Oni

Oni: The Oni are a race of humanoids that can vary in height from 5'6" to 7' or more, with striking features such as horns, tusks, and brightly-colored skin. They are a proud and fierce people, with a deep connection to the natural world and the spirits that inhabit it. While they are often feared and misunderstood by outsiders due to their imposing appearance and powerful abilities, Oni are not inherently evil. They are highly spiritual and revere their ancestors and the gods of Kozuka. Many Oni live in remote mountain regions, where they cultivate the land and maintain a harmonious balance with the natural world. Others can be found in urban areas, where they work as skilled artisans, craftsmen, and even warriors. The Oni have a rich cultural tradition, with unique music, dance, and art forms that are highly valued in Kozukan society. While some Oni may be hostile to outsiders who disrespect their traditions or threaten their way of life, many are welcoming and hospitable to visitors who show respect and appreciation for their culture.   Physical Description: Oni are a race of adaptable beings with a wide range of physical characteristics. They can vary greatly in height and weight, with some being as short as 5 feet 6 inches, while others can tower over others at 7 feet or taller. They have muscular builds and tough, resilient skin that can range from deep reds and blues to greens and purples. Oni are also known for their distinct features such as horns, fangs, and tails. Their hair can be any color and is often wild and unkempt. They have piercing, intelligent eyes that reflect their fiery, icy or stormy natures.   Social Description: Oni are often misunderstood by other races due to their fierce appearance and reputation. However, they are a fiercely loyal and adaptable race, able to thrive in a wide range of environments. Oni are known for their bravery and determination, which often leads them to become warriors, but they can also excel in other fields such as magic, commerce, and craftsmanship. Oni are proud of their heritage and often hold their traditions and customs close to their hearts. They have a deep respect for the natural world and its elements, which is reflected in their affinity towards different elemental energies. While they may be feared by some, those who earn the trust and respect of an Oni will have a fierce and loyal ally.   They are born with a natural inclination towards certain elemental energies, which is reflected in their different subraces.   Ability Score Increase: Your Constitution score increases by 1.   Adaptability: You gain proficiency in a skill or tool of your choice.   Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Languages: You can speak, read, and write Common and Primordial.   Age: Oni age similarly to humans, but can live up to around 150 years.   Subraces: Oni have three subraces that reflect their affinity towards different elements. Choose one of the following subraces: Flame Oni, Frost Oni, or Storm Oni.   Flame Oni Ability Score Increase: +2 Strength   Fire Resistance: You have resistance to fire damage.   Flame Magic: You know the Produce Flame cantrip. When you reach 3rd level, you know the 2nd level spell Heat Wave. Constitution is your spellcasting ability for these spells.     Frost Oni Ability Score Increase: +1 to Constitution +1 to Wisdom.   Cold Resistance: You have resistance to cold damage.   Frost Magic: You know the Ray of Frost cantrip. When you reach 3rd level, you know the 2nd level spell Permafrost. Constitution your spellcasting ability for these spells.   Storm Oni Ability Score Increase: +2 Dexterity   Lightning Resistance: You have resistance to lightning damage.   Storm Magic: You know the Shocking Grasp cantrip. When you reach 3rd level, you know the 2nd level spell Arc Burst. Constitution is your spellcasting ability for these spells.     Spells   Heat Wave 2nd-level evocation   Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous   You unleash a powerful surge of intense heat, creating a wave of scorching air around you. Each creature of your choice within a 10-foot radius sphere centered on you must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   In addition to taking damage, any flammable objects in the area that aren't being worn or carried by a creature ignite. The fire spreads and burns for 1 minute, covering any flammable surface within the area. After the spell is cast, the air in the affected area remains extremely hot, causing disadvantage on Dexterity saving throws for 1 minute.   At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.     Permafrost 2nd-level evocation   Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous   You release a burst of frigid energy, causing the ground within a 10-foot radius sphere centered on you to freeze and crack with permafrost. Each creature other than you in that area must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage and becomes immobilized as the permafrost encases their lower body. On a successful save, the creature takes half damage and is not immobilized.   An immobilized creature can attempt to break free from the ice by using its action to make a Strength check against your spell save DC. On a success, the ice shatters, and the creature is no longer immobilized.   At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d8 for each slot level above 2nd.     Arc Burst 2nd-level evocation   Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous   You channel the power of lightning, causing a surge of electricity to burst forth from your body. Each creature other than you within a 10-foot radius sphere centered on you must make a Dexterity saving throw. On a failed save, a creature takes 3d6 lightning damage, and on a successful save, it takes half damage.   Upon casting this spell, you become charged with electrical energy. You gain an immediate burst of speed, allowing you to move a distance equal to double your current movement speed. This movement does not provoke opportunity attacks.   At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the lightning damage increases by 1d6 for each slot level above 2nd.