Base Class: Monk
Way of the Seishin Bound Monks fight as one with their Seishin, a soul that aids and protects the character for whatever reason. Whether it be by a relative's blessing, an enchanted artifact, or a dormant curse, you are bound to a Seishin and are slowly learning how to manipulate the power of its soul to enhance your abilities. Seishin Bound Monks specialize their fighting style based on the personality and form of the souls they are bound to, enhancing their skills and capabilities.
The Seishin
Somehow, your soul was intertwined with that of a Seishin, a soul that has taken the form of a powerful spirit animal. The spirit could belong to your deceased relative, a demigod that your family made a pact with, a warlord that died to the sword of his greatest rival, a random benevolent soul wandering through the afterlife, or anything in between. No matter the race or species of the spirit while they were still alive, the form the Seishin takes is completely dependent on the spirit's true nature. A mischievous Seishin might take the form of a Kitsune while a protective Seishin might take the form of a Kuma. You can only have one Seishin at a time.
When you choose this subclass, you gain a Seishin. The Seishin is always present in your mind and can communicate to you via telepathy. No one else can hear your spirit guardian in this form. Your Seishin has its own alignment, ideals, and flaws. It is common for the Seishin to start influencing the way you think solely from being intertwined with your soul. Maybe you are normally quite shy but gaining a Lawful Seishin made you much more confident and outspoken, or maybe you were caring and gentle but gaining an Evil Seishin made you harsher and more unforgiving.
E.g. You are playing a Lawful Good Monk and, upon reaching level 3, gain a Spirit Guardian that is Lawful Evil. Your character might now act more along the lines of Lawful Neutral since the character's personality was intertwined with the Spirit Guardian's. This is just a role-playing suggestion and not necessary for playing this class.
Your spirit form is always looking out for anything that might harm you. You gain +2 to passive perception. The form of the Spirit Guardian cannot be changed once it is chosen.
Kitsune (Fox) - Typically mischievous and sneaky, these spirits lean towards the Chaotic alignments.
Kuma (Bear) - Typically protective and steadfast, these spirits lean towards the Lawful alignments.
Tora (Tiger) - Typically agile and quick-witted, these spirits lean towards Good alignments.
Okami (Wolf) - Typically aggressive and ferocious, these spirits lean towards Evil alignments.
Baipa (Viper) - Typically contemplative and cunning, these spirits lean towards Neutral alignments.
Although the form the Seishin takes is based on its most prominent alignment trait, Seishin can be anywhere on that alignment's spectrum. For example, one Kitsune Seishin might be CG while another might be CE. Furthermore, an Okami Seishin and a Kitsune Seishin might both be CE in alignment. It is up to the DM or player to decide what form the Seishin takes.
Baipa
The form of your Seishin is a Baipa. Typically indifferent, independent, and Neutral in nature, Baipa are about discovering oneself and finding one's place in the world. The Seishin is always present in your mind and can communicate to you via telepathy. No one else can hear your Seishin in this form. Your Seishin has its own alignment, ideals, and flaws. The bond between the Seishin and the host cannot be broken except by a Wish spell.
Kitsune
The form of your Seishin is a Kitsune. Typically playful, mischievous, and Chaotic in nature, Kitsune are typically more interested in play and games than honor and loyalty. The Seishin is always present in your mind and can communicate to you via telepathy. No one else can hear your Seishin in this form. Your Seishin has its own alignment, ideals, and flaws. The bond between the Seishin and the host cannot be broken except by a Wish spell.
Kuma
The form of your Seishin is a Kuma. Typically proud, honest, and Lawful in nature, Kumas are typically more interested in tradition and honor than whimsy and games. The Seishin is always present in your mind and can communicate to you via telepathy. No one else can hear your Seishin in this form. Your Seishin has its own alignment, ideals, and flaws. The bond between the Seishin and the host cannot be broken except by a Wish spell.
