
Isetsu are warriors, but we do not live for war. We
live for that which our battles defend.

Along stoney, shattered cliffs, blasted by howling wind


and icy rain, the isetsu stand guard. A race of large, crusta-
cean-like Humanoids, isetsu have made a home facing the
ocean for millenia, thriving and hunting beneath the open
waves, and resting on the shore. Although they do not swim
as nimbly as nishikin or ryujin, the isetsu’s superior eyesight,
towering bodies, and resolute carapace serve them well in the
deep; they are the undisputed rulers of the cliffs and seabeds.

80
Chapter 8 | Races
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PLAYTEST
TA
BE

Shoreline Guardians Brittle Shell. Your carapace has a brittle, but tough,
outer layer that regenerates over time. When you finish a
It is said that at the dawn of the world, isetsu were tasked short or long rest, you gain a +2 bonus to AC if you don’t
with the defence of the land against the roiling sea. All already have this bonus. This bonus ends after you are hit by
manner of horrors dwell in the black void of the ocean an attack roll.
depths, and core to the isetsu way of life is the shared,
endless responsibility to stand watch on the shore. All isetsu Crustacean Physiology. Your antennae aid you in keep-
train in combat, and all feel an aching longing to face the ing watch, and your natural bulk and size serve you well in
ocean. Even isetsu that travel the world, shirking their contests of strength. You gain proficiency in the Athletics
divine responsibility, feel this pull, and the reverberation of and Perception skills.
an isetsu’s heartbeat through its carapace mimics the gentle Claws. You have claws that you can use to make un-
lapping of waves on the shore—a whisper to return home. armed strikes. If you hit with them, you deal piercing dam-
This is the isetsu’s burden: to be in love with the ocean, yet age equal to 1d6 + your Strength modifier, instead of the
tasked to defend against it. They are the first line of defence bludgeoning damage normal for an unarmed strike. Starting
against any threat that rises from the sea, be it pirate, ty- at 5th level, when you hit a creature with an unarmed strike
phoon, or kaiju. on your turn, you can immediately use a bonus action to
attempt to grapple it.
Fortune Favoured Darkvision. Accustomed to the deep blackness of the
Isetsu hold a deterministic philosophy: just as their destiny ocean floor, you have superior vision in dark and dim con-
was set at the dawn of the world, so are others beating an ditions. You can see in dim light within 60 feet of you as if
inevitable path, whether they realise it or not. To the isetsu, it were bright light, and in darkness as if it were dim light.
luck is a complex, measurable science, and good fortune is a You can’t discern colour in darkness, only shades of grey.
talent that can be trained, a skill they dedicate endless hours
Favoured Warrior. Be it sheer dumb luck, the result of
to mastering. Many tales of incredible, serendipitous events
intense training, or the fruition of a divine blessing, you
occurring in favour of the isetsu seem to indicate this train-
have an uncanny ability to find fortune in combat. If you
ing holds worth. Even the most sceptical members of other
miss an attack roll, or fail an ability check or saving throw,
races begrudgingly accept that the isetsu come up “lucky”
you can reroll the attack roll, check, or save with advantage.
in battle at a rate far beyond any other creature. A common
You can use this trait a number of times equal to half your
idiom across the reams, referring to an incredible stroke of
proficiency bonus, and you regain all expended uses when
good fortune, is “an isetsu’s million-to-one”.
you finish a long rest.

Isetsu Traits Natural Armour. Your shell acts as a natural source of


protection. When you aren’t wearing armour, your base AC
As an isetsu, you have the following traits: is 12 + your Constitution modifier. You can use your nat-
Ability Score Increase. Your Strength score increases by ural armour to determine your AC if the armour you wear
2, and your Constitution score increases by 1. would leave you with a lower AC. A shield’s benefits apply
as normal while you use your natural armour.
Age. Isetsu grow swiftly, reaching adulthood in less than
a decade, and they go on to live for up to a century. Waterborne. You can breathe in both air and water.
Additionally, being underwater doesn’t impose disadvantage
Size. You are Medium. Isetsu stand taller than most
on your weapon attack rolls.
Humanoids, averaging around 7 feet in height.
Languages. You can speak, read, and write Common and
Speed. Your walking speed is 30 feet.
one other language that you and your GM agree is appro-
Creature Type. You are a Humanoid. priate for your character.

81

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BE
TA
Kitsune
Ryoko: Any account of the power or grace of
kitsune I might write would be grotesquely self-
indulgent, so I have requested Bombuku comment on
my people in my place.
Bombuku: Yeah, they’re chill.

— Ryoko & Bombuku

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Chapter 8 | Races
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PLAYTEST
TA
BE

With cautious, padded steps and charcoal nose raised to the Visual Linguists
air, a kitsune slinks through a twilight forest, indistinguish-
able from a common fox. The kitsune’s powers of transfor- Kitsune communication incorporates nonverbal cues innate
mation are legendary, being able to assume a fox’s form in to beasts and other beings of the natural world. A swish
a fashion similar to a druid’s mastery of wild shape. Even of the tail or a tilt of the head carries great significance; a
in their humanoid body, kitsune retain the tail, ears, and subtle gesture can be the difference between playful jibe
clawed feet of their canine cousins, along with a fox’s nim- and deadly threat. Kitsune grow an additional tail for each
ble gait and inquisitive mind. As comfortable in humanoid century they live, and so they complain more and more fre-
form as they are as a fox, it is only for the love of interacting quently of the blundering unsophistication of purely verbal
with other folk that so many kitsune live their lives almost languages; each swirling tail adds a subtle layer of meaning,
entirely in their true, bipedal shape, finding it easier to inte- granting elders the power to express that which is inexpress-
grate into communities and explore the world in this way. ible to those limited by the spoken word.

Revered Travellers
Long lives, innate curiosity, and a restless drive to under-
stand others lead ancient kitsune to be revered for their
wisdom and knowledge. Many act as wandering counsel-
lors and justicars, drawing on a millennium of experience
to right the wrongs of the world according to their own
perspective. Others focus on a particular branch of research,

83

BETA
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BE
TA
gaining and spreading knowledge as they travel, or plying Darkvision. You can see in dim light within 60 feet of
their trade as merchants. Such kitsune are able to observe you as if it were bright light, and in darkness as if it were
the ebb and flow of supply and demand across generations, dim light. You can’t discern colour in darkness, only shades
wielding their experience and long lives as tools in the of grey.
acquisition of incredible wealth.
Fox’s Wedding. You know the druidcraft and produce
flame cantrips. Intelligence, Wisdom, or Charisma is your
Kitsune Traits spellcasting ability for these spells (choose when you select
As a kitsune, you have the following traits: this race).
Ability Score Increase. Your Charisma score increases by Kitsune Guile. You have proficiency in the Deception
2, and your Dexterity score increases by 1. and Stealth skills.
Age. Kitsune mature at the same rate as humans, reach- Language of Motion. You can articulate ideas through
ing adulthood at around 20. They can go on to live up to a motion, as well as speech. If you spend 1 minute moving your
millennium. tails and ears, you can communicate a simple message, which
can be contrary to any words you may be speaking aloud. This
Size. You are Medium. Fully grown kitsune stand be-
communication is undetectable to any creature that doesn’t
tween 5-6 feet tall.
speak Kitsune. A creature within 30 feet of you that can see
Speed. Your walking speed is 35 feet. you and speaks Kitsune can understand this message.
Creature Type. You are a Humanoid. Shapeshifter. As an action, you can transform into the
shape of a fox. When you do, your clothing and equipment
Ascendant Form. You have the power to take on a mag-
meld into your form, and you gain no benefits from them
ical, ascendant form. As an action, you can radiate bright,
while transformed. You determine the specifics of your
white light for 1 minute or until you end the effect as a
appearance in fox form, including your colouration and
bonus action. This light penetrates magical darkness, shed-
size (choosing from Tiny or Small when you transform). All
ding bright light in a 10-foot radius and dim light for an
your other game statistics remain the same. You can’t cast
additional 10 feet. Creatures of your choice in the light can
spells that require material or somatic components while in
add 1d4 to their Charisma (Persuasion) checks, Wisdom
this form, but you can still concentrate on spells and speak
(Perception) checks, and initiative rolls. Once you use this
as normal. You remain in this form until you use an action
trait, you can’t do so again until you finish a long rest.
to revert to your true form or you die.
Languages. You can speak, read, and write Common,
Kitsune, and one other language that you and your GM
agree is appropriate for your character.

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BE

Nishikin as a tangible ally and guide. On rare occasions, nishikins


who undergo transformative experiences of great euphoria
Along the lowland, nutrient-rich lakes and bubbling fresh- or tragedy can even metamorphose into an actual drag-
water streams that branch throughout the Yokai Realms, on: a ryujin. This transformation is not a certainty; many
two races of aquatic beings make a home in harmony—– nishikins never metamorphose, but for those that do, it is
the nishikins and ryujin. Nishikins are the hardy, biped- accompanied by a change in perspective and mindset—an
al, industrious fish-folk of this pair, renowned for their evolution of outlook as well as form.
colourful, moon-blessed scales and powerful builds. With a
meticulously charted history that stretches across aeons, the Restless Ambition
nishikins’ ancestors are said to be the seed from which all
dragons and dragon-folk sprung forth into the world. The diligence of the nishikins is legendary, their history
overflowing with tales of explorers, hunters, crafters, and
teachers who dedicated their lives to their pursuits. Nishi-
Slumbering Dragon kins hurl themselves into new experiences, dangers, and
All nishikins possess a roiling heart of warmth and power passions with alarming fervour, rarely entertaining more
within. Usually, this inner strength acts invisibly, a well than one pursuit at a time and focusing solely on its mastery
of energy that drives a nishikin onwards with incredible before moving on. The life of a nishikin is often an exhaust-
longevity and vitality. In moments of great endeavour, how- ing one, an endless trail of passion and dedication, and
ever, the slumbering dragon awakens and briefly manifests from birth until death, nishikins struggle to tolerate rest or
relaxation for any length of time.

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TA
Nishikin Traits Draconic Metamorphosis. When you reach 7th level,
or when you undergo a significant moment of personal
As a nishikin, you have the following traits: achievement or loss (at the GM’s discretion), you can
Ability Score Increase. Your Dexterity, Constitution, choose to metamorphose into a ryujin. Your level, class, and
and Wisdom scores each increase by 1. other game statistics remain the same, aside from your race.
Age. Nishikins mature rapidly, reaching adulthood by the You replace your racial traits from this race with those of the
age of 14. They go on to live for about two centuries. ryujin, and your ryujin colour is the same as your nishikin
primary colouration. This transformation is one-way and
Size. You are Medium. Nishikins stand between 4 and 6 can’t be reversed by any means short of a wish spell.
feet tall.
Languages. You can speak, read, and write Common
Speed. Your walking speed is 30 feet, and you have a and Aquan.
swimming speed equal to your walking speed.
Creature Type. You are a Humanoid.
Amphibious. You can breathe in both air and water.
Moonblessed. While bathed in moonlight, you can use
a bonus action to spend a number of your Hit Dice equal
to your proficiency bonus. Roll those dice and add your
Constitution modifier; you regain hit points equal to the
total. If this healing restores your hit points to maximum,
any surplus healing is gained as temporary hit points. Once
you use this trait, you can’t do so again until you finish a
long rest.
Nishikin Colour. Each nishikin is born with its own
unique colouration. In nishikin folktales, one’s primary
colouration holds special significance. Your primary col-
ouration also impacts your Slumbering Dragon trait and is
associated with a specific ability score.

Primary Colouration
Colour Ability Score
Red Strength
Gold Dexterity
Black Constitution
Silver Intelligence
White Wisdom
Blue Charisma

Powerful Build. You count as one size larger when


determining your carrying capacity and the weight you
can push, drag, or lift.
Slippery. You have advantage on ability checks
or saving throws made to avoid or end the grappled
condition on yourself.
Slumbering Dragon. You can draw upon the bubbling
energy you carry within to empower yourself. When you
make an attack roll, ability check, or saving throw using the
ability associated with your primary colouration, you can
use your reaction to add 1d4 to the roll. You can use this
reaction after rolling the d20, but must decide before the
outcome is determined. You can use this trait a number of
times equal to your proficiency bonus, and you regain all
expended uses when you finish a short or long rest.
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TA
BE

Oniborne Children of Darkness


The life of an oniborne is one plagued by fear and suspicion.
Being descendants of the oni, grotesque and dangerous
On an exterior wall, above a dingy tavern door, yokai, many other humanoids view oniborne as savage, ugly,
rotten from rain and time, a sign was plastered: violent, and cruel—more akin to demons than their fey
ancestors. These are ancient stereotypes, passed from parent
“NO ONI”. to child in bedtime tales of terror. All oniborne, be they
I hesitated, turning to Yaboku, who met my eyes virtuous or villainous, suffer under this crude prejudice.
with a smile.
A Deeper Experience
“I’m not allowed through this door,” he chuckled, Oniborne reverberate with magic in a way unlike any other
“But I can make my own.” His hand curled into a race. In the legendary words of Khal Oni: “We simply feel
fist and, with a single blow, the tavern wall burst more”. Be it the blood rage of warfare or the serene tran-
open, the sign falling to the mud at his feet. quillity of meditation, oniborne revel in the full gamut of
life’s experiences. For this reason, many oniborne are drawn
— Ryoko’s Diary to thrilling, high-risk lifestyles, often becoming big game
hunters, soldiers of fortune, or travelling performers.

Oniborne (OH-nee-bawn) are descendants of yokai, vessels


of impetuous, simmering power that manifests across gen- Oniborne Traits
erations. Saturated in magic, oniborne innately command As an oniborne, you have the following traits:
primal, supernatural forces. In moments of high emotion, Ability Score Increase. Your Constitution score increases
instinctive spellcasting is common. An oniborne’s retort by 2.
may physically scold the body of a foe, flesh might reknit
under their palms in moments of compassion, or they may Age. Oniborne reach maturity at around 21 years of age
physically shrink when gripped with terror. and have long lives, often living up to 400 years.

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BE
TA
Size. You are Medium. An oniborne stands between 5 body. The rite remains an essential foundation of red oni-
and 7 feet tall. borne culture across their lives. The more deadly the prey,
the greater the respect an oniborne gains. It is not uncom-
Speed. Your walking speed is 30 feet.
mon to see troop elders proudly clad in pelts and wielding
Creature Type. You are a Humanoid. weapons hewn from the remains of chromatic dragons and
other vanquished terrors.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can Ability Score Increase. Your Wisdom score increases by 1.
push, drag, or lift.
Daunting Stature. You have proficiency in the Intimida-
Languages. You can speak, read, and write Common tion skill.
and one other language that you and your GM agree is
Magical Scavenger. You gain proficiency with one type
appropriate for your character.
of artisan’s tools of your choice. In addition, you can use
Subrace. Oniborne exist in many forms. The most strik- an action to scavenge a weapon from the body of an enemy
ing difference between oniborne types is their colour: red, you have slain (at the GM’s discretion), such as a club or
blue, or green. Choose one of these subraces. sword that you hew from its bones. That object becomes
a magic weapon that gives you a +1 bonus to attack and
Red Oniborne damage rolls you make with it. This bonus increases to +2 at
9th level and +3 at 17th level. The weapon is only magical
Red oniborne are great storytellers, taking delight in fireside for you, and in anyone else’s hands it functions as a normal,
tales of deadly beasts, fiery passions, and ancient marvels of nonmagical weapon.
the world. The most sociable of the three oniborne heritag-
es, many red oniborne journey the world sharing time-worn When you imbue a scavenged weapon with magic in
tales of adventure while forging their own. this way, any other weapons you created with this feature
become nonmagical.
On the cusp of adulthood, red oniborne leave their troop
to undertake the Rite of the Hunt. They venture into the Weeping Magic. You know the prestidigitation cantrip.
wilderness armed with nothing more than their wits in a
quest to slay a dangerous foe and craft a weapon from its

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BE

Starting at 3rd level, you can cast cure wounds with this Solitary by nature, most blue oniborne choose to remain
trait. Starting at 5th level, you can also cast enhance ability with the troop across their lives, a peaceful existence of
with this trait. Once you cast cure wounds or enhance ability isolation and independence. The few blue oniborne blessed
with this trait, you can’t cast that spell with it again until with an adventurous spirit are unlikely to find kin in the
you finish a long rest. You can also cast either of those spells wider world. They must journey without the guidance of
using any spell slots you have of the appropriate level. Intel- their troop, every path an unmapped wilderness.
ligence, Wisdom, or Charisma is your spellcasting ability for
Ability Score Increase. Your Strength score increases by 1.
these spells when you cast them with this trait (choose when
you select this race). Compassionate Heart. The aid of a blue oniborne is an
act of great selflessness imbued with powerful magic. When
Tears form at the corner of your eyes when you cast a
you take the Help action, you can spend one of your Hit
spell using this trait.
Dice to empower an ally within 5 feet of you, channelling
your magic into their body. That creature gains temporary
Blue Oniborne hit points equal to one roll of that die plus your Constitu-
The magic of the blue oniborne is subtle and primal, a sing- tion modifier. You can use this trait a number of times equal
ing river of energy that ripples through the body. It can be to your proficiency bonus, and you regain all expended uses
relayed through physical contact, a healing stream imparted when you finish a long rest.
by a gentle touch, or a crushing wave that surges through
their biting jaws.

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BE
TA
Crunching Maw. You have vicious teeth and a strong
jaw that you can use to make unarmed strikes. When you
hit with it, the strike deals piercing damage equal to 1d6 +
your Strength modifier, instead of the bludgeoning damage
normal for an unarmed strike.
Great Deceiver. You have proficiency in the Deception skill.
Savage Bite. As a reaction when you take damage from
a creature within 5 feet of you, you can magically enlarge
your jaw and lash out with a vicious bite. Make an unarmed
strike using your Crunching Maw against that creature. This
attack scores a critical hit on a roll of 18-20 on the d20. You
can use this trait a number of times equal to your proficien-
cy bonus, and you regain all expended uses when you finish
a long rest.

Green Oniborne
with this trait. Once you cast hellish rebuke or enlarge/reduce
Preferring warm, arid climates, green oniborne are typical- with this trait, you can’t cast that spell with it again until
ly a nomadic people. They chase the gentle warmth of an you finish a long rest. You can also cast either of those spells
eternal summer, ever migrating as they wander between using any spell slots you have of the appropriate level. Intel-
orchards, pastures, and oases on a time-worn path passed ligence, Wisdom, or Charisma is your spellcasting ability for
down across the generations. these spells when you cast them with this trait (choose when
Widely renowned as great orators, green oniborne speak you select this race).
in hammering rhythm, a staccato avalanche of stories, ideas,
The space immediately around you grows warm and
and possibilities. Their spellcasting is equally animated;
humid when you cast a spell using this trait.
green oniborne are the most overtly magical among their
cousins. The air fizzes as they gesture and articulate, their Ghastly Visage. After you take the Attack action on
eyes shimmer with light, and their words sparkle with mag- your turn, you can use a bonus action to try and magically
ical inflection. frighten a creature within 5 feet of you. That creature must
make a Wisdom saving throw (DC = 8 + your Constitu-
Ability Score Increase. Your Charisma score increases by 1.
tion modifier + your proficiency bonus) or be frightened of
Captivating Quality. You have proficiency in the Perfor- you for 1 minute. If the target ends its turn more than 30
mance skill. feet away from you, it can repeat this saving throw, ending
Fierce Magic. You know the thaumaturgy cantrip. the effect on a success. You can use this trait a number of
Starting at 3rd level, you can cast hellish rebuke with this times equal to your proficiency bonus, and you regain all
trait. Starting at 5th level, you can also cast enlarge/reduce expended uses when you finish a long rest.

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BE

Lion Turtle
I still remember the sight; a newborn ryōkido pup, Ties Of Family
cradled in her grandmother’s arms, her patterned Ryōkido have a long, living history, borne on a stream
shell gleaming in the first, nervous rays of dawn. of shared memory and experience. They find great value
in family and community, raising pups as a village, and
The matriarch stared and stared at the life in
viewing those they surround themselves with as extensions
her arms, telepathically reaching into a mind too of themselves. To the ryōkido, every friend is family, every
young for higher thought or language. There were family a village, every village a legion. When moved to
no words, just a tenderness that she poured from action, a single ryōkido walks as an army.
herself into the child. I felt it wash over the room,
a mystical connection from elder to infant. No Lion Turtle Traits
words, only a feeling, repeated over and over. As a ryōkido, you have the following traits:
I understood what it meant. The feeling said, “You Ability Score Increase. Your Strength, Wisdom, and
Charisma scores each increase by 1.
are loved”.
Age. Ryōkido grow extremely slowly. They are considered
young until they reach the age of 80, and go on to live for
Nestled deep within wizened, dry thorn forests, the most
up to 600 years.
ancient settlements in the realm persist, unbroken by scour-
ing winds, blistering sun, or the relentless march of time. Size. You are Medium.
Here live the ryōkido, colloquially known as “lion turtles”,
Speed. Your walking speed is 30 feet.
a race of telepathic beings that call this inhospitable expanse
home. All ryōkido share fierce claws and squat, feline faces, Creature Type. You are a Humanoid.
but every ryōkido shell is unique, as distinctive as a finger-
Darkvision. You can see in dim light within 60 feet of
print. Each heavy carapace bears an identifying arrangement
you as if it were bright light, and in darkness as if it were
of colourful, textured patterns, with some hereditary mark-
dim light. You can’t discern colour in darkness, only shades
ings idiosyncratic to one’s village and clan.
of grey.

Telepathic Connection Heavy Shell. You have advantage on ability checks and
saving throws you make to avoid being knocked prone. In
Ryōkido carry telepathic power and are capable of sharing addition, when you stand up from being prone, you must
thoughts and feelings from soul to soul. This ability to use your bonus action, in addition to the amount of move-
connect with other creatures fosters an incredible empathy ment you spend.
in ryōkido; they are united through triumph, joy, and pain,
and are troubled greatly by the suffering of others. Lionheart. You gain proficiency in your choice of one
of the following skills: Acrobatics, Athletics, Insight, or
Each ryōkido village has a miko, a female shaman who Intimidation.
acts as a guardian of the clans’ collective memory. A dying
ryōkido can telepathically surrender their mind in totali- Slashing Claws. You can use your claws to make unarmed
ty, pouring every memory, passion, and thought into the strikes. When you hit with them, the strike deals slashing
mind of another. The miko’s job is to receive this final gift: damage equal to 1d6 + your Strength modifier, instead of the
a lifetime of experience, perspective, and wisdom from the bludgeoning damage normal for an unarmed strike.
dying. In this way, knowledge is never lost, and the village is Telepathic Bond. As an action, you can form a telepathic
forever guided by the collective wisdom of those who came bond with a willing creature you can see within 100 feet of
before them. you. For 1 hour, you and that creature can communicate

91

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BE
TA
telepathically with each other, even if you don’t share a lan- In addition, when you fall, you can use a reaction to
guage. If that creature doesn’t speak any language, the two angle your body and cushion the impact through your
of you can still communicate rudimentary ideas, images, shell. When you do, you can subtract up to 100 feet from
and feelings. The connection ends early if you use this trait the fall when calculating falling damage. Once you use this
again to bond with a different creature, or if you and the reaction, you can’t do so again until you finish a long rest, as
creature are ever more than 100 feet apart. your shell recovers from the impact.
Tough Shell. While you aren’t wearing armour, your base Languages. You speak Common and one other language
AC is 13 + your Dexterity modifier. You can use a shield that you and your GM agree is appropriate for your character.
and still get this benefit.

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Ryujin
Ryujin are closely related to nishikins, having transformed
from the aquatic fish-folk into a new, draconic form. Al-
though such a metamorphosis is seen as transcendent and
incredible by many outside races, Ryujin are not revered or
elevated above their nishikin family in their own society; in
instances where they live together, they live harmoniously.
Ryujin are dragons, but distinct from other varieties of
so-called “dragonborn”. The slumbering draconic energy
that dwells within the nishkins has fully manifested as the
ryujin’s form, and their heartening breath allows them to
share that power with those around them.

93

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TA
An Individual Story Koi Dragon Colour. The colour of your scales is the
same as the primary colouration you had as a nishikin. Your
The history of the ryujin is shrouded in mystery, largely colour also impacts the effects of your Heartening Breath
because so few ryujin care to record it. Nishikins keep and Innate Magic traits.
meticulous records of their own peoples, including ryujin
who live with them, but of the ryujin who leave, little is Primary Colouration
known. Curious wanderers, ryujin have no cities, libraries,
palaces, or temples; those who leave nishikin communities Colour Ability Score Associated Class
seek to forge their own destinies, rather than standing on Red Strength Sorcerer
the shoulders of their ancestors or kin. A pair of ryujin may
travel together for a time, form a close connection, and Gold Dexterity Druid
raise a family of nishikin children, but they typically part Black Constitution Warlock
ways once the young are old enough to set out on their own Silver Intelligence Wizard
adventure. A servant to their whims and the hands of fate,
the story of no two ryujin is the same. White Wisdom Cleric
Blue Charisma Bard
A Transformed Soul
Heartening Breath. You can use your action to exhale
Every ryujin came to be through a moment of tremendous a warming, spiralling burst of magical energy in a 30-foot
physical and psychological change. The metamorphosis cone. You and a number of creatures of your choice in that
from nishikin to ryujin is often incited by great tragedy or area up to your proficiency bonus can add 1d4 to attack
upon the acquisition of an incredible, lifelong goal, and as rolls and to ability checks and saving throws that use the
such, the life of a ryujin is often shaped by a search for new ability associated with your primary colouration for 1 min-
meanings, perspectives, and opportunity. For many, this ute, or until you lose concentration (as if concentrating on a
means a path of joyful travel and exploration, but for oth- spell). You can use this trait a number of times equal to your
ers, it may mean the start of a family, or adopting a position proficiency bonus, and you regain all expended uses when
of counsel among their nishikin kinsfolk. Ryujin are widely you finish a long rest.
noted as being significantly more relaxed than their nishikin
counterparts, willing to pause and watch the world go by, Innate Magic. You learn one cantrip of your choice
unburdened by the nishikins’ ceaseless pursuit of growth from the spell list of the class associated with your primary
and change. colouration. Your spellcasting ability for this cantrip is the
ability associated with your primary colouration.
Ryujin Traits Sunblessed. While in sunlight, a warm, bubbling vitality
thrums through you, giving you advantage on saving
As a ryujin, you have the following traits:
throws you make to avoid or end the charmed, frightened,
Ability Score Increase. Your Dexterity, Constitution, paralysed, or stunned condition on yourself, or against
and Wisdom scores each increase by 1. being put to sleep.
Age. Ryujin are transformed nishikins, and they emerge Languages. You can speak, read, and write Common
from the metamorphosis fully formed. This transforma- and Aquan.
tion does not impact their longevity; they typically live for
around two centuries.
Size. You are Medium. Fully grown ryujin stand over 6
feet tall.
Speed. Your walking speed is 30 feet, and you have a
swimming speed equal to your walking speed.
Creature Type. You are a Humanoid.
Amphibious. You can breathe in both air and water.
Cloudstep. As a bonus action, you can conjure a small
cloud under your feet. You gain a fly speed equal to your
walking speed for the next 10 minutes, but moving
through the air in this way counts as difficult terrain. Once
you use this trait, you can’t do so again until you finish a
long rest.

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BE

Tengu In the sprawling forests that clothe the land from frosty
mountainside to fertile shore, verdant life is cultivated and
protected by a race of aloof guardians: the tengu.
She stood before me as a paradox, both of and Mischievous, prideful, and territorial, tengu are a race
beyond this world, terrifying and elegant, wise as a of long-lived yokai. They make their home in the treetops,
kitsune elder and puckish as a fuyohren child. I felt nimbly navigating precarious pathways as noiselessly as a
shadow passes along the forest floor. Although typically
my tails quiver, my legs shake, my breath catch, reclusive, younger tengu have a sparkling curiosity toward
and my heart overflow with relief. For now, I was the outside world, taking earnest interest in those who visit
safe. If the tengu mean you harm, you’re dead long their domain. To all who trespass, however, a subtle threat
before they can be seen. is ever present. Harm not the forest, lest the wrath of the
tengu fall like a crushing oak.

95

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BE
Yokai Warriors The Tengu Code TA
As yokai, tengu are innately magical. Their natural powers Tengu draw upon an ancient legacy of proud tradition
lean towards trickery and illusion, allowing them to strike and discipline. Funerals, births, and tournaments are all
both the mind and body in a dazzling battery of lethal governed by a strict cultural code, a way of life passed down
force. To many tengu, swordplay is a way of life—both a from generation to generation. Tengu weddings are among
meditative practice and a form of self-defence. The resolute the most spectacular sights in the realms, transforming
tengu swordmaster, a crackling visage of shadowy magic entire forests into beautiful, shimmering forums of magic
and slashing steel, is one found throughout the folklore and and light. Each moment of such a ceremony is dictated by
legends of many other peoples. long standing traditions brimming with significance, and
every tengu is raised to understand the value of such rituals,
embracing the unbroken line of wisdom that stretches to
time immemorial.

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BE

Tengu Traits
As a tengu, you have the following traits:
Ability Score Increase. Your Dexterity score increases by 2.
Age. Tengu reach maturity at around 16 years of age, and
go on to live for up to 400 years.
Size. You are Medium. Tengu are typically a little larger
than humans, standing between 6 and 7 feet tall.
Speed. Your walking speed is 30 feet.
Creature Type. You are a Humanoid.
Lethal Masters. You have proficiency with one simple or
martial weapon of your choice.
Languages. You can speak, read, and write Common and
one other language that you and your GM agree is appro-
priate for your character.
Subrace. There are two primary tengu variations: the
hanataka and the karasu. Choose one of these subraces.

Hanataka Tengu
Less ferocious and impulsive than the karasu, hanataka are
widely regarded as the “higher” lineage of tengu. With the
patience and tenacity of a flowing river, they live, train, and
meditate in the towering trees of their mountain home. Ha-
nataka tengu are swiftly provoked by vanity and are quick
to humble the arrogant and foolish. To those who show re-
spect, however, elder hanataka tengu make sage counsellors
and guides, imparting the wisdom of age and yokai magic.
Legend tells that the great warriors of old honed their swift-
ness of blade and sharpness of mind under the guidance of
hanataka masters.
Ability Score Increase. Your Charisma score increases by 1.
Master of Craft. You are proficient with one kind of arti-
san’s tools of your choice. When you make a Crafting check
using this tool, you can add 1d4 to the result of the check.
Nature Guardian. You gain proficiency in one of the
following skills of your choice: Arcana, Nature, Religion,
Stealth, or Survival.
Shadowcaster. You learn the prestidigitation and thauma-
turgy cantrips. In addition, you can cast them without com-
ponents while you are in dim light or darkness. Intelligence,
Wisdom, or Charisma is your spellcasting ability for these
spells when you cast them with this trait (choose when you
select this race).
Whirlwind Onslaught. After you take the Attack action
on your turn, you can use your bonus action on that turn
to cast a cantrip with a casting time of one action or make
a number of melee attacks equal to half your proficiency
bonus (rounded up). Each of these attacks must target a
different creature. Once you use this trait, you can’t do so
again until you finish a short or long rest.

97

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BE
TA
Karasu Tengu Psychic Battery. When you take the Attack action on
your turn, you can replace one of your attacks with a diz-
Deceptive and witty, cunning and dangerous, karasu tengu
zying psychic assault against a creature you can see within
are tricksters at heart. They take great joy in pranks, be they
15 feet of you. That creature must succeed on a Wisdom
simple or elaborate, and cackle gleefully at the humbling of
saving throw (DC equals 8 + your Constitution modifier +
others. Karasu have many avian qualities, including vestigial,
your proficiency bonus) or suffer the effects of the confusion
feathered wings and powerful, snapping beaks. As bursting
spell until the end of its next turn. Once you use this trait,
with life as their forest homes, and as volatile and passionate
you can’t do so again until you finish a short or long rest.
as the tempestuous winds, the friendship of a karasu is one
of staunch trust and joy. Those who insult them, however, Skyrider. When you fall at least 10 feet and aren’t
find karasu grudges run long, deep, and deadly. incapacitated, you can use your reaction to extend your
Ability Score Increase. Your Wisdom score increases by 1. vestigial, feathered wings to glide. You take no damage from
that fall, and you can move horizontally 2 feet for every 1
Fortified Mind. You have resistance to psychic damage. foot you fall.
Prankster. You gain proficiency in the Deception and
Stealth skills.

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TA
BE

CHAPTER 9

CLASSes

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TA
Classes New Features
This chapter introduces a new subclass for every class in the
core system of 5e, plus the tamer subclass that first appeared
in Heliana’s Guide to Monster Hunting. The tamer subclass
“Everyone has a gift—that’s what I believe.
also includes the core tamer class rules for ease of reference.
Bombuku is a crafting genius, I know my way In addition, the section presents a new class, the element
around a divination spell or two, and I’ve seen bender, along with four subclass options for it. Although
Bologar shatter an ōmukade carapace with a the subclasses offered in Ryoko’s Guide are tied closely to the
single headbutt and feast on the flesh within. history and lore of the Yokai Realms, GMs may allow them
That’s his special talent, what’s yours?” in other settings and worlds.
Improved Extra Attack. This chapter also provides the
— Ryoko Improved Extra Attack feature, which interacts with the
barbarian, bender, fighter, monk, paladin, and ranger classes
at 5th level. If a player is using another class with the Extra
Attack feature, the GM can offer the Improved Extra Attack
A World of Possibility feature to that class, choosing an option given to an existing
The Yokai Realms thrum with spiritual power. It is a place class, or working with a player to craft their own.
of roiling, untamed magic, which manifests in mysterious
ways within all who live there. Heroes and villains alike
wield this power in ways unique to themselves. Perhaps you
follow the Path of the Kaiju as a barbarian, drawing on the
ancient, primal power of behemoths to become a vassal of
destruction and might. It could be that you are a master
of illusion and subtly, wielding powerful spells and lethal
weaponry with the graceful synchronicity of a Shinobi wiz-
ard. Or, your power could come from a pact made with a
shinigami, a terrifying spectre of death, which lets you seize
control of battlefield corpses. No matter the path of power
you choose, yours will be a journey of constant discovery,
advancement, and adventure.

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Optional Class Extra Attack features do stack. For example, a barbarian 7/


monk 7 who takes the Attack action can only make one

Features additional attack, but they can use the unique benefits of
both the Improved Extra Attack: Barbarian and Improved
Extra Attack: Monk features.
Improved Extra Attack
Improved Extra Attack: Barbarian
When certain classes reach 5th level, they gain the Extra
Attack feature, allowing them to attack twice when they take 5th-Level Barbarian Feature
the Attack action on their turn. The following optional rules This feature replaces the Extra Attack feature and works
give these classes an Improved Extra Attack feature, which is with features that interact with Extra Attack.
enhanced at 7th level. These features reflect the identity and
You can attack twice, instead of once, whenever you take
flavour of each class to emphasise distinct styles. They also
the Attack action on your turn.
give a minor boost in power to classes that primarily make
attacks with weapons at a level when spellcasters begin to en- When you reach 7th level in this class, the fury of your
joy unmatched flexibility. Finally, these optional rules add a attacks can knock a foe to the ground. When you take the
greater degree of gameplay variation between classes. A fight- Attack action and make an attack roll against a creature
er and barbarian should feel different to play, right down to with advantage, if both of the d20 rolls would hit the target,
the tactics and experience built into their Attack action. you can force the target to make a Strength saving throw
As normal, if a character multiclasses and gains the Extra
Attack feature from more than one class, the features don’t
add together. However, the unique sections of the Improved

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(DC equals 8 + your proficiency bonus + your Strength You can attack twice, instead of once, whenever you take
modifier). On a failure, you can choose to knock the target the Attack action on your turn.
prone or push it up to 5 feet away from you. Creatures
When you reach 7th level in this class, your zealous
more than one size larger than you automatically succeed on
righteousness can inspire or demoralise others. When you
this saving throw. You can use this feature once per turn.
take the Attack action and hit with two attacks, you can use
a bonus action to utter a battlecry, targeting one ally or en-
Improved Extra Attack: Bender emy within 30 feet of you. If the target is a foe that can see
5th-Level Bender Feature or hear you, it must succeed on a Wisdom saving throw
against your paladin spell save DC or be frightened of you
This feature replaces the Extra Attack feature and works until the end of your next turn. If the target is an ally, the
with features that interact with Extra Attack. frightened condition ends on it. You can use this feature
You can attack twice, instead of once, whenever you take once per turn.
the Attack action on your turn.
When you reach 7th level in this class, your conjuration Improved Extra Attack: Ranger
of the elements dazzles and confuses your foes. After you hit 5th-Level Ranger Feature
a creature with a melee attack as part of the Attack action
on your turn, that creature can’t make opportunity attacks This feature replaces the Extra Attack feature and works
against you until the end of your turn. with features that interact with Extra Attack.
You can attack twice, instead of once, whenever you take
Improved Extra Attack: Fighter the Attack action on your turn.
5th-Level Fighter Feature When you reach 7th level in this class, your keen focus
lets you ignore distractions in the heat of battle. When you
This feature replaces the Extra Attack feature and works take the Attack action and make an attack roll against a
with features that interact with Extra Attack. creature, you can give yourself a +2 bonus to all subsequent
You can attack twice, instead of once, whenever you take attack rolls you make against that creature this turn. This fea-
the Attack action on your turn. The number of attacks you ture can trigger up to twice per turn (+4 bonus maximum).
can make increases to three when you reach 11th level in
this class and to four when you reach 20th level in this class.
When you reach 7th level in this class, the skill and
precision of your attacks create and expose weaknesses in
your foe’s guard. When you take the Attack action and hit
a creature with an attack roll, the next attack roll you make
against the target before the end of your next turn is made
with advantage. You can use this feature once per turn.

Improved Extra Attack: Monk


5th-Level Monk Feature
This feature replaces the Extra Attack feature and works
with features that interact with Extra Attack.
You can attack twice, instead of once, whenever you take
the Attack action on your turn.
When you reach 7th level in this class, you learn to
capture your enemy’s ki as you strike, transferring its life
force to revitalise your own. At the end of your turn, you
gain temporary hit points equal to thrice the number of
weapon attacks you made that hit a non-Construct creature
that turn.

Improved Extra Attack: Paladin


5th-Level Paladin Feature
This feature replaces the Extra Attack feature and works
with features that interact with Extra Attack.

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Barbarian • The Infinite Tempest. The first time each turn while
raging that you hit a target with a melee attack roll, you
deal 3 (1d6) lightning damage to each creature of your
Path of the Kaiju choice within 10 feet of the target as lightning spirals
out from the point of impact.
You can switch your chosen kaiju each time you gain a
“Be it man, beast, or earth itself, everything new barbarian level.
trembles before me.”
Apex Hunter
3rd-Level Path of the Kaiju Feature
The Path of the Kaiju is one of sheer destructive force. Some
warriors of this kind are fueled by a relentless hatred of a ka- You gain proficiency in the Medicine and Survival skills. If
iju, perhaps one that destroyed their home or ravaged their you already have this proficiency, you gain proficiency in
continent. In such cases, an individual’s burning obsession another skill of your choice. Additionally, you can take the
is a source of incredible strength, manifesting as an aspect of Brace action*, stand up from prone, or mount a creature
the kaiju’s own power in moments of blind rage. Other bar- using only 5 feet of movement.
*See page XX
barians might worship kaiju for their strength and grandeur,
calling on their aid in battle, embodying the might and fury
of a colossus as they charge into the fray. Kaiju Force
6th-Level Path of the Kaiju Feature
Aspect of the Kaiju
When you enter your rage, you can choose for you and
3rd-Level Path of the Kaiju Feature everything you are wearing and carrying to double in size in
When you adopt this path, choose a kaiju through which all dimensions if there is room, and your weight is multi-
you draw power and gain the associated benefit from the plied by eight. This growth lasts until your rage ends and
options below. increases your size by one category, from Medium to Large,
• The Ascendant Dragon. While raging, you can use an for example. While in this form, you can add your Consti-
action to let loose a devastating blast of radiant energy tution modifier to all Strength checks and Strength saving
from your mouth. Each creature in a 15-foot cone throws, and your weapon attacks deal an extra 1d4 damage
must succeed on a Dexterity saving throw (DC equal on a hit.
to 8 + your Strength modifier + your proficiency bo-
nus), taking a number of d6s radiant damage equal to Transformation of the Kaiju
your proficiency bonus on a failed save, or half as much 10th-Level Path of the Kaiju Feature
damage on a successful one.
You gain the power to transform into a vassal of a kaiju
• The Eternal Leviathan. When you enter your rage, when you rage. This kaiju is the same as the one you draw
or as a bonus action while raging, you can bellow an power from with your Aspect of the Kaiju feature.
echoing cry. Each creature of your choice within 10
• The Ascendant Dragon. While raging, you and any
feet of you must succeed on a Wisdom saving throw
objects you are wearing or carrying assume a pseu-
(DC equal to 8 + your Constitution modifier + your
do-liquid form. In this form, you have resistance to
proficiency bonus) or have disadvantage on attack rolls
fire damage, you are immune to the grappled and
against any target other than you until the start of your
restrained conditions, you gain a swimming speed of 60
next turn.
feet, you can move through other creatures’ spaces and
• The Titan Earth. You can use your Constitution modifier through gaps as small as 1 inch wide without squeezing
in place of your Strength modifier for the attack and (but you can’t stop there), and you gain the benefits of
damage rolls of your unarmed strikes and weapon attacks. half cover while submerged in water.
These strikes are still considered Strength-based attack
• The Eternal Leviathan. While raging, you adopt a
rolls for the purposes of your other barbarian features.
translucent, ghastly form. In this form, you have resist-
• The Armoured Kabuto. While raging, if you move at ance to cold and necrotic damage, and you can move
least 15 feet straight towards a target and then imme- through other creatures and objects as if they were
diately hit it with a weapon attack, the target takes an difficult terrain. You take 5 force damage if you end
extra 9 (2d8) bludgeoning damage from the attack. your turn inside an object. If you are inside an object
when your rage ends, you are shunted to the nearest
unoccupied space and take 5 force damage for every 5
feet travelled.

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Eternal Leviathan

• The Titan Earth.


While using your Kaiju
Force feature, you and
everything you are wearing and carrying
grows still further. Provided there is room,
your size increases by one category, from
Large to Huge, for example. While in this
form, your reach increases by 5 feet, and your
weapon attacks deal an extra 1d4 damage on a hit.
• The Armoured Kabuto. While raging, you sprout
large, insectoid wings. You have a flying speed equal
to your walking speed, and your movement doesn’t pro-
voke opportunity attacks.
• The Infinite Tempest. While raging, you crackle with
lighting and your blows land with booming claps of
thunder. In this form, you have resistance to light-
ning and thunder damage, and you can use a bonus
action to move in a straight line up to 30 feet, passing
through other creatures without provoking opportunity
attacks. Each creature you pass through in this way
must succeed on a Dexterity saving throw (DC equal
to 8 + your Constitution modifier + your proficiency
bonus) or take 1d8 lightning damage.

Chaos Threshold
14th-Level Path of the Kaiju Feature
While you are raging and have hit points equal to less than
half your hit point maximum, your speed increases by
10 feet and you can make one weapon attack as a bonus
action. Furthermore, if you fail a saving throw, you can
expend one use of your rage to succeed instead. You can
use this feature to succeed on a saving throw a number of
times equal to half your Constitution modifier (minimum
of once), and you regain all expended uses when you finish
a long rest.

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Bard • Mask of War. You can add your Charisma modifier


(minimum of +1) to the damage roll of a weapon attack
you make or a bard spell you cast (no action required).
College of Masks You can use this benefit once per turn.

You can create a mask in this way a number of times


equal to your Charisma modifier (minimum once), and
“This mask doesn’t give you power, little girl. This you regain all expended uses when you finish a long rest. If
isn’t simple addition! Wearing a mask is an act of you have no uses of this feature remaining, you can create a
transformation. You disappear in its shadow; you mask by expending one use of your Bardic Inspiration.
become something new—something incredible. That
is, of course, if you dare.” Inspiring Performance
3rd-Level College of Masks Feature

Masking—the practice of using masks to play a variety of You learn to empower others through the art of perfor-
characters in a solo performance—is among the most ancient mance. If you perform for at least 10 minutes, you can
artistic traditions of the Yokai Realms. Conjuring masks to choose a number of creatures up to your Charisma modifier
transform their persona, bards of this college bring tales of (minimum of 1) who witnessed your performance. Each
fallen heroes, nefarious villains, and epic confrontations to life. creature gains temporary hit points equal to your Charisma
Whether on stage or in the heat of battle, such bards perform modifier + your proficiency bonus and has advantage on its
as a whirling kaleidoscope of character, emotion, and magic, next initiative roll before it finishes a long rest.
shifting between personas of solitude, war, beauty, and hope.
Some bards of this college see their masks as exten-
Stagecraft
sions of their true self, a magnification of their power in a 6th-Level College of Masks Feature
specific direction. Others give themselves completely to the
Your mastery of illusions and trickery grants you the power
transformation, adopting totally fresh outlooks, personas,
to move yourself and others through space. While you are
and even voices depending on the mask they wear. In either
on the ground or a surface that can support you, you can
case, each mask grants its own special magic, and with the
use a bonus action to target one creature that is no more
power to switch between them at will, mask bards have the
than one size larger than you within 60 feet of you. That
tools and talents to seize command of any situation.
target must succeed on a Charisma saving throw against
your bard spell save DC or you both teleport, swapping
Kabuki Conjuration places. A creature can choose to fail this saving throw.
3rd-Level College of Masks Feature You can use this feature a number of times equal to your
Charisma modifier (minimum once), and you regain all
You have the power to conjure magical masks. As a bonus
expended uses when you finish a long rest.
action, you conjure one mask of your choice from the
options below. It appears on your face or levitates in the
air around you, and it lasts for 1 minute or until you use a Grandiose Transformation
bonus action to dismiss it or conjure another one. 14th-Level College of Masks Feature
While conjured, your mask grants you advantage on
Your mastery of performance and magic enhances your
Performance checks, and you can use it as a spellcasting fo-
masks with incredible power. You gain additional benefits
cus for your bard spells. The type of mask you conjure also
depending on the mask you currently have conjured:
grants an additional benefit:
• Mask of Beauty. You gain a bonus to all saving throws
• Mask of Beauty. When a creature within 30 feet of equal to your Charisma modifier (minimum of +1).
you that you can see makes a saving throw to resist the • Mask of Hope. When a creature you can see within 90
effects of an enchantment spell you cast, you can use feet of you falls to 0 hit points but isn’t killed outright,
your reaction to expend one use of your Bardic Inspira- you can use a reaction to expend one use of your Bardic
tion, imposing disadvantage on that roll. Inspiration. If you do so, the creature is reduced to 1
• Mask of Hope. When a creature within 60 feet of you hit point instead. Once a creature benefits from this
that can see or hear you rolls a Bardic Inspiration die, feature, it can’t do so again until it finishes a long rest.
you can use your reaction to add your Charisma modi- • Mask of Solitude. You have resistance to bludgeoning,
fier (minimum of +1) to that roll. piercing, and slashing damage.
• Mask of Solitude. When a creature hits you with a me-
• Mask of War. If you use your action to cast a spell, you
lee attack, you can use your reaction to release a blast of
can make one weapon attack as a bonus action that turn.
force from your mask, dealing 1d8 force damage to the
creature and pushing it up to 15 feet away from you.
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Bender
Bare, clawed feet part river-rounded gravel as a tengu sweeps of magical and physical virtuosity, each twist and flick a
through motions as graceful as any dancer’s, the surging nuanced touch of the Weave. For some, this is a weapon of
water parting to allow her and her weary companions a war, of thunderclaps and fists of rock. For others, this is a
peaceful crossing. tool to preserve, to craft shields of ice and invigorate with
an inner flame. Whether a bender chooses to study all the
With patient composure, an oniborne deflects a hail of
elements—earth, air, water, and fire—or to master just one,
flaming arrows, redirecting their heat into a cascade of blue
the primordial forces of nature are theirs to command.
flame and burning fists.
The clack of jagged obsidian, splash of glacial water, and Quick Build
warmth of flaming eddies gather within a rushing whirl-
wind. Drifting out of these massed elements is a glowing You can make a bender quickly by following these sugges-
atatsu; a primordial incarnation of their mortal form. tions. First, put your highest ability score in the ability
you choose for your spellcasting: Intelligence, Wisdom,
These benders, as disparate as their affinities might be, or Charisma, followed by Dexterity. Second, choose the
are defined by their connection with the elements: a magic elementalist background.
manifested through precise and practised movements. More
than a martial art, their motions are a spectacular union

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The Bender
—Spell Slots per Spell Level—
Level Class Features Cantrips Known*
1st 2nd 3rd 4th 5th
1st Spellcasting, Elemental Affinity (1), Elemental Strikes 2 2
2nd Elemental Combo 2 2
3rd Bender Discipline 2 3
4th Ability Score Improvement 2 3
5th Extra Attack 2 4 2
6th Elemental Affinity (2) 2 4 2
7th Discipline Feature, Improved Extra Attack (optional) 2 4 3
8th Ability Score Improvement 2 4 3
9th — 2 4 3 2
10th Elemental Affinity (3) 3 4 3 2
11th Primordial Form 3 4 3 3
12th Ability Score Improvement 3 4 3 3
13th — 3 4 3 3 1
14th Elemental Affinity (4) 4 4 3 3 1
15th Discipline Feature 4 4 3 3 2
16th Ability Score Improvement 4 4 3 3 2
17th — 4 4 3 3 3 1
18th Primordial Avatar 4 4 3 3 3 1
19th Ability Score Improvement 4 4 3 3 3 2
20th Discipline Feature 4 4 3 3 3 2

*This value may be higher if you take new elemental affinities. See
Elemental Affinity, page xx.

Starting Equipment
Class Features You start with the following items, in addition to anything
provided by your background:
Hit Points
• (a) a quarterstaff, (b) a chakram, or (c) any simple weapon
Hit Dice: 1d8 per bender level • (a) a dungeoneer’s pack or (b) an explorer’s pack
Hit Points at 1st Level: 8 + your Constitution modifier
• Leather armour and 10 shuriken
Hit Points at Higher Levels: 1d8 (or 5) + your Constitu-
tion modifier per bender level after 1st If you forgo this starting equipment, as well as the items
offered by your background, you start with 5d4 x 10 gp to
Proficiencies buy your equipment.
Armour: Light armour, Medium armour
Weapons: Simple weapons, chakrams, nunchaku, Multiclassing
shortswords, shuriken, starknives, twin blades Ability Score Minimum. As a multiclass character, you
Tools: One type of artisan’s tools or one musical instrument must have at least a 13 in the spellcasting ability from your
of your choice bender Spellcasting feature to take a level in this class, or to
Saving Throws: Strength, Constitution take a level in another class if you are already a bender.
Skills: Choose two from Acrobatics, Athletics, History,
Proficiencies Gained. If bender isn’t your initial class,
Insight, Religion, and Stealth
when you take your first level as a bender, you gain profi-
ciency with simple weapons.

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Spell Slots. Add half your levels (rounded up) in


the bender class to the appropriate levels from other
classes to determine your available spell slots.

Spellcasting
1st-Level Bender Feature
As a bender of elements, you use the motions of your
corporeal form to coax the Weave into manipulating
the primordial forces.

Cantrips
You know two cantrips of your choice from your
bender spell list (see Elemental Affinity). At higher
levels, you learn additional cantrips of your choice, as
shown in the Cantrips Known column of the Bender
table. Your Elemental Affinity feature also allows you
to learn more cantrips at higher levels.

Preparing and Casting Spells


The Bender table shows how many spell slots you
have to cast your bender spells of 1st level and higher.
To cast one of these spells, you must expend a slot
of the spell’s level or higher. You regain all expended
spell slots when you finish a long rest.
You prepare the repertoire of bender spells that are
available for you to cast, choosing from your bender
spell list (see Elemental Affinity). When you do so,
choose a number of these spells equal to your bender
spellcasting ability modifier + half your bender level,
rounded down (minimum of one spell). The spells
must be of a level for which you have spell slots.
For example, if you are a 5th-level bender, you
have four 1st-level and two 2nd-level spell slots.
With a spellcasting ability of 14, your repertoire of
prepared spells can include four spells of 1st or 2nd
level, in any combination. If you prepare the 1st-level
spell thunderwave, you can cast it using a 1st-level or
a 2nd-level slot. Casting the spell doesn’t remove it
from your repertoire of prepared spells.
You can change your repertoire of prepared spells
when you finish a long rest. Preparing a new reper-
toire of bender spells requires time spent practising
their movements and gestures: at least 1 minute per
spell level for each spell in your repertoire.

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Spellcasting Ability Elemental Affinity
When you gain your first level in this class, you choose
1st-Level Bender Feature
which spellcasting ability you use for your bender spells
from Intelligence, Wisdom, and Charisma. You use this You find attunement with one of the four elements. Choose
ability whenever a bender spell refers to your spellcasting one of the following: air, earth, fire, or water. The spells
ability. In addition, you use this ability’s modifier when associated with that element (see Bender Spell List on page
setting the saving throw DC for a bender spell you cast and xx) are added to your bender spell list.
when making an attack roll with one. Each element is associated with one or two damage types:
• Air: Thunder.
Spell save DC = 8 + your proficiency bonus + your
spellcasting ability modifier • Earth: Acid & poison.
• Fire: Fire & lightning.
Spell attack modifier = your proficiency bonus +
• Water: Cold.
your spellcasting ability modifier

Ritual Casting
You can cast a bender spell as a ritual if that spell has the
ritual tag and you have the spell prepared.

Spellcasting Focus
You can use your free hand as a spellcasting focus for your
bender spells. This free hand can be used for both the somat-
ic and material components for a spell, provided the material
component has no cost and isn’t consumed by the casting.

Flavouring Bender Spells


Benders induce magical effects through movement.
These movements are a precise sequence—similar
to the katas practised in karate—and a specific
sequence will always result in a specific spell or
magical effect.You might describe preparing a spell
at the end of a long rest as practising a martial
form, or convey a spell not taking effect as its
bender slipping on a rock during the sequence. A
ritual spell might involve the same sequence being
performed repeatedly, each iteration coaxing the
elements into the desired effect.

When a spell takes effect, it is always linked to


the elements in some way. A shield spell cast by a
bender with air affinity might appear like tumultu-
ous gusts of wind, while that of an earth bender
could condense dust into a rocky plate, or cause a
pillar of earth to deflect an incoming blow. A hold
person spell could be flavoured as a water bend-
er controlling the water within a person, while a
fire bender’s major image could be described as a
heat-induced shimmering of the air.

