Elemental Oni (5e Class)

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Elemental Oni[edit]

Elemental Oni, or Oni Monks, are a unique type of monk. Unlike the traditional monk, they are able to fight with heavy and some special weapons due to their Oni physics. They are taught by Oni elemental martial arts when they are young. They become a master of whatever element they are taught. They can produce and control their elements from any part of their body, which can be used in the form of both melee and ranged combat. The generated element can be manipulated in a wide variety of ways, but their type is fixed. However, they can be given a material manifestation. Due to their Oni mentors, they possess keener senses such as sight, hearing and smell. They also have some defining physical characteristics such as sharper canines, a different color of skin or another characteristic that reassemble Oni or Half-Oni.

Note: If you are looking for a balanced class, I suggest you to look for another monk class. This class was made for a campaign of mine and some friends. Please, don't alter anything here.

Creating a Elemental Oni[edit]

What led you to learn these skills? Did you grow up in one of these monasteries? Did you receive training from a private master?

Quick Build

You can make a Elemental Oni quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Eremitic or Outlander background. Third, choose Oni or Half-Oni race.

Class Features

As a Elemental Oni you gain the following class features.

Hit Points

Hit Dice: 1d10 per Elemental Oni level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Elemental Oni level after 1st

Proficiencies

Armor: Light armor.
Weapons: Simple Weapons, Martial Weapons.
Tools: One of your choice.
Saving Throws: Dexterity and Constitution
Skills: Choose three of Acrobatics, Arcana, Athletics, Deception, History, Insight, Intimidation, Nature, Perception, Persuasion, Stealth and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Dungeoneer's pack or (b) A explorer's pack
  • (a) 1 Simple Weapon or (b) 1 Martial Weapon
  • If you are using starting wealth, you have 5d4x10gp. in funds.

Table: The Elemental Oni

Level Proficiency
Bonus
Features Demonic Martial Arts Hellish Ki points Demon Movement
1st +2 Oni Skin Color, Oni Resilience, Demonic Martial Arts d6 - -
2nd +2 Demon Movement, Demonic Senses, Hellish Ki d6 4+Con +5 ft.
3rd +2 Oni Archetype, Devour Element d6 6+Con +5 ft.
4th +2 Ability Score Improvement, Ability Score Improvement, Slow Fall d6 8+Con +5 ft.
5th +3 Extra Attack, Stunning Strike d8 10+Con +10 ft.
6th +3 Hellish Ki Empowered Strike, Elemental Mastery, Oni Archetype d8 12+Con +10 ft.
7th +3 Evasion, Chaotic Mind, Focused Aim d8 14+Con +10 ft.
8th +3 Ability Score Improvement, Ability Score Improvement d8 16+Con +10 ft.
9th +4 Regeneration 1d10 18+Con +15 ft.
10th +4 Oni Archetype 1d10 20+Con +15 ft.
11th +4 Infernal Presence, Extra Attack (2) 1d10 22+Con +15 ft.
12th +4 Ability Score Improvement, Oni's Raging Blast, Ability Score Improvement 1d10 24+Con +15 ft.
13th +5 Half-Oni Form 1d12 26+Con +20 ft.
14th +5 Oni Archetype 1d12 28+Con +20 ft.
15th +5 Timeless Body 1d12 30+Con +20 ft.
16th +5 Ability Score Improvement, Demon Soul, Ability Score Improvement 1d12 32+Con +20 ft.
17th +6 Full Oni Form 2d8 34+Con +25 ft.
18th +6 Oni Archetype, Ability Score Improvement 2d8 36+Con +30 ft.
19th +6 Ability Score Improvement, Ability Score Improvement 2d8 38+Con +30 ft.
20th +6 Mountain Deva 2d8 40+Con +30 ft.


Oni Skin Color[edit]

As Oni blood flows through your body, it causes physical traits of your Oni type to emerge. At 1st level, you choose one type of skin color equal to your Oni or Half-Oni race. Your choice will determine what type of damage some features will deal:

Oni Skin Color Elemental Damage
Red Fire
Blue Cold
White Radiant
Black Necrotic

Oni Resilience[edit]

Starting at 1st level, when you aren't wearing armor and not wielding a shield, your AC equal to 10 + Strength or Dexterity modifier + Constitution modifier.

