Fighter
Base Class: Fighter

An Onimusha is a warrior chosen by the great Ogre clan to receive special powers. These warriors are tasked with cutting down evil where it stands and consuming the energy of their souls, ensuring they do not return to plague the world again. As their crusade continues they become ever-stronger from the souls they consume.

Fighter Level Feature
3rd Oni Gauntlet (1 option), Ancient Knowledge
7th Magic Strike
10th Unnatural Vitality, Oni Gauntlet (2 options)
15th Critical Counter, Oni Gauntlet (3 options)
18th Bishamon

 

Special thanks to Gr7mm_Bobb for their help with balancing this archetype.

Oni Gauntlet

When you choose this archetype at 3rd level, you are bestowed with an 'Oni Gauntlet', an unusual and alien construct that bonds to your arm permanently. The gauntlet itself is almost ethereal, and doesn't interfere with donning or doffing your armour, instead it almost blends with it - changing to a more suitable form for the user.

You can make an unarmed strike with your Oni Gauntlet for 1d4 of your Oni Orb damage.

Your gauntlet has a number of 'soul charges' equal to your fighter level. When you roll a 20 on the d20 for an attack roll you can use your reaction to absorb a part of the target's soul energy into the gauntlet, regaining a soul charge. Your gauntlet regains all soul charges after a long rest.

When you hit a creature with a melee weapon attack you can expend one soul charge to empower your weapon strike and deal an additional 1d6 of your selected Oni Orb damage type to the target. This damage increases when you reach 7th level (1d8) and 15th (1d10).

You can choose one Oni Orb from the options listed below.

You can choose additional Oni Orbs at 10th and 15th level, an Oni Orb can be changed as a bonus action during your turn.

Some of your archetype features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Oni save DC = 8 + your proficiency bonus + your Charisma modifier

Enryu

This orb imbues your weapon with fire damage.

Fushoku

This orb imbues your weapon with acid damage.

Hyosai

This orb imbues your weapon with cold damage.

Raizen

This orb imbues your weapon with lightning damage.

Shippuu

This orb imbues your weapon with thunder damage.

Tenso

This orb imbues your weapon with radiant damage.

Ancient Knowledge

You gain proficiency in either Arcana or History.

Arcana

Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

History

Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Magic Strike

Starting at 7th level, as an action on your turn you can expend five soul charges to release a devastating burst of energy from your weapon towards an enemy within melee range. Make a melee attack roll with your weapon as normal, on a hit you deal three of your Oni Orb dice in addition to your weapon's base damage to the target as well as any hostile creatures within 5 feet of the target. Creatures damaged by this attack must also succeed on a Wisdom saving throw or be stunned until the end of their next turn.

Unnatural Vitality

Starting at 10th level, when you absorb the soul energy of a creature, instead of regaining a soul charge you can instead choose to regain a number of temporary hit points equal to your fighter level.

Additionally, when you use your Second Wind feature, you can expend one of your Oni Orb die and add that number to the hit points you regain.

Critical Counter

Starting at 15th level, as a bonus action on your turn you can prepare a powerful counterattack. Until the start of your next turn if a creature hits you with a melee attack you can reduce the damage you take by your Oni Orb die + your Charisma modifier + 1/2 your fighter level (rounded down). If this reduces the damage to 0 and the creature is within your melee range, you can expend two soul charges to make a melee attack against the attacking creature with advantage.

Bishamon

Starting at 18th level, as an action you can choose to expend ten soul charges to consume their power and transform yourself into a being of pure, unrelenting soul energy, a Bishamon. At the end of each of your turns in this form you lose one soul charge and the transformation ends if all soul charges are expended or you are reduced to 0 hit points.

Bishamon Form

While in this form you gain the following benefits;

  • Your walking speed increases by 10 feet.
  • You gain temporary hit points equal to your fighter level + proficiency bonus.
  • You gain darkvision with a range of 120 feet and blindsight with a range of 10 feet.
  • Your first attack roll each turn is made with advantage.
  • All weapon attacks made deal Oni Orb damage in addition to the base damage without expending a soul charge. (You can, however, choose to expend a soul charge to double the Oni Orb damage from these attacks.)
  • When an enemy damages you with a melee attack they must succeed on a Wisdom saving throw or become frightened of you for the duration of the transformation or until they can no longer see you, on a success the creature cannot be affected by this for 24 hours.
  • You can use your action to attempt to feed off the souls from still living creatures, when you do so all creatures within 5 feet of you must succeed on a Constitution saving throw or take damage equal to your fighter level of your selected Oni Orb type, as part of their souls are torn from their bodies. You gain temporary hit points equal to half the total damage dealt.

Once you use this feature you cannot use it again until you take a long rest. Any temporary hit points gained from this form and it's abilities are lost once the transformation ends.

Previous Versions

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