110
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Elemental Strikes
At Higher Levels. At 6th, 10th, and 14th levels, you 1st-Level Bender Feature
choose one of the four elements to gain affinity with, either
• You have learnt to unite magic with movement, giving
a new element or one you’ve chosen before. This has some
you a unique and deadly combat style. When you take
immediate effects and interacts with some subclass features
the Attack action, you can make melee or ranged spell
(see below).
attacks called elemental strikes as one or more of your at-
• New Elemental Affinity. If you choose a new element tacks. The strike deals damage of a type with which you
with which to gain affinity, you add its spells to your have affinity (your choice when you make the attack).
bender spell list and you learn one cantrip of your • Melee. A melee elemental strike has a reach of 10 feet
choice from the new element’s list. This cantrip doesn’t and deals damage equal to 1d6 plus your bender spell-
count against the number of cantrips you know. casting ability modifier on a hit.
• Repeated Elemental Affinity. If you choose an element • Ranged. A ranged elemental strike has a range of 60
for which you already had affinity, spells that you cast feet and deals damage equal to 1d4 plus your bender
from that spell list are cast one level higher than the spellcasting ability modifier on a hit.
level of spell slot you expend. This effect stacks; if you
choose to gain affinity with the same element four Any magic items that confer a bonus to the attack and
times, your spells from that element’s list are cast three damage rolls of your unarmed strikes confer the same bonus
levels higher than the spell slot you expend. to your elemental strikes.

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Elemental Combo Ability Score Improvement
2nd-Level Bender Feature 4th-Level Bender Feature
Your strikes manifest elemental energy, which you can When you reach 4th level, and again at 8th, 10th, 12th,
unleash at the peak of your combination. After you take the 16th, and 19th level, you can increase one ability score of
Attack action on your turn, you can make one Elemental your choice by 2, or you can increase two ability scores of
Strike attack as a bonus action that turn. You do not add your choice by 1. As normal, you can’t increase an ability
your ability modifier to the damage from this attack. score above 20 using this feature.
At Higher Levels. This attack’s damage increases by one
damage die (1d6 for a melee attack or 1d4 for a ranged at- Extra Attack
tack) when you reach 6th (2d6 or 2d4), 10th (3d6 or 3d4), 5th-Level Bender Feature
and 14th (4d6 or 4d4) level in this class.
You can attack twice, instead of once, whenever you take
the Attack action on your turn.
Bender Discipline
3rd-Level Bender Feature
You choose an aspect of how nature manifests which you
embody in your manipulation of the elements. Your dis-
cipline choice grants you features at 3rd level and again at
7th, 15th, and 20th level.

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Improved Extra Attack (Optional • Air: Untouchable. You have resistance to nonmagical
Feature) bludgeoning, slashing, and piercing damage.
• Fire: Alight. At the end of your turn, creatures of your
7th-Level Bender Feature
choice within 10 feet of you take fire damage equal to
This feature replaces the Extra Attack feature and works your bender spellcasting ability modifier.
with features that interact with Extra Attack. • Earth: Solid. You gain a +2 bonus to your AC.
You can attack twice, instead of once, whenever you take • Water: Fluid. You gain a pool of vitality equal to five
the Attack action on your turn. times your bender level. At the end of each of your
When you reach 7th level in this class, your conjuration turns for the duration, you can cause up to three
of the elements dazzles and confuses your foes. After you hit creatures of your choice within 10 feet of you to regain
a creature with a melee attack as part of the Attack action 5 hit points (no action required), expending an equal
on your turn, that creature can’t make opportunity attacks amount of vitality from your pool to do so.
against you until the end of your turn.
After you use this feature, you can’t do so again until you
finish a long rest.
Primordial Form
Starting at 17th level, while in your primordial form, you
11th-Level Bender Feature can cast spells of 2nd level or lower without expending a
As a bonus action, you embody aspects of a chosen element. spell slot.
Choose one of the elements with which you have affinity.
For 1 minute, you can cast 1st-level spells associated with
that element (see Elemental Affinity lists, page xx) without
expending a spell slot. In addition, you gain a benefit based
on that element:

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Primordial Avatar Primordial Avatar, Fire Benefits
18th-Level Bender Feature Fire
Benefit
As an action, you become a primordial incarnation of your Affinities
mortal form. You gain 50 temporary hit points as well as The first time you hit a target with an attack
benefits based on your Elemental Affinities, which last for on each of your turns, you deal an extra 2d6
10 minutes. After you enter this state using this feature, 1
fire or lightning damage to it (your choice
you can’t do so again until you finish a long rest. when you gain this benefit).
Primordial Avatar, Air Benefits 2 You are immune to fire damage.
You can cast the hellish rebuke spell at
Air
Benefit 2nd-level without expending a spell slot
Affinities 3 or expending your reaction. You can’t do so
Your speed increases by 15 feet. You gain a while incapacitated. After you do so, you can’t
1 do so again until the start of your next turn.
flying speed of 60 feet.
You are immune to thunder damage and You are under the effects of the fire shield
2 4
the grappled and restrained conditions. spell (warm shield only).
Once on each of your turns, you can cast the
misty step spell without expending a spell Primordial Avatar, Water Benefits
3
slot (no action required). You can’t do so
while incapacitated. Water
Benefit
Your speed increases by 15 feet (30 feet to- Affinities
4 tal). You are under the effects of the freedom You gain a swimming speed of 60 feet. Once
of movement spell. on each of your turns, you can take the Help
1
action targeting any creature you can see
within 30 feet of you (no action required).
Primordial Avatar, Earth Benefits
2 You are immune to cold damage.
Earth
Benefit When a creature you can see within 30 feet
Affinities of you succeeds on a saving throw or an at-
Your AC can’t be lower than 14 plus your tack roll, you can force the creature to reroll
1 3
bender spellcasting ability modifier. the d20 and use the lower roll (no action
required). After you do so, you can’t do so
You are immune to acid damage and auto-
again until the start of your next turn.
matically succeed on saving throws made
2
to avoid being moved against your will or You are under the effects of the true
4
knocked prone. seeing spell.
You can cast the shield spell without expend-
*See Chapter 13 - Spells
ing a spell slot or expending your reaction.
3 You can’t do so while incapacitated. After
you do so, you can’t do so again until the
start of your next turn.
You are under the effects of the skin of
4
steel* spell.

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Bender Spell List Bender: Earth Spells


Benders control the primordial forces through manipulation Cantrips (0 Level) Skin of Stone*
of the Weave. The spell list for the bender class, including Acid Splash Snake Bite*
Earthen Fist* Spike Growth
spells from the SRD (the free 5th-edition source rules) is
Poison Spray
provided below, sorted by their element. Spells with asterisks 3rd Level
Reinforce*
(*) are new spells that can be found in the Spells chapter. Resistance Acid Rain*
Shillelagh Elemental Weapon (acid only)
Meld Into Stone
Spells Not In These Lists 1st Level
Earthen Uppercut*
Mireball*
Rock Tomb*
If you want to use spells from other 5e sources Entangle
that are not mentioned in this list, feel free! When
False Life 4th Level
Floating Disk Conjure Minor Elementals
deciding whether an element should get access to Goodberry (earth only)
a spell, use the following guidance. If, as a player, you Grease Slatestorm*
encounter spells that are not on the lists below Shield Stone Shape
Stone Skin
that deal these damage types or use the associated 2nd Level Skin of Steel*
elements, work with your GM to decide if they can Acid Arrow
be added to that element’s list. Barkskin 5th Level
Calm Earth* Conjure Elemental (earth only)
Enhance Ability (Bear’s Endur- Eruption*
ance or Bull’s Strength Passwall (stone only)
Bender: Air Spells only) Planar Binding (earth elemen-
Protection* tal only)
Cantrips (0 Level) 3rd Level Protection From Poison Wall of Stone
Concussion* Call Lighting Shielding Word* Nomi’s Adamantine Carapace*
Dash Strike* Depth Charge*
Smokescreen* Elemental Weapon (thunder
Soften Descent * only)
Bender: Fire Spells
Fly
1st Level Gaseous Form Cantrips (0 Level) 3rd Level
Color Spray Haste Dancing Lights Daylight
Expeditious Retreat Switcheroo* Fire Bolt Elemental Weapon (lightning
Feather Fall Wind Wall Incendiary Strike* or fire only)
Fog Cloud Light Fireball
Jump 4th Level Minor Illusion Flaming Tiger Leap*
Longstrider Cloudstrider* Shocking Grasp Haste
Repulsing Palm* Conjure Minor Elementals (air Spark* Lightning Bolt
Thunderwave only) Major Image
Unseen Servant Dimension Door 1st Level
Wind Drake* Freedom of Movement Burning Hands 4th Level
Hallucinatory Terrain Color Spray Conjure Minor Elementals (fire
2nd Level Sundering Sky* Faerie Fire only)
Blur Tempestuous Transformation* Flash* Fire Shield (fire only)
Calm Air* Hellish Rebuke Greater Invisibility
Enhance Ability (Cat’s Grace 5th Level Heroism Lion’s Roar*
only) Conjure Elemental (air only) Inner Flame* Wall of Fire
Flashbang* Cyclone Silent Image
Gust of Wind Raijin’s Rending Rage* 5th Level
Levitate Mislead 2nd Level Conjure Elemental (fire only)
Mirror Image Planar Binding (air elemental Calm Flames* Feverskin*
Misty Step only) Continual Flame Flame Strike
Shatter Enhance Ability (Eagle’s Splen- Planar Binding (fire elemental
Silence dor only) only)
Wind Strike* Flame Blade Raijin’s Rending Rage*
Flaming Sphere
Heat Metal
Invisibility
Lightning Redirect
Scorching Ray
Wanyudo’s Fury*
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Bender: Water Spells
Cantrips (0 Level) 4th Level
Guidance Cage of Frozen Tears*
Pins & Needles* Cloudstrider*
Ray of Frost Compulsion
Water Whip* Conjure Minor Elementals
(water only)
1st Level Control Water
Command Divination
Create or Destroy Water Ice Storm
Detect Poison and Disease
Ice Moon* 5th Level
Mirror of Reflection* Bakuryo’s Blessèd Blizzard*
Commune
2nd Level Cone of Cold
Bloodweave* Conjure Elemntal (water only)
Calm Emotions Dominate Person
Calm Waters Geas
Endoleech Hold Monster
Enhance Ability (Owl’s Wisdom Planar Binding (water elemen-
only) tal only)
Hold Person Scrying
Riptide* White Water Wall*
Suggestion

3rd Level
Acid Rain*
Clairvoyance
Elemental Weapon (cold only)
Extract Shirikodama
Hypnotic Pattern
Sleet Storm
Slow
The Bends*
Water Breathing
Water Walk
Water Wyrm*

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Bender Disciplines Disciple of Ferocity


The elements are every bender’s tool, the instrument with Disciples of Ferocity traverse battlefields as a whirlwind
which they dazzle an audience, save souls from natural of blades, fists, and elemental fury. Whether it be with
disaster, or strike down foes. As varied as the myriad ways the deadly patience of a stalking predator or the reckless
in which nature manifests, different benders find inspi- abandon of a raging barbarian, these benders rely on an
ration from different facets of nature. Some feast on the unflinching offence as the solution to that which stands
catastrophic eruption of a volcano, a tumultuous torrent of in their way. They are students of devastation; armed and
fire and earth. Others are roused by stoic glaciers and the armoured, their movements embodying the destructive
impenetrable teeth of high mountains. And the bountiful forces of nature: desolating wildfires, wrenching tornadoes,
creche of gentle winds and clean water provides succour surging tsunamis, and rending earthquakes.
for those who nurture values of growth and wellbeing. At How did you come to follow such a path? Perhaps you
3rd level, you choose the aspects of nature that inspire your were a mercenary exposed to primordial influences. Maybe
command of the elements. you were a sailor, using wind and water to shorten sea voyages
and protect your crew from pirates and raiders. Conversely,
you may be an acolyte of pacifism, unleashing your destruc-
tive potential when fear overrides your better judgement. The
choice is yours and the elements are your weapons.

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Bonus Ferocity Spells Primordial Battery
3rd-Level Disciple of Ferocity Feature 20th-Level Disciple of Ferocity Feature
The following spells are added to your bender spell list. You can attack three times whenever you take the Attack
They always take the form of an element associated with action on your turn.
your Elemental Affinity. For example, a guardian of faith
may take the form of a giant stalagmite projecting spears of Disciple of Fortification
rock (earth affinity), or a storm cloud letting loose booms of
thunder (air affinity). A bubble of temperate calm amongst a raging wildfire, a
wedge of unmoving rock within a landslide, a shield of ice
Bender Level Spells against fist-sized hailstones; you are a bulwark against the
3rd magic missile* forces of nature, bending them to protect yourself and your
allies. You understand that your role is not to crush and
5th magic weapon slaughter, but to preserve those around you that you may
9th blink** triumph together.
13th guardian of faith* As a Disciple of Fortification, you may have taken a vow
of pacifism yet still yearn for a life of danger and adventure.
17th arcane hand*
Perhaps you worked as a bodyguard, valuing the life of an-
other more than your own. Maybe you found employment
*The damage type is one for which you have affinity instead of what is
specified (you choose when you cast the spell). in a mine, saving colleagues from death by rock and explo-
**You move to a Border-Elemental Plane associated with your Ele- sives. Or it could be that your self preservation instincts are
mental Affinity (see page xx). so well-honed that you cannot help but avoid catastrophe.
Either way, the elements shield and fortify you from hurt
Martial Proficiencies and harm.
3rd-Level Disciple of Ferocity Feature
You gain proficiency with all martial weapons and can use
any weapon you are proficient with as a spellcasting focus
for your bender spells.

Elemental Conduit
3rd-Level Disciple of Ferocity Feature
You have learnt to channel elemental energy beyond your
fist to the weapons you wield. You can use your bender
spellcasting ability instead of Strength or Dexterity for
weapon attack and damage rolls.

Destructive Nature
7th-Level Disicple of Ferocity Feature
When you hit a creature with an attack, you can expend
a spell slot to deal additional damage of a type associated
with your Elemental Affinity. The extra damage is 2d8 for a
1st-level spell slot, plus 1d8 for each spell level higher than
1st, to a maximum of 6d8.

Elemental Ferocity
15th-Level Disciple of Ferocity Feature
When you are in your Primordial Form or Primordial
Avatar state (see page xx), the damage of your Elemental
Combo feature increases to 6d6 for a melee attack and 6d4
for a ranged attack.

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Bonus Fortification Spells Primordial Shield


3rd-Level Disciple of Fortification Feature 3rd-Level Disciple of Fortification Feature
The following spells are added to your bender spell list. You learn to create a shield of primordial energy. As a bonus
They always take the form of an element associated with action on your turn, you can create this shield, granting you
your Elemental Affinity. For example, a shield may appear as or a willing creature within 30 feet of you 1d6 temporary
ice (water affinity) or rock (earth affinity). hit points. These temporary hit points last until you use this
feature again or the target finishes a long rest.
Bender Level Spells
The number of temporary hit points increases to 1d10 at
3rd shield 6th level, 2d6 at 10th level, and 2d10 at 14th level.
5th shielding word*
9th protection from energy** Redirect Elements
13th resilient sphere 7th-Level Disciple of Fortification Feature
17th endure* When a creature you can see within 30 feet of you (includ-
*See Chapter 13 - Spells ing yourself ) would take damage of a type associated with
**Must be a damage type for which you have affinity (see Elemental your Elemental Affinity (see page xx), you can use your
Affinity, page xx). reaction to reduce that damage. The damage is reduced
by 2d6 for each time you have chosen affinity with that
Defensive Proficiencies element. If this reduces the damage to 0, you can make a
3rd-Level Disciple of Fortification Feature
ranged spell attack, redirecting the energy at a target within
30 feet of the original target. The attack deals damage equal
You gain proficiency with medium armour, heavy armour, to the total damage reduction you rolled. The size of these
and shields. dice increase to a d8 at 11th level, a d10 at 15th level, and a
In addition, you can use a shield as a spellcasting focus d20 at 20th level.
for your bender spells.

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Elemental Reinforcement

Optional Rule: Beyond


15th-Level Disiciple of Fortification Feature
When you are in your Primordial Form or Primordial
Damage Types Avatar state (see page xx) and expend a spell slot to cast a
bender spell of 1st level or higher, you can choose one crea-
Characters may take damage from elemental sourc- ture you can see within 30 feet of you (including yourself )
es that don’t fall under the damage types associated to gain temporary hit points equal to three times the level of
with that element, as dictated by the Elemental spell slot expended.
Affinity feature. For example, a tsunami might crash
into a party and deal bludgeoning damage. The Primordial Bulwark
source of this damage is water, but the damage 20th-Level Disciple of Fortification Feature
type is bludgeoning (associated with earth) and not When you roll initiative and aren’t surprised, you can use
cold (associated with water). Because the source your reaction to cast a spell associated with your Elemental
of the damage is water, the GM may allow a player Affinity, as shown in the table below, without expending a
with water Elemental Affinity to use the Redirect spell slot. Once you use this feature, you can’t do so again
until you finish a long rest.
Elements feature of the Disciple of Fortification
subclass to reduce this bludgeoning damage, even if Elemental Affinity Spell
they don’t have affinity with earth. Air wind wall
Earth wall of stone
Fire wall of fire
Water white water wall*

*See page XX

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Disciple of Invigoration Bonus Invigoration Spells


A rock suddenly lowers, dropping an ally a crucial inch and 3rd-Level Disciple of Invigoration Feature
turning a critical hit into a glancing blow. A precise gust of The following spells are added to your bender spell list.
wind accelerates an arrow over a foe’s shield, striking them They always take the form of an element associated with
in the eye. A burst of flame temporarily blinds an opponent, your Elemental Affinity. For example, a blessing may mani-
causing their battleaxe to swing wide. Where others shield fest as fortuitous gusts of wind (air affinity) or illuminating
and strike, Disciples of Invigoration prefer a more subtle ap- sparks (fire affinity).
proach, bolstering an ally from within or manipulating a foe’s
attacks with alacritous and shrewd bursts of elemental energy. Bender Level Spells
Why did you choose this path? Did you always have a 3rd bless
helpful disposition? Were you an aide de camp in a large
5th inner flame*
army? A wizard’s apprentice that wandered into an elemental
experiment? Whatever your choice, you are the favourable 9th haste
wind that stops a friend falling, the slick rock that foils a foe’s 13th freedom of movement
footing, and the inner flame that turns the tide of battle.
17th greater restoration

*See page 216

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Inner Vigor and it must use the new result, potentially turning a failed
save into a success or a missed attack into a hit. If this re-
3rd-Level Disciple of Invigoration Feature
rolled attack hits, it deals damage of a type associated with
Your connection to the elements invigorates your body. Your one of your Elemental Affinities (your choice when you take
hit point maximum increases by an amount equal to your the reaction) equal to your bender spellcasting ability.
bender level and you can add your bender spellcasting ability You can use this feature a number of times equal to your
modifier to checks you make to maintain your concentration. bender spellcasting ability modifier (minimum of once).
You regain all expended uses when you finish a long rest.
Primordial Pulse
3rd-Level Disciple of Invigoration Feature Distracting Onslaught
With shrewd timing, you imbue an ally with invigorating 7th-Level Disiciple of Invigoration Feature
energy. When a willing creature you can see within 30 feet
Once on your turn, when you deal damage to a creature
of you fails a saving throw or misses an attack roll, you can
using a damage type associated with your Elemental Affin-
use your reaction to give it a rejuvenating boost. It immedi-
ity, you can cause the elements to manifest in a distracting
ately rerolls the saving throw or attack roll, with an addition-
array: fire may burst into dazzling lights, water may foam
al bonus equal to your bender spellcasting ability modifier,
into obscuring spray, and wind or earth may whip up into
a cloud. The next time the target makes an attack roll or
saving throw before the end of its next turn, it must roll a
d8 and subtract that from the result.
You can use this feature a number of times equal to your
bender spellcasting ability modifier (minimum of once).
You regain all expended uses when you finish a long rest.

Elemental Enhancement
15th-Level Disciple of Invigoration Feature
Once per turn, when you are in your Primordial Form or
Primordial Avatar state and cast a bender spell with a spell
slot of 1st level or higher which targets an ally, you can
enhance that spell (no action required). Choose one of the
following options:
• You end one of the following conditions on the creature
(your choice): blinded, charmed, deafened, frightened,
poisoned, or stunned.
• The creature can add a d6 to the next attack roll or
saving throw it makes before the end of its next turn.
• The creature can use its reaction to make one weapon
attack.
• The creature can use its reaction to move up to half its
speed without provoking opportunity attacks.

If the spell targets more than one ally, you choose which
ally gains the benefit.

Primordial Invigoration
20th-Level Disciple of Invigoration Feature
When you enter your Primordial Avatar state, you can
grant up to five willing creatures within 30 feet of you one
of your Level 1 Affinity benefits listed in an appropriate
Primordial Avatar Benefit table. You choose a single effect
to grant all the creatures, which lasts until your Primordial
Avatar state ends.

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Cleric Across the realms and beyond exist countless deities and
spirits, each with their own motivations, power, and
temperament, and each with their own devoted followers.
Shrine Warden Domain Shrine Warden clerics celebrate and honour the deities they
follow through the creation and preservation of hallowed
sites in their honour—consecrated ground where the misty
Let’s face the fading sun, in safety and comfort, division between spiritual and physical melts away to
nothing. To such clerics, power can be drawn from almost
and remember what matters. any kaiju, spirit, deity, or pantheon they worship. For the
Shrine Warden, the act of devotion itself is magical, and the
erection of a shrine a beacon of hope to those in need, and
of terror to those who mean it harm.

Bonus Proficiencies
1st-Level Shrine Warden Domain Feature
You gain proficiency with martial weapons and heavy
armour.

Consecration
1st-Level Shrine Warden Domain Feature
As a bonus action, you can imbue a point on the ground
that you can see within 60 feet of yourself with divine
magic. A small, spectral shrine appears at that location and
radiates magic in a 15-foot-radius aura. When you use this
feature, choose a Blessing or Curse from the options below,
and then choose a number of creatures up to 1 + your
Wisdom modifier (minimum of up to one creature) to be
affected by the shrine’s magic.
Blessing of Fortune. An affected creature in the aura can
add 1d4 to an attack roll, ability check, or saving throw it
makes. It then can’t gain this benefit again until the start of
its next turn.

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Blessing of Power. When an affected creature in the aura Divine Strike
hits a target with an attack roll, it can deal an extra 1d6
8th-Level Shrine Warden Domain Feature
radiant damage to that target. It then can’t gain this benefit
again until the start of its next turn. This damage increases You gain the ability to infuse your weapon strikes with
to 2d6 when you reach 10th level in this class. divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
Blessing of Hope. An affected creature in the aura is
deal an extra 1d8 radiant damage to the target. When you
immune to the frightened condition, and it gains 1d4 tem-
reach 14th level, the extra damage increases to 2d8.
porary hit points when it ends its turn there.
Curse of the Void. The shrine’s aura is obscured by Empowered Consecration
opaque darkness for affected creatures. 17th-Level Shrine Warden Domain Feature
Curse of Pain. An affected creature takes 1d8 necrotic When you use your Consecration feature, the radius of
damage when it enters the aura for the first time on its turn the shrine’s aura increases to 30 feet. In addition, you can
or its turn there starts its turn in the aura. This damage choose three Blessing or Curse options to affect creatures
increases to 2d8 when you reach 11th level in this class. you designate with this feature, rather than just one.
Curse of Panic. An affected creature that attempts to
enter the aura for the first time on its turn or starts its turn
there must succeed on a Wisdom saving throw or become
frightened of the shrine until the start of its next turn.
The shrine lasts for 1 minute. Once you use this feature,
you can’t do so again until you finish a short or long rest.

Channel Divinity: Hallowed Ground Shrine Guardian


2nd-Level Shrine Warden Domain Feature
You can use your Channel Divinity to attempt to expel a
creature from an area, or trap it there. As a bonus action,
you present your holy symbol and choose one creature you
can see within 60 feet of you. That creature must succeed
on a Charisma saving throw or suffer one of the following
effects of your choice:
• The creature is pushed up to 30 feet away from you.
• The creature’s speed is reduced to 0 feet until the end of
its next turn.

Shrine Guardian
6th-Level Shrine Warden Domain Feature
When you create a shrine with your Consecration feature,
you also summon a Tiny Fey (yokai) spirit to act as its
guardian. This shrine guardian is immune to all damage
and conditions and can fly. As a bonus action on your turn,
you can command it to move the shrine up to 20 feet in
any direction.
The shrine guardian can also help or hinder nearby
creatures. When a creature in the shrine’s aura makes an
attack roll, ability check, or saving throw, you can use your
reaction to command the shrine guardian to intervene, roll-
ing 1d4 and applying it as a bonus or penalty (your choice)
to the creature’s roll. You can use this feature a number of
times equal to your Wisdom modifier, regaining all expend-
ed uses upon finishing a long rest.

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Druid their own mind and voice. Moreover, such druids can
encourage roaming yokai spirits to settle in plants, flames,
pebbles, and streams, turning these facets of nature into
Circle of the Yokai grasping weeds, furious wildfires, stalwart bastions of rock,
or living wyrms of water.

I have flown as a ryume, sung as a nue, and Circle Spells


danced as a whirling kamaitachi, and yet the yokai 2nd-Level Circle of the Yokai Feature
remain every bit as unknowable and enigmatic as You have formed a bond with the yokai, mysterious spirits
the day our bond was formed. They are beyond that populate the land. Your connection to the yokai grants
understanding. Relinquish your instinct to harness you access to some spells when you reach certain levels in
their strength and influence their actions; theirs is this class, as shown on the Circle of the Yokai Spells table.
not a power you can dominate, it is only a power Once you gain access to one of these spells, you always
have it prepared, and it doesn’t count against the number
you can share.
of spells you can prepare each day. If you gain access to a
spell that doesn’t appear on the druid spell list, the spell is
Druids belonging to the Circle of the Yokai seek a connec- nonetheless a druid spell for you.
tion to nature beyond the physical, aligning themselves with
the mysterious yokai spirits that embody and inhabit the Circle of the Yokai Spells
natural world. This connection allows such druids to assume Druid Level Spells
yokai forms, becoming entities of nature while retaining
2nd find familiar, unseen servant
3rd earthen uppercut*, invisibility
5th haste, water wyrm*
7th compulsion, lion’s roar*
9th dominate person, eruption*
10th awaken

*See Chapter 13 - Spells

125

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Yokai Wild Shape Empowered Transformation
2nd-Level Circle of the Yokai Feature 6th-Level Circle of the Yokai Feature
Your circle’s connection to the realms allows you to assume Your connection to the yokai allows you to channel their
more powerful, yokai forms. In addition to the usual Beasts, power when you draw upon your druidic spellcasting.
you can use your Wild Shape feature to transform into any Immediately after you cast a spell of 1st level or higher, you
Celestial, Fey, or Fiend yokai of a CR up to the value in the can use your Wild Shape feature as a reaction. Once you use
Circle of the Yokai Wild Shapes table for your druid level. this reaction, you can’t do so again until you finish a short
or long rest.
Circle of the Yokai Wild Shapes
In addition, while you are concentrating on a spell and
Druid Level Max. CR transformed by your Wild Shape, your weapon attacks
count as magical for the purpose of overcoming resistance
2nd 1/2
and immunity to nonmagical attacks and damage.
4th 1
8th 2 Beckon the Yokai
12th 3 10th-Level Circle of the Yokai Feature
16th 4 You have the power to call upon the Fey yokai that inhabit
20th 5 living things. You can cast the awaken spell as an action
without using a spell slot or material components. When
In addition, while in any form using your Wild Shape, you cast the spell in this way, the effect lasts for the next 10
you retain more of your druidic power, granting the follow- minutes, after which time the magic ends and the target
ing benefits: returns to normal. Once you do so, you must finish a long
rest before you can cast it in this way again.
• You can speak as normal.
• You have advantage on Constitution saving throws to Yokai Fortification
maintain concentration on a spell.
14th-Level Circle of the Yokai Feature
• You can cast spells present in the Circle of the Yokai
Spells table or in your Wild Shape form’s stat block Your yokai forms overflow with magic, fortifying your con-
without material or somatic components. nection to the spirit realm. If you drop to 0 hit points while
transformed into a yokai with your Wild Shape, you can use
your reaction to instantly use Wild Shape again (expending
a use as normal), and any remaining damage carries over to
your new form. Once you use this reaction, you can’t do so
again until you finish a short or long rest.
In addition, while transformed by your Wild Shape, if
you use an action to cast a spell, you can use your bonus
action on that turn to make one attack.

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Fighter Skeletal Form for 1 minute. You can end this form early as
a bonus action, returning to normal.
Once you use this feature, you can’t do so again until you
Skeletal Blade finish a short or long rest.
While in your Skeletal Form, you gain a +1 bonus to AC
and one other benefit of your choice from the list below.
“I saw one once in battle, a kaleidoscope of
blinding white and crimson red. His body shifted • Your reach increases by 5 feet.
on a whim, one moment a shield, then claws, then • Your unarmed strikes are considered magical and deal
piercing damage equal to 1d8 plus your Strength
sprawling, skeletal wings. A one-man onslaught; a
modifier instead of the bludgeoning damage usual for
living weapon.” an unarmed strike.
• Your walking speed increases by 10 feet.
Ryoko’s Diary
• You gain a climbing speed equal to your walking speed.
• You gain temporary hit points equal to your Constitu-
tion modifier at the start of each of your turns (mini-
Folklore tells of a caste of downtrodden serfs, forbidden to mum of 1).
carry weapons, gifted the power to wield their own skele-
tons as lethal instruments of battle by a sympathetic yokai. As a bonus action while in your Skeletal Form, you can
With carapaces of dense bone and vicious, osseous claws change your skeleton again, exchanging your current benefit
bursting from their flesh, the serfs overthrew their masters, for a new one.
winning freedom and a bloodsoaked notoriety. Today, prac-
The bonus to your AC increases when you reach certain
titioners of this devastating technique are known as skeletal
levels in this class: to +2 at 10th level and to +3 at 15th level.
blades. Often finding work as mercenaries, bodyguards,
and spies, they charge into battle clad in an ever-adapting
armour of gleaming skeletal white. Osseous Prodigy
7th-Level Skeletal Blade Feature
Malleable Physique
You have learned to reduce the fortifications of your
3rd-Level Skeletal Blade Feature external skeletal armour to enhance yourself in other ways.
You have the power to manipulate your skeleton, shifting When you enter your Skeletal Form or use your bonus
your proportions, height, and appearance. As an action, you
can alter your form, becoming up to 1 foot taller or shorter
and changing your facial features by altering the shape of
your skull.
You must remain in a form that has the same basic ar-
rangement of limbs, and you can’t change the colour of your
eyes, hair, or skin. Otherwise, the extent of the transforma-
tion is up to you.
To discern that you are disguised, a creature can use its
action to inspect your appearance and must succeed on an
Intelligence (Investigation) check (DC equals 8 + your
Constitution modifier + your proficiency bonus).
This transformation persists until you use your action to
end it or until you begin a long rest. You can use this feature
a number of times equal to your Constitution modifier
(minimum of once), regaining all expended uses when you
finish a long rest.

Skeletal Form
3rd-Level Skeletal Blade Feature
The control you wield over your own skeleton allows you to
harness it as a weapon. As a bonus action, you can extrude
your bones through your flesh to form armour, entering a

127

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BE
TA
action to exchange a benefit, you can reduce the bonus to • When you hit with a melee attack, the attack deals an
AC granted by that feature (to a minimum of +0) to gain a extra 1d8 necrotic damage.
number of additional benefits listed in your Skeletal Form • When a creature starts its turn grappled by you, it takes
feature for the duration of your transformation equal to the 2d12 piercing damage.
AC bonus you sacrificed.
Once you use this feature, you can’t do so again until you
One With Nothing
enter your Skeletal Form again.
15th-Level Skeletal Blade Feature
Skeletal Knight Your skeleton is empowered with regenerative magic. If you
10th-Level Skeletal Blade Feature are reduced to 0 hit points while in your Skeletal Form,
your transformation ends, and you are reduced to 1 hit
Your mastery of your skeleton allows you to focus it into point instead.
more powerful forms. When you enter your Skeletal Form,
Once you use this feature, you can’t do so again until you
you can choose one of the following additional benefits:
finish a long rest.
• You sprout skeletal wings and gain the ability to magi-
cally fly. You gain a flying speed equal to your walking Living Weapon
speed, and you can hover.
18th-Level Skeletal Blade Feature
• You gain resistance to cold, lightning, necrotic, and
poison damage. When you enter your Skeletal Form, you gain two addition-
al benefits for the duration of your transformation, which
can be chosen from either the Skeletal Form or Skeletal
Knight features.

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TA
BE

Monk unarmed strike as a part of that same bonus action. You can
use this feature a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a
Way of the Eight Gates long rest.

Gate of Presence
Your mistake was confusing my tranquillity for 6th-Level Way of the Eight Gates Feature
pacifism. The difference between the two is a The Gate of Presence reflects a being’s voice, social wellness,
painful lesson indeed. and confidence. Whenever you make a Charisma check,
you gain a bonus to the check equal to your Wisdom modi-
fier (minimum of +1).
Monks of this order strive for meaning and perfection
through mastery of the Eight Gates, internal loci of spiral- Gate of Spirit
ling energy through which ki is channelled. By way of per-
11th-Level Way of the Eight Gates Feature
sonal contemplation and intense training, each gate can be
opened in turn, and once brought into harmony, allow for The Gate of Spirit represents a being’s ki flowing beyond
a stronger channel of ki and the ability to push one’s body their physical form; you have the power to share your ki
beyond mortal limitation. Those who follow the Way of the with those around you. As a bonus action, you can touch
Eight Gates might be hermits, retreating from the chaos one willing creature and expend 2 ki points. That creature
of the wider world and to a place of contemplative isola- gains temporary hit points equal to your proficiency bonus
tion. Others may be wanderers, embracing and celebrating + your Wisdom modifier (minimum of 1), and it can
all experiences, believing this is to be the path to internal immediately use its reaction to make a single weapon attack,
harmony. In any case, monks who walk this path shirk or- take the Dodge action, or move up to its speed without
ganised religious and spiritual practices, preferring to carve provoking opportunity attacks.
their own path of potential, freedom, and growth.
Gate of Mind
Gate of Earth 11th-Level Way of the Eight Gates Feature
3rd-Level Way of the Eight Gates Feature
The Gate of Mind represents a monk’s consciousness
The Gate of Earth reflects a being’s strong physical and expanding beyond their physical form. You can cast the tele-
spiritual foundation. Your ki grounds your centre, fortifying pathic bond spell, requiring no components. Once you cast
your body. When you use your Patient Defense or Step of the spell with this feature, you can’t do so again until you
the Wind, you gain temporary hit points equal to your pro- finish a long rest.
ficiency bonus + your Wisdom modifier (minimum of 1).
Gate of Infinity
Gate of Water 17th-Level Way of the Eight Gates Feature
3rd-Level Way of the Eight Gates Feature
You have reached total harmony within yourself. Your gates
The Gate of Water reflects a being’s natural ebb and flow of align and converge with your ki, opening the final gate: the
ki through the open gates. You have an additional number of Gate of Infinity.
ki points equal to your Wisdom modifier (minimum of 1). As an action, you can spend 8 ki points to transcend to a
state of apotheosis. You gain the following benefits for
Gate of Air 1 minute:
3rd-Level Way of the Eight Gates Feature • Your walking speed increases by 20 feet.
The Gate of Air reflects a being’s connection to the external • You have a +2 bonus to AC.
world and all living things therein. You gain proficiency in • When you take the Attack action, you can make one
the Animal Handling and Insight skills. additional unarmed strike as a part of that action.
Gate of Flame • You can add your Wisdom modifier to your attack and
damage rolls.
6th-Level Way of the Eight Gates Feature
The Gate of Flame reflects a monk’s blistering power and
speed, an internal pool of coiling, frenetic energy. When
you use your Flurry of Blows, you can make one additional

129

BETA
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BE
TA

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Chapter 9 | Classes
BETA
PLAYTEST
TA
BE

Paladin
Oath of the Yojimbo Yojimbo are sworn to protect those to whom they dedi-
cate their service, be it an individual, a group, or an entire
nation. Though Yojimbo typically pledge their allegiance
to a charge and accompany them until death, a defence-
“I don’t know the end to my story, but I can less soul might find the raking claws of a dodomeki halted
promise that you’ll live to see it.” inches from their face by the serendipitous intervention of
a wandering Yojimbo paladin. These roaming saviours trav-
erse the realms on an unrelenting quest to shield those who
can’t protect themselves. Despite being in high demand—
unshakeable loyalty is a coveted virtue—Yojimbo rarely
pledge themselves to the wealthy or powerful. It’s said that
a true Yojimbo has the value of ten sellswords in battle, and
ten-thousand sellswords in spirit.

131

BETA
PLAYTEST
BE
TA
Tenets of the Yojimbo to cause the attack to deal extra radiant damage to the target.
The extra damage is 2d8 for a 1st-level spell slot, plus 1d8
The tenets of the Oath of the Yojimbo are unflinchingly res-
for each spell level higher than 1st, to a maximum of 5d8.
olute. They do not change or vary, no matter who a paladin
pledges to protect. Guardian’s Intervention. As a reaction, you can use
Protection. Be a shield to those who lack a shield of your Channel Divinity to reduce the damage dealt by an
their own. Be the weapon that meets the blade of those who attack to a creature you can see within 30 feet of you.
would slaughter the weaponless. When you do so, the damage the creature takes is reduced
by a number of d10s equal to half your paladin level. If this
Strength. Grow strong, for the sake of those who cannot. feature reduces that damage to 0, the creature you protected
To shelter the vulnerable, one must have the power to hold can immediately use its reaction to make one weapon attack
back the storm. against the creature that attacked it.
Inspiration. Nurture the weak. Do not merely preserve
the vulnerable; raise them up to be strong, so they might in Aura of Sanctuary
turn protect others. 7th-Level Oath of the Yojimbo Feature
Self-Sacrifice. Wager everything for the safety of those Your divine power flows out from you. When an ally within
who cannot fight. Nothing less is acceptable in the defence 10 feet of you becomes the target of a melee attack, you
against tyranny. can use your reaction to move up to your speed towards the
attacker. If you end your movement within 5 feet of the
Oath Spells attacker, you force it to target you with the attack instead.
3rd-Level Oath of the Yojimbo Feature At 18th level, the range of this aura increases to 30 feet.
You gain oath spells at the paladin levels listed in the Oath
of the Yojimbo Spells table. See the Sacred Oath class fea- True Guardian
ture for how oath spells work. 15th-Level Oath of the Yojimbo Feature

Oath of the Yojimbo Spells You are a master at providing aid in battle. You can take the
Help action or use your Lay on Hands feature as a bonus
Paladin Level Spells action. In addition, when you take the Help action, the crea-
3rd heroism, sanctuary ture you helped can add your Charisma modifier to the next
attack roll or ability check it makes within the next minute.
5th warding bond, skin of stone*
9th spirit guardians, switcheroo* Ultimate Protector
13th death ward, skin of steel* 20th-Level Oath of the Yojimbo Feature
Bakuryo’s blessèd blizzard*, wall of
17th You can harness extraordinary defensive power to protect
force
those around you. As an action, you become an avatar of
protection, gaining the following benefits for 1 minute or
*See Chapter 13 - Spells
until you are incapacitated:
• Creatures of your choice other than yourself that are
Channel Divinity within 10 feet of you have a +3 bonus to AC.
3rd-Level Oath of the Yojimbo Feature • If the creature you have designated as your ward with
You gain the following Channel Divinity options. See the your Holy Ward feature falls to 0 hit points while with-
Sacred Oath class feature for how Channel Divinity works. in 60 feet of you, you can use your reaction to cause it
Holy Ward. You can use your Channel Divinity to to fall to 1 hit point instead.
perform a 1-minute divine ritual of protection, dedicating • Your melee weapon attacks deal an extra 2d8 radiant
yourself to the service of a willing creature that stays within damage while your ward is within 60 feet of you.
30 feet of you during the entire ritual. The target becomes • You can use your Guardian’s Intervention feature with-
your ward for the next 24 hours, until you use this feature out expending a use of your Channel Divinity.
again, or until it dies. For the duration, your ward is im-
mune to the frightened condition while you are conscious Once you use this feature, you can’t use it again until you
and within 60 feet of it. In addition, when your ward hits finish a long rest, unless you expend a 5th-level spell slot to
an enemy you can see with a weapon attack while within 60 use it again.
feet of you, you can use a reaction and expend one spell slot

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TA
BE

Ranger drew that turn, the attack deals an extra 1d6 damage of that
weapon’s type. This extra damage increases to 1d8 when you
reach 11th level in this class.
Ronin In addition, twice per turn, you can draw or stow one weap-
on, provided you aren’t incapacitated (no action required).

A flash of steel, like a conductor’s baton guiding a


symphony of slaughter, heralds a helix of death and Drawing and Stowing Weap-
magic. A blur whips from tree to rock to shadow;
corpses fall in its wake. ons
Creatures can draw or stow one weapon as part of
The Ronin are masterless, wandering warriors, beholden an ‘object interaction’ on their turn, but drawing a
to no code but their own. No two are the same, each with second weapon requires an action. Ronin rangers’
their own tale that led them down the warrior’s path. They Slash Draw feature allows them to draw or stow a
are masters of many weapons, striking with blade and arrow weapon twice on their turn, without requiring an
in a spectacle of blinding speed and accuracy. Some Ronin action to do so.
use their power to protect the vulnerable—vigilantes doing
what they see as right, no matter the cost. Others pursue
their own ends, unfettered by the consequences of their ac-
tions. Ronin are dangerous combatants, hardened survivors, Wandering Magic
and above all things, free. 3rd-Level Ronin Feature

Slash Draw You learn an additional spell when you reach certain levels
in this class, as shown in the Wandering Magic Spells table.
3rd-Level Ronin Feature
Each spell counts as a ranger spell for you, but it doesn’t
You have mastered the art of striking with sudden, explosive count against the number of ranger spells you know.
power at any moment. The first time each turn that you hit
a creature with a melee weapon attack using a weapon you

133

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BE
TA
Wandering Magic Spells Multi-Weapon Mastery
Ranger Level Spell 11th-Level Ronin Feature
3rd expeditious retreat You have advantage on the first melee weapon attack you
5th blur make each turn, as well as advantage on the first ranged
weapon attack you make each turn.
9th remove curse
In addition, being within 5 feet of a hostile creature
13th death ward doesn’t impose disadvantage on your ranged attack rolls.
17th legend lore
Relentless Onslaught
15th-Level Ronin Feature
Masterless
3rd-Level Ronin Feature The speed and ferocity of your onslaught is legendary. When
you take the Attack action, each time you score a critical hit
You are a solitary warrior, shackled by no code or authority or reduce a creature to 0 hit points as part of that action, you
beyond your own. Whenever you make a saving throw to can make one additional weapon attack. You can make up to
avoid or end the charmed condition on yourself, roll a d6 three additional attacks with this feature per turn.
and add the number rolled to the saving throw.

Cleaving Parry
7th-Level Ronin Feature
When a creature makes a weapon attack against you while
you have a stowed melee weapon and a free hand, you can
use your reaction to attempt to parry that blow, drawing
your stowed weapon as you do so. Your AC increases by
an amount equal to your Dexterity or Strength mod-
ifier (your choice) against that attack, and you gain
temporary hit points equal to your proficiency bonus
+ your Wisdom modifier (minimum of 1). After
the attack hits or misses, you can then stow that
weapon as a part of this reaction.

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TA
BE

Rogue that spell requires concentration, it lasts for the full duration
or until it is dispelled.
Spellbomb Ability. Intelligence is your ability for your
Tamaya spellbombs. You use your Intelligence whenever a spell-
bomb’s effect refers to your spellcasting ability. In addition,
you use your Intelligence modifier when setting the saving
A talented rogue knows how to be quiet. A master throw DC for a spellbomb you detonate.
knows how to be very loud, very far away.
Spellbomb save DC = 8 + your proficiency bonus +
your Intelligence modifier
The secrets of hanabi, alchemical fabrications that explode
in dazzling arrays of light and sound, are some of the most
well-guarded of any of the artificing guilds. However, no Tamaya Spellbombs
ship is entirely without leaks, and well-kept secrets fetch a
high price. Whether from a jaded pyrotechnician, stolen Hanabi
Rogue
formulae, or enough coin in the right hands, some enter- Cost Point Spells
Level
prising individuals learn these clandestine secrets. Known as Cost
Tamaya, such rogues use the pseudo-magic of fireworks as prestidigitation, smoke-
weapons to supplement their gunpowder-fuelled toolbox, 3rd 1 gp 0
screen*, thaumaturgy
sending enemies spiraling into disarray and chaos. Using
3rd 2 gp 1 fog cloud, grease
artifice and ingenuity, these masters of thunder, fire, and
smoke prove true the old adage: sufficiently advanced tech- 5th 5 gp 3 calm emotions, shatter
nology is indistinguishable from magic. hypnotic pattern, stinking
9th 10 gp 5
cloud
blinding radiance*, con-
Pyrotechnician 13th 20 gp 7
fusion
3rd-Level Tamaya Feature cloudkill, mass cure
17th 40 gp 9
You are adept at crafting explosives and pyrotechnics from wounds
simple ingredients. You gain proficiency with magitech
firearms (see page xx), as well as with two artisan’s tools of *See Chapter 13 - Spells
your choice.
Initiative Shift
Spellbombs 9th-Level Tamaya Feature
3rd-Level Tamaya Feature
You are adept at using sound, light, and smoke to get the
You have mastered the skill of crafting tiny orbs that, using drop on your enemies. As a bonus action, or as a reaction
natural chemicals and sophisticated mechanisms, can repli- when a creature rolls initiative, you can throw out a disori-
cate magical effects: spellbombs. You have a unique resource enting barrage of flashbangs and smoke at a point within 60
you use to craft these bombs: hanabi points. You have a feet of you. Creatures of your choice within a 20-foot-ra-
number of hanabi points equal to your rogue level, and you dius sphere centered on that point make a Wisdom saving
regain all expended points when you finish a long rest. throw against your spellbomb save DC. On a failed save,
At the cost of gold, 10 minutes of work, and hanabi a creature takes a -10 penalty to that initiative roll, or the
points, you can choose one spell from the Tamaya Spell- next initiative roll it makes within the next minute. The
bombs table and store its effects within an armed, nonmag- creature’s current initiative does not change. On a successful
ical spellbomb. The amount of gold and number of hanabi save, the creature takes a -5 penalty instead.
points required to construct a spellbomb is shown in the
Tamaya Spellbombs table. Spellbombs weigh 1/2 pound, Spellbomb Adept
and any you craft that have not detonated disintegrate 13th-Level Tamaya Feature
harmlessly when you finish a long rest.
Through extensive exposure to the raw, volatile components
A creature can use its bonus action to throw a spellbomb of spellbombs, you are inured to their worst effects. You are
up to 60 feet. They are harmless unless detonated. You can immune to damage from your own spellbombs and auto-
use a reaction to detonate a spellbomb that you created matically succeed on saving throws to resist their effects.
whenever it is within 60 feet of you. When a spellbomb In addition, you can use an action to detonate a spell-
detonates, the spell contained within comes into effect, bomb that you created that is within 1,000 feet of you.
centred on the point at which the spellbomb detonated. If

135

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BE
TA
Hanabi Primer When triggered, the spellbomb detonates with deafen-
ing force in a 20-foot-radius sphere. The sphere spreads
17th-Level Tamaya Feature
around corners. Each creature in the sphere must make a
As an action, you can expend 3 hanabi points to set and Dexterity saving throw against your spellbomb save DC.
conceal a special explosive spellbomb either upon a surface A creature takes 6d6 thunder damage and 6d6 acid, fire,
(such as a table, a section of floor, or a wall) or within lightning, or poison damage (your choice when you set the
an object that can be closed (such as a book or a chest). spellbomb) on a failed save, or half as much damage on a
The spellbomb is nearly invisible and requires a successful successful one.
Intelligence (Investigation) check (DC equals 8 + your
Once you use this feature, you can’t do so again until you
proficiency bonus + your Dexterity modifier) to be found.
finish a long rest.
You decide what triggers the bomb to detonate when you
create it. Typical triggers include touching or standing on
the bomb, removing an object covering it, approaching
within a certain distance of the bomb, or manipulating the
object that holds the bomb.
You can further refine the trigger so the bomb
detonates only under certain circumstances or
according to physical characteristics (such as
height or weight), creature type or kind (for
example, the bomb could be set to detonate
in the presence of Aberrations or drow), or
alignment. You can designate a number of
creatures equal to your proficiency bonus
to not trigger the bomb under these
circumstances when you set it.

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TA
BE

Sorcerer Manifested Spirit stat block, which uses your proficiency


bonus (PB) in several places. You decide the appearance
your manifested spirit takes. For example, your spirit might
Spirit Caller appear as a shadowy clone of you, a vicious dragon, or a
mighty, sword-wielding specter that crackles with fiery
energy. No matter the form your spirit takes, its statistics
Do you ever wonder what you’re worth? How remain the same.
strong you really are, deep down? What if others While manifested, your spirit shares your initiative
count, but it takes its turn immediately after yours. As a
could glimpse your soul? Would they cower at your
bonus action, you can command it to take the Attack action
strength? They cower at mine. on its next turn; otherwise, it takes the Dodge or Help
action (your choice). Your spirit remains manifested for 10
minutes, until it is reduced to 0 hit points, or until you lose
Legends tell that a Spirit Caller is born when the soul of your concentration, as if concentrating on a spell. After this
a yokai and humanoid meet in the misty void that holds time, your spirit retreats back into you and disappears.
minds waiting to be given life. Spirit Callers are able to
manifest their willpower and vitality as a spectral being, a You can use this feature twice. You regain expended uses
wraith-like spirit that emerges from their body to strike at when you finish a short or long rest.
their enemies. The bond between Caller and spirit is viscer-
al; in response to its Caller’s fury, a spirit might detonate a
blast of necrotic energy, magnify its size, or hone its senses. Manifested Spirit
A Spirit Caller is the epitome of self-reliance and personal Small or Tiny Fey, shares your alignment
strength, their soul and willpower manifested as a being of Armour Class 13 + PB (natural armour)
its own. Hit Points 5 + five times your sorcerer level
Speed 30 ft., fly 20 ft. (hover)
Spirit Caller Spells
STR DEX CON INT WIS CHA
1st-Level Spirit Caller Feature
14 (+2) 16 (+3) 16 (+3) 9 (-1) 15 (+2) 12 (+1)
You learn additional spells when you reach certain levels in
Skills Intimidation +1 plus PB, Perception +2 plus PB, Stealth
this class, as shown on the Spirit Caller Spells table. Each of
+3 plus PB
these spells counts as a sorcerer spell for you, but it doesn’t Senses darkvision 30 ft., passive Perception 12 plus PB
count against the number of sorcerer spells you know. Languages understands the languages you speak
Whenever you gain a sorcerer level, you can replace one Challenge equal to your proficiency bonus
spell you gained from this feature with another spell of the Proficiency Bonus equal to your proficiency bonus
same level. The new spell must be an illusion or a conjura-
tion spell from the sorcerer, warlock, or wizard spell list. Actions
Multiattack. The spirit makes a number of attacks equal to
Spirit Caller Spells half your proficiency bonus (rounded down).
Spirit Grasp. Melee Spell Attack: your spell attack modifier to
Sorcerer Level Spell hit, reach 5 ft., one target. Hit: 1d8 + PB necrotic or radiant
command, mage armor, minor damage (your choice).
1st
illusion Spirit Rend. Ranged Spell Attack: your spell attack modifier to
hit, range 60 ft., one target. Hit: 1d6 + PB necrotic or radiant
3rd aid, mirror image
damage (your choice).
5th plant growth, phantom steed
Bonus Actions
7th banishment, guardian of faith
Detect. The spirit makes a Wisdom (Perception) check.
9th reincarnate, seeming
17th astral projection
Spirit Synchronicity
6th-Level Spirit Caller Feature
Conduit of the Soul
When you use a Metamagic option on a spell with a range
1st-Level Spirit Caller Feature
other than self, you can cause the spell to originate from
You can use an action to manifest your spirit, which appears your manifested spirit, instead of you, if your manifested
in an unoccupied space within 30 feet of you. It uses the spirit is within 120 feet of you.

137

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TA
Spirit Empowerment
6th-Level Spirit Caller Feature
When you manifest your spirit using your Conduit of the
Soul feature, you can expend any number of sorcery points.
When you do, choose one boon from the following list for
each point you expend. Your manifested spirit gains these
boons until it disappears. You can’t select the same boon
more than once at the same time, unless stated otherwise.

Spirit Boon Effect


Your spirit gains resistance to
one damage type of your choice.
Resistance You can select this boon up to a
number of times equal to your
proficiency bonus.
The maximum amount of time
your spirit can remain manifested
increases by 10 minutes. You can
Extended Stay
select this boon up to a number
of times equal to your proficiency
bonus.
Your spirit’s size increases by one
category. Its reach increases by 5
Enlarge feet, and its melee weapon attacks
deal an extra 1d8 damage of the
attack’s type on a hit.
Your spirit can use its bonus action
Teleporter to teleport up to 30 feet to an
unoccupied space it can see.
Your spirit has advantage on all
Frenzy melee attack rolls, but attack rolls
made against it have advantage.
When your spirit is reduced to 0
hit points, each creature of your
choice within 20 feet of it must
Detonator succeed on a Dexterity saving
throw against your sorcerer spell
save DC or take necrotic damage
equal to 2d10 + your sorcerer level.
You can use a bonus action to see
through your spirit’s eyes and hear
what it hears until the start of your
Of One Mind
next turn. During this time, you are
deaf and blind with regard to your
own senses.
Your spirit can see in dim light and
Devil’s Sight darkness, both magical and non-
magical, to a distance of 120 feet.
Enhanced Agility Your spirit’s speed is doubled.
After your spirit takes the Help
action, it can use a bonus action on
Battlefield Squire
that turn to take the Disengage or
Dodge action.

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TA
BE

Durable Connection Final Form Manifestation


14th-Level Spirit Caller Feature 18th-Level Spirit Caller Feature
You have advantage on Constitution saving throws made You no longer need to maintain your concentration on your
to maintain concentration on your manifested spirit and on manifested spirit. You can cause it to disappear at any time
conjuration spells. (no action required).
In addition, you share any damage resistances that your In addition, you can now select the Enlarge boon with
manifested spirit has. your Spirit Empowerment feature a number of times equal
to half your proficiency bonus.