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

Demonic Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Elemental Oni weapons, which are any Simple and Martial Weapons. You gain the following benefits while you are unarmed or wielding weapons that you have proficiency and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Elemental Oni weapons.
  • You can roll a d6 in place of the normal damage of your unarmed strike or demon monk weapon. This die changes as you gain Elemental Oni levels, as shown in the Martial Arts column of the Elemental Oni table.
  • When you take the Attack action and make an attack with a melee weapon or a unarmed strike, you can make one unarmed strike as a bonus action.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 ft. to an unoccupied space, provided the target is no more than one size larger than you.

Demon Movement[edit]

Starting at 2nd level, your speed movement increases by 5 feet. while you are not wearing armor or wearing a shield. This bonus increases when you reach certain Elemental Oni levels, as shown in the Elemental Oni table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

At 18th level, you gain the ability to fly using the magic Oni blood in your veins. Your flying movement is equal to your base movement and you don't fall if you end your turn in the air.

Demonic Senses[edit]

At 2nd level, your superior Oni instinct alert you to incoming danger. You gain proficiency in Perception. If you are already proficient in this skill, you add twice your proficiency bonus on checks made with this skill.

You also gain advantage in all your Wisdom (Perception) checks that rely on vision, smell or hearing.

Hellish Ki[edit]

Starting at 2nd level, your training allows you to harness the mystic energy of hellish ki. Your access to this energy is represented by a number of hellish ki points. Your elemental Oni level determines the number of points you have, as shown in the Hellish Ki Points column of the Elemental Oni table.

You can spend these points to fuel various hellish ki features. You start knowing four such features: Demonic Flurry of Blows, Abyssal Patient Defense, Corrupted Step of the Wind and Giant Enhance. You learn more hellish ki features as you gain levels in this class.

When you spend a hellish ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended hellish ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your hellish ki points.

Hellish Ki Save DC = 8 + your proficiency bonus + your Constitution modifier.

Hellish Ki Attack Roll = your proficiency bonus + your Constitution modifier.

Demonic Flurry of Blows.

Immediately after you take the Attack action on your turn, you can spend 1 hellish ki point to make two unarmed strikes as a bonus action.

Abyssal Patient Defense.

You can spend 1 hellish ki point to take the Dodge action as a bonus action on your turn.

Corrupted Step of the Wind.

You can spend 1 hellish ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Giant Enhance

When you deal damage with unarmed strikes or Oni monk weapons, you can spend 1 hellish ki point to deal additional damage die of your Demonic Martial Arts die for each point spent, with the damage depending on your skin color type (e.g: if you're a Red Oni, you deal an additional fire damage). The limit of points you can spend in this feature is equal to your proficiency bonus.

Oni Archetype[edit]

At 3rd level, you chose a Oni Archetype based on your Oni skin color. Choose between Red Oni, Blue Oni, White Oni and Black Oni detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.

Devour Element[edit]

At 3th level, when you are targeted by a damaging ability or spell that uses your chosen Oni Archetype damage, as a reaction, you can absorb the ability or spell, reducing the damage by 1d10 + your Constitution modifier + your Elemental Oni level and restoring half of the damage you absorbed as HP (rounded up) and Hellish Ki Points (rounded down). You gain temporary Hit Points and Hellish Ki Points if you still have them full or if the amount you gained exceeds your maximum.

You can also devour your Oni Archetype damage type if you find it around. For example: if you see a fire or another element you also control, as a Red Oni you can eat or absorb it and either restore hit points equal to 1d10 + your Constitution modifier, or regain an amount of hellish ki equal to twice your Constitution modifier.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, 18th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall[edit]

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Elemental Oni level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times.

Stunning Strike[edit]

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 hellish ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Hellish Ki Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical and silvered for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At 8th level, whenever you hit a creature with an unarmed strike, you deal extra damage equal to your Demonic Martial Arts die. The type of this additional damage depends on your Oni Archetype.

Elemental Mastery[edit]

At 6th level, you have resistance to your Oni Archetype damage, and your chosen damage type ignores resistance to it.

