Aṣàyàn
The Aṣàyàn are Yorukan agents who channel radiant Aṣé through memory and flame, summoning weapons known as Ọ̀rọ̀blades, constructs of ancestral plasma. Trained in silence, precision, and spirit-binding, they act as ghost-knights, scouts, and agents of judgment. These warriors blur the line between life and memory, walking Òkùnlẹ̀'s edge to protect the living.
(3rd Level)
Ọ̀rọ̀blade
As a bonus action, you summon a blade of ancestral plasma — an Ọ̀rọ̀blade — in your hand. It appears as a shortsword, dagger, or scimitar-shaped weapon, glowing with radiant fire.
- You are proficient with this weapon.
- It deals 1d6 damage, which you can choose to be radiant or fire when you summon it.
- It counts as magical and uses Dexterity for attack and damage.
- The blade vanishes if it leaves your hand or if you're incapacitated. You can resummon it as a bonus action.
Sneak Attack applies as normal when you meet its conditions.
Pure Aṣé
When you hit a creature with your Ọ̀rọ̀blade, you may ignite their spirit with a flare of ancestral energy. Once per turn when you deal Sneak Attack damage, the target must make a Constitution saving throw (DC = 8 + your Dex mod + your proficiency bonus) or shed dim light in a 10 ft. radius and lose invisibility until the end of your next turn.
This effect doesn’t stack if applied again, but resets the duration.
(6th Level)
Memory Lash
Your bond with ancestral memory becomes reactive and protective.
When a creature within 30 ft. of you that you can see is hit with an attack, you can use your reaction to lash out with a spectral echo of your Ọ̀rọ̀blade:
- Roll your Sneak Attack damage (no attack roll needed).
- The attacker takes half that damage (radiant or fire, your choice).
- The ally gains resistance to the triggering damage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
(10th Level)
Twin Flame Technique
Your control over the Ọ̀rọ̀blade has deepened. When you take the Attack action and attack with your Ọ̀rọ̀blade, you can manifest a second spectral blade as part of the same action.
- You can make a second attack with the spectral copy (no bonus action required).
- This second attack deals half damage (rounded down), and you can choose a different creature within 5 ft. if you wish.
- This second blade is pure radiant plasma and bypasses all resistances.
Additionally, when you use Uncanny Dodge, you may cause a flash of light to blind the attacker until the start of their next turn. (Con save vs. your rogue DC or they are blinded.)
(Level 14)
Irúnmọlẹ̀'s Judgment
Once per long rest, when you reduce a creature to 0 HP with your Ọ̀rọ̀blade, you can unleash a wave of ancestral fire in a 15-foot cone. Each creature of your choice in the area must make a Dexterity saving throw (DC = 8 + your Dex mod + prof bonus) or take:
- 6d6 radiant + 6d6 fire damage, or half on a success.
- Allies in the area instead regain 2d6 HP and are freed from the frightened or charmed condition.
While this power echoes judgment, it also cleanses and restores. It leaves behind glowing glyphs of your lineage in ash or embers, visible for 1 minute.
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