139

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TA
Warlock level (or the CR it had in life if it’s a corpse). The size of
target you can control with this feature increases to Huge at
6th level and Gargantuan at 14th level.
The Shinigami While you control a target in this way, it uses its own stat
block with the following changes:
• It’s treated as an Undead creature if it’s a corpse.
“You’ll fight until your last breath, and beyond.”
• It can’t gain hit points or recover from the unconscious
condition.
You have entered into a pact with a shinigami, a fearsome • It’s immune to the charmed and frightened conditions.
spirit of the netherworld, with powers of death and posses- • It gains temporary hit points equal to your Charisma
sion. Shinigami themselves are beings of variable charac- modifier plus five times your warlock level.
ter, some playing active roles in the lives of their emis- • It can use your spellcasting modifier for its attack and
saries, others inscrutable and shrouded in mystery. All, damage rolls.
however, serve a singular, ultimate purpose: to perpetuate
death. Those who wield a shinigami’s power spin magic
of shadow and authority, puppeteering objects, creatures,
servants, and thralls. Such magic is as vicious and precise
as it is hated and feared; even those with noble intent
who enter into a shinigami’s pact become equal in terror
to the evil they seek to vanquish.

Expanded Spell List


1st-Level Shinigami Feature
The Shinigami lets you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.

Shinigami Expanded Spells


Spell Level Spells
1st command, sleep
2nd blindness/deafness, see future death*
3rd hypnotic pattern, speak with dead
4th death ward, greater invisibility
5th animate objects, dominate person

*See page XX

Grim Puppeteer
1st-Level Shinigami Feature
As an action, you can take control of a corpse or
unconscious creature you can see within 60 feet of
you for 1 minute or until you lose concentration (as if
concentrating on a spell). The target must be Large or
smaller and of a CR equal to or less than your warlock

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TA
BE

When its temporary hit points are depleted, your control uses left, you can use it if you expend a spell slot from your
of the target ends, and you can’t use this feature on that Pact Magic when you take the action to activate it.
target again until you finish a long rest. If the target was un-
conscious, and it has more than 0 hit points, it immediately Shinigami Vision
regains consciousness when your control over it ends.
1st-Level Shinigami Feature
Your puppet takes its turn immediately after yours. It
does nothing unless you use a bonus action on your turn to Your bond to the Shinigami grants you a piercing insight
command it to take an action. That action can be one in its into the lifespan of others and reveals the best way to cut it
stat block (or in the stat block it had in life if it’s a corpse) short. As a bonus action, you can focus your attention on
or some other action. one creature you can see within 60 feet of you. You become
aware of one of its damage vulnerabilities (if any) and its
Limited Control. There are limitations to the scope of damage resistances or damage immunities (if any).
your influence over your puppet. While you are puppeting
a target, it can’t cast spells and can’t use any reactions, any Gift of the Psychopomp
legendary actions, any lair actions, and any actions that
6th-Level Shinigami Feature
create or summon additional creatures (such as a wraith’s
Create Specter action). While you are puppeteering a target using your Grim Pup-
peteer feature, you can make any spell you cast that targets
You can use this feature a number of times equal to your
only you also target your puppet.
Charisma modifier (minimum of once), and you regain all
expended uses when you finish a long rest. If you have no
Shinigami Domination
10th-Level Shinigami Feature
You have developed the power of precise and meticulous
control over your puppets. While a target is under the effect
of your Grim Puppeteer feature, you can see through its
eyes, hear what it hears, and speak through it using its own
voice. You can now puppeteer a creature for up to 1 hour or
until you lose your concentration.
A creature interacting with the puppet can use an action
to make a Wisdom (Insight) check against your warlock
spell save DC, identifying something awry on a success.
Additionally, creatures you puppeteer have resistance to
bludgeoning, piercing, and slashing damage from nonmagi-
cal attacks that aren’t silvered.

Master of Death
14th-Level Shinigami Feature
When you are reduced to 0 hit points, you don’t fall un-
conscious. Instead, your spirit is thrown from your physical
form, and you are able to continue to fight, puppeteering
your own body as a disembodied spirit of death.
While puppeteering your own body in this way, your
game statistics and capabilities remain the same, you can’t
puppeteer another creature, you automatically succeed on
all death saving throws, and you gain temporary hit points
equal to your Charisma modifier plus five times your war-
lock level. Your spirit returns to your body immediately if
you regain at least 1 hit point.
You can’t fall unconscious until your temporary hit
points are depleted, at which time your spirit returns to
your body and this feature ends.
Once you use this feature, you can’t do so again until you
finish a short or long rest.

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Wizard Shinobi’s unique abilities make them the ultimate artisans
of espionage and infiltration, wielding deception, secrecy,
and explosive aggression as lethal tools in their arsenal.
Shinobi
Shinobi Training
2nd-Level Shinobi Feature
As children, we learned that magic was loud, You gain proficiency with light armour, hand crossbows,
exciting, and dangerous. It meant jets of flame thrown weapons, and finesse weapons, and you can use a
and dazzling light—distinct from the mundane weapon you are proficient with as your spellcasting focus.
blade or arrow. But the Shinobi are different, Additionally, you are considered a member of a half-martial
harnessing a subtle magic in synchronicity with class for the purposes of weapon masteries (see page xx).
deadly swordplay. I’ve come to realise that the Finally, you gain darkvision out to 60 feet, or if you already
have darkvision, its range is increased by 30 feet.
most terrifying spell isn’t one that leaves a smoking
crater, it’s the magic nobody can ever be sure was Shadow Striker
cast, accompanied by a vortex of steel.
2nd-Level Shinobi Feature
You have learned the art of synchronising spellcasting and
Masters of illusion, guerilla warfare, and martial combat, weaponry. When you take the Attack action on your turn
Shinobi wizards are elusive tricksters and deadly warriors, and make a weapon attack roll, you can expend one spell slot.
striking in a furious onslaught of magic, weaponry, and ac- That attack roll is made with advantage, and the attack deals
robatics. They adopt a philosophy which unifies martial skill an extra 1d6 damage per level of the spell slot you expend-
with spellcasting, empowering their blows with devastating ed on a hit. After you use this feature, you can use a bonus
magical enhancements before vanishing into darkness. A action that turn to perform one of the following techniques:

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Cloud of Shadow. You create a small cloud of magical


darkness, heavily obscuring the space you are currently
occupying. This darkness lasts for 1 minute, and it
ends early if you are knocked unconscious or if your
turn ends and you haven’t made a weapon attack since
your last turn. Alternatively, on each of your turns,
you can use your action to maintain it. A creature with Advanced Ninjutsu
darkvision can’t see through this darkness, and non-
10th-Level Shinobi Feature
magical light can’t illuminate it.
Extrasensory. You momentarily enhance your senses Your command of shadow magic further enhances your
with magic, making a quick Wisdom (Perception) lethal capabilities. You can now also choose from the
check to spot a hidden creature or object or Wisdom following options when you use your Ninjutsu feature,
(Insight) check to assess your enemy’s condition. You but only if you empower your attack with a spell slot of
gain a bonus to the check equal to your Intelligence 3rd level or higher.
modifier (minimum of +1). Duplicitous Strike. You move in a blur, sprouting
Shadow Ward. Choose one damage type other than magical illusory images in the mind of your target.
force or radiant. You gain resistance to that damage After your attack hits or misses, the target takes 2d6
type until the start of your next turn. psychic damage and it sees illusory duplicates of you
until the end of its next turn. Whenever it targets
Ninjutsu you with an attack, it must roll a d4. On a 1-3, it
6th-Level Shinobi Feature targets a duplicate instead and the attack misses.
Rapid Strikes. You magically strike with blistering
Your mastery of spell-infused weapon fighting allows you to
speed. Immediately after your attack hits or misses,
further enhance your strikes with magical properties. Once
you can make another weapon attack.
on each of your turns, when you use your Shadow Striker
Vanish. Immediately after your attack hits or misses,
feature, you can also infuse that attack with one of the
you magically turn invisible until the end of your
following benefits.
next turn. While invisible in this way, if you cast a
Enervating Touch. The sting of your blow magically spell, you can cast it without any verbal or somatic
saps the target’s strength. On a hit, the target must suc- components.
ceed on a Constitution saving throw against your wiz-
ard spell save DC or take an extra 3d6 poison damage Shadow Savant
and be poisoned until the start of your next turn.
14th-Level Shinobi Feature
Phantasmal Blow. You synchronise your strike with a
terrifying, phantasmal illusion. On a hit, the target The shadows are your eager servants. Magical darkness
must succeed on a Wisdom saving throw against doesn’t impede your darkvision. In addition, when
your wizard spell save DC or be frightened of you another creature you can see moves into an area of heavy
until the start of your next turn. obscurement you have created or starts its turn there,
Shadow Vanishing. Immediately after your attack you can force it to make a Strength saving throw against
hits, you expend 10 feet of movement to your wizard spell save DC (no action required). On a
teleport to an area of dim light or darkness failure, the creature is restrained until the start of its next
you can see within 30 feet of you. turn. A creature can be forced to make this saving throw
no more than once per turn.

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CHAPTER 10

backgrounds
& feats

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Backgrounds & Feats
of their community, their power to predict and influence
History matters; it shapes who we are. My father the weather is an essential resource in farming and nomadic
was a kaiju tracker, and his father was a kaiju societies.
tracker, and his father’s cabbage patch was Skill Proficiencies: Acrobatics, Nature
trampled by a kaiju. Three grueling generations Languages: One of your choice (Primordial recommended)
seeking revenge for those cabbages shaped the Equipment: A set of travellers clothes, a healer’s kit, and a
people they were, and the person I am too. Anyway, pouch containing 15 gp
what’s your story?
Feature: Elemental Adept
— Ryoko You have studied the arts of the element benders, learning
how to harness primordial forces through motion. Choose
This section looks at your past and your future. What gave a feat from among Elemental Fighting or Elemental Initiate
you the skills you have today? Were you a foundling raised (page XX).
by Yokai? An apprentice hanabi engineer? And what skills
might you acquire in the future? There’s a world of choices Feature: Primordial Sense
out there, and this chapter takes you through some back- You can use an action to attune to your environment and
grounds and feats unique to the Yokai Realms. accurately predict what the weather will be at your location
for the next 24 hours. After using this feature to predict the
Backgrounds weather, you can perform a 10 minute ritual to influence
it. If you do, there is a 50 percent chance the weather will
The following background options are ideal for characters change over the next 24 hours to match a condition you
born in the Yokai Realms or those who have made their specify from among foggy, overcast, raining, snowing, sun-
home there. While they are designed to interact specifically ny, or windy. Your influence over the weather is limited: you
with the Yokai Realms setting and adventures, a GM may can’t conjure any weather effects that would cause harm to
incorporate them in other campaigns and stories. When you plants and animals, and if the source of the weather is any-
select your background, you can choose characteristics or thing other than natural (such as from a magically conjured
roll to determine them randomly from the options listed in storm), you cannot influence it. Once you perform this
each background, or you can create your own. The lore and ritual, you can’t do so again until the next dawn.
history associated with each background serve as a jump-
ing-off point for you to craft your own story, which can be
adapted or altered to suit the character you wish to play.

Elementalist
From the soil beneath your feet to the clouds that roam
the sky, every aspect of the natural world holds magic, and
so do you. For some, it takes decades of exhausting study
to earn this connection. Others, perhaps those with a wisp
of yokai magic, are born able to connect with the natural
forces around them, influencing the elements as effortlessly
as breathing.
Whether intentionally or subconsciously, elementalists
enhance their performance in ordinary jobs with supernat-
ural touches. A miner attuned to earth might have an un-
canny ability to extract geodes without damaging them,
while a gondolier with water affinity can steer their
vessel without using an oar. A fire-attuned smith can
forge without bellows, while an air elementalist sailor
might effortlessly steer into the most favourable
winds at sea. Typically, an elementalist is the pride

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Suggested Characteristics d6 Bond


Elementalists can manifest magic through motion and are There is no law I won’t break to protect those I
in tune with the natural world. The manner in which you 1
care about.
obtained your powers may impact how you have grown as
Although I do care for others, my duty is to myself.
a person. Those who trained to wield the elements devoted 2
I come first in my book.
years to their cause and are often extremely serious and
dour, while those innately born with the skill often take it The teacher who taught me the secrets of
for granted. Such elementalists are often cocky and egotisti- element bending remains a trusted friend and
3
cal, but no harm can come from flaunting the gifts you have confidant. I make great efforts to keep in touch;
been given, surely? they are family to me.
I stole a treatise on bending and studied in secret.
d6 Personality Trait 4
Now the people I took it from are looking for me.
I am the life of the party! I love showing off my I struggle to feel like I belong. I pursue power in
1 skills and power and do so at every opportunity— 5 the hope it will keep me useful to those around
to rapturous applause, of course. me.
I push myself endlessly. A moment not spent I once lost control of my power and grievously
2 training is a moment wasted, and I allow myself 6 wounded an innocent. I am still searching for a
little time for relaxation or friendship. way to make it up to them.
I have vivid dreams and occasionally perform
3
elemental magic while asleep.
I am fascinated by magic of all kinds. I often let d6 Flaw
4 my curiosity get the best of me and ask endless I push myself too hard. Sometimes I leave myself
questions of magic users and beings. 1
weak and vulnerable in the pursuit of strength.
I wear my emotions on my sleeves. Whether I’m I am not subtle. I am loud, flashy, and eager to
5 2
happy or sad, everyone will know about it. fight.
My body is a temple. I am extremely particular I am afraid of my own power. I second-guess my-
6 about what I eat and drink, and I have lengthy, 3
self and doubt my ability to wield it responsibly.
intricate morning ablutions.
Despite wielding elemental powers of earth, I
4 don’t like sand. It’s coarse and rough and irritat-
ing, and it gets everywhere.
d6 Ideal
I am noble to a fault, always play fair, and am seen
Perfection. I want to be the best version of me 5
as predictable and naive.
1 I can be. I will accept nothing less of myself and
expect the same of others. I am forever changing my mind and struggle to
6
focus on a single thing.
Pacifism. I always seek a nonviolent solution and
2
only fight when I see no other choice.
Community. I want to use my power to help oth- Hanabi Engineer
3 ers. I seek a meaningful role in the world where I
can do my part. Behind every great adventurer is a greater engineer—a
source of incredible prostheses, gleaming armour, and dead-
Teacher. The lessons I’ve learned have been pain-
ly magic items. You are an expert of your craft, a virtuoso of
ful—a long road of broken bones and bloodied
4 assembly and artifice, buoyed ever onward by restless, intel-
fists. I want to share the wisdom I’ve gained with
lectual curiosity and love of the job. As an associate of the
others so the struggle was not in vain.
College of Hanabi, a school of pyrotechnicians, alchemists,
Student. There is so much to discover in the and inventors, you likely began work as an apprentice for a
5
world; I will never stop exploring and growing. skilled craftsperson to a town or as a weapons manufacturer
Aggression. I worked hard for the power I have— for a powerful clan. Your talents may have led you to travel,
damn right I want to use it. I throw myself into discovering exotic components from which you crafted
6 unique wares for adventurers much like yourself. In a world
challenges and dangerous situations. If you think
you can beat me, bring it on. of warriors, monsters, and magic, your technological prow-
ess is always in high demand.

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Skill Proficiencies: History, Sleight of Hand d6 Ideal
Tool Proficiencies: One of your choice (Tinker’s Tools
recommended) Ambition. I strive to be recognised as the best in
1
Equipment: A set of travellers clothes, a set of artisan’s tools the world at what I do.
(one of your choice), firecrackers*, and a smokebomb*. Altruism. I aim to make the world a better place
2
*See page XX using my gifts.
Money. I intend to amass great wealth on the
3
Feature: Prostheses Engineer back of my talents.
You have dedicated years honing your craft. Choose a feat Teacher. I live to pass down knowledge, and I take
4
from among Prosthesis Adept or Prosthesis Fighting. great delight in teaching others all that I know.
Progress. I aspire to wake up every day a little
5
Hanabi Apprentice better than I was the day before.
As an associate of the college of hanabi, you have access to Chore Aversion. I am willing to work extremely
a large network of tinkerers, merchants, and manufacturers. hard to find a way to be lazy. If it takes a week to
6
You know the right technical jargon to seamlessly integrate make a tool that handles a boring job that would
with other inventors, and you can count on the support of have taken me 10 minutes, so be it.
the college for information and lodgings in communities
where it has a strong presence. Alumni of the college might
be able to procure “top shelf ” components and magic items d6 Bond
unavailable to those outside the clique, or they may put I am deeply attached to my tools, giving them
you in touch with affluent merchants or tribes interested in 1
names and talking to them as I work.
purchasing your wares.
I count several famous inventors and merchants
2
Suggested Characteristics among my close friends.
I blew up my first workshop at the age of nine and
Being a hanabi engineer requires a mind simultaneously
3 have gone through several more over the years.
capable of bombastic imagination and intense focus. You
Numerous landlords have bounties on my head.
see opportunity in every obstacle and delight in solving
problems in the most overengineered fashion possible. Your I have dear friends who count on me for their
enthusiasm for your work is inspiring, but long, isolated 4 prostheses and gear. I devote countless hours to
years of meticulous training and craft may have left you a caring for them at no charge.
little lacking in social situations. Alas, there is no machine A rival engineer once stole an invention of mine
that can make you better at dealing with people… yet. 5 and claimed credit. I will never forgive them and
secretly seek revenge.
d6 Personality Trait
I am under contract from a noble to produce an
Excessive verbosity is prized among my idiosyn- 6 immensely complex and powerful item, reporting
1
crasies. regular updates on its construction to them.
I tend to get extremely excitable when discussing
2
my passions.
3 I love to blow stuff up. d6 Flaw
I am swiftly irritated by philistines who fail to If anything I create is less than perfect, I throw it
4 1
appreciate my artistry. away in disgust.
I articulate every word with wild gestures and I often forget to charge for my work. The joy of
5 2
movements. creating is all I need.
I sleep hanging upside down; the rush of blood to My eagerness to explosively solve my problems
6 3 sometimes gets me into more trouble than it’s
my head often sparks great ideas.
worth.
I put my trust wholeheartedly in technology, dis-
4 missing any potential magical or social solution to
a problem.
I get anxious when plans go awry, making it a
5
struggle to adapt on the go.
I spend every penny I earn immediately; there
6
always seems to be something new to buy.
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Kaiju Tracker Feature: Trail of Destruction


Across a twisted landscape uprooted by destruction and Nonmagical difficult terrain doesn’t impede your movement.
chaos, you follow the mighty footfalls of kaiju. You are a
brazen traveller who tracks Gargantuan creatures over the Suggested Characteristics
realms, from icy mountain top to toxic swampland, ever A life trailing a path of carnage has shown you much of
seeking a glimpse of your primal quarry. The trail of a kaiju the worst that people can suffer—shattered communities,
is a hard one to follow, and the skills you’ve gained during broken families, and mass extinction are intimately familiar
your travels have kept you alive and fed. Perhaps a kaiju de- to you. It has also shown you the resilience of those who
stroyed your home and family, and you seek it in the hope survive, the hope that can blossom in the wake of catastro-
of exacting vengeance. Maybe you track kaiju in order to phe, and the fragility of even the mightiest of kingdoms.
predict their movements, evacuating communities in their Many kaiju trackers are gruff and nihilistic, inured to the
path and leading kaiju far from civilisation. It could be that suffering of others. Some are motivated by an unconquer-
you are simply a thrill seeker, chasing kaiju across the world able hatred or fascination with kaiju, finding purpose in
to revel in the eye of the storm as they rampage. Whatever their eternal chase. No matter their idiosyncrasies, all those
your motivation, your tale is one of endless migration, awe, who place themselves in the path of a kaiju share one trait: a
and danger. near-suicidal level of bravery.
Skill Proficiencies: Athletics, Survival
Languages: One of your choice (Draconic or Giant recom- d6 Personality Trait
mended) I live for the thrill of danger! Certainty of death?
Equipment: A set of travellers clothes, a hunting trap, a 1
Small chance of success? What are we waiting for?
hookshot*, 50 feet of hempen rope, and a pouch con-
I have seen devastation and loss that would break
taining 5 gp
2 most people. I have survived by closing my heart
*See page XX to it.
I will never settle down. I need to always be on the
Feature: Kaiju Hunter 3
road, and I’ll die on my feet.
Your obsession with kaiju has made you an expert in how to Every dawn, without fail, I take an hour to clean
battle huge creatures. You have the Kaiju Hunter feat 4
and sharpen my weapons.
(page XX).
I love myths of heroes and villains. I constantly
5
retell old folktales and draw parallels to real life.
I try to conscript anyone I meet into joining me on
6
foolhardy adventures.

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d6 Ideal Raised By Yokai
Vengeance. Once wronged, I never let go. I am You were not raised among your kin. Yours was a childhood
1 seeking a way to exact vengeance on those who of magic, adventure, and isolation from others of your kind,
have done me harm. for you were raised by a yokai spirit. It could be that you
Travel. I want to see everything and be the first to were abandoned by your parents, that your people were
2 lost in a kaiju rampage, or that you followed a mesmerising
traverse every plane in existence.
creature deep into the jungle.
Harvester. I believe the secret to mythical elixirs
The circumstances of how you came to find your yokai
and weapons lies in harvesting components from
3 family may not be known to you, but you owe your life
incredible creatures. I want to harvest the bodies
to their protection and guidance. Perhaps they sustained
of gods.
you with magic, taught you to forage, or stole things they
Hasty. If something is worth doing, it’s worth doing thought you might need from travelling caravans. In their
4
now. I have no time for debate or consideration. care, you have come to know magic that no other Human-
Guardian. I struggle to connect with people, but oid has seen and know the world to be singing with all
5 I want to keep them safe, even if they never know manner of incredible, invisible life.
who I am. Skill Proficiencies: Animal Handling, Perception
Legend. I want to be remembered and leave a Languages: One of your choice (Sylvan, Abyssal, or Infer-
6
legacy that bards will sing of for generations. nal recommended)
Equipment: A set of travellers clothes, a lamp, a vial of
basic poison, and a rare gem worth 10 gp
d6 Bond
There are many monsters in this world. I will pro- Feature: Spirit Bond
1
tect those who cannot protect themselves. You are bonded to a spirit—a protector, ally, and friend you
A kaiju destroyed my home and people. It will die have known since childhood. You have the Spirit Bonded
2
by my hand, or I will die trying. feat (page XX).
3 Those I travel with are closer than kin.
Feature: Natural Envoy
I am enamoured with kaiju—their size, grace, and
4 power. I wish only to observe and understand how You grew up surrounded by yokai and understand their
such beings exist. ways and quirks better than most. You have advantage on
ability checks to peacefully interact with Beasts and yokai.
My faith has been shaken upon seeing the
devastation wrought by the evils in this world. I
5 Suggested Characteristics
am struggling to overcome my doubt in the god I
have long served. Being raised apart from the rest of the world has its benefits.
You have learned much of the natural world and its secrets
I make friends with animals quickly and loathe to
6 but know very little of humanoid societies. It is easy to
harm beasts, even dangerous ones.
feel a little out of place entering a new world of cities,
laws, money, and property, but there are great wonders to
discover as well, such as bonds of fellowship, community,
d6 Flaw
and romance.
My obsession with killing monsters risks turning
1
me into one.
I judge myself harshly. A single failure is enough
2
to send me spiralling into despair.
My thrill seeking behaviour puts me and others
3
at risk.
My word is absolute; I struggle to entertain other
4
perspectives or ideas.
My love for treasure and gold often leads my
5
morals astray.
Only the mission’s success matters; the body
6
count is irrelevant.

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d6 Personality Trait d6 Bond


I revere the natural world, finding tremendous My familiar and I share a bond so deep that we
1 1
delight in even the simplest aspects of nature. can’t survive without each other.
I care little for fancy foods or exuberance. I am Unbeknownst to me, my direct kin are famous,
2
2 baffled by the obsession with money shared by wealthy, and looking for me.
most humanoids. I trust the yokai who raised me more than any
3
I prefer the company of animals and spirits. I find humanoid ally.
3
other people tiresome and dull. The yokai who raised me departed this world
Having grown up surrounded by magic, I am 4 when I came of age. Now I search for where they
extremely difficult to impress. Even the most went.
4
dazzling displays of power from great wizards My true kin were killed by a mysterious organi-
and sorcerers seem utterly mundane. 5 sation, leaving me an orphan. I’m hunting them
Having been raised outside of typical societies, I down to inflict retribution.
am acutely aware of my unfamiliarity with most I have strange dreams of kin I’ve never known
5
customs and go to tremendous lengths to avoid being snatched away. I love my yokai family, but
offending people. 6
I’m secretly beginning to wonder if I was stolen by
I become anxious and fidgety if I spend too long them as a child.
6
sitting or lying down, especially while indoors.

d6 Flaw
d6 Ideal The letter of the law means absolutely nothing to
1
Family. I want to reconnect with my kin; I am me; I am guided solely by my own moral compass.
1 searching for my people and discovering my I hide my past, fearing I’ll never truly fit in with
history. 2
other people.
Unity. I have seen firsthand the patience and I believe myself to be better than others; having
kindness of spirits. I wish to bring the material 3 been raised by yokai, I’ve witnessed magical feats
2
and spiritual realms closer together, creating a that most could never dream of.
more harmonious world.
I am very slow to trust humanoids and find it hard
Power. I grew up around powerful magic, and I’m 4
3 to take them at their word.
looking for more.
I am extremely swift to anger when I believe
Independence. I don’t care what anyone else 5 someone has disrespected nature or the spirits
thinks or does. I didn’t need them before, and I that dwell therein.
4
don’t need them now. I’m on my own incredible
journey, and they’re lucky to have a cameo in it. I put too much faith in my own abilities; I believe
6
myself to be almost invincible.
Kindness. I survived due to the nurture and pro-
5 tection of gentle yokai. I wish to extend that same
gift of kindness to others.
Mischief. I’ve embraced my chaotic life, and I take
6 great pleasure in spreading a little chaos wherev-
er I go.

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Boon of the Jorogumo


The jorogumo is a shapeshifting, arachnoid yokai that lives
among Humanoids, seducing and devouring its victims.
You possess a fragment of its frightening power, granting
you the following benefits:
• You have proficiency in the Deception and Persuasion
skills.
• You have a climbing speed equal to your walking
speed. In addition, you can move up, down, and across
vertical surfaces and upside down along ceilings, while
leaving your hands free, and you ignore difficult terrain
caused by webbing.

Boon of the Komainu


The stone-skinned komainu sit vigilantly at shrines across
the realm, guarding that which is sacred from pillage and
plunder. You have come to possess a fragment of these
lion-dog yokai’s power, granting you the following benefits:
• As an action, you can ignite a glowing mane of radiant
energy around your neck, which lasts until you dismiss
it as a bonus action or you fall unconscious. While your
mane is ignited, you shed dim light in a 10-foot radi-
us, and a creature you are grappling takes 2d4 radiant
damage at the start of its turn.
• As a bonus action, you can harden your body to stone.
Until the start of your next turn, you gain a +2 bonus
to AC and Constitution saving throws while you aren’t
wearing heavy armour, and you have disadvantage on
Dexterity saving throws. You can use this benefit a num-
ber of times equal to your proficiency bonus, and you
Feats regain all expended uses when you finish a long rest.

As you progress through your adventures, you may discover Boon of the Nue
new abilities or adapt as a result of new experiences. You
might dedicate your downtime to honing skills or establish The nue is a fierce, chimeric hunter, rumoured to be the
bonds with other beings that bring fresh perspectives and first yokai. Its power is chaotic, and a spark of that chaos
avenues of growth. The life of an adventurer is one of end- resides in you. Your connection to the nue grants you the
less change and advancement. The following feats represent following benefits:
that transformation. • At the start of your turn, you can roll a d6. If the result
on the die is even, you gain a bonus to the next attack
roll, ability check, or saving throw you make before the
Boon of Ashura end of this turn. If the result is odd, you take the result
on the die as poison damage. You can use this feature a
Be it through gift, theft, or serendipitous chance of wild
number of times equal to your proficiency bonus, and
magic, you have come to possess a fragment of the power of
you regain all expended uses when you finish a short or
Ashura, the mighty three-headed demon god of passion and
long rest.
fury. You gain the following benefits:
• As a bonus action, you can grant yourself a flying speed
• Increase your Strength or Constitution score by 1, to a
equal to your walking speed until the end of your turn.
maximum of 20.
You fall if you end your turn in the air with nothing
• You can take one additional reaction in a round, but holding you aloft. You can use this benefit a number of
you can only take one reaction on a turn. You can take times equal to your proficiency bonus, and you regain
an additional reaction in this way a number of times all expended uses when you finish a short or long rest.
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

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TA
Boon of the Ōmukade Combo Striker
The ōmukade is a dragon hunter—a colossal centipede You are practised in the art of collaborative combat and
yokai with a resilient carapace and resistance to the ele- combination strikes, granting you the following benefits:
ments. Your connection to the ōmukade grants you the • Increase one ability score of your choice by 1, to a
following benefits: maximum of 20.
• Increase your Constitution score by 1, to a maximum • You can initiate or collaborate in a combo attack*, even
of 20. if you have already initiated or collaborated in one since
• Choose one damage type from among acid, cold, fire, your last long rest. Once you use this benefit, you can’t
lightning, poison, and thunder when you select this use it again until you finish a long rest.
feat. You gain resistance to the chosen damage type. In • When you initiate a combo attack, one willing creature
addition, when you take damage of that type, you can of your choice that you can see can collaborate in that
use a reaction to absorb it. When you do, the first dam- combo without preventing them from collaborating in
age roll you make within the next minute deals an extra another combo attack before they finish a long rest.
1d8 damage of that type. This damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and *See page XX
17th level (4d8). You can use this reaction a number of
times equal to your proficiency bonus, and you regain Double Throw
all expended uses when you finish a long rest.
You have developed special techniques to throw several
weapons at once, granting you the following benefits:
Boon of the Wanyudo • Increase your Strength or Dexterity score by 1, to a
Frenzied, fanatical, and blisteringly fast, the wanyudo is a maximum of 20.
fiendish yokai that takes the form of a large, flaming wheel. • Once on each of your turns when you make a ranged
Your connection to it grants you the following benefits: weapon attack using a weapon that has both the Light
• Your speed increases by 10 feet. and Thrown properties, and you don’t have disadvan-
tage on the attack roll, you can choose to throw two
• When you are prone, standing up costs you only 5 feet
weapons with a single flick of the wrist. If you do, make
of movement.
a separate attack roll with disadvantage for each weap-
• If you move at least 10 feet in a straight line towards a on. These attacks can be against different targets.
creature and are within reach of it, you can immedi-
ately use a bonus action to attempt a charging slam
against that creature. Make a Strength (Athlet-
ics) check, contested by the target’s Strength
(Athletics) or Dexterity (Acrobatics)
check (target’s choice). Whoever loses
the contest falls prone. You can
use this benefit a number of
times equal to your profi-
ciency bonus, and you regain
all expended uses when you
finish a short or long rest.

Cantrip Combatant
Prerequisites:The Extra Attack feature and the
ability cast at least one cantrip
You have mastered the art of combining weapon
strikes and spellcasting, granting you the follow-
ing benefits:
• Increase one ability score of your choice by 1,
to a maximum of 20.
• When you use an action to cast a cantrip that
includes a weapon attack, you can make one
weapon attack as a bonus action on that turn.

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TA
BE

Elemental Fighting Focused Discipline


You have studied the meticulous movements and magical Prerequisite: Not a multiclass character
arts of element bending to the extent that you can channel Your diligence and focused training has granted you the
crude but potent blasts of elemental energy through your following benefits:
body. When you select this feat, choose one damage type
from among acid, cold, fire, lightning, poison, and thun- • Choose one skill proficiency granted to you by your
der. When you make an unarmed strike, you can choose class. Your proficiency bonus is doubled for ability
for the strike to deal damage of that type equal to 1d8 + checks made using that skill.
your Strength modifier, instead of the bludgeoning damage • Choose one saving throw proficiency granted to you by
normal for an unarmed strike. your class. Whenever you make that saving throw, you
can treat a d20 roll of 9 or lower as a 10.
Elemental Initiate
If you lose this feat because you do not meet its prerequi-
You have acquired a portion of a bender’s connection to an site, you gain the Multidisciplinary feat instead.
element. Choose one of the four elements from the bender’s
Elemental Affinity feature: air, earth, fire, or water. You gain Kaiju Hunter
the following benefits:
You are practised in the ways of fighting colossal creatures,
• You learn one cantrip and one 1st-level spell from the
granting you the following benefits:
chosen element’s spell list. You can cast the 1st-level
spell without a spell slot, and you must finish a long • Mounting a creature costs you only 5 feet of move-
rest before you can cast it in this way again. You can ment, rather than half your speed.
also cast the spell using any spell slots you have. Your • You can brace* yourself by spending only 5 feet of
spellcasting ability for this feat’s spells is Intelligence, movement, instead of half your speed.
Wisdom, or Charisma (choose when you select this • You have advantage on ability checks to identify vulner-
feat). able areas.
• When you take this feat, choose one damage type • You ignore the difficult terrain caused by moving on a
associated with the element you chose. When you take creature more than two sizes larger than you.
damage of that type, you can use a reaction to gain
• Immediately after a creature you can see that is at least
resistance to that damage type, including the triggering
one size larger than you hits or misses you with a melee
damage, until the start of your next turn.
attack roll, you can use your reaction to make a weapon
You can select this feat multiple times. attack against that creature.
*See page XX
Extra Attack Tactician
Prerequisite: Improved Extra Attack feature
You have studied the fighting styles of others and learned to
mimic their techniques, granting you the following benefits:
• Increase your Strength or Dexterity score by 1, to a
maximum of 20.
• Choose one class from among barbarian, bender, fight-
er, monk, paladin, and ranger. You can use the 7th-level
benefit of the Improved Extra Attack feature from
that class a number of times equal to your proficiency
bonus, regaining all expended uses when you finish
a long rest. You can only benefit from one Improved
Extra Attack feature per turn (choose when you make
your first attack).
You can select this feat multiple times.

155

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TA
Kusarigama Master Multidisciplinary
Prerequisite: Proficiency with kusarigama Prerequisite:You are a multiclass character
You have mastered the use of the kusarigama, learning addi- You are adept at pulling from different disciplines to employ
tional techniques to trip and harass your foes. You add your a variety of tactics both in battle and outside it. When you
ability modifier to the attack roll made with a kusarigama’s take this feat, and each time you gain your 1st level in a new
counterweight. In addition, when you make this attack class, choose one of the following benefits:
against a Medium or smaller target, you can choose to deal • You gain proficiency in one skill and one type of arti-
no damage. If you do, the target makes a Strength (Ath- san’s tools of your choice.
letics) or Dexterity (Acrobatics) check (target’s choice),
• Choose one saving throw proficiency that the class you
contested by your attack roll. If it fails the contest, choose
have multiclassed into normally provides at 1st level,
one of the following effects:
for which you don’t already have proficiency, and that
• The target is disarmed of one object it is holding of you haven’t chosen with this benefit before. You can
your choice, which is pulled towards you and falls at add half your proficiency bonus to saving throws you
your feet. make of that type.
• The target is knocked prone.
• The target is pulled 5 feet towards you. If that leaves it Nunchaku Master
within your reach, it’s grappled by you if you have a Prerequisite: Proficiency with nunchaku
free hand.
Your virtuosity with nunchaku allows you to strike with in-
credible speed. When you take the Attack action and attack
Magic of the Blade with a nunchaku, you can use a bonus action to make one
You have the power to synchronise magic and swordplay, additional nunchaku attack. This attack uses the same abil-
granting you the following benefits: ity modifier as the primary attack and the weapon’s damage
die for this attack is a d4.
• Increase one ability score of your choice by 1, to a
maximum of 20.
• You learn two cantrips that include a weapon as their
material component.

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TA
BE

Prosthesis Adept Tengu Training


You can tinker with your prosthesis, manipulating its func- The tutelage of a hanataka tengu, or countless hours of
tion, over the course of an hour. Doing so enhances it by careful study of hanataka treatise on combat, has granted
adding one of the following properties: you the following benefits:
• Blast (1d6 thunder, 20 ft.) • Increase your Dexterity or Wisdom score by 1, to a
• Hookshot (30 ft.) maximum of 20.
• Integrated (any) • You gain proficiency with one Finesse weapon of
your choice.
• Launch (1d6*, 30 ft.)
• As a reaction when a creature misses you with a melee
• Melee (1d8*, 5 ft.)
attack while you are holding a Finesse weapon, you can
• Mobility (climb or swim, 30 ft.). make one weapon attack with that weapon against the
You can only have one of these modifications active at a creature. You can use this benefit a number of times
time. The modification lasts until you use this feat again. equal to your proficiency bonus, and you regain all
*Bludgeoning, piercing, or slashing (choose when you make this expended uses when you finish a long rest.
modification)

Tessen Master
Prosthesis Fighting
Prerequisite: Proficiency with tessen
You are a master of wielding prostheses in battle, granting
you the following benefits: You have learned to manipulate the tessen in new ways,
using its pointed spokes as weapons and tossing it at your
• The range of attacks you make using a prosthesis’ Blast foes from a distance. You gain the following benefits:
or Launch property increases by 10 feet.
• Increase your Strength or Dexterity score by 1, to a
• The reach of any melee attacks you make using prosthe- maximum of 20.
ses with the Melee property increases by 5 feet.
• For you, a tessen has the Adaptable (Piercing) and
• You deal one extra die of damage when you hit a target Thrown properties, with a short range of 20 feet and a
using a prosthesis’ Blast, Launch, or Melee property. long range of 60 feet.
• While wielding a tessen, you gain a special reaction that
Prosthesis Master
you can take once during each round. This reaction can
Prerequisite: 8th Level only be used to attempt to deflect a projectile with the
You have practised extensively with magical prostheses, tessen’s Special: Fan Shield property, and you can’t use it
training your mind and body to wield their magic as natu- on the same turn that you take another reaction.
rally as you breathe. You can attune to one magical prosthe-
sis without counting against the number of magic items to
which you can attune.

Spirit Bonded
You have formed a friendship with a spirit, who wishes to
act as your familiar.
You learn the find familiar spell and can cast it without
components or a spell slot. When you cast it in this way,
your familiar ignores the restriction that prevents it from
attacking. After you cast the spell with this feat, you can’t do
so again until you finish a long rest.
When you select this feat, choose one of the following
familiar forms: bancho-gama, betobeto-kun, ko-inari,
kawawappa, or ochimusha-kozo*. You can summon your fa-
miliar in the chosen form or one of those listed in the spell’s
description. When you summon your familiar in the chosen
form, it gains temporary hit points equal to your level, and
the 1st-level improvement on its Improvement Tree. When
you reach 5th level, these temporary hit points are doubled,
and you can also grant it one of the 3rd-level improvements
on its Improvement Tree.
*See pages XX - XX
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BETA
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TA
Racial Feats Enkoh’s Might
Prerequisite: Enkoh (hulking)
The following are racial feats—special benefits only available
to individuals of your kind. These feats could signify an You possess explosive strength, impressive even compared to
unearthing of a deeper power associated with your lineage your hulking kin, granting you the following benefits:
or an embracing of the connection you share with your own • Your Strength score increases by 1, to a maximum of 20.
culture and history. Such transformations might be trig- • As a bonus action, you can attempt to shove a creature
gered by a significant moment of self-discovery or achieved no more than one size larger than you within your
through intensive training and study. No matter the case, reach. Make a Strength (Athletics) check, contested by
each feat represents the way you have grown—an evolution the target’s Strength (Athletics) or Dexterity (Acro-
of your abilities, character, and outlook. batics) check (target’s choice). If you win the contest,
you either knock the target prone or push it up to 15
Adaptive Colouration feet away. You can use this feat a number of times equal
Prerequisite: Nishikin or Ryujin to your proficiency bonus, and you regain all expended
uses when you finish a long rest.
You are able to shift your colouration, a rare ability possessed
by few of your kin, granting you the following benefits:
• You have advantage on Stealth checks to avoid Gift of the Lion Turtle
being seen. Prerequisite: Lion Turtle
• Choose one colour from your Nishikin Colour or Koi Some lion turtles, such as yourself, are blessed with unusual
Dragon Colour trait when you select this feat. When command over their telepathic abilities. Your mastery of this
you use your Slumbering Dragon or Heartening Breath power grants you the following benefits:
trait, you can choose to empower ability checks, attack
• Increase your Wisdom score by 1, to a maximum of 20.
rolls, and saving throws associated with either your
primary colouration or the one you chose with this feat. • You can cast the detect thoughts and suggestion spells
without expending a spell slot. Once you cast detect
thoughts or suggestion with this feat, you can’t cast that
Draconic Fury spell with it again until you finish a long rest. You can
Prerequisite: Ryujin also cast either of those spells using any spell slots you
have of the appropriate level. Intelligence, Wisdom,
You have learned to channel your draconic energy into a dam-
or Charisma is your spellcasting ability for these spells
aging breath weapon, granting you the following benefits:
when you cast them with this feat (choose when you
• Increase your Constitution score by 1, to a maximum select this feat).
of 20.
• When you select this feat, choose one damage type Hanamori Physiology
from among acid, cold, fire, lightning, poison, and Prerequisite: Hanamori
thunder. When you use your Heartening Breath trait,
you can choose to expel a 15-foot cone of destructive Your hyperactive hanamori physiology causes your body to
energy instead. Each creature in the area must make a adapt to changes in the environment instantly, granting you
Dexterity saving throw (DC = 8 + your Constitution the following benefits:
modifier + your proficiency bonus), taking 1d8 damage • You have advantage on saving throws to avoid ex-
of the type you chose on a failed save, or half as much haustion brought about by the environment, such as
damage on a successful one. This damage increases by extreme heat or cold.
1d8 when you reach 5th level (2d8), 11th level (3d8), • When you take acid, cold, fire, lightning, or thunder
and 17th level (4d8). damage, you can use your reaction to gain resistance
to that damage type, including against the triggering
damage, until the end of your next turn. You can use
this benefit a number of times equal to your proficien-
cy bonus, and you regain all expended uses when you
finish a long rest.

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TA
BE

Karasu Trickery
Prerequisite:Tengu (karasu)
You are a virtuoso of mischief and trickery even among
karasu, granting you the following benefits:
• Increase your Charisma score by 1, to a maximum
of 20.
• Whenever you and at least one other creature you can
see make an ability check or saving throw at the same
time, such as rolling for initiative, a contested check, or
a saving throw against an area of effect, you can swap
your result on the d20 for the other creature’s. You
receive their result, and they receive yours. Once you
use this benefit, you can’t do so again until you finish a
short or long rest.

Kitsune’s Blessing
Prerequisite: Kitsune
You possess natural magic beyond that of a typical kitsune.
You gain the following benefits:
• You can cast spells while transformed using your Shape-
shifter trait.
Haniwa Soulbinding • While transformed using your Shapeshifter trait, you
can use your fox’s bite to make unarmed strikes, using
Prerequisite: Haniwa
Strength or Dexterity for your attack and damage rolls.
Your innate creation magic is potent enough that you can When you hit with it, the strike deals piercing damage
pour more of your essence into your clay companion. When equal to 1d6 + your Strength or Dexterity modifier
you create a companion, it can use one of the following stat (your choice).
blocks instead of one listed in the Clay Companion trait: • You gain the Multiattack action. While transformed
black bear, giant goat, giant octopus, or warhorse. using your Shapeshifter trait, you can use an action to
Once you reach 5th level, you can create Clay Compan- make a number of unarmed strikes equal to half your
ions that use the dire wolf, giant spider, and giant toad proficiency bonus (rounded up).
stat blocks. • While transformed using your Shapeshifter trait, your
AC equals 12 + your Dexterity modifier.
Isetsu Magic
Prerequisite: Isetsu Oni Regeneration
Your connection with the ocean allows you to wield a meas- Prerequisite: Oniborne
ure of water magic, granting you the following benefits: The incredible fortitude and longevity of your ancestors
• Increase one ability score of your choice by 1, to a flows through you, granting you the following benefits:
maximum of 20. • Increase your Constitution score by 1, to a maximum
• You learn the water whip* cantrip. of 20.
• You can cast the riptide* and water breathing spells • As a reaction when you take damage, you can spend a
without expending a spell slot. Once you cast riptide or number of your Hit Dice up to your proficiency bonus
water breathing with this feat, you can’t cast that spell to heal yourself. Roll the dice, add your Constitution
with it again until you finish a long rest. You can also modifier, and regain a number of hit points equal to the
cast either of those spells using any spell slots you have total (minimum of 1). You can use this benefit a num-
of the appropriate level. ber of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this feat
(choose when you select this feat).
*See Chapter 13 - Spells

159

BETA
PLAYTEST
BE
TA
Seasonal Determinism Springtail Agility
Prerequisite: Fuyohren Prerequisite: Enkoh (springtail)
The state of the world at the moment of your birth left an You are uncommonly agile and dexterous, even relative to
indelible imprint on your body. Choose one of the seasons your springtail kin, granting you the following benefits:
within which you were born; you gain the associated benefits: • Your Dexterity score increases by 1, to a maximum
Spring. Your Dexterity score increases by 1, to a maximum of 20.
of 20. In addition, your speed increases by 5 feet, and you can • As a bonus action, you can leap a number of feet equal
use a bonus action to prepare yourself to move in a dextrous to five times your proficiency bonus. This leap doesn’t
flourish. When you do, the next attack roll made against you cost you any movement but your speed must be greater
before the start of your next turn has disadvantage. than 0 feet, and it does not provoke opportunity at-
Summer. Your Charisma score increases by 1, to a maxi- tacks. You can use this benefit a number of times equal
mum of 20. In addition, you can use a bonus action to give to your proficiency bonus, and you regain all expended
yourself advantage on the next attack roll or ability check uses when you finish a long rest.
you make before the start of your next turn. You can use
this bonus action a number of times equal to your profi-
ciency bonus, and you regain all expended uses when you
finish a long rest.
Autumn. Your Wisdom score increases by 1, to a maxi-
mum of 20. In addition, you have darkvision out to 30 feet,
and you can take the Hide action as a bonus action while
in dim light or darkness. If you already have darkvision, its
range increases by 30 feet.
Winter. Your Constitution score increases by 1, to a
maximum of 20. In addition, when you create a magical
vial of water with your Water Magic trait, you can choose
the following option as an effect:
• The water freezes and crackles with evocation magic. As
an action, you can make a ranged attack against a crea-
ture or object within 20 feet of you, treating the vial as
an improvised weapon. On a hit, the vial shatters, and
the target takes 1d8 cold damage and must succeed on
a Constitution saving throw (DC = 8 + your Consti-
tution modifier + your proficiency bonus) or have its
speed reduced by 10 feet until the end of its next turn.

Shadowmage
Prerequisite:Tengu (hanataka)
The yokai magic that flows through your veins lets you draw
on a wider pool of magic than is typical to most hanataka.
You learn two cantrips of your choice from the druid or
sorcerer spell list. You can cast them without components
while in dim light or darkness. Your spellcasting ability for
these spells is Intelligence, Wisdom, or Charisma (choose
when you select this feat).

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BETA
PLAYTEST
TA
BE

CHAPTER 11

FAMILIARS

161

BETA
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BE
TA
Familiars
When that over-dressed, nuisance-creating, Tamer
biomancy-touting blood sucker, Humperdink, snuck The full Tamer class and one subclass will be available in
pages into my last masterpiece, L’Arsene’s Crafting Ryoko’s Guide at a later stage of the PDF; until then, here’s a
Catalogue, I wasn’t right impressed. But after gifting free version!
him cursed pants that set on fire whenever he so
much as exaggerated, I think we’re evens. Besides, it
turns out people quite liked his additions.
My favourite of this batch is the anveleon. I
recently persuaded the tavern to create an air
duct between my smithy and Humperdink’s lab. I
like to leave the anveleon right next to a vent and
let it hammer away, crafting spoons throughout the
night. I even gave a whole set of silver cutlery for
his birthday; I’ve never seen him so pale! Wait till I
give him a garlycanthrope for Giftmas... heliana.lt/Tamer

— L’Arsène, Generous Gifter


Bespoke Companions
Within this chapter you’ll find three bonus familiars that
can be crafted and then summoned by any character with These crafted familiars are primed to be trained by monster
the find familiar spell as a ‘bespoke familiar’. In addition, tamers. A creature crafted in this way can be tamed by its
each of these familiars comes replete with bespoke tech bonded tamer without requiring an ability check. Upon
trees, granting additional options tamers (a class introduced being tamed, the creature can no longer be summoned by
in Heliana’s Guide) can spend their companion’s improve- the find familiar spell and becomes a bespoke companion.
ments on. A GM can even choose to grant these improve- Shared Resilience. When a crafted familiar becomes a
ments to a player character’s familiar as a small power boost. companion, it gains the ‘Bonus Tamer Improvement’ listed
in its section without requiring the tamer to spend one of its
Crafting Familiars improvements. Furthermore, as a tamer increases in power,
its link to its bespoke companions emboldens them. When
To craft a bespoke familiar, Humperdink (or another bio- a character reaches 3rd, 5th, 11th, or 17th level in the tamer
mancer) needs one of the unique monster’s components, a class, each of its bespoke companions gain 1 additional Hit
drop of the player character’s blood, and a fee equal to 20 Die. Each time this happens, the companion’s hit point max-
times the player character’s level in gold pieces. After 24 imum increases by a roll of the Hit Die plus the companion’s
hours, the familiar is crafted and is immediately bonded to Constitution modifier (minimum of 0). These increases are
the character from whom the blood was donated. When also applied retroactively, should the tamer gain a bespoke
that character casts the find familiar spell, they can choose companion after they have reached these levels.
this crafted familiar instead of one of the normal options.

Pact of the Chain


If you’re using a bespoke familiar as the familiar for a
warlock’s Pact of the Chain, you might want to make it
slightly more powerful so that it compares with the other
available options. To do so, simply give it an extra three Hit
Dice (and adjust its hit points accordingly), the 1st-level
improvement on its skill tree, and your choice of one of the
3rd-level improvements.

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BE

Tamer Level

Growth
Pre-requisite: Become companion 1
“Pick on someone your own size, Gama!...”

Shinobi I Tongue Swing


Pre-requisite: -- Pre-requisite: -- 3
“Move unseen…” “Does it ever get cramps?”

Multiattack Growth II Bossy I


Pre-requisite: -- Pre-requisite: Growth I Pre-requisite: -- 5
“More knives, fewer problems.” “...I guess that works.” “Word of advice?...”

Pipe Elemental I Shinobi II


Pre-requisite: -- Pre-requisite: Shinobi I 9
“I heard you like companions…” “...strike true.”

Pipe Elemental II Bossy II


Pre-requisite: Pipe Elemental I Pre-requisite: Bossy I 13
“...so we gave your companion a companion.” “...If you value your kneecaps…”

Bossy III
Pre-requisite: Bossy II 17
“...I’d do what the toad says.”

Bancho-gama A bancho-gama’s respect is hard-earned, and its obedience


even more so. In nature and in partnerships, these toad-like
“Bancho-gama are adept at asserting creatures prefer to be the ones in positions of authority, col-
lecting ‘lackeys’ that they can boss around for their benefit.
dominance through uninterrupted eye Their remarkable agility and skill in combat make them
contact. The longest I’ve personally held out desirable companions for adventurers… but many find
before giving in was five hours… but if you that those traits are not worth enduring the bancho-gama’s
ask me, it’s cheating when you blink each domineering behaviour. It takes a truly exceptional tamer
eye individually.” to convince a bancho-gama to work together as equals, and
many will gawk at the sight of these stubborn creatures
— Ryoko, Slightly Unnerved receiving orders from another. Do you have what it takes?
If any of the bancho-gama’s traits or actions require a sav-
ing throw, it is always against the bancho-gama’s save DC,
Type: Monstrosity
as calculated below.
Creature Component: any Fey or Yokai with a
swimming speed
Bonus Tamer Improvement: Growth I and Save DC = 8 + the tamer’s proficiency bonus +
+2 Hit Dice the bancho-gama’s Charisma modifier
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TA
Monster Trainer Multiattack
If you are a tamer, you can grant this familiar the following Prerequisite: 5th-level tamer
improvements using your Monster Trainer feature in addi- Type: Active (action)
tion to those normally available for your companions. As an action, the bancho-gama can make two attacks.

Growth I Pipe Elemental I


Prerequisite: Become a tamer’s companion Prerequisite: 9th-level tamer
Type: Passive (companion) Type: Passive (companion)
The bancho-gama’s size increases to Small and its Hit Die The bancho-gama gains a companion of its own: a minus-
size increases to a d6 (its hit point maximum consequently cule fire sprite that takes up residence in the bancho-gama’s
increases by 1 for each of its Hit Dice). pipe. The bancho-gama’s weapon attacks deal an extra 2
(1d4) fire damage on a hit, as its little lackey spits flames to
Shinobi I coat the weapon with each strike.
Prerequisite: 3rd-level tamer
Type: Passive (companion)
Bancho-gama
The bancho-gama learns techniques to sneak up on its Tiny Monstrosity, Lawful Neutral
enemies. It gains proficiency in the Stealth skill, as well as
Armour Class 12
climbing and swimming speeds equal to its walking speed.
Hit Points 3 (1d4 + 1)
Speed 30 ft.
Tongue Swing
STR DEX CON INT WIS CHA
Prerequisite: 3rd-level tamer
Type: Active (bonus action)
10 (+0) 15 (+2) 13 (+1) 8 (-1) 10 (+0) 14 (+2)

As a bonus action, the bancho-gama can extend its tongue, Skills Intimidation +4
affix it to a point on a surface within 30 feet of itself, and Senses passive Perception 10
Languages Common
move to that point. The bancho-gama’s tongue detaches
Challenge 1/8 (25 XP) Proficiency Bonus +2
after it moves, and it falls if it’s not standing on a surface
capable of supporting it. Amphibious. The bancho-gama can breathe air and water.
Standing Leap. The bancho-gama’s long jump is 20 feet and
Bossy I its high jump is up to 10 feet, with or without a running start.
Superiority Complex. The bancho-gama can’t take the
Prerequisite: 5th-level tamer
Help action.
Type: Active (action)
As an action, the bancho-gama can bark a command to a Actions
creature within 30 feet of it that can hear it, ordering the Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
creature to take the Dodge action, move up to its speed, 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
or make a weapon attack against a target of the creature’s piercing damage.
choice. The creature can choose to use its reaction to follow
the bancho-gama’s command.
Once the bancho-gama has commanded a creature in
this way, it can’t do so again until its tamer finishes a short
or long rest.