At 20th level, you gain immunity to your chosen damage type, and your damage type ignores immunity to it.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Demonic Mind[edit]

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. You also gain advantage to resist to be charmed or frightened.

Focused Aim[edit]

Also at 7th level, when you miss with an attack roll, you can spend 1 to 3 infernal ki points to increase your attack roll by 2 for each of these hellish ki points you spend, potentially turning the miss into a hit.

Regeneration[edit]

Beginning at 9th level, your Oni inheritance allows you to regenerate and fast heal. As an action and for 3 hellish ki points, you can heal yourself for 3d10. You can spend more points to heal more, for each extra infernal ki points you heal yourself +1d10, but only can spend a number equal to your Constitution modifier.

At 15th level, you control this ability with more efficiency. Now you no longer have a dice limit and can imbue your energy in others creatures to regenerate them. Spending 10 hellish ki points, you regenerate a lost limb of yours or a creature instead of regain hit points.

Additionally, at 19th level, You regain hit points equal to your Constitution modifier at the start of your turn if you have at least 1 hit point and no more than half your maximum hit points.

Yokai Body[edit]

At 10th level, your mastery of the hellish ki flowing through you makes you immune to disease and poison.

Infernal Presence[edit]

Beginning at 11th level, you can channel the dread presence of a Oni, causing any hostile creature around you to become awestruck or frightened. As an action, you can spend 6 hellish ki points to draw on this power and exude an aura of awe or fear (you choice) to a distance of 60 ft. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw, on a failure, it will be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

While Infernal Presence is active, you also exude an aura of the elemental type of your Oni Skin Color. Any hostile creature that ends its turn within a 10 ft. radius of you takes twice your Demonic Martial Arts die + your Constitution modifier damage.

Oni's Raging Blast[edit]

Starting at 12th level, as an action, you can use 6 hellish ki points to unleash a ball or ray (you choice) of pure energy at an enemy. This special attack is a ranged spell attack with a range of 30/60 feet. You are proficient with it, and you add your Constitution modifier to its attack and damage rolls. This deals 6d10 of your Oni Archetype damage. You can also add 1 hellish ki point to increase the damage, the limit of points you can add is equal to your proficiency bonus.

At 19th level, Oni Raging Blast's range increases by 30 feet and damage increases to 12d10 without increasing cost. You can now also add 1 point of hellish ki to increase damage up to twice your proficiency bonus.

Half-Oni Form[edit]

Starting at 13th level, you have learned to embrace the demonic power running in your veins. Spending 10 hellish ki points, you can take a bonus action to enter into a Half-Oni Form for 1 minute or until you dispel on a free action. During this form, your claws, horns and teeth grow, and your skin changes color, depending on your Oni Archetype. You must be a Half-Oni to use this feature.

When you enter Half-Oni Form, you gain the followings benefits:

  • Your skin change the color based on your Oni Archetype and become more resistant than normally. You gain +1 on your AC. In addition, you gain temporary hit points equal to 5 + 5 times your level in this class.
  • As a Oni, you have natural weapons, treat them as a simple weapons which you have proficiency, they are the followings: claws (slashing damage), bite (piercing damage) and horns (piercing damage), all dealing the same damage of your Demonic Martial Arts die.
  • Depending on your Oni Skin Color, the followings abilities scores increases +2, up to 22:
Oni Skin Color Abilities Scores
Red Strength and Constitution
Blue Intelligence and Charisma
White Intelligence, Wisdom and Charisma
Black Strength, Dexterity and Constitution
  • Due to your element constantly flowing out, your unarmed strikes deal an additional Demonic Martial Arts damage die of your Oni Skin Color. In addition, you can hit creatures within 10 ft. of you.

Alternate Feature: Complete Oni[edit]

Your race must be Oni.

If you are a Oni instead of Half-Oni, you gain the improvement of the benefits of Half-Oni Form instead:

  • Your AC gain +2, 10 + 5 times your level in this class.
  • Your natural weapons deals double of your Demonic Martial Arts damage die.
  • The abilities scores listed on Half-Oni Form increases +3 up to 24.
  • You deal twice of the additional Demonic Martial Arts damage die and can hit creatures within 15 ft. of you.

