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## Channeler The channeler draws their energy from the afterlife. As the mediums that interact with the deceased and dying, they make connections with spirits and the departed, granting them eternal rest and peace and channeling their fury. While not as powerful of a spellcaster as a wizard, the spirits the channeler interact with grant them additional powers, partially possessing them. Channelers who routinely practice their craft are irrevecoably changed as their personality is continually affected by the spirits they channel. ## Class Features As a channeler, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per channeler level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per channeler level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows, shortbows, shortswords - **Tools:** Calligrapher's supplies and one musical instrument ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Perception, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a quarterstaff or *(b)* a dagger - *(a)* a scholar's pack or *(b)* an explorer's pack - leather armor, a channeler's focus
##### The Channeler | Level | Proficiency Bonus | Features | Cantrips Known | Qi | Spells Known | Maximum Spell Level | Bound Spirits | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Spirit Focus, Qi Barrier | 2 | 4 | 2 | 1 | — | | 2nd | +2 | Death Sight, Kagura | 2 | 6 | 3 | 1 | — | | 3rd | +2 | Spirit Binding, Spirit Focus Feature | 2 | 8 | 3 | 1 | 1 | | 4th | +2 | Ability Score Improvement | 2 | 12 | 4 | 2 | 1 | | 5th | +3 | Spirit Focus Feature | 3 | 12 | 5 | 2 | 2 | | 6th | +3 | Spiritual Resonance | 3 | 14 | 5 | 2 | 2| | 7th | +3 | — | 3 | 17 | 6| 3 |2| | 8th | +3 | Ability Score Improvement | 3 | 17 | 7 | 3 |3 | | 9th | +4 | Spirit Focus Feature | 3 | 20 | 7 | 3 | 3| | 10th | +4 | — | 3 | 25 | 8 | 4 | 3 | | 11th | +4 | Divine Spirit, Spirit Focus Feature | 4 | 25 | 9 | 4 | 4 | | 12th | +4 | Ability Score Improvement | 4 | 30 | 9 | 4 | 4 | | 13th | +5 | — | 4 | 36 | 10 | 5 | 5 | | 14th | +5 | Spirit Focus Feature | 4 | 36 | 11 | 5 | 5 | | 15th | +5 | — | 4 | 36 | 11 | 5 | 6 | | 16th | +5 | Ability Score Improvement | 4 | 42 | 12 | 6 | 6 | | 17th | +6 | Spirit Focus Feature | 4 | 42 | 13 | 6 | 6 | | 18th | +6 | Divine Spirit Improvement | 4 | 42 | 13 | 6 | 7 | | 19th | +6 | Ability Score Improvement | 4 | 48 | 14 | 7 | 7 | | 20th | +6 | Spirit Vessel | 4 | 48 | 15 | 7 | 8 |
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### Spellcasting You draw your power from the spirits that came before you. You may draw your magic directly from the afterlife or were taught by a long dead ancestor. See chapter 10 of the player's handbook for general spellcasting and the end of this document for the channeler spell list. #### Cantrips You know two cantrips of your choice from the channeler spell list. You learn additional channeler cantrips of your choice at higher levels, as shown in the Cantrips Known column of the channeler table. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the channeler spell list. The Spells Known column of the channeler table shows when you learn more channeler spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the channeler spells you know and replace it with another spell from the channeler spell list, which also must be of a level for which you can cast. #### Spellcasting Ability Wisdom is your spellcasting ability for your channeler spells. Your magic comes from understanding the connection between the living world and the spirit world. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a channeler spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
#### Spellcasting Focus You can use a channeler's focus as a spellcasting focus for your channeler spells. A channeler's focus is an item with a spiritual connection to the afterlife. It may be a weapon passed down through your family that past warriors have used or a staff made of animal bone that draws forth animal spirits. Such items are often very rare and channelers carefully guard their foci. Losing one may prevent the channeler from casting until it is retrieved or may be an arduous task to recreate it. #### Qi You cast your spells by harnessing qi, the life force that flows through you and all living beings. To cast a channeler spell, you spend an amount of qi based on the level of spell you cast. The amount of qi you must spend to cast a spell is shown in the Qi Cost table. The maximum level of spell you can cast is shown on the Channeler Table. You regain all spent qi points when you finish a long rest.