Growth II
Prerequisite: 5th-level tamer, Growth I
Type: Passive (companion)
The bancho-gama’s size increases to Medium and its Hit Die
size increases to a d8 (its hit point maximum consequently
increases by 1 for each of its Hit Dice).

164
Chapter 11 | Familiars
BETA
PLAYTEST
TA
BE

Shinobi II Pipe Elemental II


Prerequisite: 9th-level tamer, Shinobi I Prerequisite: 13th-level tamer, Pipe Elemental I
Type: Passive (companion) Type: Passive (companion), Active (action)
Once on each of its turns, when the bancho-gama makes The extra fire damage granted by the Pipe Elemental I im-
an attack roll against a creature with advantage, it can forgo provement increases to 3 (1d6).
the advantage to make a precise strike against its foe’s weak Additionally, the bancho-gama can use an action to com-
point. If the attack hits, the bancho-gama can choose one of pel the aid of its elemental companion, who casts the faerie
the following additional effects: fire spell, requiring no components or concentration and
• The attack deals an extra 7 (2d6) damage. using the bancho-gama’s save DC. After the bancho-gama
• The creature is knocked prone. uses this action, it can’t do so again until its tamer finishes a
short or long rest.
• The creature has disadvantage on the next attack roll it
makes before the end of the bancho-gama’s next turn.
Bossy III
When the bancho-gama’s tamer reaches 17th level in this
Prerequisite: 17th-level tamer, Bossy II
class, the bancho-gama can use this improvement an unlim-
Type: Active (action and bonus action)
ited number of times on each of its turns.
The bancho-gama can use a bonus action instead of an
Bossy II action to order a friendly creature with its Bossy I improve-
ment.
Prerequisite: 13th-level tamer, Bossy I
In addition, the bancho-gama can cast the dominate
Type: Active (action)
person spell, requiring no somatic components. Once the
The bancho-gama can cast the command spell. Once the bancho-gama has cast this spell, it can’t do so again until its
bancho-gama has cast this spell, it can’t do so again until its tamer finishes a long rest.
tamer finishes a short or long rest.

165

BETA
PLAYTEST
BE
TA
Tamer Level

Jumpscare
1 Pre-requisite: Become companion
“When you least expe- BOO!”

Shadow Armour I Shadow Stealth I


3 Pre-requisite: -- Pre-requisite: ---
“Is it just faster in the dark…” “Don’t be alarmed when you spot it stalking you…”

Growth Shadow Stealth II Scary I


5 Pre-requisite: -- Pre-requisite: Shadow Stealth I Pre-requisite: --
“Are you just wearing taller clogs?” “...be alarmed when you don’t.” “To quote the betobeto-kun’s foes…”

Shadow Armour II Sow Panic


9 Pre-requisite: Shadow Armour I Pre-requisite: --
“...or have the shadows… hardened?” “Reap screams.”

Fear-Eater Scary II
13 Pre-requisite: -- Pre-requisite: Scary I
“I wonder how it tastes.” “...AAAAAAH!”

Shadow Aura
17 Pre-requisite: --
“Who turned out the lights?”

Much like their larger cousins, betobeto-kun delight in scar-


Betobeto-kun ing unwitting creatures, drawing energy—as well as endless
entertainment—from their startled yelps. Lacking the
subtlety and patience to stalk their victims for prolonged
“A ‘conversation’ between betobeto-kun, if it can periods of time as the betobeto-san do, however, these
diminutive tricksters employ more rudimentary tactics.
be called that, is a strange event to witness. Betobeto-kun hide in the shadows, barely stifling their ex-
They simply swap onomatopoeiae for hours on cited giggles, as they wait for the first passerby to jump out
end, searching for the scariest sound. I tried to at, making noise and flopping their oversized tongues for a
contribute with ‘blargh’, once. It was the first cheap fright. Crude as this strategy may be, betobeto-kun
time I ever saw a betobeto-kun’s smile fade.” take great pride in their methods, and spend a lot of time
practising their timing and thinking up strange new sounds
— Ryoko, Fright Amateur to scare their victims.
If any of the betobeto-kun’s traits or actions require a
saving throw, it is always against the betobeto-kun’s save
Type: Fey
DC, as calculated below.
Creature Component: any betobeto-san or betobe-
to-sama
Bonus Tamer Improvement: Jumpscare and Save DC = 8 + the tamer’s proficiency bonus +
+2 Hit Dice the betobeto-kun’s Charisma modifier
166
Chapter 11 | Familiars
BETA
PLAYTEST
TA
BE

Monster Trainer Shadow Stealth I


If you are a tamer, you can grant this familiar the following Prerequisite: 3rd-level tamer
improvements using your Monster Trainer feature in addi- Type: Active (bonus action)
tion to those normally available for your companions. While in dim light or darkness, the betobeto-kun can take
the Hide action as a bonus action.
Jumpscare
Prerequisite: Become a tamer’s companion Growth
Type: Passive (companion) Prerequisite: 5th-level tamer
If the betobeto-kun is hidden from a creature when it uses Type: Passive (companion)
its Frighten action on it, the creature has disadvantage on The betobeto-kun’s size increases to Small and its Hit Die
the saving throw. size increases to a d6 (its hit point maximum consequently
In addition, when a creature becomes frightened by the increases by 1 for each of its Hit Dice).
betobeto-kun, the betobeto-kun gains 2d6 temporary hit
points, which last for 1 minute. When the betobeto-kun’s Scary I
tamer reaches 5th level, these temporary hit points increase
Prerequisite: 5th-level tamer
to 3d6.
Type: Active (action)

Shadow Armour I The damage of the betobeto-kun’s Frighten action increases


to 2d8. In addition, a creature is frightened by the betobe-
Prerequisite: 3rd-level tamer to-kun’s Frighten action if it rolls a 2 or lower on the saving
Type: Passive (companion) throw against it and fails it.
While in dim light or darkness and not wearing any armour,
the betobeto-kun gains a +2 bonus to AC. Shadow Stealth II
Prerequisite: 5th-level tamer, Shadow Stealth I
Betobeto-kun Type: Active (bonus action)
Tiny Fey, Chaotic Neutral While in dim light or darkness, the betobeto-kun can use a
bonus action to become invisible, along with anything it’s
Armour Class 12
Hit Points 3 (1d4 + 1) wearing or carrying. The invisibility lasts until the beto-
Speed 30 ft. beto-kun uses a bonus action to end it, is in bright light
or incapacitated, attacks, casts a spell, or uses its Frighten
STR DEX CON INT WIS CHA action. As part of the same bonus action, the betobeto-kun
8 (-1) 14 (+2) 13 (+1) 7 (-2) 11 (+0) 14 (+2) can immediately take the Hide action.
Skills Stealth +4
Condition Immunities frightened
Shadow Armour II
Senses darkvision 60 ft., passive Perception 10 Prerequisite: 9th-level tamer, Shadow Armour I
Languages understands Common but can’t speak Type: Passive (companion)
Challenge 1/8 (25 XP) Proficiency Bonus +2
While in dim light or darkness and not wearing any armour,
Impatient. The betobeto-kun can’t take the Ready action. the betobeto-kun gains a +2 bonus to AC. This improve-
Actions ment is in addition to the bonus from Shadow Armour I.
Frighten. The betobeto-kun attempts to scare a creature with-
in 5 feet of it by making a sudden movement and a loud noise.
Sow Panic
The creature must succeed on a DC 12 Wisdom saving Prerequisite: 9th-level tamer
throw or take 4 (1d8) psychic damage. If the creature rolls a Type: Active (action)
1 on the saving throw and fails it, it’s also frightened of the
betobeto-kun until the end of the betobeto-kun’s next turn. The betobeto-kun can cast the fear spell, requiring no verbal
or material components. Once it casts this spell, it can’t do
so again until its tamer finishes a long rest.

167

BETA
PLAYTEST
BE
TA
Fear-Eater Shadow Aura
Prerequisite: 13th-level tamer Prerequisite: 17th-level tamer
Type: Active (action) Type: Passive (companion), Active (reaction)
As an action, the betobeto-kun can devour the fear of a The betobeto-kun dims light within 5 feet of it; dim light be-
frightened creature it can see within 30 feet of it. When it comes darkness and bright light becomes dim light. This im-
does, it gains 3d6 temporary hit points, the frightened con- provement has no effect on light created by a spell of 6th level
dition ends for that creature, and the creature suffers one of or higher, or by a magic item of very rare rarity or higher.
the effects described below (tamer’s choice): In addition, while in dim light or darkness, the betobe-
• The creature becomes immune to the frightened condi- to-kun’s speed increases by 10 feet, and it can use a reaction
tion until the end of the betobeto-kun’s next turn. when it takes bludgeoning, piercing, or slashing damage to
• The creature must make a Wisdom saving throw, partially meld into the shadows, halving the damage it takes.
taking 5d8 psychic damage on a failed save, or half as
much damage on a successful one.

Scary II
Prerequisite: 13th-level tamer, Scary I
Type: Active (action)
The damage of the betobeto-kun’s Frighten action increases
to 3d8. In addition, a creature is frightened by the betobe-
to-kun’s Frighten action if it rolls a 3 or lower on the saving
throw against it and fails it.
When the betobeto-kun’s tamer reaches 17th level in
this class, the damage of the betobeto-kun’s Frighten action
increases to 4d8.

168
Chapter 11 | Familiars
BETA
PLAYTEST
TA
BE

Tamer Level

Versatile I
Pre-requisite: Become companion 1
“Jack of all trades…”

Underwater Combatant Shell I


Pre-requisite: -- Pre-requisite: -- 3
“Home field advantage.” “Tiny mini-kappa sidekick…”

Multiattack Versatile II Growth


Pre-requisite: -- Pre-requisite: Versatile I Pre-requisite: -- 5
“Kawa-WAPOW!” “...master of… some?...” “We’re going to need a bigger shell.”

Tribute Shell II
Pre-requisite: -- Pre-requisite: Shell I 9
“Cucumbers preferred.” “...helper in a half shell…”

Versatile III Shell III


Pre-requisite: Versatile II Pre-requisite: Shell II 13
“...Follow its lead…” “...kappa power!”

Versatile IV
Pre-requisite: Versatile III 17
“...and you might just learn one.”

Kawawappa
The mischievous kappa are known to form bonds with those
“There are few sights sadder than a tiny that offer them respect—and an abundance of cucumbers.
kawawappa dutifully sweeping the dust from When a kappa departs from a community it bonded with,
it may leave behind a small piece of itself: a fragment of its
a home no one will ever live in again… Which soul taken physical shape, imbued with the kappa’s will to
is why you should contribute with a donation aid and protect the creatures it grew fond of. These dimin-
to Ryoko’s Home for Abandoned Yokai! So… utive creatures, called kawawappa, are quick learners, and
how many cucumbers can I put you down for?” they help around homes and settlements in any way they
can. Kawawappa clean, cook, craft, and even take up arms
— Ryoko, Charitable Soul in defence of their people. This compulsion often outlasts
the communities they’re inserted into, however, and it’s not
unheard of to stumble across abandoned villages occupied
Type: Fey only by kawawappa, who continue to perform their duties
Creature Component: any kappa to the benefit of no one.
Bonus Tamer Improvement: Versatile I and
+2 Hit Dice
169

BETA
PLAYTEST
BE
TA
If any of the kawawappa’s traits or actions require a
saving throw, it is always against the kawawappa’s save DC,
Kawawappa
Tiny Fey, Neutral Good
as calculated below.
Armour Class 13 (natural armour)
Save DC = 8 + the tamer’s proficiency bonus + Hit Points 3 (1d4 + 1)
Speed 30 ft., swim 30 ft.
the kawawappa’s Constitution modifier
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 8 (-1) 10 (+0) 8 (-1)
Monster Trainer Senses darkvision 60 ft., passive Perception 10
If you are a tamer, you can grant this familiar the following Languages Common
improvements using your Monster Trainer feature in addi- Challenge 1/8 (25 XP) Proficiency Bonus +2
tion to those normally available for your companions. Amphibious. The kawawappa can breathe air and water.
Water Bowl. When the kawawappa is knocked prone, it
Versatile I must succeed on a DC 11 Dexterity saving throw or spill
Prerequisite: Become a tamer’s companion some of the water it keeps in its head, which disorients the
Type: Passive (companion) kawawappa and gives it disadvantage on the next attack roll
it makes before the end of its next turn.
The kawawappa gains proficiency in its tamer’s choice of
one weapon, one skill, and one type of artisan’s tools. Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Shell I Hit: 4 (1d4 + 2) piercing damage.

Prerequisite: 3rd-level tamer


Type: Active (action) Multiattack
As an action, the kawawappa can withdraw into its shell. Prerequisite: 5th-level tamer
Until it emerges, it gains a +2 bonus to AC and other Type: Active (action)
creatures can’t benefit from advantage on attack rolls against
it. While in its shell, the kawawappa is prone, its speed is As an action, the kawawappa can make two attacks.
reduced to 0 feet and can’t increase, it has disadvantage on
Dexterity saving throws, and it can’t take actions or reac- Versatile II
tions other than a bonus action to emerge from its shell. Prerequisite: 5th-level tamer, Versatile I
Type: Passive (companion)
Underwater Combatant
The kawawappa gains proficiency in its tamer’s choice
Prerequisite: 3rd-level tamer of one weapon, one skill, and one type of artisan’s tools.
Type: Passive (companion), Active (bonus action) Instead of a weapon, the kawawappa can gain proficiency
While underwater, the kawawappa gains the following with shields or one type of armour. The kawawappa can
benefits: only gain proficiency with medium armour if it’s proficient
with light armour, and can only gain proficiency with heavy
• It has advantage on ability checks made to grapple
armour if it’s proficient with medium armour.
creatures or to avoid or escape being grappled.
In addition, the tamer chooses one of the kawawappa’s
• It can take the Dash or Disengage action as a bonus
skill or tool proficiencies. The kawawappa’s proficiency
action.
bonus is doubled for any ability check it makes that uses the
chosen proficiency.
Growth
Prerequisite: 5th-level tamer Shell II
Type: Passive (companion)
Prerequisite: 9th-level tamer, Shell I
The kawawappa’s size increases to Small, its Hit Die size Type: Active (bonus action, reaction)
increases to a d6 (its hit point maximum consequently
increases by 1 for each of its Hit Dice), and the damage die The kawawappa can withdraw into its shell as a bonus
of its Claw attack increases to a d6. action instead of an action. While in its shell, it has ad-
vantage on Strength and Constitution saving throws. In
addition, it can emerge from its shell as a reaction when it’s
subjected to an effect that requires it to make a Dexterity
saving throw, emerging before it rolls the d20.

170
Chapter 11 | Familiars
BETA
PLAYTEST
TA
BE

Tribute After hitting an object or a creature, the kawawappa can


change direction and continue moving in a straight line
Prerequisite: 9th-level tamer
until it hits another obstacle or its maximum distance is
Type: Passive (companion), Active (action)
reached. A creature or object can only take damage from
During the course of a short or long rest, a creature friendly this improvement once on each turn. After the kawawappa
to the kawawappa can form a special bond with it by uses this action, it can’t do so again until its tamer finishes a
feeding it 1 day’s rations. This bond lasts until a different short or long rest.
creature feeds the kawawappa or until the kawawappa’s
Once the kawawappa’s tamer reaches 17th level in this
tamer finishes a long rest.
class, the damage increases to 28 (8d6).
The kawawappa can cast the warding bond spell, requir-
ing no material components, on the creature that bonded
Versatile III
with it. After the kawawappa casts this spell, it can’t do so
again until its tamer finishes a short or long rest. Prerequisite: 13th-level tamer, Versatile II
Type: Passive (companion)
Shell III The kawawappa gains proficiency in its tamer’s choice of
Prerequisite: 13th-level tamer, Shell II one weapon, one skill, and one saving throw. Instead of a
Type: Active (action) weapon, the kawawappa can gain proficiency with shields
or one type of armour. The kawawappa can only gain
While withdrawn into its shell, the kawawappa can use an proficiency with medium armour if it’s proficient with light
action to expel a powerful jet of water, using it to propel it- armour, and can only gain proficiency with heavy armour if
self. When it does, it moves up to its speed in a straight line it’s proficient with medium armour.
until it hits an object or a creature. An object hit by the ka-
In addition, the tamer chooses one more of the ka-
wawappa in this way takes 21 (6d6) bludgeoning damage.
wawappa’s skill or tool proficiencies. The kawawappa’s
A creature must make a Dexterity saving throw, taking 21
proficiency bonus is doubled for any ability check it makes
(6d6) bludgeoning damage on a failed save, or half as much
that uses either of the chosen proficiencies.
damage on a successful one.

Versatile IV
Prerequisite: 17th-level tamer, Versatile III
Type: Passive (companion & tamer)
The kawawappa gains proficiency in its tamer’s choice of
one saving throw.
In addition, when the kawawappa’s tamer finishes a long
rest, it can choose one of the kawawappa’s saving throw
proficiencies and one of its weapon, skill, or tool proficien-
cies. While the kawawappa’s tamer is within 60 feet of the
kawawappa, the tamer is considered proficient with the
chosen saving throw and weapon, skill, or tool.

171

BETA
PLAYTEST
BE
TA
Tamer Level

Messenger I
1 Pre-requisite: Become companion
“For the last time, Ina...”

Divine Seal I Growth I Scout


3 Pre-requisite: -- Pre-requisite: -- Pre-requisite: --
“The writing’s on the wall…” “Comes with an extra tail…” “What do your vulpine eyes see?”

Multiattack Messenger II Shapeshifter


5 Pre-requisite: -- Pre-requisite: Messenger I Pre-requisite: --
“Quick as a fox!” “...stop taking messages for me…” “Perfect for infiltration… and cuddles.”

Divine Seal II Growth II


9 Pre-requisite: Divine Seal I Pre-requisite: Growth I
“...you’ve been tagged…” “...or two.”

Messenger III
13 Pre-requisite: Messenger II
“...if they’re all Bombuku ads.”

Divine Seal III


17 Pre-requisite: Divine Seal II
“...and your fate is sealed.”

Millenia ago, kitsune elders created the first ko-inari at the


request of the gods, drawing on the essence of extraplanar
Ko-inari entities and shaping it in their vulpine image. Ever since,
ko-inari have served as divine messengers and scouts, carry-
ing holy missives to every corner of the Yokai Realms. Tales
of their loyalty abound, with countless songs and poems
“Bombuku keeps pestering me for the secrets
lauding their incredible tenacity. In certain parts of the
to the ko-inari’s creation. I’m not privy to world, adventurers travelling alongside a ko-inari are imme-
them, but even if I was, I wouldn’t give them diately seen as trustworthy, and not without reason: these
to him. I know exactly what he’s planning, creatures are remarkably picky about the company they
and I’ve told him several times that no one’s keep, and hold their allies to their high standards. Those
interested in his newsletter!” who betray the trust of a ko-inari risk finding themselves on
the receiving end of a very stern talking-to.
— Ryoko, Hates Spam If any of the ko-inari’s traits or actions require a saving
throw, it is always against the ko-inari’s save DC, as calcu-
lated below.
Type: Celestial
Creature Component: any Celestial or Fiend
Bonus Tamer Improvement: Messenger I and +2 Save DC = 8 + the tamer’s proficiency bonus +
Hit Dice the ko-inari’s Wisdom modifier
172
Chapter 11 | Familiars
BETA
PLAYTEST
TA
BE

Monster Trainer Messenger II


If you are a tamer, you can grant this familiar the following Prerequisite: 5th-level tamer, Messenger I
improvements using your Monster Trainer feature in addi- Type: Active (action)
tion to those normally available for your companions. The ko-inari can cast the comprehend languages, locate crea-
ture, and sending spells, requiring no material components.
Messenger I After it casts a spell in this way, it can’t cast a spell with the
Prerequisite: Become a tamer’s companion Messenger II improvement again until its tamer finishes a
Type: Active (action) short or long rest.
The ko-inari can cast the message cantrip, requiring no ma- Multiattack
terial components. When targeting its tamer with the spell,
the ko-inari also doesn’t require verbal or somatic compo- Prerequisite: 5th-level tamer
nents to cast it. Type: Active (action)
As an action, the ko-inari can make two attacks.
Divine Seal I
Prerequisite: 3rd-level tamer
Type: Active (bonus action)
Ko-inari
Tiny Celestial, Lawful Good
The ko-inari can inscribe seals of divine power to bolster
Armour Class 12
its allies. As a bonus action, the ko-inari can use one of the
Hit Points 3 (1d4 + 1)
following seals, inscribing it upon a creature within 5 feet Speed 30 ft.
of it. A creature can only bear one of the ko-inari’s seals on
it at a time. If a new one is inscribed, the effects of the older STR DEX CON INT WIS CHA
one cease. 9 (-1) 14 (+2) 13 (+1) 10 (+0) 14 (+2) 12 (+1)
• Seal of Healing. The ko-inari can only adorn a willing
Damage Immunities radiant
creature with this seal. At the end of that creature’s next Senses darkvision 60 ft., passive Perception 10
turn, it regains 7 (2d6) hit points. Languages Common, Celestial, Kitsune
• Seal of Strength. The ko-inari can only adorn a willing Challenge 1/8 (25 XP) Proficiency Bonus +2
creature with this seal. That creature is under the effects Divine Reproach. When a ko-inari witnesses one of its allies
of the bless spell for 1 minute. commit an evil deed, it takes the earliest possible opportunity
to scold them. The ko-inari’s scolding takes 1 minute and
After the ko-inari uses a seal, it can’t use that seal again requires the ko-inari to be within 10 feet of its ally for the
until its tamer finishes a long rest. duration, after which the ally must succeed on a DC 11 Wis-
dom saving throw or take 4 (1d8) psychic damage. Once
Growth I a creature has failed this saving throw, it can’t be affected by
this trait again until it finishes a long rest.
Prerequisite: 3rd-level tamer
Fortified Mind. The ko-inari is immune to magic that allows
Type: Passive (companion) other creatures to read its thoughts, determine whether it’s
The ko-inari’s size increases to Small, its Hit Die size lying, know its alignment, or know its creature type.
increases to a d6 (its hit point maximum consequently Actions
increases by 1 for each of its Hit Dice), and the damage die
Radiant Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5
of its Radiant Strike attack increases to a d6.
ft. or range 20 ft., one target. Hit: 4 (1d4 + 2) radiant damage.

Scout
Prerequisite: 3rd-level tamer
Type: Passive (companion)
The ko-inari gains proficiency in the Perception and Surviv-
al skills. In addition, its walking speed increases by 10 feet.

173

BETA
PLAYTEST
BE
TA
Shapeshifter Messenger III
Prerequisite: 5th-level tamer Prerequisite: 13th-level tamer, Messenger II
Type: Active (action) Type: Active (action)
As an action, the ko-inari takes on the shape of a Tiny fox. The ko-inari can cast the telepathic bond spell, requiring no
When it does, its equipment melds into its form. While in material components. Creatures under the effect of this spell
fox form, the ko-inari can’t wield weapons or tools and can’t are immune to magic that allows other creatures to read
wear equipment that doesn’t fit its new shape. It otherwise their thoughts, determine whether they’re lying, know their
retains all its game statistics. This transformation lasts for alignment, or know their creature type.
1 hour or until the ko-inari reverts to its true form as an After the ko-inari casts the spell in this way, it can’t do so
action or dies. again until its tamer finishes a long rest.
After the ko-inari has used this action, it can’t do so
again until its tamer finishes a short or long rest. Divine Seal III
Prerequisite: 17th-level tamer, Divine Seal II
Divine Seal II Type: Active (bonus action)
Prerequisite: 9th-level tamer, Divine Seal I
When the ko-inari uses a seal as part of its Divine Seal I
Type: Active (bonus action)
improvement, it can adorn one additional creature within 5
The ko-inari learns two new seals to hinder its enemies with feet of it with that seal. In addition, the ko-inari learns two
its Divine Seal I improvement: more seals:
• Seal of Disruption. A creature the ko-inari adorns • Seal of Protection. The ko-inari can only adorn a
with this seal must succeed on a Wisdom saving throw willing creature with this seal. That creature gains a +1
or have disadvantage on the first attack roll it makes bonus to AC for 1 minute.
on each of its turns for 1 minute. The creature can re-
peat the saving throw at the end of each of its turns, • Seal of Weakness. A creature the ko-inari adorns with
ending the effect on itself on a success. this seal must succeed on a Wisdom saving throw or
have disadvantage on the next saving throw it makes
• Seal of Purification. A creature the ko-inari
within 1 minute.
adorns with this seal must succeed on a Wis-
dom saving throw or take 3 (1d6) radiant
damage at the start of each of its turns for 1
minute. The creature can repeat the saving
throw at the end of each of its turns, end-
ing the effect on itself on a success.

In addition, the ko-inari regains the use


of all of its seals when its tamer finishes a
short or long rest.

Growth II
Prerequisite: 9th-level tamer,
Growth I
Type: Passive (companion)
The ko-inari’s size increases to Medi-
um, its Hit Die size increases to a d8
(its hit point maximum consequently
increases by 1 for each of its Hit Dice),
and the damage die of its Radiant Strike
attack increases to a d8.

174
Chapter 11 | Familiars
BETA
PLAYTEST
TA
BE

Tamer Level

Loot Bag I
Pre-requisite: Become companion 1
“Whatever you need…”

Ethereal I
Pre-requisite: -- 3
“Such convenient incorporeality…”

Weapon Barrage I Multiattack Growth


Pre-requisite: -- Pre-requisite: -- Pre-requisite: -- 5
“Random crap…” “There’s more where that came from.” “Comes with a bigger bag, too.”

Mystery Bag Loot Bag II Junk Armour


Pre-requisite: -- Pre-requisite: Loot Bag I Pre-requisite: -- 9
“It could be anything!” “Pick on someone your own size, Gama!...” “Must’ve belonged to a halfling…”

Weapon Barrage II Scavenger Ethereal II


Pre-requisite: Weapon Barrage I Pre-requisite: -- Pre-requisite: Ethereal I 13
“...GO!” “Waste not, want not.” “Pick on someone your own size, Gama!...”

Ethereal III
Pre-requisite: Ethereal II 17
“...but too ethereal for time-out.”

Senryoka
Where tragic events beget overwhelming loss of life, senryoka
coalesce from the residual spiritual energy of the fallen. Often
“Senryoka seem to enjoy listening to stories. found wandering recent battlefields, these enigmatic creatures
Just yesterday, I was telling a few how I are compelled by some base instinct to gather the weapons and
armour of the dead. They bury those ruined beyond repair and
helped save a village from a rampaging kaiju. store everything else in the bottomless bags they carry, which
In return, I was offered a ceremonial sword are extensions of their beings rather than mundane objects.
that I carry to this day as a reminder of the Eventually, once the battlefield has been stripped clean of sal-
people of the Yokai Re- Huh. That’s odd… I vage, senryoka move on in search of greener pastures and other
could swear I had it in my backpack...” trinkets to pilfer. When a peaceful village is suddenly torment-
ed by a wave of petty larceny targeting cutlery, it’s a good bet
— Ryoko, Ex-Sword Owner that one of these creatures is to blame.
If any of the senryoka’s traits or actions require a saving
throw, it is always against the senryoka’s save DC, as calcu-
Type: Undead
lated below.
Creature Component: any Undead with the Incor-
poreal Movement trait
Bonus Tamer Improvement: Loot Bag I and Save DC = 8 + the tamer’s proficiency bonus +
+2 Hit Dice the senryoka’s Strength modifier
175

BETA
PLAYTEST
BE
TA
Monster Trainer After the senryoka uses this action, it can’t do so again
until its tamer finishes a short or long rest.
If you are a tamer, you can grant this familiar the following
improvements using your Monster Trainer feature in addi- When the senryoka’s tamer reaches 9th level in the tamer
tion to those normally available for your companions. class, this action’s damage increases to 21 (6d6).

Loot Bag I Junk Armour


Prerequisite: Become a tamer’s companion Prerequisite: 9th-level tamer
Type: Active (action) Type: Passive (companion)
As an action, the senryoka can rummage in its bag, produc- The senryoka dons some of the armour it salvaged or
ing one simple or martial weapon of its tamer’s choice. The reinforces its existing armour with new pieces, gaining a +2
weapon lasts until the senryoka is recalled into its vessel, bonus to AC.
until its tamer finishes a long rest, or until the senryoka
produces a different weapon from the bag, at which point Loot Bag II
the previous one disappears.
Prerequisite: 9th-level tamer, Loot Bag I
When the senryoka produces a weapon in this way, its Type: Passive (companion), Active (action)
tamer can choose for it to be silvered or made of adamantine.
Once the senryoka has produced one of these special weap- The senryoka can have up to three weapons produced from
ons, it can’t do so again until its tamer finishes a long rest. its bag out at once. If a new weapon is produced beyond
this limit, the senryoka’s tamer chooses one of the other
ones to disappear.
Ethereal I
In addition, the senryoka can produce a +1 weapon or a
Prerequisite: 3rd-level tamer +1 shield from its bag, in addition to the other special weap-
Type: Active (bonus action) ons it can produce. After it does, it can’t produce a magic
The senryoka can use its Incorporeal Form action as a bonus item in this way again until its tamer finishes a long rest.
action, and can use it a number of times equal to its profi-
ciency bonus, regaining all expended uses when its tamer Senryoka
finishes a long rest. Tiny Undead, Neutral

Growth Armour Class 12 (natural armour)


Hit Points 4 (1d4 + 2)
Prerequisite: 5th-level tamer Speed 30 ft.
Type: Passive (companion)
STR DEX CON INT WIS CHA
The senryoka’s size increases to Small, its Hit Die size 14 (+2) 10 (+0) 14 (+2) 8 (-1) 13 (+1) 9 (-1)
increases to a d6 (its hit point maximum consequently
increases by 1 for each of its Hit Dice), and the damage die Damage Immunities poison
of its Salvaged Weapon attack increases to a d6. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Multiattack Languages understands Common but can’t speak
Challenge 1/8 (25 XP) Proficiency Bonus +2
Prerequisite: 5th-level tamer
Kleptomaniac. The senryoka feels compelled to acquire tools
Type: Active (action)
and weapons to store in its bag. Whenever it sees a creature
As an action, the senryoka can make two attacks. carrying a weapon or tool that it hasn’t seen before, it must
make a DC 11 Wisdom saving throw. On a failed save, the
Weapon Barrage I senryoka must try to steal the tool or weapon, stopping after
one attempt regardless of whether it succeeds or fails.
Prerequisite: 5th-level tamer
Type: Active (action) Actions
Salvaged Weapon. Melee or Ranged Weapon Attack: +4 to
As an action, the senryoka can open its bag and unleash a hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
barrage of thrown weapons of all kinds in a 30-foot cone bludgeoning, piercing, or slashing damage (senryoka’s choice).
before they all disappear. Each creature in the area must Incorporeal Form (1/Day). The senryoka becomes partially
make a Dexterity saving throw, taking 17 (5d6) damage incorporeal until the end of its turn. While in this state, it can
on a failed save, or half as much damage on a successful move through other creatures and objects as if they were
one. The senryoka’s tamer decides whether this damage is difficult terrain. If it ends its turn in the same space as another
bludgeoning, piercing, or slashing damage. creature or object, it takes 5 (1d10) force damage and is
shunted into the nearest unoccupied space.

176
Chapter 11 | Familiars
BETA
PLAYTEST
TA
BE

Mystery Bag Ethereal II


Prerequisite: 9th-level tamer Prerequisite: 13th-level tamer, Ethereal I
Type: Active (action) Type: Passive (companion)
As an action, the senryoka can reach into its bag, producing The senryoka has resistance to bludgeoning, piercing, and
a random unusual object it has stored inside. Roll a d4 and slashing damage from nonmagical attacks.
consult the table below to determine what object the senry-
oka produces and what its effects are: Scavenger
d4 Object Effects Prerequisite: 13th-level tamer
Type: Passive (companion), Active (1 minute)
The senryoka immediately
makes a melee Salvaged Weap- The senryoka gains proficiency in the Perception skill. In ad-
on attack against a creature dition, it can spend 1 minute searching the corpse of a crea-
Oversized within 15 feet of it. This attack ture carrying weapons or armour, making a DC 15 Wisdom
1 (Perception) check at the end of that time. On a successful
Mallet deals bludgeoning damage, and
deals an extra 22 (5d8) damage check, the senryoka regains one use of its Weapon Barrage I
on a hit. Hit or miss, the mallet or Mystery Bag improvements. Alternatively, the senryoka can
then crumbles. produce an additional silvered, adamantine, or +1 weapon, or
a +1 shield, with its Loot Bag improvements. The senryoka’s
The senryoka immediately
tamer decides which improvement’s use is regained.
makes a ranged Salvaged Weap-
on attack against a creature Once the senryoka succeeds on this check, it can’t at-
within range. On a hit, it can tempt it again until its tamer finishes a long rest.
repeat the attack against a dif-
Boomerang of
2 ferent creature within range. The Weapon Barrage II
No Return
senryoka can repeat this until
Prerequisite: 13th-level tamer, Weapon Barrage I
it has made five attacks or until
Type: Passive (companion)
it misses with an attack, after
which the boomerang flies off, When a creature fails its saving throw against the senryoka’s
never to return. Weapon Barrage I improvement, it suffers an additional
effect depending on the type of damage chosen:
A shield flies out of the bag and
hovers around a creature within • Bludgeoning: The creature is dazed, which gives it dis-
30 feet of the senryoka (tamer’s advantage on attack rolls until the end of its next turn.
choice) for 1 minute. During that • Piercing: The creature is hindered by projectiles stuck
3 One-Hit Shield time, the creature can use its re- in its body, and its speed is reduced to 0 feet until the
action when it’s hit by an attack end of its next turn.
to intercept it with the shield, • Slashing: The creature is left bleeding or otherwise suf-
causing the attack to miss. The fering from the cuts, and takes an extra 7 (2d6) slashing
shield is then destroyed. damage at the start of its next turn.
The senryoka immediately
makes a Salvaged Weapon When the senryoka’s tamer reaches 17th level in the tamer
attack. This attack deals piercing class, the damage of Weapon Barrage I increases to 28 (8d6).
damage. Hit or miss, the weapon
used to make the attack then ex- Ethereal III
Malfunctioning
4 plodes, and the target and each Prerequisite: 17th-level tamer, Ethereal II
Fire Lance
creature within 10 feet of it must Type: Passive (companion)
make a Dexterity saving throw,
taking 21 (6d6) fire damage on The senryoka has immunity to the following conditions:
a failed save, or half as much charmed, exhaustion, frightened, grappled, paralysed, petri-
damage on a successful one. fied, prone, and restrained.

After the senryoka uses this action, it can’t do so again


until its tamer finishes a long rest.

177

BETA
PLAYTEST
BE
TA

178
Chapter 11 | Familiars
BETA
PLAYTEST
Chapter 12 - Magic Items
TA
BE

CHAPTER 11

MAGIC ITEMS

179

BETA
PLAYTEST
BE
TA
Magic Items
This chapter presents magic items organised in alphabetical All-Terrain Leg
order, as well as their rarity, attunement requirements, and Prosthesis, uncommon (requires attunement)
components required to craft them. Component: Monstrosity chitin
In the Yokai Realms, they say you can’t judge a man until
Items List you’ve walked a mile in his legs. And climbed a mile in his
All-Terrain Leg . . . . . . . . 179 Kappa’s Aquatic Visage . . 193 legs. And swum a mile in his legs.
Armour of the Kitsune Mask . . . . . . . . . 194 Prosthesis Properties. This prosthesis can replace or en-
Oni King. . . . . . . . . . . . . 180 Mask of the Oni. . . . . . . 194 hance a leg. It has the Melee (1d6 slashing, 5 ft.) property.
Blo Staff . . . . . . . . . . . . . 181 Mask of the Tengu. . . . . . 195
Modular Limb. As a bonus action while wearing this
Bonze’s Bokken, Mindcutter. . . . . . . . . . . 196
Wind Ripper. . . . . . . . . . 181
prosthesis, you can change it into one of the following
Needlespitter Karakasa . . 196 forms, each of which grants a different benefit, or back into
Courtesan’s War Fan. . . . 182
Nekomata Shamisen. . . . 197 a regular leg shape:
Demonhunter Kimono. . 182
Onikiri, Demon Cutter. . 198 • Blade. Your walking speed increases by 5 feet.
Draakannon . . . . . . . . . . 183
Reaper’s Kama. . . . . . . . . 199
Earthpiercer . . . . . . . . . . 183 • Claw. You gain a climbing speed equal to your
Ryuto Nunchaku. . . . . . . 200 walking speed.
G.R.A.P. P.L.E.R.. . . . . . 184
Scorpion’s Wartail. . . . . . 200
Glaive of the • Fin. You gain a swimming speed equal to your
Shisui, Water Slasher. . . . 201 walking speed.
Green Tyrant. . . . . . . . . . 185
Staff of the
God Speaker Kimono. . . 186
Jade Guardian. . . . . . . . . 202 Rare variant: You gain a +1 bonus to attack and damage
Gofu Hat . . . . . . . . . . . . 186
Tanuki-Zake. . . . . . . . . . 202 rolls made using this prosthesis.
Hakuja-To. . . . . . . . . . . . 187
Wanyudo’s Burden . . . . . 203 Very rare variant: You gain a +1 bonus to attack and dam-
Hanabi Kicker. . . . . . . . . 188
Windweaver . . . . . . . . . . 204 age rolls made using this prosthesis. The prosthesis provides
Helping Hand. . . . . . . . . 189
Wraithclaw. . . . . . . . . . . 205 additional benefits depending on its form, as described below:
Iron Kasa. . . . . . . . . . . . . 190
Wyrm’s Breath
Jishin, Earth Render . . . . 191 • Blade. Attacks made using the prosthesis deal an extra
Grenade . . . . . . . . . . . . . 206
Kageboshi. . . . . . . . . . . . 192
1d4 slashing damage on a hit.
Xyxlwood Bonsai. . . . . . . 206
Kanaboom Stick. . . . . . . 193 • Claw. You have advantage on saving throws made to
Yukimono. . . . . . . . . . . . 207
resist being moved against your will while standing on
the ground or climbing a surface.
• Fin. While underwater, you can take the Dash action as
a bonus action.

All-Terrain Leg Limbs

Blade
Claw
Fin

180
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Armour of the Oni King DC 16 Wisdom saving throw or be frightened of you for
Armour (medium or heavy), very rare (requires attunement) 1 minute. If a creature fails the saving throw by 5 or more
Component: Fiend (yokai) bone and isn’t immune to being frightened, it sees the ghostly
image of an enormous oni materialising behind you and
There’s something undeniably intoxicating about the feeling is also paralysed until the end of its next turn. A creature
of power one gets by terrorising others. This sensation has frightened in this way must repeat the saving throw at the
led many righteous paragons who don this armour to grad- end of each of its turns, taking 2d6 psychic damage on a
ually becoming cruel, vicious tyrants. Inevitably, a fresh- failure, or ending the effect on itself on a success. Once this
faced hero rises to defeat these despots, swearing to use the property of the item has been used, it can’t be used again
armour exclusively in the service of good… and the cycle until the next dawn.
begins anew.
You have a +2 bonus to AC while wearing this armour. Rare variant: Reduce the AC bonus to +1, the DC to
Oni’s Aura. As an action while wearing this armour, 15, and the damage to 1d6.
you can release a wave of menacing lethal intent powerful
enough to make other creatures tremble with fear. Each
creature of your choice within 20 feet of you must make a

Armour of the
Oni King

181

BETA
PLAYTEST
BE
TA
Blo Staff Wind Rip. With a swish, you can send a concussive wave
Weapon (quarterstaff), uncommon of sound streaking towards a target. When you take the
Component: Plant poison gland Attack action with this sword, you can replace any number
of attacks with ranged spell attacks known as ‘wind rips’.
Enchanted with conjuration magic, this hollow, weighted Wind rips have a normal range of 30 feet and a long range
staff can produce its own magical ammunition, loaded of 60 feet, use the same ability modifier as the sword for its
with potent venom. The deadly fungal extract sends jolts attack rolls, deal 1d10 thunder damage on a hit, and can be
of unimaginable pain coursing through those unfortunate heard up to 100 feet away. If you score a critical hit against
enough to suffer it, while the muscular inhibitor causes a a creature with a wind rip, that creature is deafened until
victim to seize up as if its body was turned to stone. the end of its next turn.
This quarterstaff can also be used as a blowgun that lacks
Gust Rider. As a bonus action while holding the sword,
the loading property. It has 4 charges and regains 1d4
you can expend 1 charge, causing a sustained gust to lift you.
expended charges daily at dawn.
You gain a flying speed of 40 feet until the end of your turn.
Blow Dart. When you make a ranged attack using this
weapon as a blowgun, you can expend 1 charge to shoot a Uncommon variant: Reduce the damage to 1d8. Re-
needle loaded with one of the following poisons of your choice: move the Gust Rider property.
• Amani Tox. On a hit, a creature must make a DC 13 Very rare variant: You have a +1 bonus to attack and
Constitution saving throw. It takes 3d6 poison dam- damage rolls made with this magic weapon. Increase the
age on a failure, or half as much damage on a success. damage to 1d12 and the flying speed to 50 feet.
• Bo Tox. On a hit, a creature must succeed on a DC 13
Legendary variant: You have a +2 bonus to attack and
Constitution saving throw or be poisoned until the
damage rolls made with this magic weapon. While holding
end of your next turn. While poisoned in this way, its
the sword, you can read, speak, and understand Auran.
speed is halved.
Increase the damage to 2d8 and the flying speed to 60 feet.
While holding the sword, you can expend 2 charges to cast
Rare variant: Increase the charges to 6, the recharge to the fly spell on yourself.
1d4 + 2, the DCs to 15, and the damage to 4d6. While
poisoned by the Blow Dart property, a creature’s speed is
reduced to 0 feet.
Very rare variant: Increase the charges to 8, the recharge
to 1d6 + 2, the DCs to 16, and the damage to 5d6. While
poisoned by the Blow Dart property, a creature’s speed is re- Blo Staff
duced to 0 feet. If you roll a 20 on the attack roll for a needle
loaded with the bo tox poison and the creature fails its saving
throw, it becomes paralysed while it’s poisoned in that way.

Bonze’s Bokken, Wind Ripper


Weapon (any sword), rare (requires attunement)
Component: Elemental volatile mote of air
Hermits of the Springwood, the bonze have as much in
common with a druid’s love of nature as with the discipline
and ritual of the monk. They do not deign to shed the
blood of other creatures and thus imbue training swords,
known as bokken, with the power to propel them out of
harm’s way. The thunderous wind rip is really just a tool for
releasing hard-to-reach fruit.
This weapon has 5 charges and regains 1d4 + 1 expend-
ed charges daily at dawn. It deals bludgeoning damage
instead of its normal damage type.
Gale. While holding this sword, you can use an action to Bonze's Bokken,
cause strong winds to swirl within a cube originating from Wind Ripper
you up to 15 feet on a side until the end of your next turn,
dispersing any gases in the area. The cube does not move
with you.

182
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Courtesan’s War Fan which protected the mortals within from their unending
Weapon (tessen), uncommon (optional attunement) conflict. The Demon Hunter clan guards the fiendish artifact
Component: Humanoid heart and enchants their silken vestments to aid in this endeavour.
Aversion. While wearing this kimono, you can use a
Some assassins rely on stealth. Others, like the courtesans of
bonus action to speak its first command word, ‘repel’,
the Courteous Cabal, prefer to hide in plain sight, beguiling
causing the printed image on the kimono to mobilise into
their quarry into a stupor before finishing them off with a
an illustration of a fiendish soul burning into non-existence.
quick slash.
Each creature in a 30-foot cone must succeed on a DC 15
Beguiling Dance. As an action while holding the fan, Wisdom saving throw or become frightened of you for
you can begin a slow, hypnotic dance, causing the fan to 1 minute. Fiends have disadvantage on this saving throw
glow with an ephemeral, beguiling light. Each Humanoid and, while frightened, must take the Dash action and move
of your choice that you can see within 15 feet of you must away from you by the safest available route on each of their
succeed on a Wisdom saving throw contested by your turns, unless there is nowhere to move. A Fiend that ends its
Charisma (Performance) check or be charmed by you turn in a location where it doesn’t have line of sight to you
for 10 minutes or until you stop dancing. You must use can repeat the saving throw, ending the effect on itself on a
your bonus action on subsequent turns to keep dancing, success. A non-Fiend creature can repeat the saving throw at
otherwise the effect ends at the end of your turn. The effect the end of each of its turns, ending the effect on itself on a
also ends early for a creature if you’re ever more than 15 feet success. Once this property of the kimono has been used, it
from it, or if you or your companions do anything harm- can’t be used again until the next dawn.
ful to it. When the effect ends, the creature knows it was
charmed by you. Once this property has been used, it can’t Pursuit. While wearing this kimono, you can use a
be used again until the next dawn. bonus action to speak its second command word, ‘hunt’, to
teleport up to 30 feet to an unoccupied space within 5 feet
Optional Attunement. If you choose to attune to this of a creature that is frightened of you. After this property
item, you become proficient with it and you gain advan- has been used, roll a d6. On a 1 or 2, it can’t be used again
tage on Charisma (Performance) checks you make while until the next dawn.
holding it.
Very rare variant: You have a +1 bonus to AC while you
Very rare variant: You gain a +2 bonus to attack and wear this kimono and no armour. Increase the DC to 16
damage rolls made with this magic weapon. The Beguiling and the range of the teleportation to 45 feet.
Dance property can affect any creature type and can be used
twice, regaining all expended uses daily at dawn. Legendary variant: You have a +2 bonus to AC while
wearing this kimono and no armour. Increase the DC to 17
and the range of the teleportation to 60 feet.
Demonhunter Kimono
Wondrous item, rare (requires attunement)
Component: Fiend (demon) skin
Demonhunter
Years ago, during the Sundering, powerful artifacts were Kimono
stolen from both demons and angels. Without them, these
extraplanar creatures struggled to breach the Material Plane,

Courtesan's
War Fan

183

BETA
PLAYTEST
BE
TA
Draakannon Rare variant: Increase the DC to 15 and the damage to
Prosthesis, uncommon 2d6. When you use the Blast Zone property, you can propel
Component: Dragon breath sac yourself up to an additional 10 feet.
Throngs of vicious pillagers attacking your home? Explo- Very rare variant: Increase the DC to 16 and the dam-
sions. Sturdy obstacles standing in your way? Explosions. age to 3d6. When you use the Blast Zone property, you can
Want to soar through the air like a dragon? Believe it or propel yourself up to an additional 20 feet. You can use the
not, explosions. Draconic Versatility property as a bonus action.
This prosthesis has 4 charges and regains all expended
charges daily at dawn. Earthpiercer
Prosthesis Properties. This prosthesis can replace or Prosthesis, uncommon
enhance an arm. It has the Blast (1d6 fire, 20 ft.) property. Component: Construct gears

Draconic Versatility. As an action while wearing this “This drill is the drill that will pierce the earth!” Thus were the
prosthesis, you can change the damage type it deals with words of Bombuku upon completion of the first earthpiercer
its Blast property to one of the following: acid, cold, fire, prototype. After being asked if the same didn’t technically
lightning, or poison. apply to most drills, he declined to make further comments.
Prosthesis Properties. This prosthesis can enhance or
Blast Zone. When you use the prosthesis’ Blast property
replace an arm. It has the Hookshot (20 ft.), Launch (1d6
to propel yourself, you can expend 1 charge to pump extra
piercing, 20 ft.), and Melee (1d6 piercing, 5 ft.) properties.
firepower into the blast. If you do, each creature within 5
feet of you must make a DC 13 Dexterity saving throw, Deep Drilling. This prosthesis uses a drill instead of
taking 1d6 damage of the Blast property’s type on a failed a hook for its Hookshot property. When you hit with an
save, or half as much damage on a successful one. attack roll made to attach the drill to a creature, the creature
takes 1d6 piercing damage. When the drill is detached from
Common variant: Remove the Blast Zone property and a creature, that creature takes 1d6 piercing damage.
all charges. Tunneler. This prosthesis has the Mobility (burrow 5 ft.)
property.

Draakannon

Earthpiercer

184
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Common variant: Remove the Tunneler property.


Rare variant: The prosthesis has the Emergency Anchor
property.
Emergency Anchor. You can use the prosthesis’ Hook-
shot property as a reaction when you’re moved against
your will, instead of only when you’re falling. When G.R.A.P.P.L.E.R
you do, you choose how far away you can be moved
from the the point to which the drill is attached (up to
the range of the prosthesis’ Hookshot property).
Very rare variant: Increase both damages to 1d8. The pros-
thesis has the Emergency Anchor and Overcharge properties.
Overcharge. You can use an action to overcharge the
drill, increasing its penetrative power. For 10 minutes,
while using the prosthesis’ Mobility property to burrow,
you can burrow through solid rock, leaving a 5-foot
diameter tunnel in your wake. Once this property of
the prosthesis has been used, it can’t be used again until
the next dawn.

G.R.A.P.P.L.E.R.
Prosthesis, uncommon
Component: Plant bark
The Gear for Rapid Ascension and Precise, Persistent
Latching onto Enormous Ravagers, or G.R.A.P.P.L.E.R. for
short, is one of Bombuku’s proudest inventions, despite the
criticism he’s received over its “ridiculous acronym” from his
distant cousin L’Arsène Upin. In truth, L’Arsène is simply
jealous he couldn’t come up with that name himself.
Prosthesis Properties. This prosthesis can enhance or
replace an arm. It has the Hookshot (40 ft.) property.
Improved Hookshot. As an action while the prosthesis’
hook is attached to a target, you can reel yourself in. When
you do, you move a number of feet up to the item’s Hook-
shot range in a straight line towards the hook. In addition,
the DC of the ability check required to forcefully detach the
hook increases to 13.
Hooked In. When you hit with an attack roll to attach
the prosthesis’ hook to a creature, the creature takes 1d6
piercing damage. When the hook is detached from a crea-
ture, that creature takes 1d6 piercing damage.

Common variant: The Improved Hookshot property


doesn’t increase the DC to detach the hook. Remove the
Hooked In property.
Rare variant: Increase the DC to 15. You can use the
Improved Hookshot property as a bonus action as well as an
action, including as part of the same bonus action used to
shoot the hook.
Very rare variant: Increase the DC to 16 and both dam-
ages to 2d6. You can use the Improved Hookshot property
as a bonus action as well as an action, including as part of
the same bonus action used to shoot the hook.
185

BETA
PLAYTEST
BE
TA
Glaive of the Green Tyrant space the tornado moves through must succeed on a DC 15
Weapon (any polearm), rare (requires attunement) Dexterity saving throw or take 1d8 lightning damage. A
Component: Dragon (bronze) horn creature can’t take damage from this effect more than once
per turn.
Legend tells of a great warrior queen who, having bested a
bronze dragon in a game of wits, sought to wield the power Once this property of the weapon has been used, it can’t
of storms. With this power, she laid waste to entire armies, be used again until the next dawn.
burning them with flashes of incandescent lightning. Some
called her a liberator, others a tyrant. Though defeated by Uncommon variant: Reduce the DCs to 13 and all
the Hero in Red, some of her power still remains in the damage to 1d4.
Green Tyrant’s ancient weapon.
Very rare variant: You gain a +1 bonus to attack and
Summon Storm. With a flourish of this weapon, you can damage rolls made with this magic weapon. Increase the
expend a bonus action to whip up a tornado in a 5-foot-di- DCs to 16 and all damage to 1d10.
ameter, 30-foot-high cylinder of rushing air and crackling
lightning centred on a point within 60 feet of you. The Legendary variant: You gain a +2 bonus to attack and
tornado lasts for 1 minute. Each creature that enters the damage rolls made with this magic weapon. Increase the
area for the first time on a turn or starts its turn there must DCs to 17 and all damage to 1d12.
make a DC 15 Strength saving throw. On a failure, the
creature is thrown 10 feet in a random direction, landing
prone, and takes 1d8 bludgeoning damage and 1d8 light-
ning damage.
As a bonus action on your turn, you can move the
tornado up to 20 feet in a straight line. Each creature whose

Glaive of the
Green Tyrant

186
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

God Speaker Kimono Ethereal Plane. While on the Ethereal Plane, you can see
Wondrous item, rare (requires attunement) and hear the plane you originated from, which is cast in
Component: Celestial skin shades of grey, and you can’t see anything there more than
60 feet away. You can only affect and be affected by other
The counterpart to the Demon Hunter clan, the God creatures on the Ethereal Plane. Creatures that aren’t there
Speaker clan, guard the angelic relic that inhibits celestials’ can’t perceive you or interact with you, unless they have the
passage onto the Material Plane. The God Speakers see ability to do so. At the start of your next turn, you return to
violence against celestials as a last resort and instead seek to an unoccupied space of your choice that you can see within
deceive and manipulate them. Their clothing is made from 10 feet of the space you vanished from. If no unoccupied
silk of the ether moth, a creature that blinks into the Ma- space is available within that range, you appear in the near-
terial Plane only to lay its eggs, and flits out of the Material est unoccupied space (chosen at random if more than one
Plane the moment it emerges from its cocoon. space is equally near). This property has no effect if you use
Innocence. While wearing this kimono, you can use a it while you are on the Ethereal Plane or a plane that doesn’t
bonus action to speak its first command word, ‘pure’. Your border it. After this property has been used, roll a d6. On a
aura becomes saturated with celestial energy, manifesting as 1 or 2, it can’t be used again until the next dawn.
an almost-visible golden nimbus. You gain advantage on
Deception checks for 10 minutes. For the duration, you Very rare variant: You gain a +1 bonus to AC while
are immune to magic and other effects that allow other wearing this kimono and no armour. Increase the duration
creatures to read your thoughts or determine whether you of the Innocence property to 1 hour.
are lying. Once this property of the item has been used, it
can’t be used again until the next dawn. Legendary variant: You gain a +1 bonus to AC while
wearing this kimono and no armour. While wearing this
Blink. While wearing this kimono, you can use a bonus kimono, you have resistance to radiant damage. Increase
action to speak its second command word, ‘shimmer’. the duration of the Innocence property to 1 hour and the
Your aura implodes, immediately transporting you to the d6 to a d8.

God Speaker Gofu Hat


Kimono Wondrous item, uncommon
Component: phial of Celestial blood
Ink made with the blood of a Celestial. Paper from trees
grown in hallowed ground. Precise calligraphy honed with
extensive practice. It’s not easy to make a genuine paper
charm, but it’s certainly worth the trouble. There’s a reason
why superstitious folk continue to scrawl their own imita-
tions, hoping to achieve just a fraction of their power.