Okami
The form of your Seishin is an Okami. Typically aggressive, demanding, and Evil in nature, Okami are typically more interested in gaining power through might than through negotiations. The Seishin is always present in your mind and can communicate to you via telepathy. No one else can hear your Seishin in this form. Your Seishin has its own alignment, ideals, and flaws. The bond between the Seishin and the host cannot be broken except by a Wish spell.
Tora
The form of your Seishin is a Tora. Typically confident, instructive, and Good in nature, Toras are typically more interested in using words first and weapons later. The Seishin is always present in your mind and can communicate to you via telepathy. No one else can hear your Seishin in this form. Your Seishin has its own alignment, ideals, and flaws. The bond between the Seishin and the host cannot be broken except by a Wish spell.
Seishin Projection
At 3rd level, the bond between you and your Seishin has grown strong enough that you can project their spirit into a physical form. As an action, you can summon a physical manifestation of your Seishin called your Seishin Projection. While this projection is summoned, you cannot transform into your Seishin Fusion as your souls are temporarily separated and are too far apart to fuse.
Statblock for the Seishin Projection
If you happen to die and get resurrected, your Seishin returns unless you spend the hour following your resurrection in deep, strenuous meditation to break the bonds that are now weakened by death, fracturing your own soul in the process. If you rid yourself of your Seishin like this, you lose access to all the abilities and bonuses of this subclass, and the maximum amount of your Ki points are reduced by half, rounded down. Additionally, the Seishin whose bonds you had severed can never bond with you again. To regain the features of this subclass, the monk must first find another Seishin who is willing to bond to you. This is typically done by going into a deep meditation and connecting to another spirit via your Ki. The cost of such a meditation is 100g to buy the expensive and rare herbs and incense required to make such a binding connection to another soul. The monk must then spend the next 24 hours meditating. Failure to complete this meditation in its entirety will result in having to restart the process with new herbs and incense. Upon completing this meditation, you will have successfully managed to connect and bond with a new spirit guardian. The Dungeon Master can then choose a form for the new Seishin or allow the player to choose instead. This new Seishin has its own alignment, ideals, and flaws. You regain all the abilities and bonuses of this subclass as dictated by the form of your new Seishin and your Ki point maximum is restored to the full amount. The process of repairing your damaged soul and connecting to another compatible Seishin is exhausting. You gain 1 level of exhaustion once you have completed this ritual.
There are other ways to become connected to a Seishin outside of meditation. Whether by attuning to an enchanted artifact containing a Seishin inside, receiving a blessing from a powerful Seishin Bond Monk, or making a deal with an extra-planar entity, one might find themselves in the position to forego the laborious meditation and costly expenditure of resources in favor of this less-predictable, less-guaranteed method. If you wish to pursue this route, talk to your DM to see if this option is viable and discuss what would happen if this method is taken.
Seishin Fusion
Beginning at 6th level, you can temporarily fuse your soul with your Seishin to gain benefits based on your Seishin's form. As an action on your turn and at the cost of 2 Ki points, you can transform into your Seishin Fusion. The transformation lasts 5 minutes and you have a number of uses equal to your proficiency modifier. You regain expended uses after finishing a long rest. While in Seishin Form, you gain +1 to your AC and gain temporary hit points equal to your Monk Level. You also gain the following benefits based on the form of your Seishin. You cannot use your Seishin Projection ability while you are in your Seishin Form. The bonus AC granted by this ability increases to +2 at 11th level and +3 at 17th level.
Your physical appearance often represents such fusion, your body temporarily changing to accommodate the Seishin. This could be a drastic change in hair color or eye color, sprouting feline ears or a tail, enlarged canine teeth, spontaneously growing in size and mass, or any number and combination of other things that symbolize your Seishin's form. In addition, the Seishin's personality is more prominent in this form as the power of their soul is being focused through you.
Kitsune - You have advantage on Deception and Sleight of Hand checks. Additionally, attacks on surprised or charmed creatures deal Psychic damage equal to 1d6 plus your Wisdom Modifier. This damage increases to 2d6 at 11th level and 3d6 at 17th level.