##### Qi Cost | Spell Level | Qi Cost | |:----:|:-------------| | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | 5th | 7 | | 6th | 9 | | 7th | 10 | \pagebreak ### Spirit Focus At 1st level you have become attuned to a particular type of spirit. The spirits you listen to shape your magic and personality, partially possessing you as you spend your qi, weakening the barrier between you and the spirit world. Is your body a host to many spirits, each imparting their own, calm wisdom as they pass through you? Or do you harness your magic from a foul oni that passed away eons ago who uses your body as a way to temporarily be free? You choose one focus: Bushi Spirit, Bakemono Spirit, Oni Spirit, or Kami Spirit. Your choice grants you features at 1st, 3rd, 5th, 9th, 11th, 14th, and 17th levels. #### Focus Spells Each focus has a list of associated spells. You gain access to these spells at the levels specified in the focus description. Once you gain access to a focus spell, you always know it. Focus spells don’t count against the number of spells you know. If you gain a focus spell that doesn’t appear on the channeler spell list, the spell is nonetheless a channeler spell for you. ### Qi Barrier At 1st level, as a bonus action, you may spend up to your level in qi. When you do, you gain temporary hit points equal to twice the amount of qi spent in this way. ### Death Sight Starting at 2nd level, you can use an action and spend 2 qi in order to see invisible creatures and objects and into the ethereal plane for ten minutes. ### Kagura At 2nd level you have begun your mastery of the kagura, a type of ritual dance you can use to communicate with the spirit world. You gain proficiency in the performance skill and may cast any spell you know as a ritual if that spell has the ritual tag. Additionally, you may cast any spell with the ritual tag on the channeler's spell list as a ritual, even if you do not know the spell, if you spend 10 minutes per spell level of the spell you cast in ritualistic dance. ### Spirit Binding Starting at 3rd level, you have begun to attract specific spirits to you. These spirits may be ones you have captured that you forcefully bind to you with your magic or they may follow you of their own volition. The list of spirits you may bind to you are found at the end of this document and the number you can bind to you are shown in the channeler table. Each spirit provides a permanent, passive benefit to you. Additionally, you can use a bonus action to allow the spirit to possess you. When you do, the spirit inhabits your body for one minute, during which you gain the possession benefits listed in the spirit's description. Each individual spirit may possess you once per long rest and only one spirit may possess you at any time. Whenever you gain a channeler level you may replace one bound spirit with another as long as you meet the requirements for it. Releasing a spirit is something that should not be taken lightly, as vengeful spirits have been known to seek revenge on wicked channelers who use and abandon them. ### Ability Score Improvement 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. ### Spiritual Resonance At 6th level you learn the spell Speak With Dead, this spell does not count against the max number of spells you know. When you cast this spell, the creature's spirit returns briefly to the body and will typically provide more accurate responses. Additionally, you have advantage on deception, intimidation, and persuasion checks when interacting with ghosts, spirits, and similar creatures. ### Divine Spirit Starting at 11th level, you may bind a divine spirit with your Spirit Binding feature. At 18th level, you may bind a second divine spirit of your choice. ### Spirit Vessel Starting at 20th level, as a bonus action, you immediately gain the effects of all of your spirits as if they were possessing you. This happens even if you were previously possessed by them today, and does not count as using their possession for the day. You may do this once per long rest. ### Bushi Spirit Focus You channel the spirits of the warriors who came before you, learning from the wisdom they impart upon you and allowing their might to flow through you. #### Focus Spells You gain focus spells at the channeler levels listed. ##### Bushi Spells | Channeler Level | Spells | |:----:|:-------------| | 1st | *Armor of Agathys, Compelled Duel* | | 4th | *Branding Smite, Magic Weapon* | | 7th | *Blinding Smite, Elemental Weapon* | | 10th | *Freedom of Movement, Staggering Smite* | | 13th | *Holy Weapon, Steel Wind Strike* | \pagebreak
#### Bushi Channelling At 1st Level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, you gain proficiency with medium armor. As you gain levels and spend qi you gain additional features as shown in the Bushi Channelling table. These features last until you take a long rest and replenish your qi. ##### Bushi Channeling | Level | Spent Qi | Feature | | :----:| :----:|:-------------| | 1 | 4 | Spectral Armaments | | 3 | 6 | Warrior Sense | | 5 | 8 | Bushi Might | | 9 | 12 | Ancestral Aegis | | 11 | 15 | Spectral