Gofu Hat

187

BETA
PLAYTEST
BE
TA
When first found or crafted, this hat has 1d4 + 2 paper This weapon has 4 charges and regains 1d4 expended
charms hanging from it, which provide good fortune and charges daily at dawn.
ward off evil. Once all the charms have been used, the hat
Renewal. As a bonus action, you can expend 1 charge
becomes a nonmagical item.
to cause the sword to shed its outer layer, revealing a new,
Protective Talismans. While wearing the hat, you can sharp blade underneath. Until the end of your turn, you
use a bonus action to detach a charm and stick it on a will- gain a +1 bonus to attack and damage rolls made with this
ing creature within 5 feet of you, upon which the ink on it sword, and it deals an extra 1d6 damage on a hit.
begins to glow softly. The creature gains the effects of the
Rebirth. If you are suffering from a condition or effect
bless spell and gains 1d6 temporary hit points until the start
that allows you to make a saving throw at the start or end
of your next turn, at which point the charm disintegrates.
of each of your turns to end it, you can use a bonus action
to expend 3 charges and shed the outer layer of your skin,
Rare variant: Fey, Fiends, and Undead have disadvan- repeating the saving throw.
tage on attack rolls against a creature under the effect of one
of the paper charms.
Rare variant: Increase the charges to 5, the recharge to
Very rare variant: Increase the number of paper charms 1d4 + 1, the attack and damage bonus to +2, and the dam-
to 1d6 + 2 and the temporary hit points to 3d6. Fey, Fiends, age to 2d6. Reduce the charges required to use the Rebirth
and Undead have disadvantage on attack rolls against a property to 2.
creature under the effect of one of the paper charms.
Very rare variant: Increase the charges to 5, the recharge
to 1d4 + 1, the attack and damage bonus to +3, and the
Hakuja-To damage to 3d6. Reduce the charges required to use the
Weapon (any sword), uncommon Rebirth property to 2. You have advantage on the saving
Component: pouch of Dragon scales throw you make as part of the Rebirth property.
Crafted from the scales of a serpentine dragon, this fascinat-
ing weapon represents rebirth and transformation, endlessly
renewing itself to remain deadly to its foes. Its razor-sharp
blade will never dull, and neither shall the resolve and fight-
ing spirit of its wielder.

Hakuja-To

188
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Hanabi Kicker Uncommon variant: Reduce the fire damage to 1d4.


Prosthesis, rare (requires attunement) The prosthesis doesn’t blind creatures.
Component: Elemental volatile mote of fire Very rare variant: Increase the DC to 16. The prosthesis
gains the Flierwork property.
Flierwork. As a bonus action while wearing this prosthe-
“Innovation is all about thinking outside the box. sis, you can increase the output of the rocket built into
When you gaze upon a fireworks display, what’s the it, gaining a flying speed of 60 feet for 1 minute. Once
first thing that comes to your mind? The beauty of this property of the prosthesis has been used, it can’t be
the colours? How dazzling the lights are against used again until the next dawn.
the night sky? By the time you complete this
course, I want you thinking ‘I could use that to fly’
instead.”

— Prof. Bombuku during a lecture


at the College of Hanabi

Prosthesis Properties. This prosthesis can replace or


enhance a leg.
Rocket-Assisted Leap. While wearing this prosthesis,
your jump distance is doubled, and you can jump up to
your maximum distance with or without a running start.
Pyrotechnic Kicks. This prosthesis deals an extra 1d6 fire
damage to the first target you hit with an unarmed strike
using the prosthesis on each of your turns. If you roll a 6 on
the extra damage against a creature, that creature must suc-
ceed on a DC 15 Constitution saving throw or be blinded
until the end of its next turn.

Hanabi Kicker

189

BETA
PLAYTEST
BE
TA
Helping Hand Rare variant: Increase the DC to 15, the charges to 5,
Prosthesis, uncommon (requires attunement) and the recharge to 1d4 + 1. When you use the Assistance
Component: Aberration brain at a Distance property, you can expend 2 charges instead of
1 to split the three puppets. As part of the same bonus ac-
To make the humanoid-shaped puppets with multiple pairs tion, each puppet can take the Help action or feed a potion
of bladed arms somewhat less unsettling, Bombuku rec- to a willing creature.
ommends judicious application of googly eyes and crayon
smiles. (Googly eyes and crayons sold separately.) Very rare variant: Increase the DC to 16, the charges to
5, and the recharge to 1d4 + 1. When you use the Assis-
This prosthesis has 4 charges and regains 1d4 expended
tance at a Distance property, you can expend 2 charges
charges daily at dawn.
instead of 1 to split the three puppets. As part of the same
Prosthesis Properties. This prosthesis can enhance or re- bonus action, each puppet can take the Help action or feed
place an arm. It has the Hookshot (40 ft.) property. Instead a potion to a willing creature. The prosthesis has the Create
of firing a hook, the prosthesis allows you to manipulate Puppets property.
three Tiny mechanical puppets that grab onto the target. In-
Create Puppets. While wearing this prosthesis, you can
stead of rope, the puppets are connected to the prosthesis by
cast the animate objects spell. When you do, strings of
wires of pure magic, which can’t be damaged or destroyed.
magic extend from your prosthesis to the objects you
It otherwise functions in the same way.
animate, which you manipulate like puppets. If one of
Improved Hookshot. As an action while the puppets these objects is ever more than 30 feet away from you,
are attached to a target, you can reel yourself in. When you it ceases to be animated by the spell. Once this property
do, you move a number of feet up to the item’s Hookshot of the prosthesis has been used, it can’t be used again
range in a straight line towards the puppets. In addition, until the next dawn.
the DC of the ability check required to forcefully detach the
puppets increases to 13.
Assistance at a Distance. As a bonus action, you can
expend 1 charge to take the Help action, manipulating the
puppets to support your allies. When you do so to aid an
ally in attacking a creature, the target of that attack can be
up to 40 feet away from you. Alternatively, you can expend
1 charge as a bonus action to have the puppets feed a potion
to a willing creature that you can see within 40 feet of you.

Helping Hand

190
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Iron Kasa
Prosthesis (advanced), uncommon
Component: Construct metal plating
It is the duty of a valiant hero to impede evildoers,
support one’s allies, and most importantly, protect the
defenceless. But nowhere does it say that you can’t do
all this from a safe distance.
Prosthesis Properties. This prosthesis can enhance
or replace an arm. It has the Hookshot (15 ft.), Inte-
grated (shield), and Launch (1d6 bludgeoning, 15 ft.) Iron Kasa
properties.
Improved Hookshot. This prosthesis uses a shield
instead of a hook for its Hookshot property. As an
action while the shield is attached to a target, you can
reel yourself in. When you do, you move a number of
feet up to the item’s Hookshot range in a straight line
towards the shield. In addition, the DC of the ability
check required to forcefully detach the shield increases
to 13.
Saving Throw. As a reaction when a creature you
can see within the prosthesis’ Hookshot range is hit
by an attack, you can launch the shield in front of
it, granting it a +2 bonus to AC against the attack
and potentially causing it to miss. In order to use
this reaction, the integrated shield must be extended
and must not be attached to a target as part of the
Hookshot property.

Common variant: The Improved Hookshot


property doesn’t increase the DC to detach the shield.
Remove the Saving Throw property.
Rare variant: Increase the DC to 15 and the range
of the Hookshot property to 30 feet. The prosthesis
has the Into the Fray property.
Into the Fray. When you cause the Saving Throw
property’s triggering attack to miss, you can have
the shield attach itself to a surface within 5 feet
of the attacked creature and reel yourself in as
per the Improved Hookshot property as part of
the same reaction. When you do, you can make
a melee attack against the attacking creature, if
it’s within your reach. Once this property of the
prosthesis has been used, it can’t be used again
until the next dawn.
Very rare variant: Increase the DC to 16 and the
range of the Hookshot property to 40 feet. The pros-
thesis has the Into the Fray property. You can use the
Into the Fray property twice, regaining all expended
uses daily at dawn.

191

BETA
PLAYTEST
BE
TA
Jishin, Earth Render Very rare variant: Increase the charges to 6, the recharge
Weapon (any sword), rare (requires attunement) to 1d4 + 2, the DCs to 16, and the extra fire damage that
Component: Elemental core of earth the sword deals while under the effects of heat metal to 2d6.
The battle for Black Rock Fort was long and wearisome. The Legendary variant: While holding this sword, you can
jishin-wielding fire mages, unable to kill the demons with speak, read, and understand Ignan and Terran. Increase
their fire magic, blocked doorway after doorway, forcing the the charges to 8, the recharge to 1d4 + 4, the DCs to 17,
demonic hordes to dig through every inch. Hallways became the extra fire damage that the sword deals while under the
hazardous obstacle courses; gardens were reduced to nothing effects of heat metal to 2d8, the damage of the Lavaburst
more than flaming ashes. After weeks of struggle, the De- property to 3d10, and the length of the slab created by the
mon Hunter clan arrived and the battle began in earnest. Tectonic Shift property to up to ten feet per charge expend-
ed. You can expend any number of charges when using the
This weapon has 4 charges and regains 1d4 expended
Tectonic Shift property.
charges daily at dawn.
Heat Holder. As an action while holding the sword,
you can expend 1 charge to cast the heat metal spell (save
DC 15). When heat metal is cast on this weapon, the heat
doesn’t propagate past the guard and its wielder isn’t sub-
jected to the normal effects of the spell. Instead, the weapon
deals an extra 1d8 fire damage to each target it hits while
affected by the spell.
Lavaburst. As an action while holding the sword, you
can expend 1 charge to cause a 10-foot-diameter circle of
earth centred on a point you can see within 60 feet of you
to fracture and warp, spurting forth sprays of lava. For 1
minute or until your concentration ends (as if concentrat-
ing on a spell), the area is difficult terrain, and each creature
that starts its turn in the area or enters the area for the first
time on its turn must make a DC 15 Constitution saving
throw, taking 3d8 fire damage on a failed save, or half as
much damage on a successful one.
Tectonic Shift. As an action while holding the sword and
standing on earth, you can expend up to 3 charges to cause
a nonmagical slab of rock to burst up from the ground at a
point you can see within 30 feet of you. The slab is a rec-
tangle 10 feet high, 2 inches thick, and has a length in feet
equal to five times the number of charges expended, facing a
direction of your choice. The slab is an object made of stone
that has AC 15, 60 hit points, and vulnerability to thunder
damage. When it is reduced to 0 hit points, it is destroyed.

Uncommon variant: Reduce the DCs to 13 and the


damage of the Lavaburst property to 3d6. Increase the
charges needed to use the Heat Holder and Lavaburst prop-
erties to 2. Remove the Tectonic Shift property.

Jishin,
Earth Render

192
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Kageboshi Common variant: The Improved Hookshot property


Prosthesis, uncommon doesn’t increase the DC to detach the shuriken. Remove the
Component: Fiend bone Shadow Trick property.
Upon finishing yet another new design, Bombuku proudly Rare variant: Increase the DC to 15. When you use the
submitted it to the Rakin Association of Craftsmen and Shadow Trick property, you can throw two weapons with
Inventors for grading. The 10/10 scores in Function, Dura- the Light and Thrown properties, making an attack roll
bility, and Ingenuity stand as a testament to his mastery of against the same target with advantage for each one. You
the craft. The 11/10 score in Coolness, however, is what he’s can use this property of the prosthesis twice, regaining all
proudest of by far. expended uses daily at dawn. The prosthesis has the Instant
Transmission property.
Prosthesis Properties. This prosthesis can replace or
enhance an arm. It has the Hookshot (30 ft.) and Launch Instant Transmission. When you hit a creature with an
(1d6 slashing, 30 ft.) properties. attack using the prosthesis’ Launch property, you can
immediately teleport to an unoccupied space of your
Improved Hookshot. This prosthesis uses an oversized
choice within 5 feet of the target (no action required).
throwing star instead of a hook for its Hookshot property.
Once this property of the prosthesis has been used, it
As an action while the throwing star is attached to a target,
can’t be used again until the next dawn.
you can reel yourself in. When you do, you move a num-
ber of feet up to the item’s Hookshot range in a straight Very rare variant: Increase the DC to 16. When you
line towards the throwing star. In addition, the DC of the use the Shadow Trick property, you can throw two weapons
ability check required to forcefully detach the throwing star with the Light and Thrown properties, making an attack
increases to 13. roll against the same target with advantage for each one.
You can use this property of the prosthesis twice, regaining
Shadow Trick. When you make an attack using the
all expended uses daily at dawn. The prosthesis has the
Launch property of the prosthesis, you can unsheathe and
Instant Transmission property, and it can be used twice,
throw another weapon, concealing it in the throwing star’s
regaining all expended uses daily at dawn.
shadow. As part of the same action, make another attack
against the same target, using a weapon you’re carrying that
has both the Light and Thrown properties. You have advan-
tage on the attack roll. Once this property of the prosthesis
has been used, it can’t be used again until the next dawn.

Kageboshi

193

BETA
PLAYTEST
BE
TA
Kanaboom Stick Curse. This item is cursed, and attuning to it extends the
Weapon (mace), uncommon curse to you. While cursed in this way, you gain a mild fixa-
Component: Elemental volatile mote of fire tion on challenging strangers to sumo wrestling matches, and
all other hobbies seem mundane and joyless in comparison.
The fact that demons are reborn after being killed on the
Material Plane leaves them with a laissez-faire attitude
Rare variant, Kappa’s Consuming Visage: Replace the
towards self-preservation. Taking advantage of their innate
Water Spells property with the Consuming Spells property.
resistance to the elements, they can often be found in pos-
Instead of compelling you to challenge strangers to sumo
session of these crudely enchanted maces that leave a minor
matches, the curse gives you a mild fixation on acquiring
path of flaming destruction in their wake. The only limit to
and eating cucumbers, with all other food tasting bland and
this weapon is how much punishment its wielder can suffer.
boring in comparison.
As an action, you can stick this magic weapon into an
open flame or light it as you would a torch. Either way, the Consuming Spells. While wearing this mask, you can
metal glows with incandescent heat as lava-like veins lick up expend 1 or more charges to cast one of the following
the weapon’s length for 10 minutes, shedding dim light in a spells from it (save DC 15): endoleech* (2 charges),
15-foot radius. extract shirikodama* (3 charges), or vampiric touch (3
charges).
Bigger Booms. While this weapon is lit, it creates fiery
*See Chapter 13 - Spells
explosions with each strike. The first time on each of your
turns that you hit a target with an attack using it, you, the
target, and each creature within 5 feet of the target must
make a DC 13 Dexterity saving throw, taking 2d4 fire
damage on a failed save or half as much damage on a suc-
cessful one. Flammable objects within this area are set alight
if not being worn or carried.

Rare variant: Increase the DC to 15 and the damage


Kanaboom Stick
to 4d4.
Very rare variant: Increase the DC to 16 and the dam-
age to 8d4.

Kappa’s Aquatic Visage


Wondrous item, rare (requires attunement)
Component: Fey (kappa) beak
Kappa can be repelled or appeased in a variety of oddly spe-
cific manners, including offerings of cucumbers, sumo wres-
tling matches, bowing, and even written contracts. Existing
literature, however, fails to offer much of anything regarding
the effectiveness of fashioning a mask from a kappa’s skull
and using their own powers against them. Perhaps it’s time Kappa's Aquatic
someone tried it out.
Visage
This mask has 7 charges and regains 1d4 + 3 expended
charges daily at dawn. If you are knocked prone against
your will while wearing it, you must make a DC 15 Dexter-
ity saving throw. On a failed save, the mask loses 1 charge
as some of its water is spilled.
Aquatic Predator. While wearing this mask, you feel
more at ease in the water. You gain a swimming speed of
30 feet, and you have advantage on ability checks made
to grapple creatures and avoid or escape being grappled
while underwater.
Water Spells. While wearing this mask, you can expend
1 or more charges to cast one of the following spells from
it (save DC 15): create or destroy water (1 charge), water
breathing (3 charges), or water wyrm* (3 charges).
194
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Kitsune Mask you can seem up to 3 feet taller. The spell ends early if you
Wondrous item, rare (requires attunement) remove the mask. Once this property of the mask has been
Component: Fey (yokai) psyche used, roll a d6. On a 3 or lower, it can’t be used again until
the next dawn.
Where demons arise, so follows the Courteous Cabal.
Though the cabal maintains a neutral stance in most wars, Enhanced Attunement. As part of an hour-long ritual,
its members can often be observed combing battlefields, you can agree to complete a task set out by the last attuner
offering quick deaths to the wounded, and seeking out the of this mask, enhancing your attunement to it. When you
abominations that might feast upon the corpses. do so, the mask fuses onto your face, turning your skin red,
your teeth gold, and giving your eyes an ethereal, sanguine
This mask has 9 charges, which manifest as nine incor-
glow. You can use the Stalker’s Shroud property. You can’t
poreal, fox-like tails. It regains 1d6 + 3 expended charges
end your attunement to the mask or remove it until you
daily at dawn.
complete the task set out during the ritual. After you com-
Soul Vortex. As an action while wearing the mask, you plete the task, if you attempt to end your attunement to the
can expend 2 charges to conjure a fierce vortex of ethereal mask, you must first set a task for the next enhanced attuner
fire in a 5-foot-radius, 40-foot-high cylinder centred on a to complete.
point within 120 feet of you. The vortex lasts for 1 minute,
EA: Stalker’s Shroud. As a bonus action while wearing
or until your concentration ends, as if concentrating on a
the mask, you can become invisible to a creature with-
spell. Dim light fills the cylinder. When a creature enters the
in 30 feet of you until the start of your next turn. Once
area for the first time on a turn or starts its turn there, it is
this property of the mask has been used, roll a d6. On a
engulfed in raging purple flames and must make a DC 15
3 or lower, it can’t be used again until the next dawn.
Intelligence saving throw, taking 3d6 psychic damage on
a failed save, or half as much damage on a successful one. Rare variant: You can use the Demon’s Deceit property an
On each of your turns, you can use an action to move the unlimited number of times, without needing to roll afterward.
vortex up to 60 feet in any direction.
Very rare variant: You can use the Demon’s Deceit prop-
Spirit Ray. As an action while wearing the mask, you erty an unlimited number of times, without needing to roll
can spend 2 to 5 charges to whip a number of tails into afterward. Rolling a 2 or 3 for the Stalker’s Shroud property
ghostly rays which you hurl at creatures within 120 feet of does not prevent you from using the property again.
you. You produce three rays for the first two charges spent,
and an additional ray for each charge beyond that. Make
a ranged spell attack (+7 to hit) for each ray, dealing 2d6
psychic damage on a hit.

Uncommon variant: Reduce the charges to 5, the re-


charge to 1d4 + 1, the DC to 13, and the attack bonus
to +5.
Very rare variant: Increase the DC to 16, the damage of
the Soul Vortex property to 4d6, the damage of the Spirit
Ray property to 3d6, and the attack bonus to +8.

Mask of the Oni


Wondrous item, uncommon (enhanced attunement)
Component: Giant (oni) heart
Infiltrating a sect of demon-aligned, shapechanging
ogre-mages is no easy feat. Tomoe Gozen, an agent of the
Courteous Cabal, cites a mask such as this as instrumental
in her success against the oni uprising. The tasks associated
with the mask are almost always noble, such is the nature of
its forebears.
While wearing this mask, you have advantage on In-
timidation checks and disadvantage on Persuasion checks. Kitsune Mask
You can communicate with Fiends and Giants as if you
shared a language.
Demon’s Deceit. While wearing the mask, you can cast
the disguise self spell. When the spell is cast in this way,
195

BETA
PLAYTEST
BE
TA
Mask of the Tengu or see the illusion fail to physically interact with some-
Wondrous item, uncommon (requires attunement) thing (such as being hit with an attack, which passes right
Component: Celestial soul through it). Once this property has been used, roll a d4. On
a 3 or lower, it can’t be used again until the next dawn.
Switcheroo. While wearing this mask, when you are the
“Lies should be avoided. However, if it cannot be target of an attack by a creature you can see, but before the
helped, then they should be convincing and not lead creature makes its attack roll, you can use your reaction to
to a web in which you trap yourself. This tool will try to switch places with a creature no more than one size
larger than you that you can see within 30 feet of you. If
teach you to lie once, and lie well.” the creature is unwilling, it must make a DC 13 Charisma
saving throw. If the creature is willing or fails the saving
— Sensei Lialia on giving his throw, you switch places, and the creature becomes the new
student a mask of the tengu target of the attack. Alternatively, you can choose to switch
places with the illusory duplicate created by the Duplicitous
When you don this mask, it shifts to match your features, Duplication property. Once this property has been used, it
leaving your nose slightly longer than before, but it is other- can’t be used again until the next dawn.
wise undetectable.
Duplicitous Duplication. While wearing this mask, you Rare variant: Increase the DC to 15 and the d4 to a
can use a bonus action to create a perfect illusory image of d6. Once the Switcheroo property has been used, roll a d4.
yourself. When you create the duplicate, you can choose to On a 3 or lower, it can’t be used again until the next dawn.
have it step out of your own form into an unoccupied space While wearing this mask, you can cast the disguise self and
adjacent to you, or you can have it appear in your space minor illusion spells (save DC 15). Once disguise self has
while you move into an unoccupied adjacent space without been cast in this way, it can’t be cast again using the mask
provoking opportunity attacks. This duplicate lasts for 1 until the next dawn.
minute, or until you dismiss it as a bonus action. As part Very rare variant: Increase the DC to 16 and the d4 to a
of the bonus action used to create the duplicate and as a d8. Once the Switcheroo property has been used, roll a d6.
bonus action on subsequent turns, you can have the illusory On a 3 or lower, it can’t be used again until the next dawn.
duplicate move up to your speed to a space you can see. The While wearing this mask, you can cast the disguise self and
illusion is indistinguishable from yourself, and creatures minor illusion spells at will (save DC 16).
can’t tell the difference until they see you physically interact
with something (such as hitting a target with an attack)

Mask of the Tengu

Mask of the Oni


196
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Mindcutter Uncommon variant: The chakram doesn’t deal extra


Weapon (chakram), very rare damage to the first target it hits on each of your turns. Re-
Component: Fey (yokai) psyche duce the damage of the Unseen Slice property to 4d6.
Rare variant: Reduce the extra damage the chakram
deals to the first target it hits on each of your turns to 1d6
“Conceal your presence. Strike where your foe is and the damage of the Unseen Slice property to 5d6.
weakest. Vanish into the shadows.”
Needlespitter Karakasa
— Excerpt from the Shinobi Code Wondrous item, uncommon (requires attunement)
Component: Fey (yokai) or Fiend (yokai) skin
This weapon appears to be a metal disk with three prongs. At the “Not-A-Mimic Emporium”, renowned salesman Tsu-
While you wield it, blades of psionic energy form around ku Mogami prides herself in selling weapons, armour, and
the prongs, allowing the weapon to be used as a chakram assorted adventuring gear, all one-hundred percent guaran-
that deals psychic damage instead of slashing damage, and it teed not to be mimics in disguise. And if something can be
deals an extra 2d6 psychic damage to the first target it hits said about her claims, it’s that they’re technically true.
on each of your turns.
Needle Shower. As an action, you can rapidly spin this
Unseen Slice. While holding this weapon, you can umbrella in your hands, causing it to discharge needles in
use a bonus action to phase the chakram into the realm every direction. Each other creature within 15 feet of you
of thought. Until the end of your turn, you gain the must make a DC 13 Dexterity saving throw, taking 3d6
following benefits: piercing damage and 3d6 psychic damage on a failed save,
• The chakram is invisible to creatures other than you, or half as much damage on a successful one. Once this
granting you advantage on attack rolls made with it property of the item has been used, it can’t be used again
against such creatures. until the next dawn.
• Making ranged attacks with the chakram doesn’t reveal Sentience. The needlespitter karakasa is a sentient chaot-
your position if you are hidden, and the chakram disap- ic neutral item with an Intelligence of 8, a Wisdom of 14,
pears and reappears in your hand after each attack. and a Charisma of 16. It has hearing and darkvision out to
• The chakram deals an extra 6d6 psychic damage instead a range of 120 feet. It can speak and understand Abyssal
of 2d6 to the first target it hits on this turn. and Common.

Once this property of the chakram has been used, it can’t


be used again until the next dawn.

Mindcutter

Needlespitter
Karakasa

197

BETA
PLAYTEST
BE
TA
Personality. Most needlespitter karakasa are incorrigible issue any, they take the Dodge action. Once this property
pranksters, taking immense joy in mischief of all sorts. They of the instrument has been used, it can’t be used again until
love to be spun and get bored easily, which leads them to the next dawn.
indulge in their favourite pastime: scaring folks. Each time
Optional Attunement. If you choose to attune to this
you finish a short rest with it nearby, the karakasa attempts
item, you can use the Spiritual Bond property while you
to startle you with a loud noise or sudden movement, and
remain attuned to it.
you can make a DC 13 Charisma (Performance) check
to appear convincingly frightened. The karakasa may also OA: Spiritual Bond. When a creature’s hit point
attempt to scare you at a random point throughout the day maximum is reduced by the Life Drain action of one of the
(GM’s discretion). On a successful check, the karakasa is so specters summoned by the Nekomata’s Call property, you
pleased that it regains the use of its Needle Shower property. can use your reaction to regain hit points equal to the hit
Once the item has regained a use of a property in this way, point maximum reduction.
it can’t regain a use of that property again until the next
dawn, but it will still periodically attempt to scare you. Rare variant: The Nekomata’s Call property can be used
twice, regaining all expended uses daily at dawn.
Rare variant: Increase the DCs to 15 and the piercing
Very rare variant: The Nekomata’s Call property can be
and psychic damage to 4d6 each. The item has the Safe
used three times, regaining all expended uses daily at dawn.
Descent property.
While attuned to the item, you can use the Spiritual Burden
Safe Descent. When you fall, you can use your reaction property.
to raise and open the umbrella, slowing your rate of
OA: Spiritual Burden. When you take damage, you
descent to 60 feet per round until you land or stop
can use your reaction to share the burden of pain with your
holding the umbrella. For each foot you fall while
choice of one of the specters summoned by the Nekomata’s
under the effects of this property, you can move one
Call property, as long as it is within 30 feet of you. You
foot horizontally. When you land, you take no falling
take half as much damage instead, and the specter takes the
damage. Once this property of the item has been used,
remaining damage.
it can’t be used again until the next dawn. If you suc-
ceed on the check to appear scared by the item, you can
choose to regain the use of this property instead of the
use of Needle Shower.
Very rare variant: Increase the DCs to 16 and the pierc-
ing and psychic damage to 5d6 each. The item has the Safe
Descent property. While open, the umbrella can be used as
a +1 shield. While closed, it can be used as a +1 spear. You
can open or close the umbrella as an action.

Nekomata Shamisen
Wondrous item, uncommon (optional attunement)
Component: Fey (yokai) or Fiend (yokai) hair
Defying explanation, this instrument lends a haunting and
sorrowful quality to any song played on it, regardless of the
musician’s intent. Though off-putting to some, it appears
to be universally appealing to felines of all types, which are
drawn by the sound of the shamisen and sometimes even
join in as a mewling choir.
Nekomata’s Call. As an action while holding this in-
strument, you can play a haunting tune to raise the spirits
of the dead and bend them to your will. You summon
three specters, which appear in unoccupied spaces of your Nekomata
choice within 30 feet of you. Each specter disappears after 1 Shamisen
minute, when it drops to 0 hit points, or if you don’t use a
bonus action on your subsequent turns to continue playing
the shamisen. The specters are allies to you and your com-
panions. In combat, they share your initiative count, but
take their turns immediately after yours. They obey your
verbal commands (no action required by you). If you don’t

198
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Onikiri, Demon Cutter


Weapon (any sword), rare (requires attunement)
Component: phial of fiend (demon) blood

“Luckily, this time, the samurai were prepared.


While the lesser samurai cut through the demonic
underlings, radiant arcs of energy blossoming out
from their onikiri to strike down the hordes of
stinking dretches, their sensei locked eyes with
the huge, bulbous demon. A circle cleared as both
samurai and demonlings subconsciously made space
for the impending duel. If the sensei could hold the
demon’s attention for long enough, the day would Onikiri,
be theirs.” Demon Cutter
— Saga of the Battle for Black Rock

This weapon has 4 charges and regains 1d4 expended


charges daily at dawn. While holding it, you can cast the
light cantrip on the blade at will.
Radiant Wrath. As a bonus action while holding the
sword, you can expend 1 charge to imbue it with crack-
ling radiant energy until the end of your next turn. While
imbued, this sword deals an extra 1d6 radiant damage to
each target it hits. In addition, the first time you hit with an
attack using the imbued sword on each of your turns, each
Fiend within 10 feet of the target must succeed on a DC
15 Dexterity saving throw or take 2d6 radiant damage as
crackling energy arcs out towards it.
Demon Lure. As a bonus action while holding the
sword, you can expend 2 charges to draw the attention of
one creature you can see within 30 feet of you, forcing it
to make a DC 15 Wisdom saving throw. Fiends make this
saving throw with disadvantage. On a failure, the creature
becomes fixated on you for 1 minute. While fixated, the
creature is incapacitated and its speed is reduced to 0 feet.
This effect ends if you attack any other creature, if you cast
a spell, if you’re more than 30 feet away from the fixated
creature at any point, or if it takes any damage from you or
a creature friendly to you.
Legendary variant: While holding this sword, you can
speak, read, and understand Celestial, and you can expend
Uncommon variant: Remove the Demon Lure property. 1 charge to cast the protection from evil and good spell (no
Reduce the DC to 13 and the damage of the Radiant Wrath concentration required), protecting the target from Fiends
property to 1d4 and 2d4, respectively. only. Increase the charges to 5, the recharge to 1d4 + 1, the
Very rare variant: Increase the charges to 5, the recharge DCs to 17, and the damage of the Radiant Wrath prop-
to 1d4 + 1, the DCs to 16, and the damage of the Radiant erty to 1d10 and 2d10, respectively. Reduce the charges
Wrath property to 1d8 and 2d8, respectively. required to use the Demon Lure property to 1.

199

BETA
PLAYTEST
BE
TA
Reaper’s Kama Slicestorm. As an action while wearing this prosthesis
Prosthesis (steelslinger), uncommon and the sickle isn’t attached to a target as part of the Hook-
Component: Monstrosity bone shot property, you can whip the chain around you, slicing
at foes with the sickle at its tip in a whirlwind of steel. Each
creature within 10 feet of you must make a DC 13 Dexter-
ity saving throw, taking 4d6 slashing damage on a failed
“Let’s cut to the chase. This is pretty cut and dry.
save, or half as much damage on a successful one. Once this
I don’t like the cut of your jib. Time to cut you property of the prosthesis has been used, it can’t be used
down to size.” again until the next dawn.

— Catchphrase concepts scribbled on the margins Common variant: The Improved Hookshot property
of Bombuku’s notebook, next to the schematics for doesn’t increase the DC to detach the sickle. Remove the
the reaper’s kama Slicestorm property.
Rare variant: Increase the DCs to 15 and the damage to
Prosthesis Properties. This prosthesis has the Hookshot (30 6d6. You gain a +1 bonus to attack and damage rolls made
ft.), Integrated (kusarigama), and Launch (1d6 slashing, 30 with this magical prosthesis’ integrated weapon.
ft.) properties.
Very rare variant: Increase the DCs to 16 and the dam-
Improved Hookshot. This prosthesis uses a sickle instead age to 6d6. You gain a +1 bonus to attack and damage rolls
of a hook for its Hookshot property. As an action while the made with this magical prosthesis’ integrated weapon. The
sickle is attached to a target, you can reel yourself in. When Slicestorm property can be used three times, regaining all
you do, you move a number of feet up to the item’s Hook- expended uses daily at dawn.
shot range in a straight line towards the sickle. In addition,
the DC of the ability check required to forcefully detach the
sickle increases to 13.

Reaper's Kama

200
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Ryuto Nunchaku

Scorpion's
Wartail

Ryuto Nunchaku
Weapon (nunchaku), rare
Component: Elemental volatile mote of fire
The immaterial, ghostly flames that sometimes manifest
above the surface of lakes and rivers have long been the
subject of contentious debate. Some consider them to be
mere tricks of the light, while others hold that they are real,
just not yet understood. Well, it turns out that they are real.
And they can be weaponized.
This weapon deals an extra 1d4 fire or necrotic damage Scorpion’s Wartail
(your choice) to the first target it hits on each of your turns. Prosthesis, uncommon (requires attunement)
While wielding it, you can cast the dancing lights cantrip. Component: Beast (giant scorpion) chitin

Ghostly Fireworks. When you successfully perform a Why does the scorpion sting the frog, even if both drown as
flourish with your nunchaku, you can immediately cast the a result? After experiencing the intoxicating thrill of slaugh-
faerie fire spell (save DC 15, no action required) with a range ter with this prosthesis, the mystery begins to clarify. With
of 5 feet. While under the effects of the spell, a creature takes such a beautifully lethal weapon at one’s disposal, after all,
1d6 fire or necrotic damage (your choice when you cast the it’s a travesty to see it go unused…
spell) at the end of each of its turns as some of the ghostly Prosthesis Properties. This prosthesis can replace, sim-
fire burns away at it. Once this property of the weapon has ulate, or enhance a tail, and can be worn by a creature even
been used, it can’t be used again until the next dawn. if doing so would put it over its typical number of limbs. It
has the Melee (1d6 piercing, 15 ft.) property.
Uncommon variant: Reduce the DC to 13. The Get Over Here! Once on each of your turns, when you
nunchaku don’t do extra damage on a hit, and creatures hit a Medium or smaller creature with an attack using this
under the effect of the faerie fire spell don’t take damage at prosthesis, you can force it to make a DC 13 Strength
the end of each of their turns. saving throw. On a failed save, the creature is pulled up to
Very rare variant: Increase the DC to 16 and the damage 10 feet closer to you.
of the faerie fire spell to 1d10. The nunchaku deals an extra
1d4 fire or necrotic damage (your choice) to each target it Rare variant: Increase the DC to 15. The prosthesis has
hits, instead of only the first target on each of your turns. the Venom-Tipped property.
201

BETA
PLAYTEST
BE
TA
Shisui,
Water Slasher

Venom-Tipped. This prosthesis contains a reservoir of


powerful venom in its tip. When you hit a creature Aqua Conjuration. As an action while holding this
with an attack using the prosthesis, you can inject weapon, you can expend 1 charge to create water as per the
the venom into the creature, which must make a DC create or destroy water spell.
15 Constitution saving throw. On a failed save, the
Jet. As an action, you can expend 2 charges to propel
creature takes 3d8 poison damage and is poisoned for
yourself forward up to 30 feet in a straight line to an unoc-
1 minute. On a successful save, it takes half as much
cupied space you can see. Each creature in a 10-foot-wide
damage and isn’t poisoned. A creature must repeat the
line between your origin and your destination must make a
saving throw at the end of each of its turns, ending the
DC 15 Dexterity saving throw as high powered jets of wa-
effect on a success and taking 3d8 poison damage on
ter slice into them. A creature takes 4d6 slashing damage on
a failure. Once this property of the prosthesis has been
a failed save, or half as much damage on a successful one.
used, it can’t be used again until the next dawn, when
the reservoir magically refills with venom. Torrent. When you take the Attack action while holding
this weapon, you can expend 1 charge to fire a 2-foot-
Very rare variant: This prosthesis has the Venom-Tipped
wide, 15-foot-long line of high pressure water from the
property. Increase the DCs to 16, the reach of the prosthe-
blade in place of one of the attacks. Each creature in the
sis’ Melee property to 20 feet, the distance a creature can
area must succeed on a DC 15 Strength saving throw or
be pulled with the Get Over Here! property to 15 feet, and
either be pushed back 5 feet or be knocked prone (your
both the initial and ongoing poison damage to 5d8.
choice for all targets).

Shisui, Water Slasher Uncommon variant: Reduce the charges to 6, the re-
Weapon (any sword), rare (requires attunement) charge to 1d4 + 2, the DCs to 13, and the damage to 3d6.
Component: Elemental volatile mote of water
Very rare variant: Increase the DCs to 16, the damage
Masters of movement and manipulators of momentum, the to 6d6, and the length of the line created by the Torrent
river ronin were protectors of the waterways. Legend says property to 20 feet.
such samurai could control water with their ki, forming it
Legendary variant: While the weapon is on your person,
into shields, whips, and whirlpools. These blades, known as
you can speak and understand Aquan. The Aqua Conjura-
shisui, gave the ronin the ability to conjure water to wield in
tion property allows you to cast the create or destroy water
even the driest deserts or most remote mountaintops.
spell at will or expend 3 charges to cast the control water
This weapon has 8 charges and regains 1d6 + 2 expend- spell (save DC 17). Increase the DCs to 17, the damage
ed charges daily at dawn. If the weapon spends 8 continu- to 7d6, and the length of the line created by the Torrent
ous hours fully submerged in running water, it regains all property to 30 feet.
expended charges at the next dawn.
202
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Staff of the Jade Guardian


Rod, staff, or wand, very rare (requires attunement by a
spellcaster)
Component: Celestial (komainu) soul
Blessed with the staunch loyalty of the noble ko-
mainu, these staves are among some of the most reli-
able weapons an adventurer can ask for. Ever vigilant,
the lion’s visage at the tip growls menacingly at those
it deems untrustworthy, as if warning them of the
righteous punishment that awaits any who attempt to
harm its wielder.
This staff has 12 charges and regains 1d8 + 4 Staff of the
expended charges daily at dawn. If you expend the Jade Guardian
last charge, roll a d20. On a 1, the staff breaks in two
with the sound of a mighty roar and is destroyed.
Guardian’s Resolve. While holding this staff,
creatures that lack the Swarm trait can’t enter your
space if you’re unwilling. Swarms have disadvantage
on attack rolls while occupying your space.
Spells. While holding this staff, you can expend
1 or more of its charges to cast one of the following
spells from it (save DC 16): faithful hound (4 charg-
es), guardian of faith (4 charges), or spirit guardians
(3 charges, good or neutral only, regardless of your
alignment). All spectral entities created by a spell cast
in this way take the appearance of mythical lion dogs.

Rare variant: Reduce the charges to 7, the re-


charge to 1d4 + 3, and the DC to 15.

Tanuki-Zake
Potion, uncommon
Component: Fey (tanuki) liver
Among other mischief, tanuki enjoy brewing magical
sake, which they trick Humanoids into imbibing,
delighting in the drunken antics that unfold. How-
ever, they try to ensure their pranks are not overly
harmful—the effects of the sake wear out quickly and,
should the drinker stumble into a scuffle, they will find
themselves strangely empowered by the brew.
Drunken Master. When you use your action
to drink this sake, you become poisoned for 10
minutes. If you have immunity to the poisoned
condition, you can choose to be poisoned by the sake
regardless. While poisoned in this way, you gain the Tanuki-Zake
following benefits:
• You don’t have disadvantage on melee attack rolls
or ability checks that use Strength or Dexterity as
a result of the poisoned condition.
• You gain a +1 bonus to AC.

203

BETA
PLAYTEST
BE
TA
• You can spend 5 feet of your movement to stand up • Consume. You regain hit points equal to half the dam-
from being prone, instead of half your speed. age reduced.
• The first time on each of your turns that you make • Exhale. The demonic visage immediately spits out
a melee attack immediately after you stand up from those flames at a creature of your choice within 10
being prone, you have advantage on the attack roll. If feet of you. The target must make a DC 15 Dexterity
the attack is an unarmed strike, it deals an extra 1d6 saving throw, taking 3d6 fire damage on a failed save,
damage on a hit. or half as much damage on a successful one.

Common variant: This potion’s effect does not grant a Flaming Trail. After the necklace has drunk enough fire,
bonus to AC or advantage on attack rolls made immediately it unlocks a powerful new ability. While this necklace has
after standing up from being prone. 0 charges and you are wearing it, you can cast the wall of
fire spell (save DC 15). When cast in this way, the amulet
Very rare variant: You can gain the benefits of the sake
animates, detaches from its string, and spins across the bat-
for each attack you make on your turn immediately after
tlefield, leaving a trail of fire in its wake that grows into the
standing up from prone, instead of only the first time.
wall, which can be in any shape instead of just a circle or
a straight line. After the wall is formed, the amulet returns
Wanyudo’s Burden to you and attaches itself to the string once more. While
Wondrous item, rare wearing the amulet, you take no damage from the spell cast
Component: Fiend (yokai) soul using it. Once this property of the amulet has been used, it
can’t be used again until the next dawn.
Old legends claim that these amulets are made to punish
vile fiends, whose souls are sealed within, forced to aid
Uncommon variant: Reduce the DC to 13. Remove the
mortals to make up for past misdeeds. Of course, these tales
Flaming Trail property.
are pure fiction. A demon couldn’t possibly be imprisoned
in the necklace… right? Very rare variant: Increase the DCs to 16. The Flaming
This amulet has 3 charges and regains all expended Trail property can be used twice, regaining all expended
charges daily at dawn. uses daily at dawn.
Firedrinker. As a reaction when you take fire damage
while wearing this amulet, you can expend 1 charge to
reduce that damage by 3d6, as the demonic visage sucks a
portion of the flames into its mouth. Then choose one of
the following options:

Wanyudo's
Burden

204
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Windweaver
Prosthesis, uncommon (requires attunement)
Component: Elemental core of air

“Eagles soar above


Where no man could ever reach
Good thing I’m no man.”

— Haiku written by Bombuku the tanukin during


the crafting of the first windweaver

Prosthesis Properties. This prosthesis can enhance or replace


an arm, and has a built-in war fan that can be used to propel
yourself with blasts of magical wind. It has the Blast (2d6
bludgeoning, 30 ft.) and Integrated (tessen) properties.
Stick the Landing. When you fall, you can use your
reaction to unleash a blast of wind moments before you
hit the ground, cushioning you and reducing the falling
damage you take to 0.

Rare variant: The prosthesis has the Wind Tunnel


property.
Windweaver
Wind Tunnel. When you use the prosthesis’ Blast
property to propel yourself, you can choose
to create an even larger blast of wind. If you
do, you can move up to 60 feet instead of
30 feet, and you don’t provoke opportu-
nity attacks while doing so. In addition,
when you move within 5 feet of a creature
during this movement, it must succeed on a
DC 15 Strength saving throw or be knocked
prone. A creature can only be forced to make
this saving throw once on each turn. Once this
property of the prosthesis has been used, it can’t
be used again until the next dawn.
Very rare variant: The prosthesis has the Wind Tun-
nel property. Increase its DC to 16. Creatures that fail
the saving throw against the Wind Tunnel property also
take 2d6 bludgeoning damage. The Stick the Landing
property can also be used on a creature that falls
within 15 feet of you.

205

BETA
PLAYTEST
BE
TA
Wraithclaw

Wraithclaw in a straight line towards the hand. In addition, the DC


Prosthesis, uncommon (requires attunement)
of the ability check required to forcefully detach the hook
Component: Undead ethereal ichor
increases to 13.
After witnessing the self-proclaimed “King of the Ghost
Hundred Claws. While wearing the prosthesis, you can
Pirates” stretch his phantasmal limbs to board a ship, Bom-
use an action to summon a barrage of ghostly hands that
buku just knew he had to recreate that power. The undead
assault a creature within 10 feet of you. Make a melee spell
pirates weren’t too keen to part with their ectoplasm, but
attack against it (+5 to hit). On a hit, the creature takes
Bombuku is quite persuasive… and failing that, a good
2d6 necrotic damage and you can immediately attack it in
thief and a fast swimmer.
this way again as part of the same action. You can make a
Prosthesis Properties. This prosthesis consists of a ghost- maximum of three attacks with each use of this property.
ly limb, solid to the touch, and can enhance or replace an Once the property has been used, it can’t be used again until
arm. It has the Hookshot (20 ft.) and Melee (2d6 necrotic, the next dawn.
10 ft.) properties. Instead of firing a hook, the arm stretches
and the hand grabs on to the target, but otherwise functions
Rare variant: Increase the DC to 15. Increase the Hun-
in the same way. While wearing the prosthesis, you can
dred Claws property’s attack bonus to +7, damage to 3d6,
use a bonus action to cause it to dissolve into thin air or to
and maximum number of attacks to four. The Hundred
make it reform.
Claws property can be used three times, regaining all ex-
Ghostly Reach. The reach of weapons you hold using pended uses daily at dawn.
only the prosthesis, as well as unarmed strikes made using
Very rare variant: Increase the DC to 16. Increase the
the prosthesis, increases by 5 feet.
Hundred Claws property’s attack bonus to +8, damage to
Improved Hookshot. As an action while the hand is 4d6, and maximum number of attacks to four. The Hun-
attached to a target, you can reel yourself in. When you do, dred Claws property can be used four times, regaining all
you move a number of feet up to the item’s Hookshot range expended uses daily at dawn.

206
Chapter 12 | Magic Items
BETA
PLAYTEST
TA
BE

Wyrm’s Breath Grenade Brass, Sleep; Very Rare. A creature must succeed on
Wondrous item, rarity varies a DC 16 Constitution saving throw or be affected by a
heavy drowsiness that causes it to fall unconscious until the
Within a beautifully sculpted exterior is housed a dragon’s start of its next turn. A creature with 80 or more hit points
biomantically-sustained toxin gland, pungent incense, and is immune to this effect. This effect ends for a creature if the
crushed diamond. Available in a variety of hues, the metal creature takes damage, or if another creature uses an action
from which this grenade-like contraption is fashioned always to wake it. Diamond dust: 700 gp.
matches the dragon from which the organ was harvested.
Gold, Weakening; Very Rare. A creature must succeed on
As an action, you can throw this magical device onto
a DC 16 Constitution saving throw or have disadvantage
a surface you can see within 60 feet. Upon impact, the
on all ability checks, attack rolls, and saving throws, and also
incense ignites, billowing out in a pungent, 15-foot-radius
deal half damage with weapon attacks that use Strength until
sphere, carrying with it the dragon’s magic. A creature that
the end of its next turn. Diamond dust: 1200 gp.
starts its turn in the area or enters the area for the first time
on a turn must make the associated saving throw, suffering Silver, Paralysing; Legendary. A creature must succeed
the associated effects on a failure. Creatures are affected even on a DC 17 Constitution saving throw or be paralysed
if they hold their breath or don’t need to breathe. The cloud until the start of its next turn. Diamond dust: 2400 gp.
lasts for 1 minute or until a strong wind (at least 20 miles
per hour) disperses it.
Xyxlwood Bonsai
Once a grenade has been used, it can’t be used again Wondrous item, uncommon
until the next dawn, and it must be refilled with 100 gp Component: bundle of Plant roots
of good-quality incense, as well as a specified value of
This exceptionally fast-growing, animated Xyxlwood tree
diamond dust.
writhes its roots in delight whenever you sprinkle it with
Bronze, Repulsion; Rare. A creature must succeed on fresh water. Measuring 6 inches cubed, this magical plant
a DC 15 Strength saving throw or be flung up to 60 feet needs almost constant care lest it become an unkempt
from the centre of the sphere, landing prone and taking shrubbery. Each day, the bonsai bonds with the creature
2d6 bludgeoning damage. If a creature collides with anoth- that tends to it best, also known as its gardener.
er creature, both creatures take an additional 2d6 bludgeon- Goodboy Berry. So long as the following conditions
ing damage. If a creature collides with a solid object, it takes were met during the last 24 hours, the bonsai produces 2d4
4d6 bludgeoning damage instead. Diamond dust: 400 gp. berries, as per the goodberry spell, each day at dawn:
Copper, Slow; Rare. A creature must succeed on a DC 15 • The bonsai was in bright light for at least 1 hour in total.
Constitution saving throw or suffer the effects of the slow
• The bonsai received more than a quarter of a gallon of
spell until the end of its next turn. Diamond dust: 300 gp.
fresh water but no more than half a gallon, or twice as
much water during hot weather.

Wyrm's Breath
Grenade

Xyxlwood Bonsai

207

BETA
PLAYTEST
BE
TA
• A creature spent at least 10 minutes pruning and tend-
ing to the bonsai. When a creature prunes the bonsai,
it must make a DC 11 Dexterity (Nature) check. On
a failed check, the number of berries produced at the
next dawn is reduced by one die.
The berries produced by the bonsai remain for 24 hours.
At the end of this time, their potency dissipates and they
rot away.
Yukomono
Calming Practice. Each day at dawn, if the bonsai
produces at least one berry, the last creature to successfully
prune and tend to it is suffused with a sense of calm until
the next dawn. Once during that time, the creature can cast
the calm emotions spell (save DC 13), centred on itself.

Rare variant: Increase the number of berries that the


bonsai produces each day at dawn to 4d4, the DC of the
check required to prune and tend to it to 13, and the save
DC to 15. The item has the Serene Mind property.
Serene Mind. Once while suffused with a sense of calm as
per the Calming Practice property, a creature can use an
action to gain resistance to psychic damage for 1 hour.

Yukimono
Wondrous item, uncommon (requires attunement)
Component: Undead (yokai) ethereal ichor
After the legendary seamstress of the Mountain Clan passed
away one night, many thought her latest work would never
be completed. Days later, however, the first yukimono was
found in her abandoned home. Many believe that it was her
ghost who finished the piece, and that the constant cold felt
by the wearer of the kimono is in fact the chill of her grave.
This kimono has 3 charges, represented by the same
number of blue wisps floating around it, and regains 1d3
expended charges daily at dawn. As a bonus action, you can
make the wisps invisible or visible again.
Immaterial Step. While wearing this kimono, oth-
er creatures’ spaces aren’t considered difficult terrain for
you, and you can move through a hostile creature’s space
regardless of its size. When you move into a creature’s space
using this property, you take 1d4 force damage, which can’t
be reduced or prevented in any way. You can’t willingly end
your turn in another creature’s space.
Minor Possession. As a bonus action while wearing Rare variant: Increase the charges to 6, the recharge to
this kimono, you can expend 1 charge to speak its com- 1d4 + 2, and the DC to 15. The item has the Major Posses-
mand word, instructing one of the blue wisps to possess sion property.
a creature you can see within 30 feet of you. The creature
Major Possession. While wearing this kimono, you can
must succeed on a DC 13 Charisma saving throw or the
use an action to force several of the blue wisps into a
wisp enters the creature and can exert limited control over
creature at the same time, expending 4 charges to cast
its body for 1 minute, disrupting its movements. For the
the dominate person spell (save DC 15).
duration, the creature’s speed is halved, and it has disad-
vantage on the first attack roll it makes on each of its turns. Very rare variant: Increase the charges to 6, the recharge
The creature can repeat the saving throw at the end of each to 1d4 + 2, and the DCs to 16. The item has the Major
of its turns, ending the effect on a success. This property has Possession property. While wearing the kimono, you have
no effect on Constructs and Undead. resistance to cold damage.
208
Chapter 12 | Magic Items
BETA
PLAYTEST
Chapter 13 - Spells
TA
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CHAPTER 11

SPELLS

209

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PLAYTEST
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Spells
Behold! A plethora of magical morsels for your magicians school of magic supplied in the spells meta data line. For
and mages to monopolise! This chapter contains 57 spells; example, feverskin’s “5th-level biomancy* (*can be replaced
38 brand new ones and 19 from other Loot Tavern publi- with evocation)” means that, if you elect to include bioman-
cations, included here for your convenience. The spells are cy in your world, it can be a biomancy spell. If you don’t,
listed alphabetically. it’s an evocation spell. You can also have it exist in both
Biomancy. Biomantic spells revolve around living matter schools simultaneously, allowing a School of Evocation or
and its manipulation. If you’d rather not use the school of School of Biomancy (see Heliana’s Guide) to learn and use it
biomancy in your world, you can elect to use the alternative as if it came from the school of magic with which they were
affiliated.