Kuma - You have advantage on Athletics checks. Additionally, you can use your Flurry of Blows as a bonus action after using the Dodge action as if you had used the Attack action and cannot be frightened or paralyzed.
Tora - You have advantage on Insight checks. Additionally, when you make an opportunity attack and hit, roll double the damage dice for that attack and the creature has disadvantage attacking anyone but you until the beginning of its next turn.
Okami - You have advantage on Intimidation checks. Additionally, you gain +1 to the damage done by your monk weapon and unarmed attacks. This bonus increases to +2 at 11th level and +3 at 17th level.
Baipa - You have advantage on Persuasion checks. Additionally, opportunity attacks against you have disadvantage and you have advantage on checks made to maintain grapples.
Baipa Seishin Fusion
You temporarily fuse the soul of your Seishin to your own. You are empowered by their soul and have ascended to your Seishin Fusion. While in your Seishin Fusion, you gain the following benefits:
- You gain +1 to your AC.
- You gain Temporary Hit Points equal to your Monk Level.
- You have advantage on all Persuasion checks.
- All opportunity attacks against you have disadvantage.
- You have advantage on checks made to maintain grapples.
Kitsune Seishin Fusion
You temporarily fuse the soul of your Seishin to your own. You are empowered by their soul and have ascended to your Seishin Fusion. While in your Seishin Fusion, you gain the following benefits:
- You gain +1 to your AC.
- You gain Temporary Hit Points equal to your Monk Level.
- You have advantage on all Deception and Sleight of Hand checks.
- Your attacks against surprised or charmed creatures deal an extra 1d6 plus your Wisdom Modifier in Psychic damage ([roll]1d6[/roll] + WIS).
Kuma Seishin Fusion
You temporarily fuse the soul of your Seishin to your own. You are empowered by their soul and have ascended to your Seishin Fusion. While in your Seishin Fusion, you gain the following benefits:
- You gain +1 to your AC.
- You gain Temporary Hit Points equal to your Monk Level.
- You have advantage on Athletics checks.
- You can use your Flurry of Blows as a bonus action after using the Dodge action
- You cannot be paralyzed or frightened.
Okami Seishin Fusion
You temporarily fuse the soul of your Seishin to your own. You are empowered by their soul and have ascended to your Seishin Fusion. While in your Seishin, you gain the following benefits:
- You gain +1 to your AC.
- You gain Temporary Hit Points equal to your Monk Level.
- You have advantage on all Intimidation checks.
- You gain +2 to the damage done by melee weapon and unarmed attacks.
Tora Seishin Fusion
You temporarily fuse the soul of your Seishin to your own. You are empowered by their soul and have ascended to your Seishin Fusion. While in your Seishin Fusion, you gain the following benefits:
- You gain +1 to your AC.
- You gain Temporary Hit Points equal to your Monk Level.
- You have advantage on all Insight checks.
- When you make an Opportunity Attack and hit, roll double the weapon damage dice for that attack and the creature has disadvantage attacking anyone but you until the beginning of its next turn.
Enlightened Seishin Fusion
The bonds between you and your Seishin have grown much stronger since the day you first encountered each other. You gain a bonus trait and the ability to cast a small number of spells while in your Seishin Fusion. Your Spellcasting Ability is Wisdom. Your Spellcasting Modifier is your Wisdom Bonus + your Proficiency Bonus and your Spellcasting Save DC is 8 + your Wisdom Bonus + your Proficiency Bonus. If you wish to cast a spell at a higher level, you can add 1 Ki point to the cost for each level you wish to increase the spell by. You cannot cast a spell above 5th level. When you cast a spell during your Seishin Fusion, you can maintain the spell for the full duration even if your Seishin Fusion expires. You do not need the material component for a spell unless the component has a specified gold cost or is consumed by the spell.
