Reishi, Variant (5e Class)

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Reishi[edit]

A flash of light as he blasts a wall of swordsman from his sight, moving at the blink of an eye, a group of spear-men crumble against the weight of his blows. He scales the wall of the battlements with ease surprising the archers above, a wave of power sends them tumbling to the battlefield below. An elf, still as a tree. Breath so slow he is nearly imperceptible, before his foes can notice he is there, a flurry of strikes leaves them stunned.

Their comrades dumbfounded as they notice his presence too late are felled by his swift strikes. Strong as the mountain, a dwarf blocks the explosion of a fire ball with his face without flinching, a powerful barrier surrounding him and his comrades. The use of Reiki is extremely versatile, and the Reishi is a master of its use and manipulation.

Reishi dedicate their mortal lives to the study of the energy that flows through all life, Reiki. Any creature that can consider itself among the living has Reiki flowing through it. Reishi can harness and manipulate this energy to bolster their own strength, defense and senses, to create powerful attacks that extend from their bodies, and destroy others, or heal them. The more experienced a Reishi becomes the better control over Reiki a Reishi has.

To utilize Reiki to its fullest potential a creature must have their limiters opened. There are multiple ways to do this, but the most common way is to have a Reishi master unlock it for you. Due to this, many Reishi gather together to train and teach each other.


Creating a Reishi[edit]

As you make your Reishi character, consider how this creature came about unlocking its Reiki. Did it learn from a master, was it attacked by a spirit beast? What is your Reishi’s goal? To take vengeance on a spirit beast that killed its parents? To become the strongest there ever was? To protect it’s loved ones?

Quick Build[edit]

You can make a Reishi quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution or Wisdom. Second, choose the hermit background. Third, choose a short sword as a weapon.

Class Features

As a Reishi you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: Simple Weapons, long swords, short swords
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose two from Arcana, Athletics, Acrobatics, Perception, Survival, Insight and Stealth

Equipment

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

  • (a) a short sword or (b) any simple weapon or (c) a Caestus or Brass Knuckles
  • (a) a dungeoneers pack or (b) an explorer's pack
  • If you are using starting wealth, you have 1d4 x 10gp in gold in funds.

Table: The Reishi

Level Proficiency
Bonus
Martial Arts Reiki Points Unarmored Movement Features
1st +2 1d4 1 + wis Reiki, Martial Arts
2nd +2 1d4 2 + wis +10 ft. Reiki Armor, Unarmored Movement
3rd +2 1d4 3 + wis +10 ft. Paths of the Spirit Warrior
4th +2 1d4 4 + wis +10 ft. Ability Score Improvement, Slow fall
5th +3 1d6 5 + wis +10 ft. Extra Attack, Spirit Focus
6th +3 1d6 6 + wis +15 ft. Spirit Detection, New Technique
7th +3 1d6 7 + wis +15 ft. Spirit Endurance
8th +3 1d6 8 + wis +15 ft. Ability Score Improvement
9th +4 1d6 9 + wis +15 ft.
10th +4 1d6 10 + wis +20 ft. Spirit Shotgun
11th +4 1d8 11 + wis +20 ft. Spirit Focus Improvement, Spirit Wave
12th +4 1d8 12 + wis +20 ft. Ability Score Improvement, Form Spirit Weapon Improvement, Spirit Fortitude, Spirit Pressure
13th +5 1d8 13 + wis +20 ft. Spirit Gun Improvement
14th +5 1d8 14 + wis +25 ft. Reiki Healing
15th +5 1d8 15 + wis +25 ft. Extra Attack(2)
16th +5 1d8 16 + wis +25 ft. Ability Score Improvement
17th +6 1d10 17 + wis +25 ft. Timeless Body
18th +6 1d10 18 + wis +30 ft. Spirit Gun Improvement, Form Spirit Weapon Improvement
19th +6 1d10 19 + wis +30 ft. Ability Score Improvement, Harden Resolve
20th +6 1d10 20 + wis +30 ft. Final Blow

Reiki[edit]

The inner power that fuels all living beings. This spiritual energy is harnessed to bolster the user in a variety of ways. Starting at 1st level, you have unlocked the ability to tap into this source of power. Your access to this energy is represented by a number of reiki points. Your level in this class determines the number of points you have, as shown in the Reiki Points column of the class table.