Timeless Body[edit]

At 15th level, your hellish ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Demon Soul[edit]

At 16th level, your mastery of hellish ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 hellish ki point to reroll it and take the second result.

Full Oni Form[edit]

At 17th level, if you are a Half-Oni, you become able to unlock a next stage of your Demonic inheritance. As an action and by spending 15 hellish ki points, you can become a Complete Oni. On a elemental burst caused by the transformation, all creatures within 20 ft. of you must make a Dexterity saving throw, on a failure, they will take 5 Demonic Martial Arts die + your Constitution modifier. On a success, they will take half of the damage. You gain the following benefits for 1 minute while you are in this form:

  • You gain +2 on your AC and temporary hit points equal to 10 + 5 times your level in this class.
  • As a Full Oni, you have natural weapons, treat them as a simple weapons which you have proficiency, they are the followings: claws (slashing damage), bite (piercing damage) and horns (piercing damage), all dealing twice of your Demonic Martial Arts die damage.
  • You gain +3 on your abilities scores, depending on your Oni Archetype, up to 24.
  • Due to your element constantly flowing out, your unarmed strikes deals an additional twice your Demonic Martial Arts damage die, based on Oni Skin Color. In addition, your attacks now can hit targets within 15 ft. of you.
  • You have advantage on your attacks with unarmed strikes.
  • You gain an additional action on each of your turns. That action can be used to take Dash, Disengage, Dodge, Attack or Use an Object actions.

Alternate Feature: Complete Oni[edit]

Your race must be Oni.

If you are a Oni instead of Half-Oni, you gain the improvement of the benefits listed on Full Oni Form instead:

  • You gain +3 in your AC, temporary hit points equal to 15 + 5 times your level in this class.
  • Your natural weapons deals three times of your Demonic Martial Arts damage die.
  • You gain +4 on your abilities scores, depending on your Oni Archetype, up to 26.
  • Due to your element constantly flowing out, your unarmed strikes deal an additional three times your Demonic Martial Arts damage die, based on Oni Archetype. In addition, your attacks now can hit targets within 20 ft. of you.
  • You gain the advantage on unarmed strikes and additional action described on Full Oni Form.

Mountain Deva[edit]

At 20th level, you finally unleash your true power, becoming a Demi-godlike Oni. Your abilities listed on your Oni Skin Color increases to 6 and now your maximum is 26. Additionally, your Full Oni Form lasts for 5 minutes and your Half-Oni Form no longer have a time limit. Any abilities that require 1 hellish ki point no more need to spend a hellish ki point to be used.

Oni Archetype[edit]

Your Oni Skin Color lineage determines various capacities and elements you control. Choice one type of the followings:

Red Oni[edit]

"Among the oni, the Aka no Buzoku oni are the most prevalent. Renowned for their formidable stature and resilience, they dwarf their kin in size, boasting skin that boasts a deep crimson hue. These individuals are marked by their ferocity, impulsive nature and lack of focus, often driven by instant gratification, paying little attention to devising strategies or schemes."

Elemental Dominator

Starting at 3rd level, you manage to control one more damage type of your choice, except Cold, Psychic and Radiant. You can benefit from all of the class's features that use its primary damage by also using the chosen damage, but you have to choice one damage type when using a feature that deals damage (e.g: when you deal damage with your unarmed strike and you already have the Hellish Ki Empowered Strikes feature, you must choice one type of your damages to be the type of your additional damage).

Made for War

At 6th level, your strength and battle skills set you apart from other Oni. You add +2 to your attacks with weapons with the heavy and special properties. Additionally, you gain proficiency in Athletics; if you are already proficient, you add double proficiency to Athletics checks.

At 10th level, you choose an damage type. You treat as resistance any attack, magical or otherwise, made against you that deals the same type of the chosen damage.

Yokai Fury

Starting at 10th level, when you are reduced to 0 hit points but not immediately killed, you can instead drop to 3 hit points. You can use this feature a number of times equal to your con modifier.