As the connection between you and your Seishin grows stronger yet, more of the characteristics of your Seishin come out during your Seishin Fusion. Discuss what new changes in physical appearance occur to your character while in their Enlightened Seishin Fusion with your DM.
Kitsune - Creatures do not have advantage on Saving Throws because of being in combat with you or your companions for enchantment spells you cast. Additionally, when you hit a charmed creature with a melee attack, you can spend 1 Ki point to not end the enchantment effect. You can attack a charmed creature in this way once per turn.
At will (Cantrips): Vicious Mockery, Minor Illusion, Dancing Lights
2 Ki points (1st Level): Charm Person, Command, Faerie Fire
3 Ki points (2nd Level): Suggestion, Tasha's Mind Whip
4 Ki points (3rd Level): Hypnotic Pattern
Kuma - Spells you cast on your allies last for twice the duration.
At will (Cantrips): Guidance, Thunderclap, Lightning Lure
2 Ki points (1st Level): Compelled Duel, Sanctuary, Heroism
3 Ki points (2nd Level): Barkskin, Aid
4 Ki points (3rd Level): Call Lightning
Tora - When you use your reaction, you can heal yourself for 1d6.
At will (Cantrips): Control Flames, Sacred Flame, Blade Ward
2 Ki points (1st Level): Burning Hands, Searing Smite, Cause Fear
3 Ki points (2nd Level): Blur, Scorching Ray
4 Ki points (3rd Level): Aura of Vitality
Okami - Creatures take 1d4 magical slashing damage at the end of their turn for each time you have hit them since the end of their previous turn.
At will (Cantrips): Primal Savagery, Chill Touch, Frostbite
2 Ki points (1st Level): Shield, Wrathful Smite, Inflict Wounds
3 Ki points (2nd Level): Silence, Blindness/Deafness
4 Ki points (3rd Level): Bestow Curse
Baipa - When you use your action to make a grapple attack and succeed, the grappled creature has disadvantage on Intelligence, Wisdom, and Charisma Saving Throws until they escape the grapple.
At will (Cantrips): Light, Gust, Thorn Whip
2 Ki points (1st Level): Chaos Bolt, Ensnaring Strike, Entangle
3 Ki points (2nd Level): Zone of Truth, Hold Person
4 Ki points (3rd Level): Intellect Fortress
Enlightened Seishin Form - Okami
The bonds between you and your Seishin have grown much stronger since the day you first encountered each other. You gain a bonus trait and the ability to cast a small number of spells while in your Seishin Fusion. Your Spellcasting Ability is Wisdom. Your Spellcasting Modifier is your Wisdom Bonus + your Proficiency Bonus and your Spellcasting Save DC is 8 + your Wisdom Bonus + your Proficiency Bonus. If you wish to cast a spell at a higher level, you can add 1 Ki point to the cost for each level you wish to increase the spell by. You cannot cast a spell above 5th level. When you cast a spell during your Seishin Fusion, you can maintain the spell for the full duration even if your Seishin Fusion expires and do not need the material component unless the component has a specified gold cost or is consumed by the spell.
Your bonus trait from your Okami Seishin: Creatures take 1d4 magical slashing damage at the end of their turn for each time you have hit them since the end of their previous turn.
Your spell list from your Okami Seishin:
At will (Cantrips): Primal Savagery, Chill Touch, Frostbite
2 Ki points (1st Level): Shield, Wrathful Smite, Inflict Wounds
3 Ki points (2nd Level): Silence, Blindness/Deafness
4 Ki points (3rd Level): Bestow Curse
Enlightened Seishin Form - Tora
The bonds between you and your Seishin have grown much stronger since the day you first encountered each other. You gain a bonus trait and the ability to cast a small number of spells while in your Seishin Fusion. Your Spellcasting Ability is Wisdom. Your Spellcasting Modifier is your Wisdom Bonus + your Proficiency Bonus and your Spellcasting Save DC is 8 + your Wisdom Bonus + your Proficiency Bonus. If you wish to cast a spell at a higher level, you can add 1 Ki point to the cost for each level you wish to increase the spell by. You cannot cast a spell above 5th level. When you cast a spell during your Seishin Fusion, you can maintain the spell for the full duration even if your Seishin Fusion expires and do not need the material component unless the component has a specified gold cost or is consumed by the spell.
