Base Class: Sorcerer
Oni are known as magical tricksters, capable of spreading woe upon unsuspecting villages or punishing the wicked for their crimes. Sometimes, when a powerful oni gets outsmarted, it might resort to ancient curses to strike back at the person who wronged it. Other times, oni use their shapeshifitng abilities to blend in with humanoids, leading them to bond together, whether motivated by selfish interests or by genuine love. Whatever the cause may be, these events may end up influencing the lives of children born with a magical spark. These special individuals are referred to as having the "soul of an oni", as they feel a special connection to the magical creatures that gave them their powers.
In Kara-Tur, these children are often shunned and are considered bringers of bad luck, especially since their presence in a town undoubtedly means there's an oni nearby and a reason for it to stick around. Whether or not they get banished from their community, these individuals often end up seeking out the oni that spawned them. The creature usually shows particular interest in the person as it might want to nurture them, possibly to further its own trickster scheming or out of genuine care for a fellow bringer of wickedness.
Level 3: Oni Magic
You learn additional spells when you reach certain levels in this class, as shown on the Oni Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
| Sorcerer Level | Spells |
|---|---|
| 3 | Charm Person, Sleep, Invisibility, Darkness |
| 5 | Gaseous Form, Hypnotic Pattern |
| 7 | Greater Invisibility, Charm Monster |
| 9 | Dominate Person, Cone of Cold |
Level 3: Minor Shapeshifting
Starting at 3rd level, you can use your action to magically polymorph into a Small or Medium Humanoid or back into your true form. Other than your size, your game statistics are the same in each form. You can choose whether or not to keep your equipment when you take this action, and you must use it again to retrieve any equipment that you decided not to keep.
Level 3: Unleash the Beast
At 3rd level, you can use your action to manifest your Oni lineage. You sprout horns, claws and fangs, and you grow to Large size. In addition, you have the following traits while you keep this form:
- You can use your attack action to strike with your claws. You can use your Charisma modifier to make the attack roll instead of your Strength modifier, and the claws count as unarmed melee attacks. On a hit, the attack deals 1d8 + your Charisma or Strength modifier (the same one you used in the attack roll) slashing damage.
- When you aren't wearing any armor, your AC equals 13 + your Dexterity modifier
- You regain a number of hit points equal to your Constitution modifier (minimum of 1) at the start of each of your turns if you have at least 1 hit point.
This form lasts for 1 minute, until you dispel it without using any action or until you become Unconscious, and you can use it a number of times equal to your proficiency bonus, regaining all uses after a Long rest.
Level 6: Better Incarnation
Starting at 6th level, your oni form becomes more powerful. While transformed, you gain the following additional benefits:
- You have a fly (hover) speed of 30 feet.
- You can cast the Invisibility spell using a bonus action and without needing any material components.
- Your claws now deal an additional 2d6 necrotic damage on a hit and they count as magical for the purpose of overcoming resistances.
Level 14: Magical Trickery
Starting at 14th level, when you use one of your Metamagic features on a spell from the Oni spells table and any spells from the illusion or enchantment schools, you only spend half of the required sorcery points (rounded down, minimum of 1).
Level 18: Avatar of the Oni
Starting at 18th level, your mastery of your oni forms becomes unmatched. Your transformation now lasts indefinitely untill dispelled and can be activated at will, and you gain the following additional benefits:
- The number of hit points you regain at the start of each of your turns is now equal to twice your Constitution modifier (minimum of 2)
- You can cast the Greater Invisibility spell using a bonus action.
Comments