Oni Perks
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Size: Medium
Speed: 30ft
Language: You speak International, Goblin, and Orcish
Age: Oni are considered mature around 15 years old and live around 70 years
Physical Description: All Oni possess red-colored skin as a side effect of their constant contact with magic and low genetic diversity in the Raven Empire. Oni more often than not also have small tusks on their lower jaw. They otherwise appear similar to their Orcish relatives.
Race Overview
- You learn one Cantrip of your choice from any spell list.
- You learn and may cast one First-Level spell from any spell list, however, it must be from the same Magic School as the Cantrip you learned when picking this race. Once you cast this spell using this ability, you may not cast it again until after you have completed a long rest.
- You have advantage on saving throws on spells from the same Magic School as the cantrip you learned when selecting this race.
- You cannot be put to sleep using magic.
Size: Medium
Speed: 30ft
Language: You speak International, Goblin, and Orcish
Age: Oni are considered mature around 15 years old and live around 70 years
Physical Description: All Oni possess red-colored skin as a side effect of their constant contact with magic and low genetic diversity in the Raven Empire. Oni more often than not also have small tusks on their lower jaw. They otherwise appear similar to their Orcish relatives.
Madness Table
All Orcs are cursed with madness should they develop magical gifts. The Oni are the worst off of all of them, as Orcs generally get to choose whether or not they will develop and frequently use their magical gifts. To Oni, their magic is as essential as breathing. Generally, madness is not a game-breaking or especially detrimental feature for Oni players. Feel free to choose as many madness traits as you wish, or create similar traits for your character.1d10 | Madness |
---|---|
1 | You're sure you're being watched by an enemy from far away. They won't take steps to harm you and will instead just watch you from the shadows or some other hard-to-see place. |
2 | You speak to yourself in a made-up language. You can write what you say down, but cannot read it after five minutes. Spells, like Comprehend Language, do not yield any results when reading this. |
3 | You're plagued with small hallucinations such as eyes in the dark, faces twisting into sinister grins before returning to normal, or walls that flow like liquid before returning to a solid state. |
4 | You hear the voice of a long-dead person, yourself from a past life. They occasionally give you advice, but more often than not lament the failures of their life to you. |
5 | You believe you have some sort of incredible power such as being able to see the way you'll die. Under logical scrutiny, this doesn't hold up. For example, a person that knows how they will die will often come up with completely different ways they'll die and believe both of them. |
6 | You periodically experience waves of melancholy or introspection, making you more contemplative or wistful than usual, but it doesn't affect your ability to function. |
7 | You experience occasional sensory confusion, such as seeing colors associated with sounds or tasting flavors when touching certain objects, but it doesn't impair your senses in a detrimental way. |
8 | You hear echoes or remnants of magical incantations, even when no spells are being cast, occasionally causing momentary distractions or difficulty focusing on non-magical tasks. |
9 | The silent watchers, a spectral entourage of those you've hurt, serve as a constant reminder of your past, their ethereal presence haunting your every move. They cannot be interacted with and their expressions are inscrutable. They silently bear witness to your actions, an ever-present reminder of the weight of your deeds. |
10 | Your memories have become fragmented and disorganized, leading to occasional confusion and difficulty recalling specific details about your past or recent events. At times, you may even find yourself experiencing fragments of memories that don't belong to you, blending with your own recollections and adding to the confusion. |
Perks
Perk | Point Cost | Boon |
---|---|---|
Bound to the Worldfont | -1 | Magic courses more strongly than most others of your kind. You are both a Humanoid and Elemental. Effects that apply to either type also apply to you. |
Spell Mimicry | 1 | You may cast any spell you have seen since the end of your last rest using instead of casting the First Level spell you learn from your Inherent Racial Ability. Using this ability still means you cannot cast that spell using your Racial Ability until the end of the next Long Rest. |
Fontbound Resilience | 2 | You have resistance against Force damage. |
Spellstrider | 3 | You ignore all nonmagical difficult terrain. |
Arcane Galvanization | 4 | As an action, you can tap into latent arcane energies to create unexpected effects. All creatures within a 30-foot radius become Galvanized the next minute. Unwilling creatures must make a Charisma saving throw against your Racial Spellcasting Modifier. Creatures with innate spellcasting, a castable spell as part of their Inherent Racial Ability, or at least 1 level in Sorcerer have advantage on this saving throw. Unwilling creatures can repeat the saving throw at the end of each of their turns. While Galvanized, creatures must roll on the Wild Magic Table for every Spell they cast. Maintaining this effect works like concentrating on a spell. Once you use this ability, you cannot use it again until after you have completed a Long Rest. |
Spellbreaker | 5 | If you are Blinded, Charmed, Deafened, Frightened, Paralyzed, or Poisoned by a magical effect, you can use your Reaction to end that Condition on yourself and ends the spell on you. Once you use this ability, you cannot use it again until after you have completed a Long Rest. |
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