Your bonus trait from your Tora Seishin: When you use your action to make a grapple attack and succeed, the grappled creature has disadvantage on Intelligence, Wisdom, and Charisma Saving Throws until they escape the grapple.
Your spell list from your Tora Seishin:
At will (Cantrips): Control Flames, Sacred Flame, Blade Ward
2 Ki points (1st Level): Burning Hands, Searing Smite, Cause Fear
3 Ki points (2nd Level): Blur, Scorching Ray
4 Ki points (3rd Level): Aura of Vitality
Enlightened Seishin Fusion - Baipa
The bonds between you and your Seishin have grown much stronger since the day you first encountered each other. You gain a bonus trait and the ability to cast a small number of spells while in your Seishin Fusion. Your Spellcasting Ability is Wisdom. Your Spellcasting Modifier is your Wisdom Bonus + your Proficiency Bonus and your Spellcasting Save DC is 8 + your Wisdom Bonus + your Proficiency Bonus. If you wish to cast a spell at a higher level, you can add 1 Ki point to the cost for each level you wish to increase the spell by. You cannot cast a spell above 5th level. When you cast a spell during your Seishin Fusion, you can maintain the spell for the full duration even if your Seishin Fusion expires and do not need the material component unless the component has a specified gold cost or is consumed by the spell.
Your bonus trait from your Baipa Seishin: When you use your action to make a grapple attack and succeed, the grappled creature has disadvantage on Intelligence, Wisdom, and Charisma Saving Throws until they escape the grapple.
Your spell list from your Baipa Seishin:
At will (Cantrips): Light, Gust, Thorn Whip
2 Ki points (1st Level): Chaos Bolt, Ensnaring Strike, Entangle
3 Ki points (2nd Level): Zone of Truth, Hold Person
4 Ki points (3rd Level): Intellect Fortress
Enlightened Seishin Fusion - Kitsune
The bonds between you and your Seishin have grown much stronger since the day you first encountered each other. You gain a bonus trait and the ability to cast a small number of spells while in your Seishin Fusion. Your Spellcasting Ability is Wisdom. Your Spellcasting Modifier is your Wisdom Bonus + your Proficiency Bonus and your Spellcasting Save DC is 8 + your Wisdom Bonus + your Proficiency Bonus. If you wish to cast a spell at a higher level, you can add 1 Ki point to the cost for each level you wish to increase the spell by. You cannot cast a spell above 5th level. When you cast a spell during your Seishin Fusion, you can maintain the spell for the full duration even if your Seishin Fusion expires and do not need the material component unless the component has a specified gold cost or is consumed by the spell.
Your bonus trait from your Kitsune Seishin: Creatures do not have advantage on Saving Throws because of being in combat with you or your companions for enchantment spells you cast. Additionally, when you hit a charmed creature with a melee attack, you can spend 1 Ki point to not end the enchantment effect. You can attack a charmed creature in this way once per turn.
Your spell list from your Kitsune Seishin:
At will (Cantrips): Vicious Mockery, Minor Illusion, Dancing Lights
2 Ki points (1st Level): Charm Person, Command, Faerie Fire
3 Ki points (2nd Level): Suggestion, Tasha's Mind Whip
4 Ki points (3rd Level): Hypnotic Pattern
Enlightened Seishin Fusion - Kuma
The bonds between you and your Seishin have grown much stronger since the day you first encountered each other. You gain a bonus trait and the ability to cast a small number of spells while in your Seishin Fusion. Your Spellcasting Ability is Wisdom. Your Spellcasting Modifier is your Wisdom Bonus + your Proficiency Bonus and your Spellcasting Save DC is 8 + your Wisdom Bonus + your Proficiency Bonus. If you wish to cast a spell at a higher level, you can add 1 Ki point to the cost for each level you wish to increase the spell by. You cannot cast a spell above 5th level. When you cast a spell during your Seishin Fusion, you can maintain the spell for the full duration even if your Seishin Fusion expires and do not need the material component unless the component has a specified gold cost or is consumed by the spell.