You can spend these points to fuel various reiki Techniques. You start knowing one such Technique: Focused Strikes.

You will also have other Reiki Techniques, having as many as your proficiency bonus + half of your Wisdom modifier (rounded down). You will start knowing only fundamental techniques, gaining the ability to learn from Basic Techniques at 6th level, Expert Techniques at 9th level, and from Master Techniques at 15th level. At the end of a long rest,

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

Some of your reiki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

reiki save DC = 8 + your proficiency bonus + your Wisdom modifier

reiki attack roll = your proficiency bonus + your Wisdom modifier

Focused Strikes

As a bonus action, you can expend 1 reiki point to strengthen the power of your strikes for up to an hour. For the duration, your unarmed strikes are considered magical, and you gain a bonus of +1 to attacks and damage rolls made with unarmed strikes. At 7th level you can spend 2 reiki points to increase the bonus to +2. At 11th level, you can spend 3 reiki points to increase the bonus to +3. And finally, at 17th level, you can spend 4 reiki points to increase the bonus to +4.

This bonus is not cumulative to other magical bonus for your unarmed strikes.

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and martial arts weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only martial arts weapons and you aren't wearing armor or wielding a shield:

Certain monasteries use specialized forms of the martial arts weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a martial arts weapon, you can use the game statistics provided for the weapon.

Unarmored Movement[edit]

Starting at 2nd level, due to your training with reiki your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Reishi levels, as shown in the Reishi table.

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

Reiki Armor[edit]

Starting at 2nd level you can exude your Reiki around your body to protect yourself and soften the damage of blows. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Paths of the Spirit Warrior[edit]

At 3rd level you chose a path of Reiki training to focus on. Choose between, Way of the Heavy Fist, Way of the Iron Wall, Way of the Running Stream, or Way of the Quiet Mind. all detailed at the end of the class description.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th 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 5 times your Reishi level.

Extra Attack[edit]

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Spirit Focus[edit]

Starting at 5th level, you can spend 1 minute to focus your mind and channel your Reiki, doing so allows you to temporarily (for up to 10 minutes) gain +2 from your Focused Strike, +10 ft to unarmored movement, and immediately gain +2 Reiki points. At 10th level, this time increases by 10 minutes and +4, at 20th level this time increases to 1 hour and +5. Starting at 13th level, during a short rest, instead of healing HP you can expend your hit dice to regain Reiki.

Spirit Detection[edit]

Starting at 6th level, your mastery of Reiki channeling has allowed you to detect the spiritual energies of those around you. You can detect any living creature around you for up to 30 feet, and have advantage on detecting creatures 60 feet around you. The check for Spirit Detection is a DC 15 Wisdom check. You have disadvantage on detecting creatures up to 120 ft around you. While detecting these creatures you only know their general area. You can choose to focus on one of the creatures at a time, as a bonus action and know their battle capabilities, and or Reiki level. At 14th level the DC Wisdom check for this ability becomes 10. At 20th level it becomes 5.

Spirit Endurance[edit]

Starting at 7th level, your training in Reiki has allowed you to strengthen your constitution, you have advantage on all constitution saving throws. If your HP would go below 0 you can expend 1 Reiki to keep it at 1.

Spirit Shotgun[edit]

Starting at 10th level, you can choose to shoot multiple smaller Spirit bullets in a cone (60/90)ft This costs 1 Reiki point. The targets within the cone must make a DC 15 dexterity saving throw on a failed throw take 2d8 psychic damage, on a successful one take half as much.

Spirit Wave[edit]

Starting at 11th level, you can let loose a wave of Reiki that can go through walls and barriers. This attacks in a cone and has a range of (30/60). Any creature within this cone must succeed a DC 15 constitution saving throw or take 2d10 + your Wisdom modifier Psychic damage. You can double the Reiki points expended to increase the range to (60/90) or the damage to 4d10 + your Wisdom modifier

Spirit Fortitude[edit]

Starting at 12th level, any creature below your level that can detect Reiki, upon detecting your Reiki level, becomes afraid of you and must succeed a Wisdom check.