Spells by Name Spells by Level Skin of Steel . . . . . . . . . . . . . . . 219 Calm Air . . . . . . . . . . . . . . . . . . 212
Slatestorm . . . . . . . . . . . . . . . . . 220 Calm Earth . . . . . . . . . . . . . . . . 213
Acid Rain . . . . . . . . . . . . . . . . . . 210 This section lists the spells in Sundering Sky . . . . . . . . . . . . . . 221 Calm Flames . . . . . . . . . . . . . . . 213
Bakuryo’s Blessèd Blizzard . . . . . 210 Tempestuous Transformation . . . 221 Calm Waters . . . . . . . . . . . . . . . 213
this book by the spell level.
Blinding Radiance . . . . . . . . . . . . 211 Cloud Stride . . . . . . . . . . . . . . . 213
Bloodweave . . . . . . . . . . . . . . . . 211 Cantrip 5th Level Concussion . . . . . . . . . . . . . . . . 213
Cage of Frozen Tears . . . . . . . . . 211 Cyclone . . . . . . . . . . . . . . . . . . . 213
Concussion . . . . . . . . . . . . . . . . 213 Bakuryo’s Blessèd Blizzard . . . . 211
Calm Air . . . . . . . . . . . . . . . . . . . 211 Dash Strike . . . . . . . . . . . . . . . . 214
Dash Strike . . . . . . . . . . . . . . . . 214 Cyclone . . . . . . . . . . . . . . . . . . . 213
Calm Earth . . . . . . . . . . . . . . . . 212 Depth Charge . . . . . . . . . . . . . . 214
Earthen Fist . . . . . . . . . . . . . . . 214 Endure . . . . . . . . . . . . . . . . . . . 215
Calm Flames . . . . . . . . . . . . . . . 212 Earthen Fist . . . . . . . . . . . . . . . 214
Incendiary Strike . . . . . . . . . . . . 216 Feverskin . . . . . . . . . . . . . . . . . . 215
Calm Waters . . . . . . . . . . . . . . . 212 Earthen Uppercut . . . . . . . . . . . 214
Pins & Needles . . . . . . . . . . . . . 218 Nomi’s Adamantine Carapace . . 217
Cloud Stride . . . . . . . . . . . . . . . . 212 Endoleech . . . . . . . . . . . . . . . . . 214
Smokescreen . . . . . . . . . . . . . . . 220 Raiko’s Rending Rage . . . . . . . . 218
Concussion . . . . . . . . . . . . . . . . . 212 Endure . . . . . . . . . . . . . . . . . . . 215
Soften Descent . . . . . . . . . . . . . 220 White Water Wall . . . . . . . . . . . 222
Cyclone . . . . . . . . . . . . . . . . . . . 212 Extract Shirikodama . . . . . . . . . 215
Spark . . . . . . . . . . . . . . . . . . . . 221
Dash Strike . . . . . . . . . . . . . . . . 213 Feverskin . . . . . . . . . . . . . . . . . . 215
Water Whip . . . . . . . . . . . . . . . 222
Depth Charge . . . . . . . . . . . . . . 213
Earthen Fist . . . . . . . . . . . . . . . . 213
Spells by Class Flash . . . . . . . . . . . . . . . . . . . . . 216
Ice Moon . . . . . . . . . . . . . . . . . . 216
Earthen Uppercut . . . . . . . . . . . 213 1st Level This section lists the spells in Incendiary Strike . . . . . . . . . . . . 216
Endoleech . . . . . . . . . . . . . . . . . 213 Earthen Uppercut . . . . . . . . . . . 214 Inner Flame . . . . . . . . . . . . . . . . 216
this book separated by the class-
Endure . . . . . . . . . . . . . . . . . . . . 214 Flash . . . . . . . . . . . . . . . . . . . . . 216 Lion’s Roar . . . . . . . . . . . . . . . . 217
Eruption . . . . . . . . . . . . . . . . . . . 214 Ice Moon . . . . . . . . . . . . . . . . . . 216 es which have access to them.
Mireball . . . . . . . . . . . . . . . . . . 217
Extract Shirikodama . . . . . . . . . . 214 Inner Flame . . . . . . . . . . . . . . . . 216 For the bender class spell list, Mirror of Reflection . . . . . . . . . . 217
Feverskin . . . . . . . . . . . . . . . . . . 214 Repulsing Palm . . . . . . . . . . . . . 219 see page xx. Nomi’s Adamantine Carapace . . 217
Flash . . . . . . . . . . . . . . . . . . . . . . 214 Wind Drake . . . . . . . . . . . . . . . 223 Pins & Needles . . . . . . . . . . . . . 218
Flashbang . . . . . . . . . . . . . . . . . . 215 Bard Spells Protection . . . . . . . . . . . . . . . . . 218
Flaming Tiger Leap . . . . . . . . . . . 215 2nd Level Dash Strike . . . . . . . . . . . . . . . . 214 Redirect Lightning . . . . . . . . . . . 218
Ice Moon . . . . . . . . . . . . . . . . . . 215 Calm Air . . . . . . . . . . . . . . . . . . 212 Flashbang . . . . . . . . . . . . . . . . . 216 Reinforce . . . . . . . . . . . . . . . . . . 218
Incendiary Strike . . . . . . . . . . . . 215 Calm Earth . . . . . . . . . . . . . . . . 213 Malicious Bloodbend . . . . . . . . . 216 Riptide . . . . . . . . . . . . . . . . . . . 219
Inner Flame . . . . . . . . . . . . . . . . 215 Calm Flames . . . . . . . . . . . . . . . 213 Mireball . . . . . . . . . . . . . . . . . . 217 Rock Tomb . . . . . . . . . . . . . . . . 219
Lion’s Roar . . . . . . . . . . . . . . . . . 216 Calm Waters . . . . . . . . . . . . . . . 213 Mirror of Reflection . . . . . . . . . . 217 Skin of Stone . . . . . . . . . . . . . . . 220
Mireball . . . . . . . . . . . . . . . . . . . 216 Endoleech . . . . . . . . . . . . . . . . . 214 Nomi’s Adamantine Carapace . . 217 Skin of Steel . . . . . . . . . . . . . . . 219
Mirror of Reflection . . . . . . . . . . 216 Flashbang . . . . . . . . . . . . . . . . . 216 Protection . . . . . . . . . . . . . . . . . 218 Slatestorm . . . . . . . . . . . . . . . . . 220
Nomi’s Adamantine Carapace . . 216 Malicious Bloodbend . . . . . . . . . 216 Repulsing Palm . . . . . . . . . . . . . 219 Soften Descent . . . . . . . . . . . . . 220
Pins & Needles . . . . . . . . . . . . . . 217 Mirror of Reflection . . . . . . . . . . 217 Rock Tomb . . . . . . . . . . . . . . . . 219 Smokescreen . . . . . . . . . . . . . . . 220
Protection . . . . . . . . . . . . . . . . . . 217 Protection . . . . . . . . . . . . . . . . . 218 Shielding Word . . . . . . . . . . . . . 219 Snakebite . . . . . . . . . . . . . . . . . 220
Raiko’s Rending Rage . . . . . . . . . 217 Redirect Lightning . . . . . . . . . . . 218 Soften Descent . . . . . . . . . . . . . 220 Sundering Sky . . . . . . . . . . . . . . 221
Redirect Lightning . . . . . . . . . . . . 217 Riptide . . . . . . . . . . . . . . . . . . . 219 Switcheroo . . . . . . . . . . . . . . . . 221 Tempestuous Transformation . . . 221
Reinforce . . . . . . . . . . . . . . . . . . 217 Shielding Word . . . . . . . . . . . . . 219 The Bends . . . . . . . . . . . . . . . . . 221
Repulsing Palm . . . . . . . . . . . . . . 218 Skin of Stone . . . . . . . . . . . . . . . 220 Cleric Spells Water Whip . . . . . . . . . . . . . . . 222
Riptide . . . . . . . . . . . . . . . . . . . . 218 Snakebite . . . . . . . . . . . . . . . . . 220 Bakuryo’s Blessèd Blizzard . . . . 211 Water Wyrm . . . . . . . . . . . . . . . 222
Rock Tomb . . . . . . . . . . . . . . . . . 218 Wanyudo’s Fury . . . . . . . . . . . . 222 Blinding Radiance . . . . . . . . . . . 212 White Water Wall . . . . . . . . . . . 222
Shielding Word . . . . . . . . . . . . . . 218 Wind Strike . . . . . . . . . . . . . . . . 223 Endure . . . . . . . . . . . . . . . . . . . 215 Wind Drake . . . . . . . . . . . . . . . 223
Skin of Steel . . . . . . . . . . . . . . . . 218 Extract Shirikodama . . . . . . . . . 215
Skin of Stone . . . . . . . . . . . . . . . 219 Paladin Spells
3rd Level Feverskin . . . . . . . . . . . . . . . . . . 215
Slatestorm . . . . . . . . . . . . . . . . . 219 Flash . . . . . . . . . . . . . . . . . . . . . 216
Acid Rain . . . . . . . . . . . . . . . . . . 211 Bakuryo’s Blessèd Blizzard . . . . 211
Smokescreen . . . . . . . . . . . . . . . 219 Inner Flame . . . . . . . . . . . . . . . . 216
Depth Charge . . . . . . . . . . . . . . 214 Blinding Radiance . . . . . . . . . . . 212
Snakebite . . . . . . . . . . . . . . . . . . 219 Mirror of Reflection . . . . . . . . . . 217
Flaming Tiger Leap . . . . . . . . . . 216 Endure . . . . . . . . . . . . . . . . . . . 215
Soften Descent . . . . . . . . . . . . . . 219 Nomi’s Adamantine Carapace . . 217
Mireball . . . . . . . . . . . . . . . . . . 217 Flash . . . . . . . . . . . . . . . . . . . . . 216
Spark . . . . . . . . . . . . . . . . . . . . . 220 Protection . . . . . . . . . . . . . . . . . 218
Switcheroo . . . . . . . . . . . . . . . . 221 Inner Flame . . . . . . . . . . . . . . . . 216
Sundering Sky . . . . . . . . . . . . . . 220 Reinforce . . . . . . . . . . . . . . . . . . 218
The Bends . . . . . . . . . . . . . . . . . 221 Protection . . . . . . . . . . . . . . . . . 218
Switcheroo . . . . . . . . . . . . . . . . . 220 Repulsing Palm . . . . . . . . . . . . . 219
Water Wyrm . . . . . . . . . . . . . . . 222 Repulsing Palm . . . . . . . . . . . . . 219
Tempestuous Transformation . . . 220 Shielding Word . . . . . . . . . . . . . 219 Nomi’s Adamantine Carapace . . 217
The Bends . . . . . . . . . . . . . . . . . 221 Switcheroo . . . . . . . . . . . . . . . . 221
4th Level Shielding Word . . . . . . . . . . . . . 219
Wanyudo’s Fury . . . . . . . . . . . . . 221
Wind Strike . . . . . . . . . . . . . . . . 223
Water Whip . . . . . . . . . . . . . . . . 221 Blinding Radiance . . . . . . . . . . . 212
Water Wyrm . . . . . . . . . . . . . . . 221 Cloud Stride . . . . . . . . . . . . . . . 213
Druid Spells
White Water Wall . . . . . . . . . . . . 222 Lion’s Roar . . . . . . . . . . . . . . . . 217 Acid Rain . . . . . . . . . . . . . . . . . . 211
Wind Drake . . . . . . . . . . . . . . . . 222 Rock Tomb . . . . . . . . . . . . . . . . 219 Bakuryo’s Blessèd Blizzard . . . . 211
Wind Strike . . . . . . . . . . . . . . . . 222 Blinding Radiance . . . . . . . . . . . 212

210
Chapter 13 | Spells
BETA
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Ranger Spells Flashbang . . . . . . . . . . . . . . . . . 216 Smokescreen . . . . . . . . . . . . . . . 220 Concussion . . . . . . . . . . . . . . . . 213


Blinding Radiance . . . . . . . . . . . 212 Flaming Tiger Leap . . . . . . . . . . 216 Soften Descent . . . . . . . . . . . . . 220 Cyclone . . . . . . . . . . . . . . . . . . . 213
Calm Air . . . . . . . . . . . . . . . . . . 212 Ice Moon . . . . . . . . . . . . . . . . . . 216 Switcheroo . . . . . . . . . . . . . . . . 221 Dash Strike . . . . . . . . . . . . . . . . 214
Calm Earth . . . . . . . . . . . . . . . . 213 Lion’s Roar . . . . . . . . . . . . . . . . 217 Depth Charge . . . . . . . . . . . . . . 214
Calm Flames . . . . . . . . . . . . . . . 213 Malicious Bloodbend . . . . . . . . . 216 Warlock Spells Earthen Uppercut . . . . . . . . . . . 214
Calm Waters . . . . . . . . . . . . . . . 213 Mireball . . . . . . . . . . . . . . . . . . 217 Acid Rain . . . . . . . . . . . . . . . . . . 211 Endoleech . . . . . . . . . . . . . . . . . 214
Cloud Stride . . . . . . . . . . . . . . . 213 Pins & Needles . . . . . . . . . . . . . 218 Bakuryo’s Blessèd Blizzard . . . . 211 Endure . . . . . . . . . . . . . . . . . . . 215
Endure . . . . . . . . . . . . . . . . . . . 215 Redirect Lightning . . . . . . . . . . . 218 Blinding Radiance . . . . . . . . . . . 212 Feverskin . . . . . . . . . . . . . . . . . . 215
Flashbang . . . . . . . . . . . . . . . . . 216 Riptide . . . . . . . . . . . . . . . . . . . 219 Blinding Radiance . . . . . . . . . . . 212 Flash . . . . . . . . . . . . . . . . . . . . . 216
Inner Flame . . . . . . . . . . . . . . . . 216 Shielding Word . . . . . . . . . . . . . 219 Concussion . . . . . . . . . . . . . . . . 213 Flashbang . . . . . . . . . . . . . . . . . 216
Lion’s Roar . . . . . . . . . . . . . . . . 217 Skin of Stone . . . . . . . . . . . . . . . 220 Cyclone . . . . . . . . . . . . . . . . . . . 213 Flaming Tiger Leap . . . . . . . . . . 216
Mirror of Reflection . . . . . . . . . . 217 Skin of Steel . . . . . . . . . . . . . . . 219 Depth Charge . . . . . . . . . . . . . . 214 Ice Moon . . . . . . . . . . . . . . . . . . 216
Nomi’s Adamantine Carapace . . 217 Smokescreen . . . . . . . . . . . . . . . 220 Endoleech . . . . . . . . . . . . . . . . . 214 Lion’s Roar . . . . . . . . . . . . . . . . 217
Protection . . . . . . . . . . . . . . . . . 218 Snakebite . . . . . . . . . . . . . . . . . 220 Endure . . . . . . . . . . . . . . . . . . . 215 Malicious Bloodbend . . . . . . . . . 216
Raiko’s Rending Rage . . . . . . . . 218 Soften Descent . . . . . . . . . . . . . 220 Extract Shirikodama . . . . . . . . . 215 Pins & Needles . . . . . . . . . . . . . 218
Redirect Lightning . . . . . . . . . . . 218 Spark . . . . . . . . . . . . . . . . . . . . 221 Feverskin . . . . . . . . . . . . . . . . . . 215 Raiko’s Rending Rage . . . . . . . . 218
Repulsing Palm . . . . . . . . . . . . . 219 Sundering Sky . . . . . . . . . . . . . . 221 Flashbang . . . . . . . . . . . . . . . . . 216 Redirect Lightning . . . . . . . . . . . 218
Shielding Word . . . . . . . . . . . . . 219 Switcheroo . . . . . . . . . . . . . . . . 221 Flaming Tiger Leap . . . . . . . . . . 216 Repulsing Palm . . . . . . . . . . . . . 219
Skin of Stone . . . . . . . . . . . . . . . 220 Tempestuous Transformation . . . 221 Ice Moon . . . . . . . . . . . . . . . . . . 216 Riptide . . . . . . . . . . . . . . . . . . . 219
Skin of Steel . . . . . . . . . . . . . . . 219 The Bends . . . . . . . . . . . . . . . . . 221 Inner Flame . . . . . . . . . . . . . . . . 216 Skin of Stone . . . . . . . . . . . . . . . 220
Slatestorm . . . . . . . . . . . . . . . . . 220 Wanyudo’s Fury . . . . . . . . . . . . 222 Malicious Bloodbend . . . . . . . . . 216 Skin of Steel . . . . . . . . . . . . . . . 219
Snakebite . . . . . . . . . . . . . . . . . 220 Water Whip . . . . . . . . . . . . . . . 222 Mireball . . . . . . . . . . . . . . . . . . 217 Slatestorm . . . . . . . . . . . . . . . . . 220
Wanyudo’s Fury . . . . . . . . . . . . 222 Water Wyrm . . . . . . . . . . . . . . . 222 Pins & Needles . . . . . . . . . . . . . 218 Snakebite . . . . . . . . . . . . . . . . . 220
Water Wyrm . . . . . . . . . . . . . . . 222 White Water Wall . . . . . . . . . . . 222 Riptide . . . . . . . . . . . . . . . . . . . 219 Smokescreen . . . . . . . . . . . . . . . 220
Wind Drake . . . . . . . . . . . . . . . 223 Wind Drake . . . . . . . . . . . . . . . 223 Spark . . . . . . . . . . . . . . . . . . . . 221 Soften Descent . . . . . . . . . . . . . 220
Wind Strike . . . . . . . . . . . . . . . . 223 Sundering Sky . . . . . . . . . . . . . . 221 Spark . . . . . . . . . . . . . . . . . . . . 221
Tamer Spells Switcheroo . . . . . . . . . . . . . . . . 221 Sundering Sky . . . . . . . . . . . . . . 221
Switcheroo . . . . . . . . . . . . . . . . 221
Sorcerer Spells Cloud Stride . . . . . . . . . . . . . . . 213 The Bends . . . . . . . . . . . . . . . . . 221
The Bends . . . . . . . . . . . . . . . . . 221
Acid Rain . . . . . . . . . . . . . . . . . . 211 Endure . . . . . . . . . . . . . . . . . . . 215
Water Whip . . . . . . . . . . . . . . . 222
Blinding Radiance . . . . . . . . . . . 212 Feverskin . . . . . . . . . . . . . . . . . . 215 Wizard Spells Water Wyrm . . . . . . . . . . . . . . . 222
Cloud Stride . . . . . . . . . . . . . . . 213 Flash . . . . . . . . . . . . . . . . . . . . . 216 Acid Rain . . . . . . . . . . . . . . . . . . 211
Inner Flame . . . . . . . . . . . . . . . . 216 White Water Wall . . . . . . . . . . . 222
Concussion . . . . . . . . . . . . . . . . 213 Bakuryo’s Blessèd Blizzard . . . . 211 Wind Drake . . . . . . . . . . . . . . . 223
Depth Charge . . . . . . . . . . . . . . 214 Mirror of Reflection . . . . . . . . . . 217 Calm Air . . . . . . . . . . . . . . . . . . 212
Nomi’s Adamantine Carapace . . 217 Wind Strike . . . . . . . . . . . . . . . . 223
Endoleech . . . . . . . . . . . . . . . . . 214 Calm Earth . . . . . . . . . . . . . . . . 213
Endure . . . . . . . . . . . . . . . . . . . 215 Reinforce . . . . . . . . . . . . . . . . . . 218 Calm Flames . . . . . . . . . . . . . . . 213
Feverskin . . . . . . . . . . . . . . . . . . 215 Shielding Word . . . . . . . . . . . . . 219 Calm Waters . . . . . . . . . . . . . . . 213
Flash . . . . . . . . . . . . . . . . . . . . . 216 Skin of Stone . . . . . . . . . . . . . . . 220 Cloud Stride . . . . . . . . . . . . . . . 213
Skin of Steel . . . . . . . . . . . . . . . 219

Acid Rain Bakuryo’s Blessèd Blizzard


3rd-level conjuration 5th-level conjuration

Casting Time: 1 action Casting Time: 1 action


Range: 90 feet (20-foot-radius, 60-foot-tall cylinder) Range: Self (20-foot radius)
Components: V, S, M (a drop of acid) Components: V, S, M (a snowflake made of mithral, worth
Duration: Concentration, up to 1 minute at least 500 gp)
Class: Bender (earth, water), Druid, Sorcerer, Warlock, Duration: Concentration, up to 1 minute
Wizard Classes: Bender (water), Cleric, Druid, Paladin, Warlock,
Wizard
With a gentle patter, corrosive raindrops build to an acidic
deluge in a 20-foot-radius, 60-foot-tall cylinder, cen- You invoke the tenets of the heavenly dragon, Bakuryo,
tred on a point within range. When the rain begins, each rewarding those who struggle and punishing the dishonour-
creature in the area must make a Dexterity saving throw, able. A freezing storm radiates from you in an aura with a
taking 4d6 acid damage on failure or half as much damage 20-foot radius, covering allies in icy armour and freezing
on a success. For the duration, a creature must also make foes. The aura lasts for the duration, and it moves with you,
this saving throw when it enters the spell’s area for the first centred on you.
time on its turn or ends its turn there. When you cast this spell, and when a creature you can see
At Higher Levels. When you cast this spell using a spell enters the area for the first time on its turn, you must decide
slot of 4th level or higher, the acid damage increases by 1d6 whether you wish to bless the creature. If you do so, the
for each slot level above 3rd. creature gains a +2 bonus to its AC while in the aura. Once
you bless a creature, it remains blessed until the spell ends.

211

BETA
PLAYTEST
BE
TA
If you choose not to bless the creature, it must make a Cage of Frozen Tears
Constitution saving throw. On a failure, it takes 4d8 cold 4th-level conjuration
damage and its speed is reduced to 0 feet while in the aura.
On a success, it takes half as much damage and its speed is Casting Time: 1 minute
halved while in the aura. Range: Touch
Components: V, S, M (a snowflake)
At Higher Levels. When you cast this spell using a spell Duration: 24 hours
slot of 6th level or higher, the damage increases by 1d8 for Classes: Bender (water), Druid, Ranger, Warlock
each slot level above 5th.
You imbue a 20-foot-radius circle of ground you touch
with an icey trap. The trap is nearly invisible, requiring an
Blinding Radiance Intelligence (Investigation) check against your spell save
4th-level evocation DC to find it. When you cast the spell, choose a trigger:
Casting Time: 1 action • When a creature of a type you specify enters the area or
Range: Self (10-foot-radius sphere) reaches its centre.
Components: V, S, M (a strip of magnesium) • When any creature other than ones you designate to
Duration: Concentration, up to 1 minute not trigger it enters the area or reaches its centre.
Class: Cleric, Paladin, Sorcerer, Warlock • When you use your reaction to trigger it.
Bright light erupts from your form and dazzles those around When the trap is triggered, frosty spikes erupt from the
you. For the duration, you emit bright light in a 50-foot ra- ground, stabbing and trapping creatures within the area in
dius and dim light for an additional 50 feet. Each creature a painful embrace. Each creature in the area when the trap
that moves within 10 feet of you for the first time on its is triggered must make a Dexterity saving throw. On a
turn or that starts its turn there must make a Constitution failure, a creature takes 2d8 piercing damage and 2d8 cold
saving throw. On a failure, a creature takes 3d10 radiant damage and is restrained for 1 minute. On a success, a
damage and is blinded until the start of its next turn. On creature takes half as much damage and is not restrained. A
a success, a creature takes half as much damage and isn’t creature can use its action to make a Strength check against
blinded. your spell save DC, freeing itself or a trapped creature with-
At Higher Levels. When you cast this spell using a spell in its reach on a success.
slot of 5th level or higher, the damage increases by 1d10 for A creature that starts its turn restrained by the ice sees
each slot level above 4th. horrifying visions of its past reflected in the ice and must
succeed on a Wisdom saving throw or become frightened
Bloodweave of the reflections that surround it until the start of its next
turn. While frightened in this way, the creature can’t at-
2nd-level enchantment
tempt the Strength check to free itself. A creature that ends
Casting Time: 1 action its turn restrained by the ice takes 2d8 cold damage.
Range: 60 feet
At Higher Levels. When you cast this spell using a spell
Components: V, S
slot of 5th level or higher, the cold damage increases by 1d8
Duration: 1 round
for each slot level above 4th.
Classes: Bard, Bender (water), Sorcerer, Warlock, Wizard
You attempt to seize control of the blood inside a Humanoid
you can see with range. The target must make a Constitu- Calm Air
tion saving throw. On a failed save, you can force that crea- 2nd-level transmutation
ture to use its reaction to move up to its speed in a direction Casting Time: 1 bonus action
you choose, and then use its action on its next turn to do Range: 120 feet (60-foot cube)
one of the following: fall prone, drop what it is holding, or Components: V, S
make one weapon attack against a creature you choose with- Duration: Concentration, up to 1 minute
in its reach or range. At the end of that creature’s compelled Classes: Bender (air), Druid, Ranger, Wizard
action, your command over its body fades. Creatures that
have a challenge rating or level of 5 or higher automatically With a calming gesture and soothing word, you calm the
succeed on the Constitution saving throw to resist this effect. air in a 60-foot cube centred on a point within range for
the duration. In the area, wind becomes still, the flow of
At Higher Levels. When you cast this spell using a spell
poisonous gases is halted, and the effects of air-based spells
slot of 3rd level or higher, the challenge rating or level of
of a lower level than this spell, such as the wind drake spell,
creatures that automatically succeed on this saving throw
are prevented or suppressed.
increases by 3 for each slot level above 2nd. When you
cast this spell using a spell slot of 5th level or higher, it can At Higher Levels. When you cast this spell using a spell
target any creature with blood, not only Humanoids. slot of 3rd level or higher, the level of air-based spells sup-
pressed by this spell increases.
212
Chapter 13 | Spells
BETA
PLAYTEST
TA
BE

Calm Earth Cloud Stride


2nd-level transmutation 4th-level transmutation (ritual)
Casting Time: 1 bonus action Casting Time: 1 minute
Range: 120 feet (60-foot cube) Range: 30 feet
Components: V, S Components: V, S, M (a mithral feather worth at least
Duration: Concentration, up to 1 minute 100gp, which the spell consumes)
Classes: Bender (earth), Druid, Ranger, Wizard Duration: 24 hours
Classes: Bender (air, water), Druid, Ranger, Sorcerer, Tam-
With a disciplined gesture and stalwart word, you calm the
er, Wizard
earth in a 60-foot cube centred on a point within range
for the duration. In the area, a rockslide grinds to a halt, This spell grants up to ten willing creatures you can see
ground tremors are soothed, and the effects of earth-based within range the ability to walk on heavily obscuring
spells of a lower level than this spell, such as the earthen water vapour (such as cloud, fog, and mist) as if it were
uppercut spell, are prevented and suppressed. solid ground until the spell ends. An affected creature can
At Higher Levels. When you cast this spell using a spell suspend this effect on itself as a bonus action, allowing it to
slot of 3rd level or higher, the level of earth-based spells pass through water vapour until it restarts the effect, which
suppressed by this spell increases. it can do as a bonus action.
A creature affected by this spell falls at a rate of 60 feet
per round, takes no falling damage when it lands, and can
Calm Flames land on its feet. In addition, its jump distance is quadrupled
2nd-level transmutation when it jumps off of water vapour, but it leaves an obvious
Casting Time: 1 bonus action contrail in its wake.
Range: 120 feet (60-foot cube)
Components: V, S
Duration: Concentration, up to 1 minute
Concussion
Evocation cantrip
Classes: Bender (fire), Druid, Ranger, Wizard
Casting Time: 1 action
With a quelling gesture and subduing word, you calm any
Range: 60 feet
fire in a 60-foot cube centred on a point within range for
Components: V, S
the duration. In the area, a wildfire is reduced to glowing
Duration: Instantaneous
embers, a forge’s flames are extinguished, and the effects of
Class: Bender (air), Druid, Sorcerer, Warlock, Wizard
fire-based spells of a lower level than this spell, such as the
flaming sphere spell, are prevented and suppressed. With a thdoom that can be heard 100 feet away, you cause
At Higher Levels. When you cast this spell using a spell a sudden increase in the air pressure surrounding a creature
slot of 3rd level or higher, the level of fire-based spells sup- you can see within range. The target must succeed on a
pressed by this spell increases. Constitution saving throw or take 1d8 thunder damage
and become deafened until the start of your next turn.
This spell’s damage increases by 1d8 when you reach 5th
Calm Waters level (2d8), 11th level (3d8), and 17th level (4d8).
2nd-level transmutation
Casting Time: 1 bonus action
Range: 120 feet (60-foot cube)
Cyclone
5th-level evocation
Components: V, S
Duration: Concentration, up to 1 minute Casting Time: 1 action
Classes: Bender (water), Druid, Ranger, Wizard Range: Self
Components: V, S, M (a smoke-filled crystal)
With a peaceful gesture and murmuring word, you calm
Duration: Concentration, up to 1 minute
the water in a 60-foot cube centred on a point within
Classes: Bender (air), Druid, Warlock, Wizard
range for the duration. In the area, a tumultuous stream
becomes swimmable, a stormy ocean gains a moment of A cyclone of swirling wind encases you. For the duration,
reprieve, and the effects of water-based spells of a lower level you have a flying speed of 30 feet and can hover, and weap-
than this spell, such as the riptide spell, are prevented and on attack rolls against you have disadvantage.
suppressed. As a bonus action on your turns until the spell ends, you
At Higher Levels. When you cast this spell using a spell can cause the cyclone to emit a blast of wind. Make a melee
slot of 3rd level or higher, the level of fire-based spells sup- or ranged spell attack against a creature within 30 feet of
pressed by this spell increases. you. On a hit, the creature takes 3d8 bludgeoning damage
and is pushed 15 feet directly away from you.
213

BETA
PLAYTEST
BE
TA
At Higher Levels. When you cast this spell using a spell you either knock it prone or push it 5 feet directly away
slot of 6th level or higher, the damage reduction increases from you (your choice).
by 1d10 and the damage of the blast of wind increases by This spell’s damage and distance a target is pushed
1d8 for each slot level above 5th. increases by 1d8 and 5 feet when you reach 5th level (2d8
and 10 feet), 11th level (3d8 and 15 feet), and 17th level
Dash Strike (4d8 and 20 feet).
Transmutation cantrip
Casting Time: 1 action Earthen Uppercut
Range: Self 1st-level transmutation
Components: S Casting Time: 1 action
Duration: Instantaneous Range: Self (30-foot line)
Classes: Bard, Bender (air), Druid, Wizard Components: S, M (a mosaic tile)
With a deft flourish, you propel yourself up to 10 feet and Duration: Instantaneous
then can immediately make an unarmed strike or a melee Classes: Bender (earth), Druid, Wizard
attack with a weapon you are holding against a creature Stone erupts upward from the ground in a line extending
within your reach. Immediately after you hit or miss with from you that is 30 feet long, 10 feet wide, and 10 feet
this attack, you can move up to 10 feet without provoking high. Each creature in the area must make a Dexterity sav-
opportunity attacks. ing throw. On a failure, a creature takes 1d10 bludgeoning
The distance up to which you can travel with this spell damage and is flung 10 feet in a direction of your choice
increases by 5 feet when you reach 5th level (15 feet), 11th where it lands prone. On a success, a creature takes half as
level (20 feet), and 17th level (25 feet). much damage and isn’t flung.
At Higher Levels. When you cast this spell using a spell
Depth Charge slot of 2nd level or higher, the damage increases by 1d10
and the distance you can fling a target increases by 5 feet for
3rd-level evocation
each slot level above 1st.
Casting Time: 1 action
Range: 90 feet (20-foot-radius sphere)
Components: V, S, M (some metamorphic rock) Endoleech
Duration: Instantaneous 2nd-level biomancy* (*can be replaced with evocation)
Class: Bender (air), Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action
With a boom that can be heard 300 feet away (or 1,000 Range: Touch
feet in a liquid), a pulse of thunder ripples out from a point Components: V, S, M (a toenail lost to frostbite)
you choose within range. Each creature in a 20-foot-radius Duration: Instantaneous
sphere centred on that point must make a Constitution Class: Bender (water), Druid, Sorcerer, Warlock, Wizard
saving throw. A target takes 7d6 thunder damage on a You touch a creature, absorbing the energy from its body
failed save, or half as much damage on a successful one. and bolstering your metabolism. Make a melee spell attack
This damage increases to 9d6 if the affected creature is against a creature you can reach. On a hit, the target takes
submerged in a liquid. 5d6 cold damage and can’t take reactions until the end of its
At Higher Levels. When you cast this spell using a spell next turn. In addition, until the end of its next turn, its speed
slot of 4th level or higher, the damage increases by 1d6 for is reduced by 15 feet and your speed is increased by 15 feet.
each slot level above 3rd. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
Earthen Fist each slot level above 2nd.
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: S
Duration: Instantaneous
Classes: Bender (earth), Druid
You conjure a fist or foot made of rock and earth, punching
it towards a creature within 10 feet of you. Make a melee
spell attack. On a hit, the target takes 1d8 bludgeoning
damage and must succeed on a Strength saving throw or
214
Chapter 13 | Spells
BETA
PLAYTEST
TA
BE

Endure At Higher Levels. When you cast this spell using a spell
5th-level necromancy slot of 6th level or higher, the damage increases by 1d8 for
each slot level above 5th. In addition, the distance a creature
Casting Time: 1 action is thrown increases to 2d8 x 10 feet (6th level), 2d10 x 10
Range: 60 feet feet (7th level), 2d12 x 10 feet (8th level), or 2d20 x 10
Components: V, S, M (a gem-encrusted cockroach worth feet (9th level).
250 gp, which the spell consumes)
Duration: 1 minute
Class: Cleric, Druid, Paladin, Ranger, Tamer, Warlock Extract Shirikodama
3rd-level necromancy
Choose a willing creature you can see within range; it ceases
to heed the pained calls of its body, needing neither food Casting Time: 1 action
nor water to exist. An affected creature ignores the effects of Range: 15 feet
exhaustion, the poisoned condition, and cannot be incapac- Components: V, S, M (a slice of cucumber)
itated, stunned, paralysed, or fall unconscious. Each time Duration: Instantaneous
an affected creature takes damage that would reduce its hit Class: Bender (water), Cleric, Warlock
points to 0, it makes a death saving throw instead. If the
With a gesture you attempt to extract a portion of the
creature fails 3 death saving throws, it dies.
soul of a creature you can see. The creature must make a
When the spell ends, the creature gains a level of exhaus- Charisma saving throw. On a failure, it takes 8d6 necrotic
tion for each death saving throw it failed. If the creature damage and you regain hit points equal to half the damage
is resurrected after dying from these failed death saving taken and gaining advantage on the next attack roll, ability
throws, it does not regain consciousness for a duration equal check, or saving throw you make before the end of your
to the time for which this spell affected it. When it wakes, it next turn. On a success, the creature takes half as much
gains 3 levels of exhaustion. damage, and you don’t gain any benefits. Creatures without
If the creature is still alive when the spell ends, it falls souls automatically succeed on this saving throw.
unconscious for a duration equal to the time for which this At Higher Levels. When you cast this spell using a spell
spell affected it. Whilst unconscious in this way, the creature slot of 4th level or higher, the damage increases by 1d6 for
can not be awakened by any means short of a wish spell. each slot level above 3rd.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, you can increase the duration to Feverskin
10 minutes (6th level), 1 hour (7th level), 8 hours (8th 5th-level biomancy* (*can be replaced with evocation)
level) or 1 day (9th level).
Casting Time: 1 action
Range: Self
Eruption Components: V, S, M (a red hot chilli pepper, which the
5th-level transmutation spell consumes)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Class: Bender (fire), Cleric, Druid, Sorcerer, Tamer, War-
Range: 90 feet (20-foot-radius circle)
lock, Wizard
Components: S, M (a broken stone tile)
Duration: Instantaneous You eat a chilli pepper, your metabolism increases, and your
Classes: Bender (earth), Druid, Sorcerer skin begins to burn to the touch. Make a melee spell attack
against a creature within your reach. On a hit, the target
You stamp your foot, causing the ground to fling upwards
takes 6d6 fire damage. Until the spell ends, you can use an
and form jagged spikes of rock in a 20-foot-radius circle
action on each of your subsequent turns to make this attack
centred on a point on a stone or earthen surface you can see
again.
within range. That area becomes difficult terrain and each
creature in the area must make a Strength saving throw. For the duration, your walking speed increases by 15
On a failure, a creature takes 4d8 piercing damage and is feet, and you gain 2d6 temporary hit points at the start of
thrown 2d6 x 10 feet directly away from the surface. On each of your turns.
a success, a creature takes half as much damage and isn’t At Higher Levels. When you cast this spell using a spell
thrown. Creatures that are Huge or larger have advantage slot of 6th level or higher, the damage increases by 1d6 for
on this saving throw. Each 5-foot-diameter portion of the each slot level above 5th.
difficult terrain requires at least 1 minute to clear by hand.

215

BETA
PLAYTEST
BE
TA
Flash At Higher Levels. When you cast this spell using a spell
1st-level evocation slot of 4th level or higher, the damage increases by 1d6 and
your flying speed increases by 30 feet for each slot level
Casting Time: 1 reaction, which you take when a creature above 3rd.
within 10 feet of you targets you with an attack
Range: 10 feet
Components: S, M (a bead of magnesium) Ice Moon
Duration: Instantaneous 1st-level conjuration
Classes: Bender (fire), Cleric, Druid, Paladin, Sorcerer,
Casting Time: 1 action
Tamer, Wizard
Range: Self (30-foot line)
You exploit a creature’s focus on you to detonate a blinding Components: V, S, M (a snowflake)
flash of light. The attacking creature must succeed on a Duration: Instantaneous
Constitution saving throw or be blinded until the end of Classes: Bender (water), Druid, Sorcerer, Warlock, Wizard
its next turn.
You form a curving blade of ice and project it forward in an
eviscerating rush. Each creature in a 5-foot-wide, 30-foot-
Flashbang long line must make a Dexterity saving throw. On a
3rd-level evocation failure, a creature takes 1d6 slashing damage and 1d6 cold
damage, and its speed is reduced by 10 feet until the end
Casting Time: 1 action
of its next turn. On a success, a creature takes half as much
Range: 60 feet (10-foot-radius sphere)
damage and its speed is unaffected.
Components: V, S, M (a handful of metal powder)
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
Classes: Bard, Bender (air), Ranger, Sorcerer, Warlock, slot of 2nd level or higher, the damage increases by 1d6 for
Wizard each slot level above 1st.

You throw a tiny spark at a point within range where it


erupts with a bright flash and thunderous bang which can Incendiary Strike
be heard 600 feet away. Each creature in a 10-foot-radius Evocation cantrip
sphere centred on that point must make a Constitution
Casting Time: 1 action
saving throw. On a failure, a creature takes 2d8 thunder
Range: Self
damage and is blinded and deafened for 1 minute. On
Components: V, S
a success, a creature takes half as much damage and isn’t
Duration: Instantaneous
blinded or deafened. A creature can repeat this saving throw
Classes: Bender (fire), Druid
at the end of each of its turns, ending the effect on itself on
a success. Flame envelopes your strike, surging through you and into
At Higher Levels. When you cast this spell using a spell a target. Make a melee attack with a weapon or an unarmed
slot of 4th level or higher, the damage increases by 1d8 and strike against one creature within 5 feet of you. On a hit,
the radius increases by 5 feet for each slot level above 3rd. the target suffers the attack’s normal effects, and takes an
additional 1d6 fire damage.
When you reach 5th level, the attack deals an extra 1d6
Flaming Tiger Leap fire damage (2d6) to the target on a hit, and the reach of
3rd-level transmutation the attack increases by 5 feet (10 feet). The fire damage and
Casting Time: 1 action range increase by 1d6 and 5 feet again at 11th level (3d6
Range: Self (10-foot-radius, 5-foot-high cylinder) and 15 feet) and 17th level (4d6 and 20 feet).
Components: V, S
Duration: Instantaneous Inner Flame
Classes: Bender (fire), Sorcerer, Warlock, Wizard
1st-level abjuration
You erupt from the ground like a firework of the College
Casting Time: 1 bonus action
of Hanabi, but thankfully without exploding at your apex.
Range: Self
Each creature within a 15-foot-radius, 5-foot-high cylin-
Components: V
der centred on you must make a Dexterity saving throw.
Duration: Instantaneous
A creature takes 5d6 fire damage on a failed saving throw
Classes: Bender (fire), Cleric, Druid, Paladin, Ranger,
or half as much damage on a successful one. Until the end
Tamer, Warlock
of your turn, you gain a flying speed of 120 feet and your
movement doesn’t provoke opportunity attacks. Your body becomes wreathed in flame. Creatures you are
touching must succeed on a Constitution saving throw,
taking 2d6 fire damage on a failed save, or half as much
216
Chapter 13 | Spells
BETA
PLAYTEST
TA
BE

damage on a success. A creature you are grappling, or are In addition, all surfaces within the area become covered
grappled by, automatically fails this saving throw. If you in unpredictably slick and sticky patches of mud for the
are grappled by a creature that fails this saving throw, the duration. The first time a creature moves through the mud-
creature releases you and the grapple ends. dy area on its turn it must succeed on a Dexterity saving
At Higher Levels. When you cast this spell using a spell throw against your spell save DC or fall prone. A creature
slot of 2nd level or higher, the damage increases by 1d6 for moving through the area at half speed doesn’t need to make
each slot level above 1st. the saving throw.
At Higher Levels. When you cast this spell using a spell
Lion’s Roar slot of 4th level or higher, the damage increases by 1d10 for
each slot level above 3rd.
4th-level conjuration
Casting Time: 1 action
Range: Self Mirror of Reflection
Components: V, S, M (some burnt hair) 2nd-level conjuration
Duration: Concentration, up to 1 minute Casting Time: 1 bonus action
Classes: Bender (fire), Druid, Ranger, Sorcerer, Wizard Range: 60 feet
You conjure a roaring lion’s head made of writhing flame Components: V,S, M (a shard of reflective glass)
that moves with you, wielding it like an extension of your Duration: 10 minutes
body for the duration. When you conjure the lion and as a Classes: Bard, Bender (water), Cleric, Druid, Ranger,
bonus action on your subsequent turns, you can cause one Tamer
of the following effects with it. You create a floating sheet of curved, reflective ice within
• Fiery Maw. The lion bites a creature or object within range that lasts for the duration or until you cast this spell
30 feet of you. Make a melee spell attack against the again. When a creature you can see makes a ranged attack
target. On a hit, it takes 4d6 fire damage. with a piece of ammunition or other physical missile that
• Flaming Mane. The lion’s head encases your own until passes through a space within 10 feet of the mirror, you
the start of your next turn. When a creature within 10 can use your reaction to move the mirror to intercept the
feet of you hits you with a melee attack, the lion bites missile. Make a ranged spell attack. If the result of your at-
the attacker, dealing 3d6 fire damage to it. tack roll is higher than the missile’s attack roll, the missile is
redirected back at the attacking creature, using your ranged
• Roar of the Pride. The flames roar. Each creature with-
attack roll to determine whether it hits or misses
in 20 feet of you must succeed on a Wisdom saving
throw or be frightened of you until the spell ends. A As a bonus action on your turn, you can move the mirror
creature can repeat this saving throw at the end of each up to 20 feet.
of these turns, ending the effect on itself on a success. A At Higher Levels. When you cast this spell using a spell
creature that succeeds on this saving throw is immune slot of 3rd level or higher, the distance at which the mirror
to this effect until the spell ends. can intercept a missile increases by 5 feet and the distance
At Higher Levels. When you cast this spell using a spell you can move the mirror as a bonus action on your turn
slot of 5th level or higher, the damage from the Fiery Maw increases by 10 feet.
and Flaming Mane options increases by 1d6 for each slot
level above 4th.
Nomi’s Adamantine Carapace
5th-level biomancy* (*can be replaced with transmutation)
Mireball Casting Time: 1 action
3rd-level conjuration
Range: Touch
Casting Time: 1 action Components: V, S, M (a hunk of adamantine worth at least
Range: 150 feet (15-foot-radius sphere) 300 gp)
Components: V, S, M (a tiny ball of guano and mud) Duration: Concentration, up to 1 hour
Duration: 1 minute Classes: Bard, Bender (earth), Cleric, Druid, Paladin, Rang-
Class: Bard, Bender (earth), Druid, Sorcerer, Warlock er, Tamer
A blob of gloopy mud splunks from your pointed finger You touch a willing creature, causing blue-green veins of
to a point you choose within range, where it splooges with adamantine to thread through its skin, making it tough-
a wet burp into an explosion of sludge. Each creature in a er than steel and as flexible as silk. For the duration, the
15-foot-radius sphere centred on that point must make a target’s AC can’t be less than 20, regardless of what kind of
Strength saving throw. On a failed save, a target takes 3d10 armour it’s wearing (shields confer their AC bonus as nor-
bludgeoning damage and is knocked prone. On a successful mal) and it has resistance to acid, bludgeoning, piercing,
one, it takes half as much damage and is not knocked prone. and slashing damage.
217

BETA
PLAYTEST
BE
TA
At Higher Levels. When you cast this spell using a spell movement, your movement doesn’t provoke opportunity
slot of 6th level or higher, the minimum AC increases by 1 attacks, and you can make up to four melee weapon attacks
for each slot level above 5th. (no action required), though each must be against a differ-
ent target. On a hit, these attacks deal an additional 2d4
lightning damage.
Pins & Needles
At the end of the turn, a thunderous boom follows in
Biomancy* cantrip (*can be replaced with evocation)
your wake that can be heard 2,500 feet away. Each creature
Casting Time: 1 action you attacked with this spell must make a Constitution
Range: 60 feet saving throw. On a failure, a creature takes 2d4 thunder
Components: V, S damage and is knocked prone. On a success, a creature
Duration: Instantaneous takes half as much damage and is not knocked prone.
Class: Bender (water), Druid, Sorcerer, Warlock, Wizard
At Higher Levels. When you cast this spell using a spell
You momentarily shut down a small part of the nervous slot of 6th level or higher, the lightning and thunder dam-
system of a creature you can see within range, before age each increase by 1d4 for each slot level above 5th.
overstimulating it and causing crippling pain. The creature
must succeed on a Constitution saving throw or take 1d8
psychic damage. If the target fails its saving throw by 5 or Redirect Lightning
more, it has disadvantage on the next attack roll it makes 2nd-level abjuration
before the end of its next turn as it temporarily loses full Casting Time: 1 reaction, which you take when you are
control of a part of its body. targeted by a spell that deals lightning damage with an
This spell’s damage increases by 1d8 when you reach 5th attack roll or in a line
level (2d8), 11th level (3d8), and 17th level (4d8). Range: Self
Components: S
Duration: Instantaneous
Protection Classes: Bender (air, fire), Druid, Ranger, Sorcerer, Wizard
2nd-level abjuration
You attempt to capture and redirect lightning. Make an Ar-
Casting Time: 1 action cana check using your spellcasting ability, with a DC equal
Range: 30 feet to half the lightning damage dealt. On a failure, you have
Components: V, S, M (a miniature silver shield worth 10 resistance to lightning damage until the end of the turn. On
gp, which the spell consumes) a success, the spell’s area stops at you if it is a line, you have
Duration: Concentration, up to 1 hour immunity to lightning damage until the end of the turn,
Class: Bard, Bender (earth), Cleric, Druid, Paladin, Ranger, and you can reflect the lightning back at the caster as though
Tamer it originated from you, turning the caster into a target.
You trace a warding sigil in the air, sending it to slowly
circle a willing creature you can see for the next hour. Reinforce
Immediately before the target next takes damage, except Transmutation cantrip
psychic damage, the ward triggers. Until the end of the
target’s next turn, it has resistance to all damage excluding Casting Time: 1 action
psychic, including the triggering damage. The warding sigil Range: Touch
then disappears, and the spell ends on the target. Components: V, S, M (a spherical pebble)
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell
Classes: Bender (earth), Cleric, Druid, Tamer
slot of 3rd level or higher, you may target one additional
creature for each slot level above 2nd. You place your hand on one Large or smaller creature,
imbuing it with the resilience and fortitude of stone. That
target gains 1d6 temporary hit points. These temporary hit
Raiko’s Rending Rage points disappear if you cast the spell again.
5th-level transmutation
The temporary hit points granted by this spell increase
Casting Time: 1 action by 1d6 when you reach 5th level (2d6), 11th level (3d6),
Range: Self and 17th level (4d6).
Components: V, S, M (a piece of fulgurite)
Duration: Instantaneous
Classes: Bender (air, fire), Ranger, Wizard
You imbue yourself with the swift rage of a tempest, turning
your movement into a storm of thunder and lightning.
Until the end of the turn, you gain 40 feet of additional
218
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BE

Repulsing Palm pushed to an unoccupied space within 5 feet of the tomb.


1st-level evocation The tomb provides total cover for targets on the other side
of it, and any creature encased within is blinded and re-
Casting Time: 1 action strained. The tomb is an object with AC 16, 50 hit points,
Range: Self immunity to poison and psychic damage, and vulnerabil-
Components: S ity to thunder damage. Reducing the tomb to 0 hit points
Duration: Instantaneous destroys it and ends the spell.
Classes: Bard, Bender (air), Cleric, Paladin, Ranger, Wizard
At Higher Levels. When you cast this spell using a spell
You send a shockwave of force through your strike, barre- slot of 5th level or higher, the AC of the tomb increases 1
ling into a target. Make an unarmed strike or melee attack and its hit points increase by 10 for each slot level above
with a weapon you’re holding against one creature within 4th. In addition, when cast this spell using a spell slot of 6th
your reach. On a hit, the target suffers the attack’s normal level or higher, it can target a Huge creature, and when cast
effects, and if the target is Large or smaller, you can choose using a spell slot of 8th or 9th level, it can target a Gargan-
to push it up to 30 feet directly away from you. If the target tuan creature.
would collide with another creature, it stops moving and
both it and the creature take 2d8 bludgeoning damage and
fall prone. Shielding Word
2nd-level abjuration
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage upon collision Casting Time: 1 reaction, which you take when a creature
increases by 1d8 for each slot level above 1st. within range that you can see is hit by an attack from
an attacker you can see or fails a Strength or Dexterity
saving throw
Riptide Range: 30 feet
2nd-level transmutation Components: V
Casting Time: 1 action Duration: 1 round
Range: 300 feet Class: Bard, Bender (earth), Cleric, Paladin, Sorcerer, Tamer
Components: V, S With a word, you coat a creature in a shimmering shield
Duration: Concentration, up to 1 minute that absorbs the energy of incoming blows. The creature
Class: Bender (water), Druid, Sorcerer, Warlock, Wizard gains 15 temporary hit points the instant before it takes the
Choose one creature you can see within range that is in at triggering damage. These hit points last until the start of the
least 2 feet of water and choose a direction. Turbulent cur- creature’s next turn.
rents wrap around the creature. For the duration, the target At Higher Levels. When you cast this spell using a spell
must make a Strength saving throw at the start of each of slot of 3rd level or higher, you may choose to either increase
its turns. On a failure, it is dragged 30 feet in the direction the range of the spell by 30 feet or increase the number of
you chose, and its swimming speed is reduced to 0 feet temporary hit points gained by 5, for each slot level above
until the start of its next turn. On a success, the creature can 2nd.
move normally until the start of its next turn.
As a bonus action on your turn, you can change the Skin of Steel
direction of the underwater currents. The spell ends early if
4th-level biomancy* (*can be replaced with transmutation)
the creature is ever out of the spell’s range or is no longer in
water at least 2 feet deep. Casting Time: 1 minute
Range: Touch
Components: V, S, M (a steel figurine)
Rock Tomb Duration: 10 minutes
4th-level conjuration Classes: Bender (earth), Druid, Ranger, Sorcerer, Tamer,
Casting Time: 1 action Wizard
Range: 60 feet You reinforce a willing creature’s skin with the tenacity and
Components: V, S, M (a pebble) strength of steel. For the spell’s duration, the target’s AC
Duration: Concentration, up to 1 minute can’t be lower than 19, regardless of what armour it’s wearing
Classes: Bard, Bender (earth), Druid (shields confer their bonus to AC as normal), and, at the start
You conjure a tomb of earth, attempting to encase a Large of each of the target’s turns, it gains 3d6 temporary hit points.
or smaller creature you can see within range inside of it, At Higher Levels. When you cast this spell using a spell
which occupies the same space as the creature until the spell slot of 5th level or higher, the temporary hit points increase
ends. If the target is unwilling, it can make a Dexterity by 1d6 for each slot level above 4th.
saving throw. On a success, it avoids being encased and is

219

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Skin of Stone level, the cloud has a maximum diameter and height of 15
2nd-level biomancy* (*can be replaced by transmutation) feet; at 11th level this increases to 25 feet; and at 17th level
this increases to 40 feet. You choose how big the cloud is
Casting Time: 1 action in each dimension up to this maximum each time that you
Range: Touch cast it.
Components: V, S, M (a carved stone figurine)
Duration: 1 minute
Classes: Bender (earth), Druid, Ranger, Sorcerer, Tamer, Snakebite
Wizard 2nd-level conjuration

At your touch, the skin of a willing creature hardens with Casting Time: 1 action
stone-like fortification. Its speed is reduced by 5 feet and, Range: Self
when you cast this spell and at the start of each of the target’s Components: V, S, M (some sand)
turns, it gains temporary hit points equal to 1d4 plus your Duration: Concentration, up to 1 minute
spellcasting modifier. When the spell ends, the target loses Classes: Bender (earth), Druid, Ranger, Sorcerer, Wizard
any remaining temporary hit points granted by this spell.
You conjure a sinuous, fanged snake of shifting dirt and
At Higher Levels. When you cast this spell using a spell sliding sand that moves with you, wielding it like an exten-
slot of 3rd level or higher, you can target one additional sion of your body for the duration. When you conjure the
creature for each slot level above 2nd. snake and as a bonus action on your subsequent turns, you
can cause one of the following effects with it:
Slatestorm • Earthroot. The snake coils around you or a willing
4th-level conjuration creature of your choice within 30 feet of you as a
fortification of earth. Until the start of your next turn,
Casting Time: 1 action the affected creature automatically succeeds on ability
Range: Self checks and saving throws to avoid being moved against
Components: V, M (a thin piece of slate) its will or knocked prone.
Duration: Concentration, up to 1 minute
• Tetanus Tooth. The snake turns into a long, jagged
Classes: Bender (earth), Druid, Ranger, Wizard
tooth, stabbing at a creature within 20 feet of you.
Razor-sharp shards of slate flit about you in a lacerating Make a melee spell attack against the target. On a hit, it
whirlwind until the spell ends. Each creature that starts its takes 1d6 piercing damage and 1d6 poison damage and
turn within 5 feet of you or enters a space within 5 feet of must succeed on a Constitution saving throw or be
you for the first time on its turn takes 3d8 slashing dam- poisoned until the end of your next turn.
age. As an action, you can cause slate to fire out from you • Sandstorm. The snake disintegrates into a cloud of fine
in a 15-foot cone. Each creature in the area must make a particles, surging towards a creature within 30 feet of
Dexterity saving throw, taking 3d8 slashing damage on a you. The target must succeed on a Constitution saving
failure, or half as much damage on a success. throw or be blinded until the start of your next turn.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8 for slot of 3rd level or higher, the poison damage from the
each slot level above 4th. Tetanus Tooth option increases by 1d6 for each slot level
above 2nd.
Smokescreen
Conjuration cantrip Soften Descent
Casting Time: 1 action Transmutation cantrip
Range: Self (5-foot-radius, 10-foot-high cylinder) Casting Time: 1 reaction, which you take when you are
Components: V, S, M (a puffball mushroom) about to hit a surface after falling
Duration: Concentration, up to 1 round Range: Self
Class: Bender (air), Druid, Sorcerer, Tamer, Wizard Components: S
You spew a thick cloud of dense black smoke that forms a Duration: Instantaneous
5-foot-diameter, 10-foot-high cylinder centred on you Classes: Bard, Bender (air), Druid, Sorcerer, Tamer, Wizard
that lasts until the start of your next turn. The smoke heavi- With a gesture, you cause an updraft in the air, slowing
ly obscures its area. When you cast the spell, you can choose your descent. You ignore the first 30 feet when calculating
whether the cloud remains in the location where you cast it falling damage.
or if it moves with you, centred on you.
This spell ignores an additional 30 feet of falling damage
When you reach higher levels, the size of the cloud you when you reach 5th level (60 feet), 11th level (90 feet), and
can create with this spell increases. When you reach 5th 17th level (120 feet).
220
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Spark teleporting creatures. A willing creature may choose to fail


Evocation cantrip the saving throw.

Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 60 feet slot of 4th level or higher, the range of this spell increases by
Components: V, S 30 feet for each slot level above 3rd. The maximum size of
Duration: Instantaneous creature you can target increases to Huge when cast at 6th
Class: Bender (fire), Sorcerer, Warlock, Wizard level or higher, and to Gargantuan when cast at 9th level.