Torrid Destruction

Starting at 14th level, you learn to harness the power of your Oni rage and deal some big damage. For 8 hellish ki points, you take a stance and flies towards your enemy and hit them with 8d10 of fire damage + your Dexterity modifier knocking your enemy prone, on crits the opponent is set on fire. You can add another 1d10 by spending one hellish ki point up to your Constitution modifier.

Final Strike

Starting at 18th level, you can spend 4 hellish ki points to launch yourself at an enemy 30 feet near you. The target must make a Constitution saving throw, and take 4d12 of one element you control damage. The target takes half as much damage on a successful saving throw. You can increase the damage by 1d12 for every additional hellish ki point spent up to your Constitution modifier.

Furthermore, during your Complete Oni Form, the place where you are constantly heats up within a 20 ft. radius, with you as the epicenter. Any creature that starts its turn in this radius is required to make a Constitution saving throw against your Infernal Ki DC. On a failed save, the creature takes 3d6 fire damage and is stunned until the start of your next turn. On a success, she takes only half damage. Creatures immune to fire become resistant, and resistant creatures take normal damage.

Blue Oni[edit]

"Ao no Buzoku' Oni are known for their unnatural cunning and aptitude for magic. physically unimpressive, and with skin coloring in shades of dark blue. They are usually calculating and meticulous in the pursuit of lofty goals such as power and knowledge."

Elemental Dominator

Starting at 3rd level, you manage to control one more damage of your choice, except Fire, Psychic and Radiant. You can benefit from all of the class's features that use its primary damage by also using the chosen damage, but you have to choice one damage type when using a feature that deals damage (e.g: when you deal damage with your unarmed strike and you already have the Hellish Ki Empowered Strikes feature, you must choice one type of your damages to be the type of your additional damage).

Cold Mind

At 6th level, your gain advantage on Intelligence, Wisdom and Charisma saving throws and proficiency on 1 skill of your choice of each abilities mentioned.

Innate Magic

At 10th level, you learn advanced magic typical of full-blooded oni. You learn the charm person, darkness and gaseous form spells, each of which you can cast once without expending infernal ki points. After use one time, you must spend 4 hellish ki points to cast them without material components, if required.

You also know the dancing lights' cantrip and can cast at will.

Advanced Spellcaster

Starting at 14th level, You can choose two spells up to 6th level that deal no damage or that deal damage from one of your chosen elemental types. You use 5 hellish ki points to cast it (without material components if the spell requires them).

At 18th level, you can choose one more spell and one cantrip of your choice.

Magic Armor

At 18th level, your blood is filled with the icy north wind, granting you uncanny resilience. As a bonus action and for 5 hellish ki points, you can surround your body by ice, creating an armor made of magic ice. For 1 minute, you gain the following benefits:

  • You gain +1 AC.
  • You have temporary hit points equal to 5 + your Constitution modifier + your proficiency bonus.
  • You deal an additional Demonic Martial Arts die damage every time you make a unarmed strike.
  • When you take damage from a melee attack that deals non-magical slashing, bludgeoning and piercing damage or one of your Oni Archetype damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

You can combine this feature with Half-Oni Form and Full Oni Form.

White Oni[edit]

"The Shiro no Buzoku is often associated with foreboding prophecies and shadowy omens. These enigmatic Oni are known for their unsettling ability to manipulate shadows and manipulate illusions, making them formidable tricksters and deceivers."

Superior Elemental Dominator

Starting at 3rd level, due to your rare Oni heritage, you learn to control two additional damages of your choice, except Psychic and Necrotic. You can benefit from all of the class's features that use its primary damage by also using the two chosen damages, but you have to choice one damage type when using a feature that deals damage (e.g: when you deal damage with your unarmed strike and you already have the Hellish Ki Empowered Strikes feature, you must choice one type of your damages to be the type of your additional damage).

Shiro Oni

At 6th level, you learn to use the radiant energy within you to temporarily incapacitate enemies. You have advantage on saving throws against being blinded. Additionally, for 1 point of hellish ki, whenever it hits a hostile creature, it must make a Wisdom saving throw against your infernal ki DC. On a failed save, she takes an extra 4d6 radiant damage and is blinded until the start of her next turn. On a success, it's not blinded and takes only half damage.