Spirit Pressure[edit]

Starting at 12th level, you can exude your Reiki from your body in an intimidating fashion. You expend 1 Reiki point to unleash a wave of Reiki around you in a 60ft radius. Any creature that can detect Reiki must succeed a DC 10 intelligence saving throw or become afraid of you for 1 minute. You can resist someone else’s spirit pressure by succeeding a DC 10 Wisdom saving throw. You can expend additional Reiki to increase the range of this ability. +1 Reiki point per 5ft.

Spirit Healing[edit]

Starting at 14th level due to your advanced training in Reiki you gain more HP from taking short rests. Gain an additional hit die. Taking a short rest recovers 1d6 Reiki. Outside of combat, you can choose to expend 6 Reiki points and touch a willing creature, that creature gains 1d10 + your Wisdom modifier temporary HP. During combat you can use 1 action to expend 8 Reiki points and gain 1d10 + your constitution modifier HP, you can only use this once before a short rest.

Timeless Body[edit]

At 17th level, your Reiki 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. Your mastery of Reiki extends your life span by 2d10 + your constitution modifier years. Your body can no longer be poisoned and you fully have understanding of your body and cannot be under controlled by your foes.

Harden Resolve[edit]

Your mastery of Reiki has enabled you to bolster your total living ability. Starting at 19th level you gain 3 Death saves. You can continue to fight even while below 0 HP. However, when you fail all of your Death Saves, instead of dropping dead, your body disintegrates into dust.

Final Blow[edit]

Starting at 20th level you have mastered Reiki, you can spend 1 turn focusing your Reiki and readying an attack. Expend 10 Reiki to add 10d10 + your Wisdom Modifier to your readied attack. If you attack this way and lower the target’s HP to below half, the target must succeed at DC 15 constitution saving throw or have the damage it took doubled.

Reiki Techniques[edit]

Fundamental Techniques[edit]

Flurry of Blows

Cost: 1 Reiki Point
As an bonus action after you made an attack with a unarmed strike, you can give two unarmed strikes as a bonus action.

Perfect Dodge

Cost: 1 Reiki Point
You can take the dodge action as a bonus action.

Speed Surge

Cost: 1 Reiki Point
As a bonus action, you take the disengage action or dash action, and your jump distance is doubled for the turn.

Spiritual Jump

Cost: 1 Reiki Point
As a bonus action, you may jump up to 30 feet and make one unarmed strike.

Basic Techniques[edit]

Reigan

Reiki Cost: 6+
Your advanced Reiki training has allowed you to release large sums of Reiki from your body at will. You can spend 1 action to charge a ball of Reiki into the tip of the finger on one of your empty hands, and may spend your bonus action to shoot this ball of Reiki at a target. The range for the Reigan is (120/320), dealing 3d10 + your Wisdom modifier psychic damage. You can choose to spend +1 Reiki points to this attack to add +1d10 to it's damage roll, with a limit of 6 Reiki Points.

If using this technique reduces your Reiki points to 0 you will gain the usual effects of using all of your Reiki plus an extra level of exhaustion.

Form Spirit Weapon

Cost: 5+ Reiki Points
Through your training and focus you are able to choose a weapon of your choice, and create this weapon out of your pure Reiki as a bonus action. Maintaining this spirit weapon requires concentration. The concentration DC is your Reiki Save DC. While wielding this spirit weapon you will have proficiency with it. You can expend 2 Reiki points as part of your attack action to extend the spirit weapon up to 10 ft instantaneously.

Spirit Healing

Cost: 4+ Reiki Points
You channel your reiki into a wounded creature to start healing them. One creature you touch will recover 4d4 +4 Hit Points. You may spend additional Reiki Points to add 1 dice and a +1 to the total amount of hit points regained.

Expert Techniques[edit]

Super Reigan

Cost: 8+ Reiki Points
Requirement Reigan
You have improved the Reigan technique to a new level, making it much more than a ball of Reiki.

Spirit Barrier

Cost:

Master Techniques[edit]

Soul Return

Cost: Special
You have learned how to do a very precise technique where one mistake could mean a forever lost soul. You can target one dead creature (The creature cannot have more than 24 hours of being dead) as an action, and spend Reiki points equal to the CR or level of the dead creature, pulling their soul from the afterlife. This technique does not work on creatures with no soul.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Reishi class, you must meet these prerequisites: 13 Constitution and 13 Wisdom

Proficiencies. When you multiclass into the Reishi class, you gain the following proficiencies: Short/Long sword


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