A spark of bright light arcs from you to a creature within


range. Make a ranged spell attack against the target. On a Tempestuous Transformation
hit, the target takes 1d8 lightning damage. On a critical hit, 4th-level transmutation
the target is also blinded until the end of its next turn.
Casting Time: 1 action
The spell creates more than one spark when you reach Range: Self
higher levels: two sparks at 5th level, three sparks at 11th Components: V, S
level, and four sparks at 17th level. You can direct the sparks Duration: Concentration, up to 10 minutes
at the same target or at different ones. Make a separate Classes: Bender (air), Druid, Sorcerer
attack roll for each spark.
You endow yourself with the shapeless fluidity of the wind.
Until the spell ends, you can’t cast spells, and you gain the
Sundering Sky following benefits:
4th-level evocation • You gain a flying speed of 40 feet.
Casting Time: 1 action • You can move through gaps as small as 1 inch wide
Range: Self without squeezing, your movement doesn’t provoke
Components: V, S opportunity attacks.
Duration: Instantaneous • You have resistance to bludgeoning, lightning, pierc-
Classes: Bender (air), Druid, Sorcerer, Warlock, Wizard ing, slashing, and thunder damage.
With a flourish and a rush of air, you leap up to 60 feet to • When you cast the spell and as a bonus action on your
an unoccupied space you can see, landing with a thunder- subsequent turns for the duration, you can force one
ous boom that can be heard 600 feet away. Each creature creature you can see within 30 feet of you to make a
within 10 feet of the space from which you jumped must Dexterity saving throw, as a stormy blast extends from
make a Strength saving throw or be pushed 10 feet away you toward it. The target takes 2d8 lightning damage
from that space and knocked prone. Each creature within and 2d8 thunder damage on a failed save, or half as
20 feet of where you land must make a Dexterity saving much damage on a successful one.
throw, taking 5d10 thunder damage on a failure or half as When this spell ends, you must succeed on a DC 15
much damage on a success. Constitution saving throw or gain 1 point of exhaustion.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the distance you can leap increas-
es by 30 feet and the damage increases by 1d10 for each
The Bends
slot level above 4th. 3rd-level biomancy* (*can be replaced with transmutation)
Casting Time: 1 action
Switcheroo Range: 90 feet
Components: V, S
3rd-level transmutation
Duration: Instantaneous
Casting Time: 1 action Class: Bender (water), Druid, Sorcerer, Warlock, Wizard
Range: 90 feet
You assault the internal chemistry of a creature you can see
Components: V, S
within range, causing bubbles of nitrogen to precipitate in
Duration: Instantaneous
its blood, forcing it to make a Constitution saving throw.
Class: Bard, Bender (air), Cleric, Sorcerer, Tamer, Warlock,
On a failed save, the target takes 5d8 poison damage and
Wizard
is poisoned for 1 minute. On a successful save, the target
You attempt to switch places with a Large or smaller target takes half as much damage and isn’t poisoned. If the target
within range that you can see. The target must succeed on a is completely submerged in water, increase the damage dice
Charisma saving throw or instantly teleport to your space from d8s to d10s.
whilst you teleport to the one it previously occupied. The target can repeat the saving throw at the end of each
A creature automatically succeeds on this saving throw of its turns, ending the effect on a success.
if there is not enough space to accommodate either of the
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At Higher Levels. When you cast this spell using a spell action on your subsequent turns, you can cause one of the
slot of 4th level or higher, the damage increases by 1d8 for following effects with it:
each slot level above 3rd. • Ice Fang. The wyrm grows frozen fangs—jagged icicles
that it uses to bite a creature or object within 20 feet of
Wanyudo’s Fury you. Make a melee spell attack against the target. On a
hit, it takes 2d6 piercing damage and 1d6 cold damage.
2nd-level evocation
• Engulf. The wyrm leaves your side, surging toward a
Casting Time: 1 action creature within 40 feet of you and attempting to engulf
Range: Self it in a torrent of water. The target must succeed on a
Components: S Strength saving throw or be restrained. While re-
Duration: Instantaneous straining a creature in this way, the only effect you can
Classes: Bender (fire), Ranger, Sorcerer use with the wyrm is Ice Fang, targeting the restrained
With a series of looping cartwheels and magic-enhanced creature regardless of range. A creature can use its
flips, you move up to 30 feet in a straight line, your hands action to make a Strength check against your spell save
and feet spewing jets of flame. This movement does not DC, freeing itself or a creature within its reach from the
provoke opportunity attacks. Each creature within 5 feet of wyrm on a success. When the wyrm stops restraining a
you while you move must make a Dexterity saving throw, creature, the spell ends.
taking 4d6 fire damage on a failed saving throw or half as • Weird Water. The wyrm assumes a defensive formation
much damage on successful one. around you. Until the start of your next turn, ranged
At Higher Levels. When you cast this spell using a spell attacks that hit you have their damage reduced by 1d6
slot of 3rd level or higher, the distance you can move in- plus your spellcasting ability modifier.
creases by 10 feet and the damage increases by 1d6 for each
At Higher Levels. When you cast this spell using a spell
slot level above 2nd.
slot of 4th level or higher, the cold damage from the Ice
Fang option and the damage reduction of the Weird Water
Water Whip option increase by 1d6 for each slot level above 3rd.
Transmutation cantrip
Casting Time: 1 action White Water Wall
Range: 60 feet 5th-level conjuration
Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: 120 feet
Class: Bender (water), Druid, Sorcerer, Wizard
Components: V, S, M (a perfectly round pebble)
Choose a source of water that you can see within range that Duration: Concentration, up to 1 minute
has a volume of at least 4 pints. Make a melee spell attack Classes: Bender (water), Druid, Sorcerer, Wizard
against a creature within 30 feet of the source of water. On
You create a wall of raging, turbulent water filled with
a hit, the target takes 1d6 slashing damage and, if the crea-
debris. You can make the wall up to 60 feet long, 20 feet
ture is Large or smaller, you can force it to make a Strength
high, and 5 feet thick, or a ringed wall up to 20 feet in di-
saving throw, pulling it up to 10 feet towards the source of
ameter, 20 feet high, and 5 feet thick. The wall is opaque
water on a failure.
and ranged attacks can’t pass through the wall.
The spell’s damage increases by 1d6 and the distance it
If the wall cuts through a creature’s space when it
can pull a target increases by 5 feet when you reach 5th level
appears, the creature must succeed on a Strength saving
(2d6 and 15 feet), 11th level (3d6 and 20 feet), and 17th
throw or be entrained in the water. A Huge or larger crea-
level (4d6 and 25 feet).
ture automatically succeeds on this saving throw. A Large or
smaller creature that willingly enters the water’s space is also
Water Wyrm entrained by it. An entrained creature can’t breathe and has
3rd-level conjuration spell a speed of 0 feet.

Casting Time: 1 action The first time a creature enters the wall and at the start
Range: Self of an entrained creature’s turn, it takes 3d10 bludgeoning
Components: V, S, M (a dried tadpole) damage as it is battered by the turbulent flow and de-
Duration: Concentration, up to 1 minute bris. An entrained creature that uses its action to make a
Classes: Bender (water), Druid, Ranger, Sorcerer, Wizard Strength check against your spell save DC and succeeds
exits the wall prone within 5 feet of its current location.
You conjure a thrashing wyrm of frothing water that moves
with you, wielding it as an extension of your body for the
duration. When you conjure the wyrm and as a bonus
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White Water Whip. As a bonus action on your turn, Wind Strike


you can cause a tendril of white water to grab at a creature 2nd-level transmutation
within 10 feet of the wall. That creature must succeed on a
Strength saving throw or take 3d10 slashing damage and Casting Time: 1 action
be pulled into the wall where it becomes entrained by it. Range: Self
Components: S
At Higher Levels. When you use a spell slot of 6th level Duration: Instantaneous
or higher, the damage increases by 1d10 for each slot level Classes: Bender (air), Paladin, Ranger, Wizard
above 5th. When you use a spell slot of 7th level or higher
to cast this spell, the wall’s maximum length also increases With a blast of air, you leap up to 30 feet before making
by 30 feet, its thickness increases by 5 feet, and the size of one unarmed strike or melee attack with a weapon you are
creature that automatically succeeds on the Strength saving holding. You can make two attacks if you have the Extra At-
throw increases by one for each two slot levels above 5th (to tack class feature. On a hit, a target takes additional thunder
Huge at 7th level and Gargantuan at 9th level). damage equal to 1d8 + your spellcasting ability modifier .
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the distance you can leap increas-
Wind Drake es by 15 feet and the attacks deal an additional 1d8 thunder
1st-level conjuration damage on a hit for each slot level above 2nd.
Casting Time: 1 action
Range: Self
Components: V, S, M (a dandelion seedhead)
Duration: Concentration, up to 1 minute
Classes: Bender (air), Druid, Ranger, Sorcerer, Wizard
You conjure a tempestuous drake of spiralling wind that
moves with you, wielding it as an extension of your body
for the duration. When you conjure the drake and as a
bonus action on your subsequent turns, you can cause one
of the following effects with it:
Thunder Strike. The drake slams into a creature or
object within 20 feet of you with a deafening boom.
Make a melee spell attack against the target. On a hit,
the target takes 1d6 thunder damage.
Vortex Grapple. The drake billows towards a Large or
smaller creature within 20 feet of you, attempting to
encase it in a vortex of air. The target must succeed on a
Dexterity saving throw or be restrained for the dura-
tion, or until you use another effect of the wind drake.
A target can use an action to repeat this saving throw,
escaping the drake on a success and ending the spell.
Windstrider. The drake forms a whirling eddy at your
feet, increasing your speed by 10 feet, and preventing
your movement from provoking opportunity attacks.
This effect lasts until the start of your next turn.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage from the Thunder
Strike option increases by 1d6, and the Windstrider option’s
bonus to your speed increases by 10 feet, for each slot level
above 1st.

223

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224
Chapter 13 | Spells
BETA
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Chapter 14 - Creatures
TA
BE

CHAPTER 13

CREATURES OF THE
YOKAI REALMS

225

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Creatures of the Yokai Realms
“I need you to imagine the weirdest possible thing tallic dragons cannot make a home here, for example. GMs
you can. Okay, was it a giant wheel that’s on can include creatures from other settings within the Yokai
fire with a screaming human head at the centre? Realms, or take creatures from Ryoko’s Guide and integrate
If it wasn’t, you’re in for a shock when you step them into different settings to bring mysticism and mischief
to other worlds.
out that door. Your imagination is your sharpest
weapon—if you’re going to let a little thing like a The stat blocks presented herein represent a typical
example of a given species or phenomenon. Some traits, like
gold-swallowing spirit covered in bird eyes surprise alignment, might vary among individuals. Because yokai are
you, you’re not going to last long. Don’t fret intelligent and independent, it is possible, albeit rare, for
though, there’s lots of adorable critters out there individuals to buck stereotype. A jorogumo might repress
too (yes, you can pet them. Yes, they will kill you her hunger for flesh and act as a virtuous guide. An elderly
if you pet them wrong).” ryume may grow tired of stoic placidity and revel in chaos
and mischief. Sometimes, subverting the common tropes of
— Ryoko a creature can be a powerful storytelling tool; don’t be afraid
to alter what is given here to craft a compelling narrative,
but do acknowledge that these individuals differ from the
rest of their kin.
What Are Yokai?
Many people think that yokai are just monsters; they are of- Creatures List
ten described as the form of apparitions, spectres, or devils.
Aspect of Ashura . . .
Ashura . . . 210
210 Nue . . . . . . . . . . . . . . . . 231
In a way, yokai are all of these things and none of them.
Bakezōri . . . . . . . . . .
Bakezōri . . . . . . . . . . 212 Ancient Nue. . . . . . . . . . 233
The word yokai (妖怪) literally means strange appari-
tion. Yokai is merely a descriptor of creatures that are in Betobeto-san . . . . . . .
Betobeto-san . . . . . . . 212 Ōmukade . . . . . . . . . . 234
Betobeto-san. . . . . . . . . . 213 Ōmukade Spawn . . . . . . 234
some way mystical—from the vengeful spirit of a fallen
warrior, to a playful nature spirit, to a sentient umbrella. Betobeto-sama. . . . . . . . . 214 Ōmukade . . . . . . . . . . . 235
Most (but not all) the creatures in Ryoko’s Guide are yokai, Dodomeki . . . . . . . . . . 215 Onryō . . . . . . . . . . . 236
and many of the playable races native to these lands, such as Dorotabō . . . . . . . . . .
Dorotabō . . . . . . . . . . 216 Onryō . . . . . . . . . . . . . . 236
the tengu, oniborne, and kitsune, draw from yokai origins. Ebizo . . . . . . . . . . . . .
Ebizo . . . . . . . . . . . . . 217 Mounted Onryō . . . . . . 237
Every yokai in Ryoko’s Guide has the ‘(Yokai)’ subtype Ebi’ishi. . . . . . . . . . . . . . 217
Ryume . . . . . . . . . . . .
Ryume . . . . . . . . . . . . 238
tag specified after their creature type (e.g. Construct) in Ebi’ishi Elder. . . . . . . . . . 218
Ryuto . . . . . . . . . . . .
Ryuto . . . . . . . . . . . . 239
their statistics. The playful fear eater, betobeto-san, for ex- Kanibozu. . . . . . . . . . . . . 219 Ryuto . . . . . . . . . . . . . . . 239
ample, is a Fey (Yokai) creature, while the murderous, treas- Zuwai. . . . . . . . . . . . . . . 220 Ryuto Swarm (Dragon Form)
ure-devouring dodomeki is a Fiend (Yokai). Some features, 240
Jorogumo . . . . . . . . . .
Jorogumo . . . . . . . . . . 221
such as the Circle of Yokai druid’s Wild Shape, interact
Jorogumo . . . . . . . . . . . . 222 Swarm of Tsukumogami 241
specifically with creatures that have the yokai subtype tag.
Jorogumo Husk. . . . . . . . 223 Swarm of Tsukumogami .241
Kamaitachi . . . . . . . . 224
A Living World Kappa . . . . . . . . . . . . 225
Taki Reiō . . . . . . . . . .
Reiō . . . . . . . . . . 242
Wanyudo . . . . . . . . . .
anyudo . . . . . . . . . . 244
The creatures offered in Ryoko’s Guide and its expansions Komainu . . . . . . . . . . .
Komainu . . . . . . . . . . . 226 Yuki no Ko . . . . . . . . .
Ko . . . . . . . . . 245
(like Wrath of the Kaiju) are not an exhaustive list of Stone Komainu. . . . . . . . 227 Yuki Onna Wraith . . . 247
every being in the Realms. Mundane creatures like wolves, Jade Komainu. . . . . . . . . 228
bears, and owls live here, as do all manner of Celestials,
Korōri . . . . . . . . . . . 228
Fey, Fiends, Humanoids, and other beings one might find
elsewhere in the multiverse. The existence of koi dragons Nue . . . . . . . . . . . . . .
Nue . . . . . . . . . . . . . . 230
like Bakuryo does not mean traditional chromatic and me- Nueko. . . . . . . . . . . . . . . 230

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Aspect of Ashura
A favoured subject among poets and thespians across the the centuries, however, like the creeping rust that shatters
realms is the tale of Ashura: the three-faced, six-armed de- iron chains, time has weakened these seals, and aspects of
mon god of destruction cast down from the heavens by the Ashura have manifested across the realms. While a mere
deities he offended. While the legend of Ashura might end echo of the true Ashura, these creatures are deadly and
there, his legacy and demonic power endure. Stories shared cunning, inheriting fearsome magic, deadly battle prowess,
in hushed, fireside whispers tell of mighty Fiends that be- and a burning wrath.
foul the land—creatures echoing the form and power of the Blood and Lust. Similar to the original Ashura, the
defeated demon god. On a path fueled by zealous passion aspects are creatures whose body and mind are set ablaze
and hate-driven vengeance, they cleave down everything in by the most intense emotions one could feel. Happiness is
their way. The original Ashura may be gone, but the aspects experienced as nothing less than dizzying ecstasy, anger as
of Ashura carry his legacy into the mortal world. nothing less than blinding rage. When met in battle, there
Fragment of Fury. Aeons ago, upon his defeat, Ashura is no hope of mercy, surrender, or compromise, and only
was broken and scattered to different parts of the death can stop them.
world, his power contained and fragmented. Over

227

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TA
Aspect of Ashura Actions
Large Fiend (Yokai), Chaotic Evil Multiattack. The aspect makes six Longsword attacks.
Armour Class 17 (natural armour) Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit Points 157 (15d10 + 75) Hit: 10 (1d6 + 7) piercing damage.
Speed 50 ft. Longsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 11 (1d8 + 7) slashing damage.
STR DEX CON INT WIS CHA
Ashura’s Grasp. The aspect lets loose a burst of grasping con-
24 (+7) 20 (+5) 20 (+5) 18 (+4) 9 (-1) 10 (+0)
juration magic, forcing one creature it can see within 300 feet
Saving Throws Dex +10, Wis +4, Cha +5 of it to make a DC 18 Charisma saving throw. On a failed
Skills Arcana +7, Athletics +17, Perception +9 save, the target takes 65 (10d12) force damage and is teleport-
Damage Resistances cold, fire; bludgeoning, piercing, and slash- ed to an unoccupied space the aspect can see within 20 feet of
ing from nonmagical attacks the aspect. On a successful save, the target takes half as much
Damage Immunities poison damage and isn’t teleported.
Condition Immunities charmed, exhaustion, frightened, para-
lysed, poisoned, stunned
Reactions
Senses darkvision 60 ft., passive Perception 19 Nip. When a creature ends its turn within 5 feet of the aspect,
Languages Abyssal, Common, telepathy 120 ft. the aspect makes one Bite attack against that creature.
Challenge 13 (10,000 XP) Proficiency Bonus +5 Goad. When a creature the aspect can see misses an attack roll
or fails an ability check or saving throw, the aspect hurls a magi-
Critical Wound. When the aspect hits a creature with six cally infused insult at that creature. The target must succeed on
or more attack rolls on a single turn, that creature’s hit point a DC 18 Wisdom saving throw or use its reaction to move
maximum is reduced by 11 (1d8 + 7). This reduction can’t be its speed toward the aspect. If a creature moves within 5 feet
undone by any means short of a wish spell. of the aspect in this way, it can make one melee weapon attack
Reckless. At the start of its turn, the aspect can gain advan- against the aspect as a part of its reaction.
tage on all melee weapon attack rolls until the start of its next Spell Swallow. When a creature the aspect can see within 120
turn, but attack rolls against it have advantage until then. feet of it casts a spell, the aspect attempts to duplicate that
Three Heads. The aspect can take up to three reactions per magic for itself. The creature must make a DC 18 Charisma
round, but only one per turn. It can’t use the same reaction saving throw. On a failure, the spell is cast as usual, but the
option more than once each round. aspect also casts that same spell as a part of this reaction.
Legendary Resistance (3/Day). If the aspect fails a saving
throw, it can choose to succeed instead.

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Chapter 14 | Creatures of the Yokai Realms
BETA
PLAYTEST
TA
BE

Bakezōri
A crowd erupts in cheers as a group of students dash by Bakezōri
on a track, each desperately sprinting forward, hellbent on Tiny Fey (Yokai), Chaotic Neutral
outrunning the rest. As they round the final turn, a girl Armour Class 12
wearing a pair of shoddy-looking sandals pulls ahead, mov- Hit Points 7 (2d4 + 2)
ing with a nimbleness and speed that onlookers could swear Speed 40 ft.
she did not previously possess. Later, in secret, after taking
home a gleaming trophy, the girl removes her footwear and STR DEX CON INT WIS CHA
thanks them quietly, extending a handful of straw. A single 8 (-1) 14 (+2) 12 (+1) 7 (-2) 10 (+0) 12 (+1)
eye opens up on each sandal, and a pair of bakezōri reveal
Skills Perception +2
themselves, grinning with delight as they take a meal from Damage Resistances bludgeoning, piercing, and slashing from
their human friend. nonmagical attacks
Preferential Possession. As a subspecies of tsukumog- Senses darkvision 60 ft., passive Perception 12
ami—spirits that like to possess inanimate objects—the Languages —
bakezōri are unusual in that they exclusively seek out Challenge 1/4 (50 XP) Proficiency Bonus +2
footwear to inhabit. Like most tsukumogami, they are most Bakezoomies. While a willing bakezōri is worn by a creature
attracted to objects that have gone through an interesting with feet, that creature’s walking speed is increased by 15 feet.
life of their own; it is common for a pair of bakezōri to settle
themselves in frayed, damaged sandals. As with all sentient Actions
creatures, however, they are known to have idiosyncrasies Flip-Flop Chomp. Melee Weapon Attack: +4 to hit, reach 5
and preferences and can be convinced to possess a new, shiny ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target
piece of footwear at the behest of a friendly adventurer. is a creature with feet, it must make a DC 12 Dexterity
saving throw. On a failed save, the bakezōri attaches itself to
Urban Yokai. Bakezōri are among the most common the creature’s foot. The bakezōri can detach itself by spend-
yokai for average Humanoids to encounter and are viewed ing 5 feet of its movement. While attached to a creature in
as pests rather than outright threats. They tend to grav- this way, the bakezōri has advantage on attack rolls against
itate toward larger communities due to their possession the creature, moves with the creature, can’t attack other
preferences but prefer to remain hidden from the eyes of creatures, and the creature’s speed is reduced by 15 feet.
The creature can use an action to make a DC 11 Strength
strangers, indistinguishable from a ruined sandal while
check, removing the bakezōri on a success, where it lands
resting by the side of the road. prone in an unoccupied space within 5 feet of the creature.
Your Sole Is Mine. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature that the bakezōri is attached to. Hit: 11 (2d8
+ 2) piercing damage.

Betobeto-san
Among the ranks of city-dwelling yokai, the mischievous
betobeto-san is one of paradoxical reputation—simultane-
ously infamous for inspiring fear in the hearts of those who
encounter it, yet well-loved by locals as a playful, prankster
spirit. Most of the time, the betobeto-san is invisible, but
should one choose to reveal itself, onlookers are greeted
with the sight of a round, ball-like creature with a grinning
maw and two small legs. It is known to enjoy wearing san-
dals, with the tell-tale echo of invisible feet pitter-pattering
over cobbled stone a sure indication that the betobeto-san
is near.
One Step at a Time. The betobeto-san is nocturnal,
emerging from its hidden nest to roam the empty streets
after most citizens have gone to sleep. Every city has strag-
glers, transients, and hooligans who walk the town at night,
making perfect prey for the knavish yokai. The betobeto-san

229

BETA
PLAYTEST
BE
TA
follows closely behind its quarry, its footsteps echoing into
the darkness, but when its victim turns to look, they find
Betobeto-san
Small Fey (Yokai), Chaotic Neutral
themselves to be seemingly alone. Isolated in the darkness
and haunted by echoing footsteps, victims grow increasingly Armour Class 13 (natural armour)
fearful—a fear that the betobeto-san is eager to exacerbate; Hit Points 19 (3d6+9)
fear is its prize. Speed 30 ft.

Scary Sustenance. Betobeto-san sustain themselves on a STR DEX CON INT WIS CHA
diet of fear, but unless the impish yokai wishes it, their prey 12 (+1) 12 (+1) 16 (+3) 9 (-1) 13 (+1) 10 (+0)
is not truly harmed in this process. In fact, their ability to
devour fright has become revered by civilians and adventur- Damage Resistances bludgeoning, piercing, and slashing from
ers alike, with some attempting to tame and train betobe- nonmagical attacks
Condition Immunities frightened
to-san to aid in soothing the emotions of those suffering
Senses darkvision 60 ft., passive Perception 11
from extreme stress and nightmares. However, in communi- Languages —
ties where fear is an ever-present spectre, perhaps under the Challenge 1/2 (100 XP) Proficiency Bonus +2
reign of a cruel tyrant or in times of famine and war, these
small yokai become corrupted by the persistent atmosphere Surprise! If the betobeto-san is invisible when it rolls initia-
tive, it can choose to turn visible. If it does so, each creature
of dread. Such betobeto-san grow huge as they feast aggres-
within 10 feet of the betobeto-san that can see it must
sively and without caution, devouring a portion of their
succeed on a DC 13 Wisdom saving throw or become
victims’ souls in the process. These betobeto-sama are cruel frightened of it for 1 minute. A creature can repeat this
and dangerous, their mere presence perpetuating the dread save at the end of each of its turns, ending the effect on itself
that birthed them within desperate, haunted communities. on a success.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Devour Fear. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one frightened creature. Hit: 9 (2d8) piercing damage. When
a frightened creature is damaged by this attack, it gains im-
munity to the frightened condition for the next hour as the
betobeto-san devours its terror.
Sneak. The betobeto-san magically turns invisible until
the end of its next turn or until immediately after it makes
an attack.

Bonus Actions
Jump Scare. The betobeto-san attempts to frighten one
creature it can see within 30 feet of it. That creature must
succeed on a DC13 Wisdom saving throw or be fright-
ened of the betobeto-san for 1 minute. A creature can
repeat this save at the end of its turn, ending the effect on a
success. If a creature’s saving throw is successful or the effect
ends for it, the creature is immune to the betobeto-san’s
Jump Scare for the next 24 hours.

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BETA
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TA
BE

Betobeto-sama
Huge Fey (Yokai), Chaotic Evil

Armour Class 13 (natural armour)


Hit Points 200 (16d12 + 96)
Speed 30 ft

STR DEX CON INT WIS CHA


26 (+8) 9 (-1) 22 (+6) 9 (-1) 13 (+1) 10 (+0)
Saving Throws Str +12, Wis +5
Damage Resistances cold, necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities frightened, exhaustion
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
Languages —
Challenge 9 (5,000 XP) Proficiency Bonus +4
Surprise! If the betobeto-sama is invisible when it rolls initi-
ative, it can choose to turn visible. If it does so, each creature
within 60 feet of the betobeto-sama that can see it must suc-
ceed on a DC 18 Wisdom saving throw or become fright-
ened for 1 minute. A creature can repeat this save at the end
of each of its turns, ending the effect on itself on a success.
True Terror. A creature frightened by the betobeto-sama has
disadvantage on Intelligence and Wisdom saving throws and
on saving throws made to maintain concentration.

Actions
Multiattack. The betobeto-sama makes two attacks with any
combination of Betobeto-sama Slam and Feast of Fear.
Betobeto-sama Slam. Melee Weapon Attack: +12 to hit,
reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning
damage. If the target is a creature that isn’t frightened, it must
succeed on a DC 18 Wisdom saving throw or become
frightened of the betobeto-sama for 1 minute. If the target
is a frightened creature, it must succeed on a DC 18 Wis-
dom saving throw or become stunned until it is no longer
frightened. A creature can repeat this save at the end of each
of its turns, ending the effect on a success.
Feast of Fear. Melee Weapon Attack: +12 to hit, reach 10
ft., one stunned and frightened creature. Hit: 26 (4d8 + 8)
piercing damage, and the target’s Charisma score is reduced
by 1d4. The target dies if this reduces its Charisma to 0.
Otherwise, the reduction lasts until the target finishes a short
or long rest.

Bonus Actions
Betobeto-sama Sneak. The betobeto-sama magically turns
invisible until the end of its next turn or until immediately
after it makes an attack.

231

BETA
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BE
TA
Dodomeki
Greed incarnate, the dodomeki are covetous, fiendish yokai Dodomeki
infatuated with wealth and thievery. They take a distorted, Medium Fiend (Yokai), Neutral Evil
humanoid form, with flesh covered in twitching, bulging Armour Class 14 (natural armour)
eyes as black as a starless night. Their arms are grotesquely Hit Points 102 (12d8 + 48)
extended, their hair grows long and dark, and their grasping Speed 40 ft
claws are vicious and swift.
STR DEX CON INT WIS CHA
Deadly Treasure Hunters. Dodomeki stalk those who
radiate the stench of affluence, which dodomeki detect as 16 (+3) 16 (+3) 18 (+4) 11 (+0) 14 (+2) 12 (+1)
a sickly, sweet aroma. Cloaked by invisibility and aided Skills Perception +8, Sleight of Hand +9, Stealth +9
by a supernatural stealth, they brazenly pick the pockets Senses darkvision 60 ft., passive Perception 18
of nobles in broad daylight, retreating before their theft is Languages Abyssal, Common
detected. Should a wealthy merchant or courier with an ex- Challenge 5 (1,800 XP) Proficiency Bonus +3
pensive cargo be caught alone, a dodomeki will reveal itself,
Wealthsense. The dodomeki can sense the direction of any
reveling in cruel slaughter before meticulously stripping the valuable objects within 100 feet of it, including behind total
corpse of all valuable possessions. cover, as a saccharine aroma. The greater the greed an object
Insatiable Avarice. Devourers of treasure, dodomeki do inspires in others, the more potent the stench.
not keep hordes as dragons do. Their hunger for wealth is in- Grasping Thief. The first time the dodomeki hits a creature
satiable, but although they typically target gold, a dodomeki with its Wrenching Claw attack on its turn, it steals coins that
can covet and consume any object that inspires avarice in the creature is carrying worth a total value in gold pieces
equal to ten times the slashing damage dealt.
others. Because they target only those bearing riches, some
impoverished communities view their existence as divine ret- Actions
ribution for those who wield financial dominion over others. Multiattack. The dodomeki makes two Wrenching Claw
attacks.
Wrenching Claw. Melee Weapon Attack: +6 to hit, reach
10 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 5
(1d10) psychic damage.
Revel in Gold. The dodomeki magically feasts on any
treasure it is carrying, causing it to disintegrate into motes of
golden light. The dodomeki gains 1 temporary hit point for
every 10 gold pieces worth of objects it devours in this way,
up to a maximum of 25 temporary hit points.

Bonus Actions
Thieves’ Blessing (3/Day). The dodomeki magically turns
invisible for 1 minute or until it attacks or its concentra-
tion ends (as if concentrating on a spell). Any equipment the
dodomeki wears or carries is invisible with it.

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PLAYTEST
TA
BE

Dorotabō Dorotabō
Medium Undead (Yokai), Lawful Evil
A band of inquisitive boys crawl under hedgerows and over
fences beyond a long-abandoned track road leading out of Armour Class 15 (natural armour)
town, ignoring the flaking, painted warning signs plastered Hit Points 82 (11d8 + 33)
over along the road. As they heedlessly traipse across an Speed 30 ft.
abandoned rice field of mud and wilted plants, the earth
STR DEX CON INT WIS CHA
suddenly shifts beneath them. In horror, the trespassers
16 (+3) 11 (+0) 17 (+3) 9 (-1) 16 (+3) 10 (+0)
stand transfixed as a humanoid figure rises from the muck,
coated in soil and withered vines, its three fingers pointing Skills Nature +5
accusingly at the intruders. Only upon coming face to face Damage Resistances cold, necrotic; bludgeoning, piercing, and
with the slouching, decrepit form of the dorotabō do the slashing from nonmagical attacks
interlopers realise the folly of insatiable curiosity. Damage Immunities poison
Condition Immunities exhaustion, frightened, poisoned
Product of Hardwork. Akin to the onryō, dorotabō are
Senses darkvision 60 ft., passive Perception 13
vengeful spirits borne of the intense anguish of the dead. Languages the languages it knew in life
Unlike onryō however, who were warriors in life, dorotabō Challenge 5 (1,800 XP) Proficiency Bonus +3
were once common farmers. When a field is desecrated
by damage or neglect after the passing of its caretaker, the One With the Land. The dorotabō ignores difficult terrain
spirit of the one who once toiled so dutifully there becomes caused by magical and nonmagical plants, mud, swamps, or
other natural phenomena.
corrupted with anger and malice, transforming into a doro-
tabō, now cursed to haunt the land they once loved. Actions
Tied to the Land. Dorotabō are intimately tied to their Multiattack. The dorotabō makes three attacks with any
land; they are unwilling—and unable—to step foot outside combination of Three-Fingered Claw and Wrathful Scythe.
of its borders. Within their territory, they are able to ma- Three-Fingered Claw. Melee Weapon Attack: +6 to hit, reach
nipulate the earth itself, conjuring decay-ridden plants to 5 ft., one target. Hit: 10 (3d4 + 3) slashing damage, and the
entangle trespassers and bury them among the other foolish target must succeed on a DC 14 Constitution saving
dead. They are grim guardians, and their domination is throw or be poisoned for 1 minute.
absolute across their tiny kingdom, for who can know the Wrathful Scythe. Melee Weapon Attack: +6 to hit, reach 10 ft.,
land better than the farmer it once belonged to? one target. Hit: 9 (1d12 + 3) slashing damage, and the area
within 10 feet of the dorotabō becomes difficult terrain as
sickly, grasping plants manifest beneath the arc of the scythe.
These plants wither and fade 10 minutes after appearing.

Bonus Actions
Vengeful Earth (3/Day). Up to three creatures standing
on an area of earth within 60 feet of the dorotabō that it
can see are besieged by mouldering vines that burst from
the ground at their feet. Each creature must make a DC 14
Strength saving throw or be restrained for 1 minute.
A restrained creature can use its action to make a DC 14
Strength (Athletics) check, ending the effect on itself on a
success. A creature can also attack the vines to destroy them,
which have an AC of 12, 10 hit points, immunity to necrotic
damage, and vulnerability to fire damage.

233

BETA
PLAYTEST
BE
TA
Ebizo
Far beneath roiling ocean waves, in pitch darkness and and wisdom, an adage that rings particularly true among
numbing cold, only the hardiest and most tenacious life the ebi’ishi, for they never cease growing. Over time, their
forms endure. The Ebizo, a society of dangerous crustacean shells and claws become increasingly thick and mighty,
yokai, are notorious for their raids on coastal towns and with elders bearing carapaces so dense they deflect weapons
the plundering of ships foolhardy enough to stray into with the ease of waves breaking on rock. However, as their
their ocean territory. According to legend, in aeons past, weight and strength increase, their mobility suffers. The
they were once isetsu who threw off the shackles of divine ultimate fate of an ebi’ishi is for their carapace to grow so
imperative, forsaking their post on land and stepping will- heavy that it crushes the flesh within. To collapse under the
ingly into the ocean’s embrace. There, beneath the crushing weight of one’s shell is seen as an honourable death for an
pressure of ten-thousand fathoms, their shells and hearts otherwise unconquerable warrior of the Ebizo clan.
hardened in the deep, endless dark. If the tales of their
origin hold true, the irony is not lost on the isetsu; these
ancient cousins, who abandoned their roles as guardians of
Ebi’ishi
the shoreline, have become monstrous yokai, chief among Medium Fiend (Yokai), Lawful Evil
its greatest threats. Armour Class 17 (natural armour)
Current Affairs. Despite their clunky, encumbered Hit Points 120 (16d8 + 48)
appearance, none can navigate riptides and ride currents Speed 30 ft., swim 60 ft.
quite like the Ebizo—reading and sensing the flow of the STR DEX CON INT WIS CHA
water with a precision reminiscent of a hawk gliding on an 18 (+4) 16 (+3) 16 (+3) 9 (-1) 10 (+0) 12 (+1)
updraft. While uncontested combatants in water, they are
still formidable and ferocious on land, carrying the power Skills Athletics +6
and tenacity of the ocean wherever they tread. Damage Resistances cold, poison
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Society. Contrary to the stories told by landfolk, to Languages Aquan, Common
whom the Ebizo are naught but bloodthirsty pirates and Challenge 4 (1,100 XP) Proficiency Bonus +3
conquerors, Ebizo society is rich and complex. The primary
yokai of the clan are ebi’ishi, kanibozu, and zuwai, each Actions
with distinct talents and cultural importance. Although Multiattack. The ebi’ishi makes two attacks with any combi-
much of Ebizo society is crafted around oceanic conquest nation of Claw and Spear.
and battles with landfolk, they also engage in festivals, art, Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
religion, and industry. Ebizo are intelligent and articulate, Hit: 13 (2d8 + 4) piercing damage. Instead of dealing damage,
capable of reason and compromise, and, while undoubtedly the ebi’ishi can grapple the target (escape DC 16). Either
deadly and aggressive, aren’t devoid of kindness and mercy. way, if the target is a creature, it must succeed on a DC 14
Strength saving throw or drop whatever it’s holding.

Ebi’ishi Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or


range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
The bulk of the Ebizo clan’s warriors are ebi’ishi—hardy
lobster yokai with natural carapaces as durable as lacquered
Bonus Actions
armour. Their roles range from city guards to infantry Ink Spray (Recharge 4-6). The ebi’ishi hurls a glob of ink
soldiers, while elder ebi’ishi serve as elite juggernauts tasked at one creature it can see within 20 feet of itself. The target
must succeed on a DC 13 Constitution saving throw or
with the defence of zuwai. With experience comes strength
be blinded until the end of its next turn. While underwater,
the ebi’ishi instead expels an ink cloud in a 10-foot radius.
The cloud spreads around corners and heavily obscures the
area. Each creature other than the ebi’ishi that ends its turn
there must make a DC 13 Constitution saving throw,
taking 16 (3d10) poison damage on a failed save, or half as
much damage on a successful one. A strong current disperses
the ink cloud, which otherwise disappears at the end of the
ebi’ishi’s next turn.

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PLAYTEST
TA
BE

Ebi’ishi Elder Either way, if the target is a creature, it must succeed on a DC


17 Strength saving throw or drop whatever it’s holding.
Large Fiend (Yokai), Lawful Evil
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
Armour Class 22 (natural armour) range 20/60 ft., one target. Hit: 9 (1d6 + 6) piercing damage.
Hit Points 152 (16d10 + 64)
Speed 10 ft., swim 60 ft. Bonus Actions
Ink Spray (Recharge 3-6). The ebi’ishi hurls a glob of ink
STR DEX CON INT WIS CHA at one creature it can see within 60 feet of itself. The target
22 (+6) 7 (-2) 19 (+4) 9 (-1) 14 (+2) 12 (+1) must succeed on a DC 15 Constitution saving throw or be
blinded until the end of its next turn. While underwater, the
Skills Athletics +9 ebi’ishi instead expels an ink cloud in a 30-foot radius. The
Damage Resistances cold, poison; bludgeoning, piercing, and cloud spreads around corners and heavily obscures the area.
slashing damage from nonmagical attacks Each creature other than the ebi’ishi elder that ends its turn
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 there must make a DC 15 Constitution saving throw, taking
Languages Aquan, Common 27 (5d10) poison damage on a failed save, or half as much
Challenge 8 (3,900 XP) Proficiency Bonus +3 damage on a successful one. A strong current disperses the ink
cloud, which otherwise disappears at the end of the ebi’ishi
Actions elder’s next turn.
Multiattack. The ebi’ishi elder makes two attacks with any
combination of Claw and Spear.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
19 (2d12 + 6) piercing damage. Instead of dealing damage, the
ebi’ishi can grapple the target (escape DC 19).

235

BETA
PLAYTEST
BE
TA
Kanibozu Kanibozu
The kanibozu are esteemed nobles that form the backbone Medium Fiend (Yokai), Neutral
of the Ebizo society, often acting as teachers, seers, histori-
Armour Class 18 (natural armour)
ans, healers, and spies. These yokai have a particular affinity Hit Points 95 (10d8 + 50)
for illusion magic, with many legends told of kanibozu Speed 30 ft., swim 40 ft.
infiltrating isetsu outlooks disguised as roaming mercenaries
or masquerading as priests within monasteries, dutifully STR DEX CON INT WIS CHA
playing their roles for decades before being caught. In 17 (+3) 11 (+0) 20 (+5) 14 (+2) 10 (+0) 18 (+4)
their true form, every kanibozu carries a lantern—a focus
Skills Deception +7, Stealth +3
through which they channel their magic and an immutable
Damage Resistances cold, poison; bludgeoning, slashing, and
symbol of authority and status. In the haunting darkness piercing from nonmagical attacks
and crushing depths of the ocean, the distant, eerie light of Senses darkvision 60 ft., passive Perception 10
a kanibozu is a bolstering force of hope for the Ebizo and a Languages Aquan, Common
stern warning to its enemies. Challenge 5 (1,800 XP) Proficiency Bonus +3
Lantern Bearer. The kanibozu carries a lantern that sheds
bright light in a 10-foot radius and dim light for an addition-
al 10 feet. It can extinguish or light the lantern as a bonus
action. Creatures of the kanibozu’s choice within the lantern’s
light gain a 1d4 bonus to attack and damage rolls (included in
the kanibozu’s attacks).

Actions
Staff. Melee Weapon Attack: +6 plus 1d4 to hit, reach 5 ft.,
one target. Hit: 10 (1d8 + 1d4 + 3) bludgeoning damage.
Stinging Ray. Ranged Spell Attack: +7 plus 1d4 to hit, range
120 ft., one target. Hit: 22 (3d10 + 1d4 + 3) radiant damage.
Illusory Form. The kanibozu casts the disguise self spell, using
Charisma as the spellcasting ability (spell save DC 15).

Bonus Actions
Inversion Illusion. The kanibozu attempts to craft an illusion
in the mind of a creature it can see within 60 feet of it. The
target must make a DC 15 Wisdom saving throw. On a
failed save, the area within 20 feet of the kanibozu’s lantern
becomes obscured by pitch darkness for that creature, regard-
less of other illumination. The creature can repeat the saving
throw at the end of its turn, ending the effect on a success.

236
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BETA
PLAYTEST
TA
BE

Zuwai Zuwai
The Ebizo believe that all things belong to the ocean, and Large Fiend (Yokai), Lawful Evil
the ocean belongs to the zuwai. Matriarchs among the
Armour Class 19 (natural armour)
Ebizo, these deep-sea elementalists tower over the rest of Hit Points 178 (17d10 + 85)
the clan, both in stature and magical prowess. Among their Speed 40 ft., swim 60 ft.
kin, zuwai act as chieftains and battlefield commanders,
masterminding the flow of combat from afar and rarely STR DEX CON INT WIS CHA
engaging personally. However, should the need arise, zuwai 14 (+2) 20 (+5) 20 (+5) 18 (+4) 11 (+0) 18 (+4)
are fearsome warriors innately equipped with lethal magic.
Saving Throws Con +9, Wis +4
Their grace in battle is unmatched; the zuwai’s many limbs
Skills Acrobatics +9, Persuasion +8, Stealth +9
move with spectacular synchronicity as they channel the Damage Resistances cold, poison; bludgeoning, slashing, and
element of water through precise movements—an uncanny piercing from nonmagical attacks
union of delicate motion and crushing tidal force. In many Senses darkvision 60 ft., passive Perception 10
ways, zuwai are the ocean’s erratic temperament incarnate, Languages Aquan, Common
at one moment beautiful in tranquillity, the next terrifying Challenge 10 (5,900 XP) Proficiency Bonus +4
in tempestuous rage.
Magical Carapace (3/Day). When the zuwai fails a saving
throw, it can choose to succeed instead. If it does so, a layer
of its carapace shatters and sheds, and it has a -1 penalty to
AC until it finishes a long rest.

Actions
Multiattack. The zuwai makes two attacks with any combi-
nation of Claw and Tidal Surge.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (2d12 + 5) piercing damage, plus 13 (3d8) cold damage.
Tidal Surge. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 28 (8d6) bludgeoning damage, and if the target is a
creature, the zuwai can move that creature up to 30 feet in a
direction of its choice.
Tidal Grasp (Recharge 6). The zuwai conjures three tendrils
of undulating water that attempt to ensnare up to three
Large or smaller creatures within 60 feet of it. Each target
must succeed on a DC 16 Dexterity saving throw or be
restrained for 1 minute. While restrained in this way, a crea-
ture is also drowning—it cannot breathe, speak, or perform
the verbal components of spells. The target, or a creature
within 5 feet of it, can use an action to attempt a DC 16
Strength saving throw, ending the effect on it on a success.
Water Wyrm (1/Day). The zuwai casts the water wyrm* spell
(at 4th level), using Charisma as the spellcasting ability (spell
save DC 16, +8 to hit with spell attacks).
*See page 222

Reactions
Drowning Shield. When a creature within 60 feet of the
zuwai makes an attack roll, the zuwai can conjure a bubble of
water around itself. It gains a +5 bonus to AC until the start
of its next turn. If the zuwai is hit with an attack roll while
this shield is in place, the bubble bursts, and all other crea-
tures within 15 feet it must succeed on a DC 16 Strength
saving throw or take 22 (4d10) bludgeoning damage and be
knocked prone.

237

BETA
PLAYTEST
BE
TA
Jorogumo
Of all the fiendish yokai that prowl the land, few can match
the cunning and ingenuity of the jorogumo: a shapeshifting
spider-demon with a humanoid head and torso grotesquely
perched atop the abdomen of a giant spider. Horror stories
tell of quaint, luxurious roadside inns that seem to pop up
out of nowhere, beckoning merchants and travellers alike
with the promise of full bellies, soft sheets, and a charm-
ing host. Those foolish enough to be ensnared by these
promises never return—stolen from their beds, wrapped up
in sweet-scented silk, and dragged below the earth to the
jorogumo’s lair. Here they are left, desperate and strug-
gling, surrounded by the corpses of others caught by the
demon yokai, their muffled screams meritless as they lie
trapped in a dark, webbed tomb. Particularly sadistic
jorogumo visit their prey, singing soft tales of lost
love and fallen heroes, holding them in a tender
caress, and revelling in the thrill of their victims’
absolute terror before devouring them utterly.
Living Form. The jorogumo’s most subtle art is
that of shapeshifting, capable of assuming the form
of a Humanoid and integrating among its prey.
Some jorogumo spend years in plain sight, mim-
icking the lives and habits of ordinary townsfolk,
accruing a kill count in the hundreds over decades
of careful slaughter. To some jorogumo, this
sickly Humanoid pantomime is as satisfying as
the kill itself.
Empty Shell. The magic of the
jorogumo’s form extends beyond mere
shapeshifting. They must shed regularly
as they grow, and this discarded shell
of flesh and webbing holds magic of its
own. It is a husk—a mindless, predatory
shadow of the true jorogumo. While it
possesses no malice, it is still extremely
dangerous; jorogumo husks are driven only
by a relentless, aching need to be whole
once more. They burn with a yearning to
consume—to wrap around another as a
cocoon of flesh. Victims of jorogumo husks are
consumed, enveloped by the ghastly undead and
suspended within it. The husk and its slaughtered vic-
tim then undergo a metamorphosis, and a new jorogumo
is born, able to shapeshift into the likeness of the creature
the husk devoured.
Spider Arts. Jorogumo are consummate artists,
exhibiting mastery across various crafts, including car-
pentry, artifice, song, and dance. Their performances
are nothing short of sirenical, drawing in all manner
of beings who stand in awe at their beauty and talent,
blissfully unaware of the horror that awaits them just
below the floorboards of the stage.

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PLAYTEST
TA
BE

Jorogumo Venom Shot. Ranged Weapon Attack: +7 to hit, range 30/90 ft.,
one target. Hit: 20 (3d10 + 4) poison damage.
Large Fiend (Yokai), Lawful Evil
Charm. The jorogumo targets one Humanoid it can see within
Armour Class 16 (natural armour) 30 feet of it. If the target can see the jorogumo, the target
Hit Points 170 (20d10 + 60) must succeed on a DC 16 Wisdom saving throw or be
Speed 40 ft., climb 40 ft. charmed for the next 24 hours. The charmed target regards
the jorogumo as a delicate innocent to be loved and protected.
STR DEX CON INT WIS CHA Although the target isn’t under the jorogumo’s control, it takes
18 (+4) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 20 (+5) the jorogumo’s requests or actions in the most favourable way
it can. The first time on a turn the target takes damage, it can
Saving Throws Dex +6, Cha +8 repeat this saving throw, ending the effect on a success.
Skills Acrobatics +6, Deception +8, Performance +8, Persuasion
Webweaver. The jorogumo casts the web spell, requiring no
+8, Stealth +6
spell components, without requiring concentration, and using
Damage Resistances necrotic
Charisma as the spellcasting ability (spell save DC 16).
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned Venom Channeler (Recharge 5-6). The jorogumo channels a
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11 potent poison through its webbing. Each creature within 120
Languages Abyssal, Common, Sylvan feet of the jorogumo that is in contact with the same web as it
Challenge 7 (2,900 XP) Proficiency Bonus +3 must make a DC 16 Constitution saving throw. On a failed
save, a creature takes 36 (8d8) poison damage and suffers one
Spider Climb. The jorogumo can climb difficult surfaces, random condition chosen from the following options until the
including upside down on ceilings, without needing to make an end of its next turn. On a successful save, the creature takes half
ability check. as much damage and doesn’t suffer a condition.
Web Walker. While in contact with a web, the jorogumo knows 1. Blinded
the exact location of any other creature in contact with the
2. Frightened
same web. The jorogumo also ignores movement restrictions
caused by webbing. 3. Poisoned
Magic Resistance. The jorogumo has advantage on saving 4. Restrained
throws against spells and other magical effects. Shapeshifter. The jorogumo magically polymorphs into a Small
or Medium Humanoid. Its statistics and capabilities, other than
Actions its size, remain the same. It reverts to its true form if it makes
Multiattack. The jorogumo uses its Charm. It then makes two a Venom Shot attack, uses its Webweaver or Venom Channeler
Venom Shot attacks. It can replace one attack with a use of actions, or dies.
Webweaver.

239

BETA
PLAYTEST
BE
TA
Jorogumo Husk Spider Climb. The husk can climb difficult surfaces, includ-
ing upside down on ceilings, without needing to make an
Large Undead (Yokai), Chaotic Evil
ability check.
Armour Class 15 (natural armour) Web Walker. While in contact with a web, the husk knows
Hit Points 68 (8d10 + 24) the exact location of any other creature in contact with the
Speed 30 ft., climb 30 ft. same web. The husk also ignores movement restrictions caused
by webbing.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 1 (-5) 10 (+0) 1 (-5) Actions
Multiattack. The husk makes two attacks with any combina-
Skills Stealth +5
tion of Bite and Web.
Damage Resistances cold, necrotic
Damage Immunities poison Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Condition Immunities charmed, exhaustion, frightened, poi- 10 (2d6 + 3) piercing damage.
soned Web. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one crea-
Senses darkvision 60 ft., passive Perception 10 ture. Hit: The target is restrained by webbing. As an action, the
Languages — restrained target can make a DC 13 Strength check, bursting
Challenge 2 (450 XP) Proficiency Bonus +2 the webbing on a success. The webbing can also be attacked and
destroyed (AC 10; hp 5; vulnerability to fire damage; immu-
Aching Emptiness. When the husk kills a Humanoid with its nity to bludgeoning, poison, and psychic damage).
Devour attack, the Humanoid’s corpse is left suspended and
encased with webbing inside the husk’s carapace. Over the next Devour. Melee Weapon Attack: +5 to hit, reach 5 ft., one re-
24 hours, the two fuse together, and the husk is reborn as a strained creature. Hit: 28 (8d6) necrotic damage, and the target
jorogumo that can take the appearance of the Humanoid it is grappled (escape DC 13).
killed with its Shapeshifter action.

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BETA
PLAYTEST
TA
BE

Kamaitachi Kamaitachi
Small Fey (Yokai), Chaotic Neutral
The skittering click-clack of bladed forelimbs across a court-
yard’s stone paving is the telltale indicator of a kamaitachi Armour Class 14 (natural armour)
nearby. As nimble and flighty as mountain winds, these Hit Points 22 (4d6 + 8)
weasel-like yokai dart from shadow to shadow, kicking up Speed 40 ft., climb 30 ft.
whirling eddies of dust and leaves in their wake.
STR DEX CON INT WIS CHA
Deadly Scavenger. Kamaitachi prefer to scavenge food, 5 (-3) 15 (+2) 14 (+2) 7 (-2) 13 (+1) 16 (+3)
sneaking close to settlements and pilfering what they can
under the cover of darkness. If forced to hunt, they tend to Skills Acrobatics +4, Stealth +6
ambush prey, striking swiftly for a surgical, clean kill. Though Senses darkvision 60 ft., passive Perception 11
aggressive and dangerous in battle, kamaitachi are not mali- Languages —
cious and rarely strike without reason or provocation. Challenge 1 (200 XP) Proficiency Bonus +2

Reactive Power. The kamaitachi’s most unusual power Frenzy. After the kamaitachi makes its second attack roll on a
turn, it has advantage on attack rolls until the end of the turn.
is its ability to harness the strength of those it fights. When
threatened by a powerful predator, the yokai becomes a Actions
devastating flurry of blades, intimidating the foe with its Multiattack. The kamaitachi makes a number of Sickle Claw
lacerating performance before dashing away as a whirlwind attacks equal to the proficiency bonus of the first creature it
of fur and strikes. The greater the threat, the more deadly attacks on its turn (minimum of two).
the kamaitachi becomes; even the boldest adventurers and Sickle Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
mightiest monsters treat kamaitachi with respect. target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) slashing
damage for each other attack the kamaitachi has made
this turn.
Dust Devil. The kamaitachi conjures a small vortex of wind,
dust, and leaves around itself. Until the start of its next turn,
it levitates 4 inches above the ground. While floating in this
way, it can move normally, it ignores difficult terrain, and its
movement doesn’t provoke opportunity attacks.

241

BETA
PLAYTEST
BE
TA
Kappa Kappa
Small Fey (Yokai), Chaotic Neutral
A fisherman cautiously drops to his haunches by a sodden
Armour Class 14 (natural armour) riverbank and lays down a curious offering with a shaking
Hit Points 58 (9d8 + 18) hand. It is a bag of fresh cucumbers, each scrubbed and
Speed 30 ft., swim 30 ft. polished to perfection. Moments later, a scaly, webbed hand
breaks the surface of the water, and a kappa hauls itself from
STR DEX CON INT WIS CHA
the depths, its head covered by a smattering of river weeds.
16 (+3) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
It opens the bag and examines the goods carefully. Satisfied,
Skills Athletics +5 the kappa slings the bag over its back and leaps back into
Senses darkvision 60 ft., passive Perception 13 the water, returning with a basket of freshly caught fish for
Languages Common, Sylvan the fisherman moments later. Their trade completed, both
Challenge 2 (450 XP) Proficiency Bonus +2 fisherman and kappa go their separate ways, each with
Amphibious. The kappa can breathe air and water. dinner in hand and a smile on their face.
Honourable Combatant. If a creature bows to the kappa Candid Friend, Dangerous Foe. The kappa are well-
immediately after rolling initiative, the kappa will bow in re- known as honorable and trustworthy yokai; they will return
turn. Both creatures take a -5 penalty to their initiative roll. a bow to even the most hated adversary before battle and
Seasoned Wrangler. The kappa’s speed isn’t reduced while will never willingly break a promise. That said, they are ruth-
dragging a creature it is grappling. less and dangerous if threatened or insulted. Grasping hands
Water Bowl. The kappa takes 4 (1d8) necrotic damage when and uncanny strength make the kappa fearsome grapplers,
it is knocked prone, or at the start of its turn if it is upside often overpowering prey on land before dragging them into
down. This trait doesn’t trigger while the kappa is underwater. the waters to drown. Defeat at the hands of an angered kap-
pa leads to a clawing, desperate, and painful death.
Actions
Multiattack. The kappa makes two Rough-and-Tumble attacks.
Crying Over Spilled Water. Every kappa has a bowl-like
indentation on their heads that must be filled with water at
Rough-and-Tumble. Melee Weapon Attack: +6 to hit, reach
all times. Should this water ever dry up or spill, the kappa
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, plus
2 (1d4) bludgeoning damage if the target is grappled by weakens. To prevent evaporation, most kappa keep their
the kappa. heads covered with water weeds while on land. Should
Death Roll. The kappa rolls and thrashes a creature it is
a cunning foe knock a kappa over or trick them
grappling that is submerged in water. The creature must make into straying too far from a water source,
a DC 13 Strength saving throw, taking 21 (6d6) bludg- they can gain the upper hand in a
eoning damage on a failed save, or half as much damage on a battle with the unfortunate
successful save. Creatures without a swimming speed make yokai.
this save with disadvantage.
Water Magic. The kappa casts the water whip* spell, using
Wisdom as the spellcasting modifier (save DC 13, +5 to
hit with spell attacks). It can use the water in its head as the
source of water from which the whip emerges.
*See page 222

Bonus Actions
Rugged Grapple (Recharge 5-6). The kappa
attempts to grapple one creature within 5 feet of it.
The kappa has advantage on its ability check.