Spirit Walk

At 10th level, as a White Oni, you have a strong connection to the spiritual plane and can even travel between it and the physical world. As an action, for 3 hellish ki points, you can magically teleport up to 30 feet to an unoccupied space of darkness that you can see.

Additionally, you can spend 8 hellish ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Swap Places

Starting at 14th level, your skin is enchanted with void magic, loosening the hold of reality on your body. When you are hit by a melee attack, as a reaction and spending 5 hellish ki points, you may force a creature, other than the attacker, within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature and you swap places and they take the damage you would have taken instead. On a successful save, that creature only takes half the original damage, and you take the rest. If that damage is force or radiant, the attacker takes half the damage on a failed save.

At 18th level, you can use this feature against ranged spells or abilities by switching places with the attacker or another creature within 30 feet of you.

Above the Oni

Starting at 18th level, as a White Oni, you have exceeded the normal limits of your kind. Whenever you level up after obtaining this feature, you gain double Hellish Ki points instead of the usual one shown on the Hellish Ki table.

In addition, when you enter into the Half-Oni form or Full Oni form, you gain the followings benefits:

  • Your unarmed strikes deals 8 times your Demonic Martial Arts die in every attack you made. And you can hit a creature within 25 ft. of you.
  • You gain resistance to all damages but Psychic and Necrotic. And if you do, you lose any damage vulnerability you have.
  • Others creatures have disadvantage on attacks rolls against you.

Black Oni[edit]

These Oni bear skin as dark as the deepest abyss, and their eyes gleam with a sinister intensity. Masters of darkness and shadows, the Kuro no Buzoku are skilled assassins and spies, lurking in the obscurity and striking swiftly from the shadows.

Superior Elemental Dominator

Starting at 3rd level, due to your rare Oni heritage, you learn to control two additional damages of your choice, except Psychic and Radiant. You can benefit from all of the class's features that use its primary damage by also using the two chosen damages, but you have to choice one damage type when using a feature that deals damage (e.g: when you deal damage with your unarmed strike and you already have the Hellish Ki Empowered Strikes feature, you must choice one type of your damages to be the type of your additional damage).

Kuro Oni

At 6th level, you may spend 1 hellish ki points to move from a place that is currently in darkness to another place in darkness within 60 feet of you as a bonus action.

Additionally, as a bonus action, you can spend 5 hellish ki points to make a 60ft sphere of magical darkness around you that only you may see through. You gain advantage in your attacks. It lasts for 1 minute.

Improved Armor

At 10th level, your AC is now equal to 12 + your Dexterity modifier + your Constitution modifier. Additionally, everytime you take damage (except Psychic and Radiant) it will be reduced by half your Constitution modifier (minimum 1). If you're a Half-Oni, you can also reduce radiant damages.

Magic Eye

At 14th level, you have a third eye in your Half-Oni Form. Due to this characteristics, your Darkvision is enhanced to 120 ft. and you can see through illusions, magic darkness and the true form of shapechangers. In addition, you have a Blindsight of 30 ft. and you can't be surprised.

At 18th level, during your Full Oni Form, you have Truevision of 30 ft. Additionally, you can use your third eye in your base form for 1 minute and by spending 3 hellish ki points, but you will not have True Vision in that form.

Above the Oni

Starting at 18th level, as a Black Oni, you have exceeded the normal limits of your kind. Whenever you level up after obtaining this feature, you gain double Hellish Ki points instead of the usual one shown on the Hellish Ki table.

In addition, when you enter into the Half-Oni form or Full Oni form, you gain the followings benefits:

  • Your unarmed strikes deals 8 times your Demonic Martial Arts die in every attack you made. And you can hit a creature within 25 ft. of you.
  • You gain resistance to all damages but Psychic and Radiant. And if you do, you lose any damage vulnerability you have.
  • Others creatures have disadvantage on attacks rolls against you.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Elemental Oni class, you must meet these prerequisites: be a Oni or Half-Oni, Dexterity And Constitution 13.

Proficiencies. When you multiclass into the Elemental Oni class, you gain the following proficiencies: Martial Weapons.

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