Your bonus trait from your Kuma Seishin: Spells you cast on your allies last for twice the duration.
Your spell list from your Kuma Seishin:
At will (Cantrips): Guidance, Thunderclap, Lightning Lure
2 Ki points (1st Level): Compelled Duel, Sanctuary, Heroism
3 Ki points (2nd Level): Barkskin, Aid
4 Ki points (3rd Level): Call Lightning
Seishin Harmony
The souls of you and your Seishin have become perfectly aligned and resonate in perfect harmony. This powerful resonation inspires the souls around you, granting your allies bonuses when near depending on your Seishin's form. Additionally, some of the limitations of your Seishin Fusion are lifted. Transforming into your Seishin Fusion no longer takes an action and can be done at will by spending the 2 Ki points. Additionally, the Fusion now lasts for an hour.
The marriage between your souls has been completed. Your physical appearance while in your Seishin Fusion reflects such union, your body morphing to accommodate all the changes necessary for your powers to be fully utilized. The changes are extreme but never overshadow the identity of the host, and those who pay close attention can see which parts of the transformation reflect the Seishin and which parts reflect the host. Additionally, it is not uncommon for Seishin Bound Monks and their Seishin who have reached this level of unity to change their names to some combination of both their names to reflect how they are now one and the same. Masters of this discipline who aren't expecting to enter combat often choose to spend their entire day in their Seishin Fusion as it feels just as, if not more, natural and displays to other Seihsin Bound Monks their seniority and experience.
Kitsune - You and friendly creatures within 20 feet of you cannot be Charmed while you are conscious. Additionally, if a hostile creature ends its turn within 20 feet of you, that creature must make a Wisdom Saving Throw against your Spell Save DC. On a failed save, the creature becomes charmed by you as if charmed by the Hypnotic Pattern spell. This effect lasts for 1 minute or until the spell's effect would normally subside. After the effect has worn off, the creature cannot be charmed in this way for 1 hour. If the creature failed its save but is immune to being Charmed, the creature takes 9d8 Psychic damage instead. On a successful save, the creature does not suffer the effects listed above and has advantage on future Saving Throws made against this effect for the next 1 hour.
Kuma - You and friendly creatures within 20 feet of you cannot be Stunned while you are conscious. Additionally, if a friendly creature ends its turn within 20 feet of you, it has advantage on all Concentration checks it makes and has the effects of the Sanctuary spell. These effects last until the end of the creature's next turn or when the effect would normally end as in the case of the Sanctuary spell. This feature also applies to you for having advantage on your Concentration checks, but does not apply to you for being affected by the Sanctuary spell effect.
Okami - You and friendly creatures within 20 feet of you cannot be Frightened while you are conscious. Additionally, you and friendly creatures within 20 feet of you have the ability to Reckless Attack as described by the 2nd level Barbarian feature.
Tora - You and friendly creatures within 20 feet of you cannot be Blinded or Deafened while you are conscious. Additionally, you and friendly creatures that end their turn within 20 feet of you have an extra Reaction. This effect ends for other creatures at the end of their next turn, but you always have 2 Reactions per turn when this ability is active.
Baipa - You and friendly creatures within 20 feet of you are not affected by magical and non-magical difficult terrain and have their full movement as their swimming speed and climbing speed. Additionally, you and friendly creatures have advantage when trying to Grapple hostile creatures that are within 20 feet of you. Hostile creatures that are Grappled within 20 feet of you are also Restrained.
