Onna Musha
Onna-Musha
Some Shrine Maidens fight on the frontlines against evil. Their sworn purpose is to travel the realm eradicating evil with the protection of the Kami.Gift of the Kami
Starting at 3rd level when you choose this archetype, the Kami bless you with a sacred melee weapon. This weapon may be any melee weapon of your choice. While wielding this weapon, you are considered proficient with it. If the weapon breaks or is lost, you may spend 8 hours in prayer with the Kami to receive another. You may also transfer your sacred powers to another weapon of your choice during this ritual. However, you must be touching the weapon for the full 8 hours. You swap the initial 1d8 your ofuda would deal and instead use the base damage of the specific weapon in its place. Damage beyond this you acrue as you level up will be of the ofuda type you choose. Each attack you make with your weapon will spend an ofuda similar to how you would if you were making a normal ofuda attack. Instead of strength your weapons will use wisdom as its attack modifier, however you do not add your modifier to damage like you would with a normal weapon.Onna-Bugeisha
Starting at 3rd level you gain access to maneuvers similar to those of the Battle Master Fighter subclass that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw is 8 + proficiency + wisdom modifier.Magical Strikes
Starting at 6th level, your sacred weapon is considered magical for overcoming resistance and immunities. Resistance is negated, and immunioty becomes resistance.Action Surge
Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.The Kami's Cloak
Starting at 11th level, when a creature deals damage to you with a melee attack, you can use two ofuda to rebuke that creature as a reaction using your ofuda. The creature must make a Dexterity Saving throw, on a failed save deal damage equal to one use of your Spiritual Blast damage or half as much on a sucecessful save.Seal Evil
At 17th level, the kami bless you with the power to seal evil creatures. You can spend 2 ofuda to cast the spell "Banishing Smite" This casting of banishing smite may only effect creatures of the Celestial, Fey, Fiend, or Undead types. If you successfully banish the creature, you may seal it within your sacred weapon. When a creature is sealed within the weapon, it is incapacitated, even if the creature is immune to this condition. There is no limit to the amount of creatures you keep sealed within this weapon. However, the creatures are freed if you die or the sacred weapon breaks.Unique Battlemaster Maneuvers (Optional)
Sacred Strike. When you hit a creature with a melee weapon attack, you can expend one superiority die to invoke a spiritual strike that disrupts magical or fiendish energies within the creature. Add the superiority die to the attack’s damage roll. If the creature is an undead, fiend, or fey, it must make a Charisma saving throw. On a failed save, the creature is either unable to take reactions or is pushed 10 feet away (your choice) until the end of your next turn. Warding Sweep. As an action, you can expend one superiority die to perform a sweeping attack in a 10-foot cone before you, using your weapon to create a spiritual ward in the area. All creatures in the cone must make a Dexterity saving throw or take force damage equal to your superiority die and be pushed back 5 feet. The space in the cone remains a spirit ward until the start of your next turn. Hostile creatures must succeed on a Wisdom saving throw to enter the warded area or end their turn at the edge. Purifying Guard. When an ally within 5 feet of you is hit by an attack, you can use your reaction to expend one superiority die and interpose your weapon in a ritualistic guard. Roll the superiority die and add the result to your ally’s AC for that attack. Additionally, if the attacker is an undead or fiend, it takes radiant damage equal to the result of the superiority die. Ofuda Blade. You can imbue your weapon with the power of ofuda talismans, transforming it into a tool for spiritual purging. When you hit with a melee weapon attack, you can expend one superiority die to cast a purifying blow that disrupts the target’s focus. Add the superiority die to the damage roll, and the target must make a Constitution saving throw. On a failed save, it has disadvantage on all concentration checks and Wisdom saving throws until the end of its next turn. Spirit Shield. You can invoke an ancient rite to shield your allies. When you or a friendly creature within 10 feet of you is targeted by a spell or effect that requires a saving throw, you can expend one superiority die to create a temporary spiritual shield. Roll the superiority die, and the targeted ally (or yourself) gains a bonus to the saving throw equal to the result. If the source of the spell or effect is an undead or fiend, the shield deflects part of the dark energy, dealing radiant damage equal to the superiority die result back to the attacker. Divine Flourish. When you take the Attack action, you can expend one superiority die to add a radiant effect to your weapon, enhancing your strikes with spiritual energy. Roll the superiority die, adding it to your attack’s damage roll. Until the start of your next turn, each of your weapon attacks deals an additional 1d4 radiant damage, and you emit dim light in a 10-foot radius. Banish the Wicked. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to banish an undead or fiend from the area temporarily. Add the superiority die to the damage roll. If the target is an undead or fiend, it must make a Charisma saving throw. On a failed save, it is banished to an extraplanar space until the start of its next turn. Spiritual Whirlwind. As an action, you can expend one superiority die to perform a spiritual whirlwind attack, creating a swirling energy of ofuda talismans and radiant light. Each creature within 10 feet of you must make a Dexterity saving throw. On a failure, they take force damage equal to the roll of your superiority die plus your Strength or Dexterity modifier and are pulled 5 feet closer to you. Creatures that fail by 5 or more are also knocked prone. Spirit’s Wrath. When you hit with a melee weapon attack, you can expend one superiority die to curse the target with spiritual energy that disrupts and weakens it. Add the superiority die to the damage roll. The target must succeed on a Wisdom saving throw or be cursed with disadvantage on attack rolls against you until the end of its next turn. Divine Reprimand. When an enemy within your melee range misses you with an attack, you can expend one superiority die as a reaction to make an immediate counterattack infused with radiant energy. Roll your superiority die, adding it to the counterattack’s damage roll. Additionally, the target must make a Wisdom saving throw or become frightened of you until the end of its next turn. Lunar Leap. You harness the power of moonlight to perform a supernatural leap, evading attacks and repositioning yourself on the battlefield. When an enemy attacks you, you can use your reaction to expend one superiority die to leap up to 15 feet to an unoccupied space you can see. Roll the superiority die and add it to your AC against the triggering attack. This movement doesn’t provoke opportunity attacks. Radiant Reflection. Your strikes leave a lingering, lunar aura that blinds and disorients your foe. When you hit a creature with a melee weapon attack, you can expend one superiority die to envelop the target in a radiant glow. Roll the superiority die and add it to the damage roll. The target must then make a Constitution saving throw. On a failure, it is blinded until the start of its next turn. Crescent Slash. You arc your weapon in a way that mimics the crescent moon, creating a sweeping strike that strikes multiple foes. When you take the Attack action, you can expend three superiority die to make an additional sweeping attack. Choose up to two creatures within 5 feet of you and make a single attack roll. If you hit, roll the superiority die and add it to the damage dealt to each target. Moonlit Shield. You call upon the protective energy of the moon to shield an ally from harm, projecting a soft, radiant aura around them. When an ally within 10 feet of you is targeted by an attack, you can use your reaction to expend one superiority die and create a protective lunar aura around them. Roll the superiority die and add the result to their AC against the attack. If the attack still hits, the ally gains temporary hit points equal to the superiority die result. Lunar Pulse. Channeling the mystical energy of the moon, you create a pulse that disorients nearby foes, making it difficult for them to focus on you. As a bonus action, you can expend one superiority die to create a 5-foot aura of shimmering moonlight around yourself. Roll the superiority die; the result is the duration of the effect in rounds. While this aura is active, all creatures within 5 feet of you have disadvantage on attack rolls against you. Celestial Strike. You infuse your weapon with celestial energy, empowering it with radiant moonlight to deal additional damage and disrupt your foe’s next attack. When you hit a creature with a weapon attack, you can expend one superiority die to deal radiant damage equal to the result of the superiority die x half of proficiency rounded up. The creature must then succeed on a Constitution saving throw or have disadvantage on its next attack roll. Moonlit Dash. You move with incredible speed, leaving a faint trail of moonlight as you dash across the battlefield to reposition yourself or avoid attacks. When you use your Action Surge, you can expend one superiority die to double your movement speed until the end of your turn. Roll the superiority die; you also gain temporary hit points equal to the result until the start of your next turn. Silencing Shadow. You channel the quiet, mystical aura of the moon to muffle your movements, leaving enemies less able to anticipate your attacks. When you hit a creature with a weapon attack, you can expend one superiority die to move in perfect silence for 1 minute. Roll the superiority die and add the result to your attack’s damage. For the duration, you have advantage on Dexterity (Stealth) checks, and your movements make no sound. Tidal Balance. The lunar energy within you allows you to rebalance your stance and regain your footing instantly, channeling the stability of the tides. When you are knocked prone or forced to move against your will, you can expend one superiority die to immediately regain your balance and ignore the effect. Roll the superiority die and add the result to your next attack roll. Moonlight Rally. You call upon the inspiration of the full moon to reinvigorate your allies, filling them with determination. As an action, you can expend one superiority die to rally nearby allies. Roll the superiority die, and any allies within 15 feet of you gain temporary hit points equal to the result and advantage on their next attack roll until the end of their next turn.Remove these ads. Join the Worldbuilders Guild
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