Homebrew Blue Oniborne Species Details

"On an exterior wall, above a dingy tavern door, rotten from rain and time, a sign was plastered: “NO ONI”.

I hesitated, turning to Yaboku, who met my eyes with a smile.

“I’m not allowed through this door,” he chuckled, “But I can make my own.” His hand curled into a fist and, with a single blow, the tavern wall burst open, the sign falling to the mud at his feet."

 

Oniborne are descendants of yokai, vessels of impetuous, simmering power that manifests across generations. Saturated in magic, oniborne innately command primal, supernatural forces. In moments of high emotion, instinctive spellcasting is common. An oniborne’s retort may physically scold the body of a foe, flesh might reknit 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 other Humanoids view oniborne as savage, ugly, violent, and cruel—more akin to demons than their Fey ancestors. These are ancient stereotypes, passed from parent to child in bedtime tales of terror. All oniborne, be they virtuous or villainous, suffer under this crude prejudice.

A Deeper Experience

Oniborne reverberate with magic in a way unlike any other race. In the legendary words of Khal Oni: “We simply feel more”. Be it the blood rage of warfare or the serene tran- quillity 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.

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. Solitary by nature, most blue oniborne choose to remain with the 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.

 

Blue Oniborne Traits

Oniborne share certain racial traits as a result of their Yokai descent.

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.

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.

Ability Score Increase

Your Constitution score increases by 2.

Age

Oniborne reach maturity at around 21 years of age and have long lives, often living up to 400 years.

Size

You are Medium. An oniborne stands between 5 and 7 feet tall.

Speed

Your base walking speed is 30 feet.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Gift of Empathy

You have proficiency in the Insight and Persuasion skills.

Compassionate Heart

Compassionate Heart. The aid of a blue oniborne is an act of great selflessness imbued with powerful magic. You can take the Help action as a bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, when you take the Help action, you can expend one of your Hit Dice to empower an ally within 5 feet of you, channelling your magic into its body. That creature gains temporary hit points equal to one roll of that die plus your Constitution modifier (minimum 1 temporary hit point).

Languages

You can speak, read, and write Common and one other language that you and your GM agree is appropriate for your character.

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