Oniborne
Oniborne
Oniborne are descendants of fiendish yokai. Saturated in magic, oniborne innately command primal, supernatural forces. An oniborne’s retort may physically scold the body of a foe, flesh might glow under their palms in moments of compassion, or they may physically shrink when gripped with terror.
Children of Darkness, The life of an oniborne is one plagued by fear and suspicion. Being descendants of the oni, grotesque and dangerous yokai, many humanoids view oniborne as savage, ugly, and cruel. These are ancient stereotypes, passed from parent to children, bedtime tales of terror. All oniborne, be they virtuous or villainous, suffer under this crude prejudice.
Oniborne reverberate with magic in a way unlike any other race. In the legendary words of Yonobu: “We simply feel more”. Be it the blood rage of warfare or the serene tranquility of meditation, oniborne revel in the full gamut of life’s experiences. For this reason, many oniborne are drawn to thrilling, high-risk lifestyles, often becoming big game hunters, soldiers of fortune, or travelling performers.
- ASI: Your constitution increases by 2
- Age: Oniborne reach maturity at 21 years of age and have long life's often living to see 400 years
- Size: An oniborne stands between 5 and 7 feet tall, your size is medium
- Speed: You have a standard walking speed of 30ft
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift
- Languages: You can read, speak, and write common and one other language of your choice
Red oniborne
Red oniborne are great storytellers, taking delight in fireside tales of deadly beasts, fiery passions, and ancient marvels of the world. The most sociable of the three oniborne heritages, many red oniborne journey the world sharing tales of adventure while forging their own. On the cusp of adulthood, red oniborne leave their troop to undertake the Rite of the Hunt. They venture into the wilderness armed with nothing more than their wits in a quest to slay a dangerous foe and craft a weapon from its body. This rite remains an essential foundation of red oniborne culture across their lives; the more deadly the prey, the greater the respect an oniborne gains. It is not uncommon to see troop elders proudly clad in pelts and wielding weapons hewn from the remains of chromatic dragons and
other vanquished terrors.
- ASI: Your Wisdom score increases by 1.
- Daunting Stature. You have proficiency in the Intimidation skill.
- Magical Craft. You gain proficiency with one type of artisan’s tools of your choice. In addition, if you craft a weapon from the body of an enemy you have slain (at the GM’s discretion), that object becomes a magic weapon that gives you a +1 bonus to attack and damage rolls you make with it. This bonus increases to +2 at 9th level and +3 at 17th level. The weapon is only magical for you, and in anyone else’s hands it functions as a normal, nonmagical weapon. When you craft a weapon in this way, all other weapons you have used this feature to craft become nonmagical.
- Weeping Magic. You know the prestidigitation cantrip. Starting at 3rd level, you can cast cure wounds with this trait. Starting at 5th level, you can also cast enhance ability with this trait. Once you cast cure wounds or enhance ability with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Tears form at the corner of your eyes when you cast a spell using this trait.
Blue Oniborne
The magic of the blue oniborne is subtle and primal, a singing river of energy that ripples through the body. It can be relayed through physical contact, a healing stream imparted by a gentle touch, or a crushing wave that surges through their biting jaws. A solitary people, most blue oniborne choose to remain with their troop across their lives, a peaceful existence of isolation and independence. The few blue oniborne blessed with an adventurous spirit are unlikely to find kin in the wider world. They must journey without the guidance of their troop, every path an unmapped wilderness.
- ASI. Your Strength score increases by 1.
- Great Deceiver. You have proficiency in the Deception skill.
- Compassionate Heart. The aid of a blue oniborne is an act of great selflessness imbued with powerful magic. When you take the Help action, you can spend one of your Hit Dice to empower an ally within 5 feet of you, channeling your magic into their body. That creature gains temporary hit points equal to one roll of that die plus your Constitution modifier. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- 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.
- 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 proficiency bonus, and you regain all expended uses when you finish a long rest.
Green Oniborne
Preferring warm, arid climates, green oniborne are typically a nomadic people. They chase the gentle warmth of an eternal summer, ever migrating as they wander between orchards, pastures, and oases on a time-worn path passed down across the generations. Widely renowned as great orators, green oniborne speak in hammering rhythm, a staccato avalanche of stories, ideas, and possibilities. Their spellcasting is equally animated; green oniborne are the most overtly magical among their cousins. The air fizzes as they gesture and articulate, their eyes shimmer with light, and their words sparkle with magical inflection.
- ASI:. Your Charisma score increases by 1.
- Captivating Quality. You have proficiency in the Performance skill.
- Fierce Magic. You know the thaumaturgy cantrip. Starting at 3rd level, you can cast hellish rebuke with this trait. Starting at 5th level, you can also cast enlarge/reduce with this trait. Once you cast hellish rebuke or enlarge/reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). The space immediately around you grows warm and humid when you cast a spell using this trait.
- Ghastly Visage. After you take the Attack action on your turn, you can use a bonus action to try and magically frighten a creature within 5 feet of you. That creature must make a Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be frightened of you for 1 minute. If the target ends its turn more than 30 feet away from you, it can repeat this saving throw, ending the effect on a success. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
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