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Spellfire Blade Referred to As a Mind Blade, Differs in Color and Shape According to His Per- Sonality, Mental Strength, and Even Mood

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CREDITS Artwork Lead Designer, Concept, Writing, and Art Direction The artwork in this handbook is all created by Yannick Bouchard. A huge thanks goes out to him, for allowing me to include his illustrations herein. Marc Altfuldisch If you find his artwork intriguing, you should check out his gallery here: Balance, Flavor, and Playtesting yannickbouchard.deviantart.com. If you’d like to commission him, you can [email protected] Marc Altfuldisch contact him here: . David Moore Created for Thank You! Dungeons & Dragons 5th Edition by This book is made as a Pay What You Want title in celebration of the massive Heroes of the Orient, a 5th edition supplement support Heroes of the Orient: Player’s and DM’s Companion has received from the community. My sincerest thanks to the DMsGuild community. Your support and feed- back has been much more than I ever could have hoped for. I would also like to thank Wizards of the Coast and OneBookShelf for creating a platform where content creators, DMs and players can be a part of a worldwide community and help shape ideas and adventures all around the world. Thank you all.

- Marc Altfuldisch

ON THE COVER In this beautiful illustration by artist Yannick Bouchard, a young kensai spends her morning bonding with her weapon.

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All other original material in this work is copyright ©2016 by Marc Altfuldisch and published under the Community Content Agreement for Dungeon Masters Guild. Any reproduction or unauthorized use of the original material herein is strictly prohibited without my express written consent. Martial Disciplines Soulknife A soulknife recognizes his own mind as the most beautiful - and the most deadly - thing in all creation. With this understanding and through extend- ed practice, a soulknife learns to forge his mental strength into a shim- mering blade of semisolid psychic energy. Each soulknife’s personal blade, Spellfire Blade referred to as a mind blade, differs in color and shape according to his per- sonality, mental strength, and even mood. Although no two mind blades Using a bonus action, you can set a weapon ablaze, dealing fire or radiant look alike, all share the same lethal qualities. Because soulknives turn the damage (your choice) until the start of your next turn. power of their minds to such weaponry, they are notorious for their vio- Spellfire Incantations lence. Starting at 6th level, whenever you would learn a kensai maneuver, you can While caution and forethought go into a soulknife’s preparation for ad- learn a spellfire incantation in its place. You can choose from the various in- venture, most have a hard time restraining their natural bravado and show- cantations listed below. Spellfire incantations add, twist or weaken magical manship. After all, how many adventurers can dispatch opponents with a effects near you. blade materialized from pure thought? Thus, for many soulknives, adven- While wielding your bonded weapon and capable of speech, as an ac- turing presents an opportunity to do what they love most: Wield the ideal- tion you can expend 2 ki to utter a spellfire incantation. The incantation ized blade wrought of their innermost desires. lasts for 1 minute, or until you utter another incantation. The effect may Maneuvers also end early if you lose concentration (as if concentrating on a spell), if You can choose your maneuvers from the Legacy Maneuvers list, detailed you drop your bonded weapon, if you become unconscious, or die. at the end of the kensai class description in Heroes of the Orient, and the Mental Redoubt and Psionic Maneuvers list detailed at the end of this class description. You utter a mystical incantation, creating a 15-foot sphere of protective Psionic maneuvers that let you cast a spell neither require verbal nor mate- energies around you. There sphere grants you and friendly creatures rial components. within range resistance to psychic damage and advantage on Dueling Intelligence, Wisdom, and Charisma saving throws. When you are wielding a melee weapon in one hand and no other weapons, Planar Warp you gain a +2 bonus to damage rolls with that weapon. You utter an alien incantation, distorting planar boundaries in a 15-foot Mindblade sphere around you. Within the sphere, the Ethereal plane blends into Using a bonus action, while not bonded to a physical weapon, you can cre- your current plane. Any creatures on the Ethereal plane within 10 feet of ate a semisolid blade composed of psychic energy distilled from your own you are visible to all on your plane. The incantation has no effect if used mind that extends from your forearm. Once you learn to bond with a weap- while on the Ethereal plane. Ring of Fire on, this blade counts as your bonded weapon, and gains all the bonuses a bonded weapon does. You do not need to maintain a bond with this weap- You utter an incantation, conjuring forth a 10-foot diameter, 10-foot high, on. A mindblade cannot be coated with poison or similar substances. 