Seishin Harmony - Baipa
Your soul is now perfectly aligned with your Baipa Seishin. The resulting harmony of your two souls resonating as one is strong enough to not only manipulate your abilities to a greater extent but also those of your allies and enemies. Some of the limitations that existed due to discord between you and your Seishin no longer exist and there is a powerful aura emanating off you that is felt by friends and foes alike.
While in your Seishin Fusion, you gain additional these additional features:
- You and friendly creatures within 20 feet of you are not affected by magical and non-magical difficult terrain and have their full movement as their swimming speed and climbing speed.
- You and friendly creatures have advantage when trying to Grapple hostile creatures that are within 20 feet of you. Hostile creatures that are Grappled within 20 feet of you are also Restrained.
Seishin Harmony - Kitsune
Your soul is now perfectly aligned with your Kitsune Seishin. The resulting harmony of your two souls resonating as one is strong enough to not only manipulate your abilities to a greater extent but also those of your allies and enemies. Some of the limitations that existed due to discord between you and your Seishin no longer exist and there is a powerful aura emanating off you that is felt by friends and foes alike.
While in your Seishin Fusion, you gain additional these additional features:
- You and friendly creatures within 20 feet of you cannot be Charmed while you are conscious.
- If a hostile creature ends its turn within 20 feet of you, that creature must make a Wisdom Saving Throw against your Spell Save DC. On a failed save, the creature becomes charmed by you as if charmed by the Hypnotic Pattern spell. This effect lasts for 1 minute or until the spell's effect would normally subside. After the effect has worn off, the creature cannot be charmed in this way for 1 hour. If the creature failed its save but is immune to being Charmed, the creature takes 9d8 Psychic damage instead. On a successful save, the creature does not suffer the effects listed above and has advantage on future Saving Throws made against this effect for the next 1 hour.
Seishin Harmony - Kuma
Your soul is now perfectly aligned with your Kuma Seishin. The resulting harmony of your two souls resonating as one is strong enough to not only manipulate your abilities to a greater extent but also those of your allies and enemies. Some of the limitations that existed due to discord between you and your Seishin no longer exist and there is a powerful aura emanating off you that is felt by friends and foes alike.
While in your Seishin Fusion, you gain additional these additional features:
- You and friendly creatures within 20 feet of you cannot be Stunned while you are conscious.
- If a friendly creature ends its turn within 20 feet of you, it has advantage on all Concentration checks it makes and has the effects of the Sanctuary spell. These effects last until the end of the creature's next turn or until the spell's effect would normally subside.
- You have advantage on all Concentration checks.
Seishin Harmony - Okami
Your soul is now perfectly aligned with your Okami Seishin. The resulting harmony of your two souls resonating as one is strong enough to not only manipulate your abilities to a greater extent but also those of your allies and enemies. Some of the limitations that existed due to discord between you and your Seishin no longer exist and there is a powerful aura emanating off you that is felt by friends and foes alike.
While in your Seishin Fusion, you gain additional these additional features:
- You and friendly creatures within 20 feet of you cannot be Frightened while you are conscious.
- You and friendly creatures within 20 feet of you have the ability to Reckless Attack as described by the 2nd level Barbarian feature.
Seishin Harmony - Tora
Your soul is now perfectly aligned with your Tora Seishin. The resulting harmony of your two souls resonating as one is strong enough to not only manipulate your abilities to a greater extent but also those of your allies and enemies. Some of the limitations that existed due to discord between you and your Seishin no longer exist and there is a powerful aura emanating off you that is felt by friends and foes alike.
While in your Seishin Fusion, you gain additional these additional features:
- You and friendly creatures within 20 feet of you cannot be Blinded or Deafened while you are conscious.
- You and friendly creatures that end their turn within 20 feet of you have an extra Reaction. This effect ends for other creatures at the end of their next turn.
- You have 2 Reactions per turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/27/2021 6:08:10 PM
|
6
|
0
|
1.0
|
Coming Soon
|
|
|
5/27/2021 6:54:39 PM
|
6
|
0
|
1.0.1
|
Coming Soon
|







Comments