242
Chapter 14 | Creatures of the Yokai Realms
BETA
PLAYTEST
TA
BE

Komainu
With the agility of a hunting hound and the ferocious maw magic of the yokai soul they house, these stoic Fey elicit a
of a lion, these stone-skinned yokai are the dormant guard- variety of magical effects based on the material from which
ians of shrines and holy places. If a long-abandoned temple they are crafted. Though typically made of stone or jade,
hasn’t yet been plundered of its treasure, these ever-vigilant legend tells of mighty komainu cast from precious metals
protectors are the likely explanation; should a would-be like adamantine and gold who keep watch over treasure
thief defile a site guarded by komainu, the petrified statues beyond imagination.
spring to life, their spectral manes igniting with a rum-
The Beginning and the End. Komainu are commonly
ble that rings deep into the ancient stones of the temple.
found in pairs, with each creature’s maw displaying one of
Screams of pain usually follow.
two syllables: “Un” or “Ah”. These sounds represent the begin-
Artisanal Guardians. In the folktales of many races, ning and end of all things, respectively. Komainu displaying
komainu have simply “always been”—where a shrine exists, a snarling, closed-mouthed “Un” might manifest powers of
komainu are there to guard it. Some tales, shared among healing, growth, and light, while those showing a roaring,
only the most ancient communities, tell of foreboding yokai open-mouthed “Ah” can unleash devastating waves of necrotic
spirits, attracted to areas of intense devotion, finding a energy or banish interlopers to a distant plane of existence.
home in these painstakingly carved statues. Channelling the

243

BETA
PLAYTEST
BE
TA
Stone Komainu Divine Mace. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6)
Medium Fey (Yokai), Lawful Good
radiant damage.
Armour Class 16 (natural armour) Beginning and End. The komainu switches between its “Un”
Hit Points 30 (4d8 + 12) and “Ah” forms.
Speed 40 ft., climb 30 ft. Manifestation (Recharge 6). The komainu manifests one of
STR DEX CON INT WIS CHA the following effects.
17 (+3) 15 (+2) 17 (+3) 7 (-2) 15 (+2) 13 (+1) Duskbringer (Ah Form Only). The komainu exhales wither-
ing energy in a 15-foot cone. Each creature in that area must
Skills Athletics +5, Acrobatics +4, Stealth +6 make a DC 13 Constitution saving throw, taking 18 (4d8)
Damage Resistances necrotic, poison necrotic damage on a failed save, or half as much damage on a
Condition Immunities charmed, exhaustion, frightened, petri- successful one.
fied Shrineward (Un Form Only). The komainu conjures a
Senses darkvision 60 ft., passive Perception 12 nonmagical wall of stone at a point it chooses with 60 feet of
Languages — it, composed of three contiguous 10-foot-by-10-foot panels. If
Challenge 2 (450 XP) Proficiency Bonus +2 the wall cuts through a creature’s space when it appears, the
creature must succeed on a DC 13 Dexterity saving throw
Radiant Mane. Any creature grappling the komainu takes 5
or take 9 (2d8) bludgeoning damage and be knocked prone
(2d4) radiant damage at the start of its turn, and the komainu’s
in the nearest unoccupied space of the komainu’s choice. Each
weapon attacks count as magical for the purpose of overcoming
panel has AC 15 and 30 hit points. A panel crumbles to dust if
resistances and immunity to nonmagical attacks.
it is reduced to 0 hit points or after 1 minute.
Statue Form. While the komainu’s Radiant Mane is not active
(see Fortification of Stone) and it remains motionless, it is indis- Bonus Actions
tinguishable from an ordinary statue. Fortification of Stone. The komainu’s spirit retreats back into
its body. It loses its Radiant Mane trait, can’t use or recharge its
Actions Manifestation action, has its speed reduced by 10 feet, and gains
Multiattack. The komainu makes one Claw attack and one resistance to bludgeoning, slashing, and piercing damage. This
Divine Mace attack. effect lasts until the komainu ends it as a bonus action, reigniting
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: its Radiant Mane.
8 (2d4 + 3) slashing damage.

244
Chapter 14 | Creatures of the Yokai Realms
BETA
PLAYTEST
TA
BE

Jade Komainu Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (1d12 + 4) bludgeoning damage.
Large Fey (Yokai), Lawful Good
Divine Orb. Ranged Weapon Attack: +6 to hit, range 120 ft.,
Armour Class 16 (natural armour) one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 3 (1d6)
Hit Points 52 (5d10 + 25) radiant damage.
Speed 40 ft., climb 30 ft. Manifestation (Recharge 6). The komainu manifests one of
STR DEX CON INT WIS CHA the following effects.
18 (+4) 15 (+2) 20 (+5) 7 (-2) 17 (+3) 13 (+1) Dawnbringer (Un Form Only). The komainu exhales bril-
liant, radiant energy in a 30-foot cone. Each creature of the
Skills Athletics +6, Acrobatics +4, Stealth +6 komainu’s choice in that area gains 18 (4d8) temporary hit
Damage Resistances necrotic, poison; bludgeoning, piercing, and points.
slashing from nonmagical attacks Banishment (Ah Form Only). The komainu exhales astral
Condition Immunities charmed, exhaustion, frightened, energy in a 30-foot cone. Roll 12d6; the total is how many
petrified hit points of creatures this spell can affect. Creatures in the
Senses darkvision 60 ft., passive Perception 12 area are affected in ascending order of their current hit points.
Languages — Subtract each creature’s hit points from the total before mov-
Challenge 4 (1,100 XP) Proficiency Bonus +2 ing on to the creature with the next lowest hit points. A crea-
ture’s hit points must be equal to or less than the remaining
Radiant Mane. Any creature grappling the komainu takes 11
total for that creature to be affected. An affected creature is
(2d10) radiant damage at the start of its turn, and the komainu’s
teleported to a random location 1d6 miles away. If a creature
weapon attacks count as magical for the purpose of overcoming
can’t be teleported, it is sent to a harmless demiplane; while
resistances and immunity to nonmagical attacks.
there, the target is incapacitated.
Statue Form. While the komainu’s Radiant Mane is not active
(see Fortification of Gemstone) and it remains motionless, it is Bonus Actions
indistinguishable from an ordinary statue. Fortification of Gemstone. The komainu’s spirit retreats
back into its body. It loses its Radiant Mane trait, can’t use or
Actions recharge its Manifestation action, has its speed reduced by 10
Multiattack. The komainu makes one Claw attack, one Bite feet, gains resistance to all damage dealt by spells, and has
attack, and one Divine Orb attack. advantage on saving throws against spells and other magical
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: effects. This effect lasts until the komainu ends it as a bonus
9 (1d10 + 4) slashing damage. action, reigniting its mane.

Korōri
There exists a yokai whose deadliness is deceptive, whose
appearance does not reflect the devastation it leaves in
its tread. Long-limbed and tiger-striped, the korōri is a
docile-looking creature most commonly found hiding
inside tunnels and caves, scuttling away frantically at signs
of danger. Despite its cowardice and unassuming presence,
however, the korōri is deadly, producing a vicious poison
that will lay an entire village to waste if allowed to settle.
Patient Predator. The korōri hunts by finding a secluded
hiding place and lying in wait, curling up into a ball while
opening stripe-like vents across its body. From these vents, a
lethal, poisonous fume seeps into the area around it. The poi-
son is odourless, almost impossible to detect until the sickness
sets in. Some say the korōri reeks of death and decay, but this
is inaccurate. The odour of rot that follows its arrival is the
stench of living creatures around the korōri that fall prey to its
deadly miasma. Only after it detects the scent of rotting flesh
does the korōri emerge from its hiding place to feed.

245

BETA
PLAYTEST
BE
TA
Bringer of Illness. There is nary a creature more widely immune to venoms and toxicants. The korōri is considered
feared than this innocuous yokai. While kaiju can destroy a harbinger of pestilence, a demon of plague and ruin, and
cities in mere minutes, there is no Monstrosity, Fiend, or a herald of death and rot by cultures from all corners of
Fey that can lay waste to a populace in such a subtle and the realm. A single korōri footprint found on the outskirts
silent manner as the korōri. Its poison twists the mind and of a town is grounds enough for the whole settlement to
senses, inciting harrowing hallucinations and excruciating evacuate immediately.
anguish before death, sparing none, even creatures typically

Korōri Actions
Large Fiend (Yokai), Unaligned Multiattack. The korōri makes two attacks with any combina-
Armour Class 17 (natural armour) tion of Bite and Venom Shot.
Hit Points 152 (16d10 + 64) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Speed 40 ft., climb 20 ft. 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage, and
the target must succeed on a DC 15 Constitution saving
STR DEX CON INT WIS CHA throw or be poisoned for 1 minute. A poisoned creature can
18 (+4) 20 (+5) 19 (+4) 9 (-1) 14 (+2) 5 (-3) repeat the saving throw at the end of each of its turns, ending
the poisoned condition on a success.
Skills Stealth +8 Venom Shot. Ranged Weapon Attack: +7 to hit, range 20/60 ft.,
Damage Immunities poison one target. Hit: 10 (3d6) poison damage, and the target must
Condition Immunities poisoned succeed on a DC 15 Constitution saving throw or fall
Senses darkvision 60 ft. prone and be poisoned for 1 minute. A poisoned creature
Languages — can repeat the saving throw at the end of each of its turns,
Challenge 8 (3,900 XP) Proficiency Bonus +3 ending the poisoned condition on a success.
Hallucinogenic Poison. A creature poisoned by the korōri must Pestilent Burst (Recharge 5-6). The korōri releases a sicken-
make a DC 15 Wisdom saving throw at the start of each of ing burst of poison. Each creature within 30 feet of the korōri
its turns. On a failed save, it becomes frightened of all other must make a DC 15 Constitution saving throw, taking 42
creatures until the start of its next turn and must use its action (12d6) poison damage and becoming poisoned for 1 minute
that turn to make one attack against the closest creature it can on a failed save, or taking half as much damage and not be-
see within 30 feet of it, believing it to be a terrifying foe. If no coming poisoned on a successful one. A poisoned creature can
creature is visible within 30 feet, it falls prone. repeat the saving throw at the end of each of its turns, ending
Harrowing Stench. A creature that starts its turn within 20 the poisoned condition on a success.
feet of the korōri takes 9 (2d8) poison damage. Creatures
within 20 feet of the korōri have disadvantage on saving
throws to avoid or end the poisoned condition.
Magical Toxin. Korōri’s attacks and effects that deal poison
damage ignore poison resistance.

246
Chapter 14 | Creatures of the Yokai Realms
BETA
PLAYTEST
TA
BE

Nue
An eerie, whistling call, like that of a white thrush, is a Nueko
warning that man, beast, and yokai alike have long learned Tiny Fey (Yokai), Chaotic Neutral
to fear. It is the call of the nue, a chimeric yokai with Armour Class 12
the skull of a monkey, the body of a tiger, and a tail that Hit Points 18 (4d4 + 8)
morphs into a venomous serpent. Rumoured to be the first Speed 30 ft., climb 30 ft.
true yokai, it is an ancient sovereign of beasts and an omen
of disaster and dread. Sowing chaos wherever it roams, the STR DEX CON INT WIS CHA
nue’s ferocity and unpredictable magic represent the last 7 (-2) 14 (+2) 15 (+2) 7 (-2) 16 (+3) 12 (+1)
remnant of a forgotten, untamed world.
Skills Stealth +4
Nue’s Curse. The nue is notorious for its disaster field—a Damage Immunities poison
chaotic, magical aura that inflicts misfortune upon all with- Condition Immunities poisoned
in its proximity. This power is intertwined with the nue’s Senses darkvision 30 ft., passive Perception 13
mythology, with many stories reciting how its appearance Languages —
coincided with great tragedy and cataclysm. Some folktales Challenge 1/2 (100 XP) Proficiency Bonus +2
speak of the nue’s curse targeting specific individuals, ren-
dering great warriors and emperors alike helplessly sick for Actions
nights on end until either they or the nue are killed. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
Nueko. Nue have litters of three to five young every cen-
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
tury, and the birth of these young, called nueko, are signifi- get. Hit: 4 (1d4 + 2) piercing damage, and if the target is a
cant spiritual moments. While carrying neuko, mother nue creature, it must succeed on a DC 12 Constitution saving
are dangerously aggressive and powerful, their disaster fields throw or be poisoned until the end of its next turn.
growing so potent that they disrupt the weather, generating
thick, black clouds that plunge acres of land into perpet- Bonus Actions
ual darkness and misfortune. Nueko are highly valued by Growl (Recharge 6). The nueko growls affectionately.
spellcasters, their gentler nature, charming appearance, and Creatures within 10 feet of it must succeed on a DC 13
innate intelligence making them prized familiars. Unlike the Wisdom saving throw or be charmed for 1 minute.
nue, who’s chimeric body serves a singular, lethal purpose,
a neuko’s head and tail are independent, often play-fighting
with one another and competing for food. Only after a nue-
ko grows into a nue across the first decade of its life do its
simian head and serpent tail synchronise into a single mind.

247

BETA
PLAYTEST
BE
TA
Nue
Large Fey (Yokai), Chaotic Neutral

Armour Class 17 (natural armour)


Hit Points 51 (6d10 + 18)
Speed 40 ft., climb 40 ft., fly 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 18 (+4) 17 (+3) 7 (-2) 16 (+3) 12 (+1)
Skills Perception +7, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 17
Languages telepathy 120 ft. (Beasts only)
Challenge 4 (1,100 XP) Proficiency Bonus +3
Disaster Field. Other creatures within 10 feet of the nue
must roll a d6 and subtract the number rolled from their
ability checks and saving throws.

Actions
Multiattack. The nue makes one Bite attack, one Claw
attack, and one Tail attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage.
If the nue’s attack roll exceeds the target’s AC by 5 or more,
the target is also poisoned until the end of its next turn.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 6 (1d4 + 4) piercing damage. If the target is poisoned, it
takes an extra 16 (3d10) poison damage.
Beast Sovereign. The nue casts command, requiring no spell
components and using Wisdom as the spellcasting ability
(save DC 13). It must target a Beast, issuing the command
telepathically.

Bonus Actions
Whistling Howl (Recharge 6). The nue lets out a howl.
Each friendly creature within 30 feet of it that can hear the
howl gains advantage on saving throws against the fright-
ened condition for 1 minute. Each other creature within 30
feet of it that can hear the howl must succeed on a DC 13
Wisdom saving throw or be frightened for 1 minute. A
frightened creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

248
Chapter 14 | Creatures of the Yokai Realms
BETA
PLAYTEST
TA
BE

249

BETA
PLAYTEST
BE
TA
Ancient Nue Actions
Large Fey (Yokai), Chaotic Neutral Multiattack. The nue makes one Bite attack, one Claw attack,
Armour Class 18 (natural armour) and one Tail attack. It can replace one of these attacks with a
Hit Points 189 (18d10 + 90) use of Beast Sovereign.
Speed 60 ft., climb 60 ft., fly 40 ft. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
19 (3d8 + 6) piercing damage plus 7 (2d6) poison damage. If the
STR DEX CON INT WIS CHA nue’s attack roll exceeds the target’s AC by 5 or more, the target
22 (+6) 20 (+5) 21 (+5) 7 (-2) 16 (+3) 14 (+2) is also poisoned until the end of its next turn.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Skills Perception +11, Stealth +9 Hit: 16 (3d6 + 6) slashing damage.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Damage Immunities poison Hit: 11 (2d4 + 6) piercing damage. If the target is poisoned, it
Condition Immunities poisoned takes an extra 33 (6d10) poison damage.
Senses darkvision 120 ft., passive Perception 21 Beast Sovereign (3/Day). The nue issues a telepathic command
Languages telepathy 120 ft. (Beasts only) to up to three Beasts it can see within 60 feet of itself. Each
Challenge 10 (5,900 XP) Proficiency Bonus +4 target must succeed on a DC 15 Wisdom saving throw or
be forced to use its action on its next turn to attack one crea-
Disaster Field. Other creatures within 15 feet of the nue must ture of the nue’s choice.
roll a d10 and subtract the number rolled from their ability
checks and saving throws. Bonus Actions
Nue’s Curse. A creature hit by three of the nue’s attacks in one Whistling Howl (Recharge 5-6). The nue lets out a howl.
turn must make a DC 15 Charisma saving throw. On a failed Each friendly creature within 60 feet of it that can hear the
save, the target is cursed—its creature type becomes Beast, its howl gains advantage on saving throws against the frightened
Intelligence and Charisma scores fall to 5 if they weren’t already condition for 1 minute. Each other creature within 60 feet of
lower, and it can’t cast spells or speak. The creature can still it that can hear the howl must succeed on a DC 15 Wisdom
identify friends and foes, attack, and use magic items. This curse saving throw or be frightened for 1 minute. A creature
lasts until the creature finishes a short or long rest, or until the that fails this saving throw by 5 or more and is frightened is also
nue choses to lift the curse (no action required) or dies. paralyzed until the start of its next turn. A frightened creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

250
Chapter 14 | Creatures of the Yokai Realms
BETA
PLAYTEST
TA
BE

Ōmukade
In the depths of a green dragon’s lair, a group of adventurers Anti-Draconic Measures. An ōmukade’s prowess against
stands paralysed in awe. Before them, the broken corpse of dragons doesn’t stem from sheer audacity and strength; its
their draconic quarry lies lifeless, its rib cage crushed, its very body is designed to withstand and thrive in the face of
neck broken, and its body surrounded by mysterious, trans- everything a dragon can unleash. With chitinous armour
lucent eggs. As if in answer to their bewilderment, a chilling able to absorb elemental energy and a mighty, constricting
hiss reverberates from the darkness of the cavern. Chitinous body to grapple prey and prevent flight, the ōmukade is
scale by colossal, chitinous scale, an ōmukade unfurls its an arsenal of anti-dragon attributes, putting even the most
segmented, obsidian form, rising up over the tarnished renowned dragon slayers to shame.
metal trinkets of the late dragon’s horde. It looms over the
trespassers with mandibles bared—mandibles stained green
with the crimson ichor of a butchered dragon. Ōmukade Spawn
Eater of Dragons. Many myths and folktales speak of Medium Fey (Yokai), Chaotic Neutral
dragons as apex predators: fearless masters of their domain, Armour Class 16 (natural armour)
unmatched by any. These myths and folktales are wrong. Hit Points 58 (9d8 + 18)
The ōmukade are mighty, insectoid yokai who not only Speed 30 ft., climb 30 ft.
hold power comparable to dragons but harbour an insatia-
ble desire to feast on draconic flesh. It is rumoured that the STR DEX CON INT WIS CHA
ōmukade were created by gods to balance the ego of drag- 17 (+3) 16 (+3) 14 (+2) 5 (-3) 10 (+0) 8 (-1)
onkind: a nightmare to remind them of their fragile mortal- Saving Throws Dexterity +5, Constitution +4
ity. Although their origin is shrouded in myth, the hatred of Damage Resistances acid, cold, fire, lightning, thunder
dragons is real and innate to all ōmukade—adults relentless- Senses darkvision 60 ft., passive Perception 10
ly seek draconic creatures to devour, laying eggs in a defeated Languages —
dragon’s nest for their spawn to devour its wyrmlings. Challenge 3 (700 XP) Proficiency Bonus +2
Reactive Growth. When the ōmukade spawn takes acid,
cold, fire, lightning, or thunder damage, its size increases by
one category if there is room (to a maximum of Huge). Each
time this occurs, its weight is multiplied by eight, the reach of
its Raptorial Stab attack increases by 5 feet, and its weapon
attacks deal an extra 1d8 damage. This trait then can’t trigger
again until the start of the ōmukade spawn’s next turn. When
the ōmukade spawn finishes a long rest, it returns to its nor-
mal size and these benefits end.
Crusher. A creature that starts its turn grappled by the
ōmukade spawn takes 3 bludgeoning damage.

Actions
Multiattack. The ōmukade spawn makes two Raptorial Stab
attacks.
Raptorial Stab. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature smaller than the ōmukade spawn. Hit: 14 (2d10 + 3)
bludgeoning damage and the target is grappled (escape DC
13) if the ōmukade isn’t already constricting a creature. The
target is restrained until this grapple ends.

251

BETA
PLAYTEST
BE
TA
Ōmukade Actions
Huge Fey (Yokai), Chaotic Neutral Multiattack. The ōmukade makes one Bite or Swallow attack
Armour Class 21 (natural armour) and two Raptorial Stab attacks.
Hit Points 187 (15d12 + 90) Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Speed 50 ft., burrow 30 ft., climb 50 ft. Hit: 25 (4d8 + 7) piercing damage. If the target is a creature
smaller than the ōmukade, it is grappled (escape DC 20). Un-
STR DEX CON INT WIS CHA til this grapple ends, the target is restrained and the ōmukade
24 (+7) 18 (+4) 22 (+6) 5 (-3) 10 (+0) 8 (-1) can’t use its Bite attack on another target.
Constrict. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Saving Throws Dex +9, Con +11 creature smaller than the ōmukade. Hit: 62 (10d10 + 7) bludg-
Damage Resistances acid, cold, fire, lightning, thunder; bludg- eoning damage and the target is grappled (escape DC 20).
eoning, piercing, and slashing from nonmagical attacks The target is also restrained until this grapple ends.
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception
10 Raptorial Stab. Melee Weapon Attack: +12 to hit, reach 15 ft.,
Languages — one target. Hit: 20 (3d8 + 7) piercing damage.
Challenge 15 (13,000 XP) Proficiency Bonus +5 Swallow. Melee Weapon Attack: +12 to hit, reach 10 ft., one
creature two or more sizes smaller than it that is grappled by
Reactive Growth. When the ōmukade takes acid, cold, fire, the ōmukade. Hit: 25 (4d8 + 7) piercing damage. The creature is
lightning, or thunder damage, its size increases by one category also swallowed, and the grapple ends. The swallowed creature is
if there is room (to a maximum of Gargantuan). Each time this blinded and restrained, it has total cover against attacks and
occurs, its weight is multiplied by eight, the reach of its Raptorial other effects outside the ōmukade, and it takes 28 (8d6) acid
Stab attack increases by 5 feet, and its weapon attacks deal an damage at the start of each of the ōmukade’s turns.
extra 1d8 damage. This trait then can’t trigger again until the
If the ōmukade takes 30 damage or more on a single turn
start of the ōmukade’s next turn. When the ōmukade finishes a
from a creature inside it, the ōmukade must succeed on a DC
long rest, it returns to its normal size and these benefits end.
26 Constitution saving throw at the end of that turn or
Crusher. A creature that starts its turn grappled by the regurgitate all swallowed creatures, which fall prone in a space
ōmukade takes 15 bludgeoning damage. within 10 feet of it. If the ōmukade dies, a swallowed creature
is no longer restrained by it and can escape from the corpse by
using 15 feet of movement, exiting prone.

252
Chapter 14 | Creatures of the Yokai Realms
BETA
PLAYTEST
TA
BE

Onryō Onryō
Medium Undead (Yokai), Lawful Evil
In the forsaken aftermath of a bloodied battlefield, a band
of thieves ventures forth under cover of darkness, their aim Armour Class 16 (breastplate)
fixed upon the arms and armour they can pluck from the Hit Points 44 (8d8 + 8)
rotting flesh of the recent dead. Their greed-fuelled eupho- Speed 30 ft.
ria fades abruptly, however, as a solitary silhouette emerges
STR DEX CON INT WIS CHA
from the ruins, its shambling gait resonating with the steady
17 (+3) 16 (+3) 13 (+1) 9 (-1) 9 (-1) 16 (+3)
clash of rusted steel. An onryō, awakened from its sepulch-
er, its hollow sockets burning with an otherworldly light, Saving Throws Con +3, Cha +5
raises a blade to punish the fools who dare trespass upon its Skills Stealth +5
resting place. Damage Resistances acid, fire, lightning, thunder; bludgeoning,
Fueled by Vengeance. When a strong-willed individual piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
dies an untimely death with hatred lingering in their heart,
Condition Immunities charmed, exhaustion, frightened, grap-
they find a vicious calling beyond death as an onryō: a fear- pled, paralysed, petrified, poisoned, prone, restrained
some Undead warrior hellbent on vengeance. Some claim Senses darkvision 120 ft., passive Perception 9
that only by appeasing their thirst for revenge can an onryō Languages the languages it knew in life
find solace. Nevertheless, many onryō arise from large con- Challenge 3 (700 XP) Proficiency Bonus +2
flicts, devoid of a singular focus upon which to exact their
Incorporeal Movement. The onryō can move through other
retribution and calm their raging spirit. As a result, most
creatures and objects as if they were difficult terrain. It takes
onryō still haunt the place of their demise, weapons drawn, 5 (1d10) force damage if it ends its turn inside an object.
standing over the rotting corpses they left behind, ready to
Wrathful Undead. If the onryō takes damage that would re-
add another to the pile. duce it to 0 hit points, it is reduced to 1 hit point instead. This
Warrior Scorned. Despite their decrepit appearance, on- trait doesn’t activate if the onryō has taken radiant damage
ryō retain the combat abilities they had in life—only more since the start of its last turn. In addition, while the onryō has
1 hit point, a creature within 5 feet of it that damages it takes
powerful, unfettered by the weaknesses of a mortal body.
2 (1d4) necrotic damage.
Knowing no pain, fear, or notion of surrender, a blood-
thirsty onryō is an unrelenting force driven to endless battle Appeasement. At the start of the onryō’s turn, if it has 1
hit point and no non-Undead creature has attacked it since
by the fury that binds them beyond the grave.
the start of its last turn, its soul calms. The onryō dissipates
into motes of emerald light and vanishes from this world, its
rusted armour falling to the ground, empty.

Actions
Multiattack. The onryō makes two attacks with any combi-
nation of Spirit Blade and Spirit Bow.
Spirit Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) necrotic damage. If the target isn’t
an Undead, it must succeed on a DC 13 Wisdom saving
throw or become frightened for 1 minute. A frightened
creature can repeat this save at the end of each of its turns,
ending the effect on a success.
Spirit Bow. Ranged Weapon Attack: +5 to hit, range 150/600
ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Soul Wrench (Recharge 6). The onryō lets loose a hateful
blast of necrotic magic, attempting to rend the soul of a vul-
nerable creature. One frightened creature the onryō can see
within 15 feet of it must succeed on a DC 13 Charisma
saving throw or be reduced to 1 hit point.

253

BETA
PLAYTEST
BE
TA
Mounted Onryō Appeasement. At the start of the onryō’s turn, if it has 1 hit
point and no non-Undead creature has attacked it since the
Large Undead (Yokai), Lawful Evil
start of its last turn, its soul calms. The onryō dissipates into
Armour Class 16 (breastplate) motes of emerald light and vanishes from this world, its rusted
Hit Points 78 (12d10 + 12) armour falling to the ground, empty.
Speed 60 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The onryō makes two attacks with any combina-
20 (+5) 16 (+3) 13 (+1) 9 (-1) 9 (-1) 16 (+3) tion of Spirit Blade and Spirit Bow.
Spirit Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Saving Throws Con +4, Cha +6
target. Hit: 9 (1d8 + 5) necrotic damage. If the target isn’t an
Skills Stealth +6
Undead, it must succeed on a DC 14 Wisdom saving throw
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
or become frightened for 1 minute. A creature can repeat
piercing, and slashing from nonmagical attacks
this save at the end of each of its turns, ending the effect on
Damage Immunities cold, necrotic, poison
a success.
Condition Immunities charmed, exhaustion, frightened, grap-
pled, paralysed, petrified, poisoned, prone, restrained Spirit Bow. Ranged Weapon Attack: +6 to hit, range 150/600 ft.,
Senses darkvision 120 ft., passive Perception 9 one target. Hit: 7 (1d8 + 3) necrotic damage.
Languages the languages it knew in life Soul Wrench (Recharge 5-6). The onryō lets loose a hateful
Challenge 5 (1,800 XP) Proficiency Bonus +2 blast of necrotic magic, attempting to rend the soul of a vulnera-
ble creature. One frightened creature the onryō can see within
Incorporeal Movement. The onryō can move through other 15 feet of it must succeed on a DC 14 Charisma saving
creatures and objects as if they were difficult terrain. It takes 5 throw or be reduced to 1 hit point.
(1d10) force damage if it ends its turn inside an object.
Wrathful Undead. If the onryō takes damage that would Bonus Actions
reduce it to 0 hit points, it is reduced to 1 hit point instead. Ghastly Charge. The onryō moves up to 60 feet in a straight
This trait doesn’t activate if the onryō has taken radiant damage line without provoking opportunity attacks. Each creature it
since the start of its last turn. In addition, while the onryō has 1 passes through in this way must succeed on a DC 14 Constitu-
hit point, a creature within 5 feet of it that damages it takes 2 tion saving throw or take 11 (2d10) cold damage.
(1d4) necrotic damage.

254
Chapter 14 | Creatures of the Yokai Realms
BETA
PLAYTEST
TA
BE

Ryume Ryume
Large Celestial (Yokai), Lawful Good
Adorning the walls of monasteries, alongside fearsome
Armour Class 14 depictions of gods and mighty heroes, are renderings of gen-
Hit Points 68 (8d10 + 24) tle equine creatures known as ryume. These celestial white
Speed 40 ft., fly 40 ft. dragon-horses, rumoured cousins of the legendary kirin, are
often depicted soaring through the heavens, trailing dancing
STR DEX CON INT WIS CHA
motes of light.
18 (+4) 18 (+4) 16 (+3) 12 (+1) 16 (+3) 14 (+2)
Gifted Guardians. It is said that the ryume were the
Skills Perception +5 last of the great gifts imparted to the material world by
Condition Immunities charmed, frightened the gods. They bore weary travellers and refugees on their
Senses darkvision 60 ft., passive Perception 15 backs, galloping over ocean and cloud to a land free from
Languages Celestial, Common, telepathy 30 ft. the ravages of war and kaiju. There they remained as distant
Challenge 3 (700 XP) Proficiency Bonus +2
protectors, untamed and proud, ensuring the wellbeing and
Blessed Steed. A creature mounted on a willing ryume gains tranquillity of those they saved.
a +1 bonus to AC and can add 1d4 to the first attack roll,
ability check, or saving throw it makes on each turn. Peaceful Wanderers. Now, having outlived their mortal
charges, the ryume wander the land, their elegant hooves
Merciful Enchantment. When the ryume would reduce a
creature to 0 hit points with its Hooves or Divine Bolt attack, it
careful never to trample even the smallest of innocent crea-
can choose to reduce that creature to 1 hit point instead. If the tures. A feeling of peace, the touch of a gentle summer sun,
ryume does so, that creature falls unconscious for 1 minute, and a voice as sweet as the ringing of silver bells accompany
or until another creature uses an action to shake it awake. the breathtaking sight of this wandering yokai.
Trampling Charge. When the ryume moves at least 20
feet straight toward a target and then hits it with its Hooves
attack on the same turn, the target takes an extra 4 (1d8)
bludgeoning damage. If the target is a creature, it must suc-
ceed on a DC 14 Strength saving throw or fall prone.

Actions
Multiattack. The ryume makes two attacks with any combi-
nation of Hooves and Divine Bolt.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
Divine Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 8 (1d10 + 3) radiant damage, and if the target is a
creature, the ryume gains temporary hit points equal to half
the radiant damage dealt.

255

BETA
PLAYTEST
BE
TA
Ryuto
Under a cold drizzle of rain, beneath the tender first rays of
a silent, spring morning, pinpricks of coloured flame ignite
one by one. They materialise over the mossy stones, un-
bound to fuel or form, buoyed gently on a delicate breeze.
As the moments pass, the light sprites grow in number and
vitality, dancing around one another and up into the sky.
The rainfall intensifies, but the flames burn untroubled as
they coalesce into the shape of the mighty behemoth that
was once honoured at this shrine. A single, fiery being,
formed of hundreds of tiny flame-like bodies, soars and
spirals in the morning light, an homage to a long-forgotten
kaiju whose power lingers in the sacred soil long after its
rampage has ended.
Presence of Power. Where kaiju can be found, so too
can ryuto—a phenomenon observed across realms, from
mountain shrine to vast ocean. These mysterious fire spirits
congregate in places where a kaiju’s power can be felt. When
many ryuto assemble in one place, they coalesce like drop-
lets of water into a spectacular swarm of fire—a flaming
form that mimics that of the kaiju who’s strength drew
them there.
Signs of Appeasement. Ryuto are often seen as an emo-
tional mirror to kaiju, and are thus watched closely by vil-
lagers and adventurers alike. A serene night illuminated by
their playful dance signifies tranquillity, while their agitated
and erratic flight foretells impending catastrophe. Time and
again, a well-known proverb rings true: “When the kaiju’s
wrath is kept at bay, the ryuto will come to play.”

Ryuto
Tiny Elemental (Yokai), Neutral

Armour Class 12
Hit Points 2 (1d4)
Speed 0 ft., fly 5 ft. (hover)

STR DEX CON INT WIS CHA


3 (-4) 14 (+2) 10 (+0) 3 (-4) 13 (+1) 10 (+0)
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities fire
Condition Immunities exhaustion, grappled, prone, restrained
Senses blindsight 30 ft., passive Perception 11
Languages —
Challenge 0 (10 XP) Proficiency Bonus +2
Coalesce. When one hundred or more ryuto are gathered
within a 50 foot cube, they immediately coalesce into a
ryuto swarm.
Glow. The ryuto sheds bright light in a 10-foot radius and
dim light for an additional 10 feet.

Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 2 (1d4) fire damage.

256
Chapter 14 | Creatures of the Yokai Realms
BETA
PLAYTEST
TA
BE

Ryuto Swarm (Dragon Form)


Large Swarm of Tiny Elementals (Yokai), Neutral

Armour Class 14
Hit Points 57 (6d10 + 24)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


13 (+1) 18 (+4) 18 (+4) 3 (-4) 13 (+1) 10 (+0)
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities fire
Condition Immunities charmed, exhaustion, frightened, grap-
pled, paralysed, petrified, prone, restrained, stunned
Senses blindsight 30 ft., passive Perception 11
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
Flaming Glow. The swarm sheds bright light in a 60-foot
radius and dim light for an additional 30 feet.
Sparking. When the swarm has fewer than half of its hit
points, its size is reduced to Medium, and its Fire Breath deals
only 10 (3d6) fire damage. When the ryuto swarm has 10
or fewer hit points, its size is reduced to Small, and its Fire
Breath deals only 7 (2d6) fire damage.
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening
large enough for a Tiny ryuto. The swarm can’t regain hit
points or gain temporary hit points.

Actions
Touch. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 15 (2d10 + 4) fire damage.
Fire Breath (Recharge 5-6). The swarm exhales a burning
torrent of flame in a 15-foot cone. Each creature in that
area must make a DC 14 Dexterity saving throw, taking
14 (4d6) fire damage on a failed save, or half as much damage
on a successful one.

257

BETA
PLAYTEST
BE
TA
Swarm of Tsukumogami
For many, pristine palaces of gleaming stone and resplend- Hyakki Yagyro Harbinger. Swarms of tsukumogami are
ent glory are nothing compared to the charming, ramshack- often seen in the days preceding the parade of one thou-
le homes of ordinary townsfolk. Each house has its unique sand demons—the infamous Hyakki Yagyo. This ancient,
quirks and charm, stacked side-by-side along winding city annual tradition is one that requires extensive preparation,
streets, brimming with life and character. Some yokai feel and Humanoids know well to heed the excitable behaviour
the same, seeking homes not in ornate statues or mighty of tsukumogami as a warning of mightier spirits coming.
trees, but in everyday, tattered objects—a perfect, cosy rest- During the parade, tsukumogami enjoy possessing instru-
ing place. The lesser, playful yokai spirits who occupy such ments and forming large, musical swarms at the head of the
objects are the tsukumogami. pack. Their ruckus is legendary; tsukumogami are famously
A Playful Gang. Tsukumogami often gather for ad- as enthusiastic as they are incompetent when it comes to
ventures of mischief and exploration. Under the cloak of creating music.
twilight, a stray sandal, a crooked umbrella, and a shattered
lantern might join forces for a night on the town. Despite
being individually feeble spirits, the havock a swarm of pos- Swarm of Tsukumogami
sessed objects can cause while rampaging through a town is Medium Swarm of Tiny Fey (Yokai), Chaotic Neutral
not to be underestimated. They enjoy “dancing” with hu- Armour Class 14
mans, a terrifying experience for their unfortunate partner Hit Points 33 (6d8 + 6)
caught in a maelstrom of excitable footwear and umbrellas. Speed 30 ft., fly 20 ft.
Usually a victim is able to escape relatively unscathed, but
those who cannot find themselves lifted bodily into the air STR DEX CON INT WIS CHA
and flown about town, the yokai confusing their passen- 14 (+2) 18 (+4) 12 (+1) 5 (-3) 12 (+1) 16 (+3)
ger’s terrified shrieks for howls of delight. Generally, these Skills Athletics +4, Intimidation +5, Stealth +6
victims are unceremoniously deposited atop a strangers roof Damage Resistances bludgeoning, piercing, and slashing from
when the swarm grows weary of them. Tsukumogami rarely nonmagical attacks
attack other creatures unprovoked, but they are dangerous Condition Immunities charmed, frightened, grappled, para-
if threatened or frightened, and are best avoided if spotted lysed, petrified, prone, restrained, stunned
at night. Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2
Joyrider. The swarm’s speed isn’t reduced while dragging a
creature it is grappling.
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening
large enough for a Tiny tsukumogami. The swarm can’t regain
hit points or gain temporary hit points.

Actions
Bombardment. Melee Weapon Attack: +6 to hit, reach 0 ft.,
one target in the swarm’s space. Hit: 9 (2d4 + 4) bludgeoning
damage plus 4 (1d8) psychic damage.
Spook. One creature occupying the swarm’s space must
succeed on a DC 13 Wisdom saving throw or become
frightened for 1 minute. The creature can repeat this
saving throw at the end of each of its turns, ending the effect
on a success.

Bonus Actions
Abduction. The swarm attempts to grapple one creature
sharing its space. If the swarm has at least half of its hit points,
it has advantage on its Strength (Athletics) check.

Reactions
Mischievous Tactics. When a creature within 5 feet of the
swarm misses it with an attack roll, the swarm can knock the
creature prone.

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Taki Reiō
A hulking, tusked demigod with vibrant blue skin strides and brutal, a stalwart combination of physical strength and
through a flooding village. Unfazed by the tumultuous water magic. Taki reiō are unwavering in their ideals and
current and driving torrential rain, it seizes person and goals, and once moved to action, are as sure to accomplish
livestock alike, lifts them above the water, and bears them their task as rain is to fall.
to safety atop its mighty shoulders. Even as the storm rages, Fragment of the Divine. There are multiple taki reiō
the creature works tirelessly to save any being trapped by across the world, and all share one origin. An ancient guard-
the rising water. With the village in desperate peril and its ian deity, unshakable in his crusade against evil, fragmented
inhabitants resigned to their fate, a taki reiō has come to himself and spread across the land. Each fragment took ref-
answer the prayers and pleas of those in need. uge under the waterfalls the god once held sacred, becoming
Immovable Force. Often depicted in folktales and tap- taki reiō. With sword in hand, each immovable giant stands
estries as standing motionless under a crushing waterfall, a vigilant under their waterfall, awaiting any sign of evil they
taki reiō is as resolute as stone and indomitable as the river must rise to vanquish.
that splits the mountain in two. In battle, they are direct

Taki Reiō Giant. The taki reiō can wield melee weapons with the
Two-handed property in only one hand, and it ignores nonmagi-
Huge Celestial (Yokai), Lawful Good
cal difficult terrain.
Armour Class 17 (natural armour) Legendary Resistance (3/Day). If the taki reiō fails a saving
Hit Points 162 (13d12 + 78) throw, it can choose to succeed instead.
Speed 50 ft., swim 30 ft. Magic Resistance. The taki reiō has advantage on saving
STR DEX CON INT WIS CHA throws against spells and other magical effects.
27 (+8) 14 (+2) 22 (+6) 12 (+1) 16 (+3) 12 (+1) Actions
Saving Throws Dex +7, Wis +8, Cha +6 Multiattack. The taki reiō makes three attacks with any combi-
Skills Athletics +18, Perception +8 nation of Bludgeon, Grasp, and Greatsword.
Damage Resistances necrotic, radiant; bludgeoning, piercing, and Bludgeon (Must be Grappling a Medium or Smaller Crea-
slashing from nonmagical attacks ture). Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Damage Immunities cold, poison Hit: 15 (2d6 + 8) bludgeoning damage, and the creature it is
Condition Immunities charmed, exhaustion, frightened, para- grappling takes the same damage.
lysed, poisoned, stunned Grasp. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Senses darkvision 30 ft., passive Perception 18 Hit: 11 (1d6 + 8) bludgeoning damage, and if the taki reiō isn’t
Languages Celestial, Common, Sylvan grappling a creature, the target must succeed on a DC 21
Challenge 13 (10,000 XP) Proficiency Bonus +5 Strength or Dexterity saving throw (target’s choice) or be
Brawler. The taki reiō is proficient with improvised weapons grappled (escape DC 21).
and can use a Medium or smaller creature it is grappling as an Greatsword. Melee Weapon Attack: +13 to hit, reach 15 ft., one
improvised weapon. target. Hit: 15 (2d6 + 8) slashing damage.
Crushing Force. When the taki reiō hits a creature with Waterfall (Recharge 4-6). The taki reiō conjures a crushing
three or more Grasp or Greatsword attacks on a single turn, cascade of water that falls in a 30-foot-tall cylinder with a
the creature’s size is halved in all dimensions, and its weight 10-foot radius at a point it can see within 120 feet of itself.
is reduced to one-eighth of its current weight. This reduction Each creature in the area must make a DC 19 Strength
decreases its size by one category—from Medium to Small, for saving throw, taking 28 (8d6) bludgeoning damage and falling
example. The target also has disadvantage on Strength checks prone on a failed save, or taking half as much damage and not
and Strength saving throws, and its weapons also shrink to falling prone on a successful one.
match its new size. While its weapons are reduced, the target’s
attacks with them deal 1d4 less damage (this can’t reduce the Reactions
damage below 1). These changes last until the target finishes Vengeance. When a creature within 15 feet of the taki reiō
a short or long rest. If this trait would reduce a target’s size hits it with an attack roll, the taki reiō can make one Great-
below Tiny, that creature dies instead, its body vanishing into sword attack against that creature.
nothingness, and it can’t be resurrected by any means short of
the wish spell.

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Wanyudo Wanyudo
Medium Fiend (Yokai), Chaotic Evil
Age-old stories tell that when the soul of a sinner flees
after death, fearful of an afterlife of retribution and divine Armour Class 15
punishment, a fearsome yokai spirit is born to hunt them Hit Points 52 (8d8 + 16)
down. Echoing clacks of a speeding wheel on a dirt track, Speed 60 ft.
regular and thunderous as a racing heartbeat, reverberate STR DEX CON INT WIS CHA
through the night as the wanyudo hunts. Appearing as a
18 (+4) 20 (+5) 14 (+2) 9 (-1) 12 (+1) 16 (+3)
wheel wreathed in hellfire, with a grimacing face at its cen-
tre, wanyudo are among the most ghastly yokai known—a Skills Athletics +8
bizarre and terrifying creature of incredible speed and Damage Resistances fire
demonic appetite. Condition Immunities exhaustion, frightened
Senses darkvision 120 ft., passive Perception 11
Wheel of Misfortune. Wanyudo have no need for
Languages Infernal
physical sustenance; they replenish their frenzied energy Challenge 3 (700 XP) Proficiency Bonus +5
by feasting on souls, snatching them from freshly killed
Humanoids. They prefer to use their speed to scavenge kills Battering Ram. If the wanyudo moves at least 10 feet
from other creatures, but will hunt for victims themselves straight toward a target and then immediately hits it with a
if necessary. They bolt over the long, winding tracks of the Slam attack, the target takes an extra 9 (2d8) bludgeoning
damage. If the target is a creature, it must make a contested
countryside, sprinting hell-for-leather in pursuit of solitary
Strength (Athletics) check against the wanyudo, the loser
prey. Once a target is found, they strike swiftly and dart of which falls prone.
off, avoiding counter attacks as they steadily batter hapless
It’s Wheely Fast. The wanyudo doesn’t provoke opportunity
victims to death in blitzing runs of flame. attacks when it moves out of an enemy’s reach.
Ready to Roll. The wanyudo can stand up from prone using
5 feet of movement.

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.

Bonus Actions
Hyper Dash. The wanyudo takes the Dash action, but falls
prone at the end of its turn.

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Yuki no Ko
Amidst the howling winds of a deadly blizzard, a humanoid or culture their forebears may once have had has long since
figure strides atop the snow, their steps as light and graceful been chiselled away by centuries of cold and darkness. With
as a leaf resting on water. Their skin and hair glisten with hearts icy to the tribulations of others and potent magic at
white, crackling frost. The landscape is marked with statues their command, the once Humanoid yuki no ko are now
of once-living creatures—flash-frozen, encased, and preserved winter yokai themselves.
forever in ice, and yet the individual strides onward, unboth- Snow Spirit’s Weakness. Although the gift of the yuki
ered by the climate or death that surrounds them. To the onna is great—the yuki no ko are impervious to the extreme
yuki no ko, the biting, icy chill is a gentle caress; what cold climate of permafrost—it comes at heavy price; anything
can bother a being who houses a piece of winter itself within? above freezing temperature is nigh unbearable for them,
Frostbitten Legacy. The name yuki no ko refers not to with prolonged exposure to heat lethally dangerous. As a
one individual, but to a group of Elemental specialists who result, these Elemental warriors are seldom found beyond
chose to isolate themselves in the coldest corners of the the mountain peaks and tundras they call home, making
realm to hone their craft. They follow a path passed down them a rare sight reserved for the boldest explorers or most
to them by an ancient yuki onna, imbuing their ances- isolated enkoh villagers. It is said that their very presence
tors with a shred of the snow yokai’s essence—the gift to will bring about a blizzard, but in reality, yuki no ko are the
endure and manipulate ice and snow. Whatever ties to kin ones chasing the snowstorm.

Yuki no Ko Actions
Medium Elemental (Yokai), Neutral Multiattack. The yuki no ko makes two attacks with any com-
Armour Class 14 bination of Glacial Slash and Ice Flash.
Hit Points 51 (6d8 + 24) Glacial Slash. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6)
cold damage.
STR DEX CON INT WIS CHA Ice Flash. Ranged Spell Attack: +6 to hit, range 120 ft., one tar-
10 (+0) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 18 (+4) get. Hit: 9 (1d10 + 4) cold damage.
Skills Stealth +6 Invoke Blizzard (Recharge 5-6). The yuki no ko magically con-
Damage Immunities cold, poison jures a frigid tempest around itself. Each creature within 30 feet
Condition Immunities exhaustion, poisoned of the yuki no ko must make a DC 14 Constitution saving
Senses darkvision 60 ft., passive Perception 12 throw, taking 13 (3d8) cold damage on a failed save, or half as
Languages Common, Primordial much damage on a successful one. If a creature fails this save by
Challenge 2 (450 XP) Proficiency Bonus +2 5 or more, it also gains 1 level of exhaustion.
Armour of Ice. The yuki no ko forms freezing, icy armour
Ice Lancer. The yuki no ko’s attacks ignore temporary hit around a creature it can see within 60 feet of itself. The crea-
points granted to a creature by the yuki no ko’s Armour of Ice ture can make a DC 14 Dexterity saving throw, avoiding
action, striking the target’s hit points directly. being encased in the armour on a success. When armoured in
Ice Walk. The yuki no ko can move across ice, a creature gains 13 (3d8) temporary hit points and takes
and climb icy surfaces without needing to 13 (3d8) cold damage at the start of each of its turns. This cold
make an ability check. Additionally, damage ignores temporary hit points, damaging the target’s hit
difficult terrain composed of ice or points directly. The armour is destroyed when these temporary
snow doesn’t cost it extra movement. hit points are depleted or the Yuki no Ko dies. A creature im-
mune to cold damage bearing this armour also has a +1 bonus
to its AC and saving throws.

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Yuki no Ko

Yuki Onna Wraith

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Yuki Onna Wraith Yuki Onna Wraith
Medium Fiend (Yokai), Chaotic Evil
Well-travelled merchants and world-weary adventurers tell
of a sinister spirit that makes its home amidst the freezing Armour Class 14
winds and eternal white of the mountain tops—a ghostly Hit Points 104 (16d8 + 32)
apparition that moves with unearthly grace, their silent Speed 30 ft.
steps leaving no imprint on the snow-covered land. While
STR DEX CON INT WIS CHA
accounts of the encounter vary depending on the speaker,
15 (+2) 18 (+4) 14 (+2) 7 (-2) 18 (+4) 14 (+2)
all share the common themes of dread and the chilling grasp
of ice that saps all strength and hope. Even a whisper of Skills Perception +7
the name yuki onna causes the breath behind the words to Damage Resistances bludgeoning, piercing, and slashing from
rise like white steam on a winter’s morning, and the mere nonmagical attacks
mention of this creature is sufficient to send shivers down Damage Immunities cold
the spine of even the most battle-hardened warrior. Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 17
Snow-fallen Influence. Once upon a time, the yuki Languages Common, Primordial
onna was far less malevolent—a winter yokai that drifted Challenge 8 (3,900 XP) Proficiency Bonus +3
peacefully across isolated, beautiful lands of velvet snow.
They shared secrets with Humanoids who sought knowl- Ice Lancer. The yuki onna’s attacks ignore temporary hit
edge, and they protected enkoh and other creatures that points granted to a creature by the yuki onna’s Ice Prison
trait, striking at the target’s hit points directly.
found homes in their desolate lands. But alas, when a
catastrophic event now lost to time brought an icy and Ice Prison. When the yuki onna deals cold damage to a
creature, that creature gains temporary hit points equal to
painful death to the many innocent souls that shared their
the cold damage dealt, as foul magic encases the target in a
frigid home, the restless spirits of the frozen dead became layer of ice. While a creature has these temporary hit points,
intertwined with the snow yokai’s being. The horror and its speed is reduced by 10 feet, it has vulnerability to fire
pain transformed the yuki onna, giving birth to a ghastly damage, and it can’t gain temporary hit points by any means
yokai wraith that wanders the land as a harbinger of ice-cold other than this trait. Temporary hit points from this trait add
death and anguish. together, and a creature can’t refuse to gain temporary hit
points from this trait. If a creature has temporary hit points
Cold Vengeance. After becoming infused with the equal to or greater than half its hit point maximum from this
restless souls of those who found an untimely, freezing feature, it is incapacitated and restrained as it becomes
demise, the yuki onna’s desires changed to reflect those of fully encased in ice. Creatures incapacitated in this way gain 1
the dead. No longer concerned with merely watching over point of exhaustion at the start of each of their turns.
their domain, the wraith is now obsessed with seeking out Ice Walk. The yuki onna can move across and climb icy
any source of warmth and destroying it. All must give way surfaces without needing to make an ability check. Addition-
to the cold and the dark. If the souls it carries were deprived ally, difficult terrain composed of ice or snow doesn’t cost it
of all warmth in their wretched death, why should others be extra movement.
allowed to have it?
Actions
Multiattack. The yuki onna makes two attacks with any
combination of Necrotic Slash and Icy Wind.
Necrotic Slash. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) necrotic damage plus 10 (3d6)
cold damage.
Icy Wind. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 17 (2d12 + 4) cold damage, and if the target is a
creature, it must succeed on a DC 15 Constitution saving
throw or have disadvantage on attack rolls until the end of
its next turn.

Bonus Actions
Haunting Wail (1/Day). The yuki onna lets loose a haunting,
echoing wail. Each other creature within 30 feet of it that
can hear it must succeed on a DC 13 Wisdom saving
throw or become frightened for 1 minute. A creature
frightened in this way has vulnerability to cold damage. A
creature can repeat this save at the end of each of its turns,
ending the effect on itself on a success.

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Legal
Alright folks, legalese is intimidating. This first bit is plain
English. All characters, items, creatures, and spells in this
publication are original creations of Loot Tavern Publishing
(a.k.a. LTP). Please don’t replicate or distribute this unless
it is a direct link to where we host it (this is our livelihood!).
All spells, items, and monsters are designated product iden-
tity and are not open content. That includes proper nouns
including, but not limited to Ryoko, Bombuku, Bakekujira,
Bakuryo, Magatsuchi, Raiko, Nomi, etc., as well as spells,
magic items, and player options.
This work includes material taken from the System Ref-
erence Document 5.1 (“SRD 5.1”) by Wizards of the Coast
LLC and available at https://dnd.wizards.com/resources/
systems-reference-document. The SRD 5.1 is licensed
under the Creative Commons Attribution 4.0 International
License available at https://creativecommons.org/licenses/
by/4.0/legalcode.
This work also includes material taken from works pub-
lished by Plane Shift Press, with permission. Contact Loot
Tavern for more information on content specifics.

Copyright Notice
• Ryoko’s Guide to the Yokai Realms © 2023, Max War-
telle, Mohammed Bellafquih, and William Earl.
• L’Arsene’s Ledger of Treasure and Trinkets © 2023, Max
Wartelle, Mohammed Bellafquih.
• Heliana’s Guide to Monster Hunting © 2022, Jesse Jack-
daw, Max Wartelle, Mohammed Bellafquih

265

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