1 inch thick opaque ring of fire around you which moves with you. The blade dissipates if you drop to 0 hit points, fall unconscious, be- When the ring appears, each creature within its area must make a Dex- come stunned, or dissipate it yourself as a bonus action. terity saving throw. On a failed save, a creature takes 4d8 fire damage, or The blade deals 1d6 psychic damage on a successful hit. It’s damage in- half as much damage on a successful save. creases as you gain levels in this class, and can manifest a sharper blade. Any creature that ends its turn within 5 feet of the ring’s outside takes Once you reach 5th level, it’s damage increases to 1d8, at 11th level it in- 4d8 fire damage. A creature takes the same damage when it enters the creases to 1d10, and at 17th level it increases to 1d12. ring for the first time on a turn or ends its turn there. The inside of the You use your Charisma in place of Strength for your attack and damage ring deals no damage. rolls with your mindblade. Searing Radiance Additionally, beginning at 6th level, you can manifest your mindblade as You utter an incantation, conjuring forth thin and whispy flames to a free action by expending 1 Ki point. wreathe your body and bonded weapon. You shed bright light in a 10- You cannot have more than one mindblade active at any one time. foot radius and dim light for an additional 10 feet. You gain resistance to Throw Mindblade cold damage, don’t suffer any negative effects from cold weather, you are Starting at 6th level, when you take the Attack action you can throw your immune to diseases, and your bonded weapon is set ablaze as with your mindblade with a range of 30/60. The mindblade disappears as soon as it Spellfire Blade feature. hits a target. Additionally, whenever a creature within 5 feet of you hits you with a Knife to the Soul melee attack, the flames erupt with flame, dealing 2d8 fire damage to the attacker. Starting at 10th level, when you hit a creature with your mindblade, you Shimmering Mirage can expend 2 Ki to strike at the target’s soul. The target must attempt a Charisma saving throw against your maneuver save DC. On a failed save, You utter an unintelligible incantation, bending the very air around you until the beginning of your next turn, the creature loses one type of damage into a shimmering mirage shaped like a 15-foot sphere. Any creature resistance of your choice except bludgeoning, piercing, or slashing. outside the mirage has disadvantage on attack rolls on creatures within Thought Shield the mirage, and creatures within the mirage have disadvantage on attack rolls against creatures outside and inside the mirage. An attacker is im- Starting at 15th level, your thoughts can’t be read by telepathy or other mune to this effect if it doesn’t rely on sight, as with blindsight, or can see means unless you allow it. You also have resistance to psychic damage, and through illusions, as with truesight. whenever a creature deals psychic damage to you, that creature takes the Spellfire Ward same amount of damage that you do. Ki-Guided Blade You utter an ancient incantation, granting you and friendly creatures within 5 feet of you resistance to damage from spells. Starting at 18th level, when you would miss an attack with your mindblade, Spellfire Resilience you can expend any number of Ki points to increase your attack roll by 2 Beginning at 10th level, you learn to use spellfire energy to speed up your for each Ki point expended. natural healing. At the start of each of your turns, you gain temporary hit Spellfire Incanter points equal to your Charisma modifier, provided that you have at least 1 Spellfire incanters are kensai that have a deep and pure connection to the hit point. Weave, dedicatingSample themselves to combating dark magic such as maho or Diamond Soul file the twisted Jigoku-fuelled magic performed by oni. Spellfire incanters don’t Beginning at 15th level, your mastery of ki and arcane understanding grant cast spells themselves, but they do deal with magic in its raw form, shaping you proficiency in all saving throws. it according to their own desires rather than any external laws of magic. Spellfire Surge The spellfire teachings they follow are used to alter their immediate sur- Beginning at 18th level, as a bonus action, you can gain an additional ac- roundings in remarkable and unique ways with powerful incantations, to tion this turn. That action can be used only to take the Attack (one attack ignite their weapon, or to increase their speed immensely. only), Dash, Disengage, Hide, or Use an Object action. Additionally, your Maneuvers walking speed increases by 10 feet this turn. You can choose your maneuvers from the Legacy Maneuvers list, detailed You can use this feature a number of times equal to your Charisma at the end of the kensai class description in Heroes of the Orient. modifier. You regain all expended charges when you finish a long rest.