Blows | | 14 | 20 | Ancestor's Protection | | 17 | 40 | Bushi Trance | #### Spectral Armaments At 1st level, after spending 4 qi you are able to conjure a special weapon made of energy. As a bonus action, you conjure a weapon made of force that counts as a martial melee weapon with which you are proficient. It deals 1d10 force damage on a hit and has the finesse and two-handed properties. The weapon persists as long as you hold it or until you dismiss it (no action required.) \columnbreak Additionally, you may use your Wisdom modifier in place of your Strength or Dexterity modifier when making attacks with your spectral blade. Lastly, you may create an ethereal set of armor to protect yourself. As a bonus action, or as part of the same bonus action you use to conjure your weapon, you summon your armor. While you wear this armor, your AC equals 14 plus your Wisdom modifier. This armor counts as medium armor. #### Warrior Sense At 3rd level, after spending 6 qi, you have advantage on initiative rolls and during your first turn during combat you have advantage on attack rolls against creatures that haven't acted yet. Lastly, you may use Wisdom in place of Dexterity for initiative rolls. #### Bushi Might At 5th level, after spending 8 qi, whenever you take the attack action you make a second attack as part of the same action. #### Ancestral Aegis At 9th level, after spending 12 qi, you are able to call upon the protection of your ancestors in battle. As a bonus action, you grant your protection to one allied creature you can see within 60 feet of you. The aegis glows faintly with an aura of spectral magic. Any damage the target takes is reduced by an amount equal to 2+your proficiency bonus. Additionally, whenever a creature you can see within 60 feet of you hits the wielder of your aegis with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can then make one melee weapon attack against the attacker. If that attack hits, you may also push the creature five feet in any direction of your choice while simultaneously reducing their movement speed to 0 for the rest of their turn. #### Spectral Blows At 11th level, after spending 15 qi, whenever you deal damage with your spectral blade you deal an additional 1d8 force damage. #### Ancestor's Protection At 14th level, after spending 20 qi, you gain proficiency in all saving throws. #### Bushi Trance At 17th level, immediately after spending 40 qi you enter a trance-like state. During this time, you have advantage on all attack rolls and all saving throws. During this trance you cannot be possessed by your spirits and if you are currently possessed, the effects immediately end. This lasts for one minute or until you are knocked unconscious. ### Kami Spirit Focus You channel the spirits of kami, divine spirits of the heavenly realm. These spirits of celestials, nature, and the gods protect those around you, mending wounds and tending to their ailments. #### Focus Spells You gain focus spells at the channeler levels listed. \pagebreak
\columnbreak ##### Kami Spells | Channeler Level | Spells | |:----:|:-------------| | 1st | *Bless, Sanctuary* | | 4th | *Aid, Lesser Restoration* | | 7th | *Haste, Revivify* | | 10th | *Aura of Purity, Death Ward* | | 13th | *Greater Restoration, Raise Dead* | #### Kami Channelling After each long rest you may immediately cast the Sanctuary spell on yourself without spending qi. Whenever you cast Sanctuary targeting yourself it instead lasts up to 8 hours. A creature that succeeds on the save is immune to the effect for 1 hour.
Additionally, you learn the Sacred Flame cantrip. This cantrip doesn't count against the maximum number you may know. When you cast this spell targeting an enemy, you do not end the effects of Sanctuary, but any creature you deal damage to makes its next save against the effects of Sanctuary with advantage. As you gain levels and spend qi you gain additional features as shown in the Kami Channeling table. These features last until you take a long rest and replenish your qi. #### Talisman Creation At 1st Level, you gain the ability to craft mystical charms known as ofuda or omamori. These talismans are used to protect people and locations from harmful spirits. During a long rest, you may create a number of talismans equal to your wisdom modifier using calligrapher's tools. At any time, a number of talismans equal to your wisdom modifier may possess magic, and if you create any more, the oldest becomes an ordinary trinket. These talismans may be given to other creatures to activate and may be used in a number of ways: - As an action, a creature holding a talisman by expend the magic from it and gain the effects of either the Bless or Protection from Evil and Good spell (no concentration) for 1 minute. - As a reaction when forced to make a saving throw, a creature holding a talisman may expend the magic to gain advantage on the save. - Over the course of a minute, you may conduct a ritual and place the talisman on a corpse. You expend the magic from the talisman and the corpse cannot become undead by any means short of a wish spell as long as the talisman is attached to the body. - Over the course of a minute, you may place the talisman on a door or entryway. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The talisman prevents creatures of the chosen types from moving through the passageway unless they succeed on a charisma saving throw. After an hour, the talisman loses its magic. \pagebreak ##### Kami Channeling | Level | Spent Qi | Feature | | :----:| :----:|:-------------| | 1 | 3 | Divine Healing | | 3 | 6 | Warding Chant | | 5 | 8 | Sacred Fire | | 9 | 12 | Rapid Protection | | 11 | 15 | Gumyōchō's Twinning | | 14 | 20 | Heavenly Body | | 17 | 40 | Heavenly Mind | #### Divine Healing At 1st level after spending 3 qi, you gain a pool of d6s that you may use to mend wounds. This pool starts with 2 dice and gains 1 more die for every 3 qi you spend afterward. As a bonus action, you may spend an amount of dice up to your wisdom modifier, restoring 1d6 hit points per die spent to a creature you can see within 60 feet of you. #### Warding Chant At 3rd level after spending 6 qi, as a bonus action you censure creatures that wish to do you harm. Each hostile creature of your choice that can hear you subtracts 1d4 from attack rolls and saving throws until the end of your next turn. You may do this a number of times equal to your wisdom modifier per long rest. #### Sacred Fire At 5th level after spending 8 qi, you may add your wisdom modifier to the damage you deal with any channeler cantrip. #### Rapid Protection At 9th level after spending 12 qi, you may cast the spells Bless, Sanctuary, Lesser Restoration, Aura of Purity, Death Ward, and Greater Restoration as a bonus action instead of as an action. #### Gumyōchō's Twinning At 11th level after spending 15 qi, When you cast a channeler cantrip that deals damage and normally only targets one creature, the spell can instead target two creatures within range and within 20 feet of each other. #### Heavenly Body At 14th level after spending 20 qi, you gain resistance to radiant and necrotic damage. #### Heavenly Mind At 17th level, immediately after spending 40 qi you enter a serene state of mind. During this time, your focus spells cost 0 qi to cast, you cannot be charmed or freightened and any creature within 30 feet of you regains the maximum number of hit points possible from any healing. If you are currently possessed, the effects immediately end. This lasts for one minute or until you are knocked unconscious. \columnbreak ### Bakemono Spirit Focus You channel the spirits of the bakemono, shapeshifting animals who have gained sentience through time and magic, allowing their spirits to become more powerful and unique than ordinary beasts. #### Focus Spells You gain focus spells at the channeler levels listed. ##### Bakemono Spells | Channeler Level | Spells | |:----:|:-------------| | 1st | *Ensnaring Strike, Hail of Thorns* | | 4th | *Beast Sense, Summon Beast* | | 7th | *Conjure Animals, Speak with Plants* | | 10th | *Dominate Beast, Guardian of Nature* | | 13th | *Swift Quiver, Wrath of Nature* | #### Weapon of the Wood At 1st level, you gain proficiency with the longbow. #### Bakemono Channelling At 1st Level, you gain the service of a bakemono, a magical beast companion that absorbs some of the qi you use to cast spells with. The beast is friendly to you and your companions and obeys your commands. Its stat block is detailed at the end of this document and use your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. If your bakemono is ever reduced to 0 hit points and dies, it can be restored to full hit points over the course of one minute by spending 2 qi and performing a short ritual. As long as your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your bakemono's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses. When you Cast a Spell with a range of touch, your bakemono can deliver the spell as if it had cast the spell. Your bakemono must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. When you finish a long rest, you may change its shape, appearance, or its properties as outlined in its stat block. The beast also vanishes if you die. \pagebreak Additionally, as you gain levels and spend qi you gain additional features as shown in the Bakemono Channeling table. These features last until you take a long rest and replenish your qi. #### Animal Speech You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. ##### Bakemono Channeling | Level | Spent Qi | Feature | | :----:| :----:|:-------------| | 1 | 4 | Bakemono Adaptation | | 3 | 6 | Beast Transformation | | 5 | 8 | Beast Connection | | 9 | 12 | Magical Strikes | | 11 | 15 | Improved Synchronicity | | 14 | 20 | Soul Unity | | 17 | 40 | Bakemono Trance | #### Bakemono Adaptation At 1st level after spending 4 qi, the magic of your bakemono flows through you, allowing you to enhance yourself. As long as your bakemono is alive, you gain the following benefits: - You may use Wisdom instead of Strength or Dexterity when making weapon attacks. - You have advantage on Wisdom (Perception) checks that rely on either sound or smell. - Your walking speed increases by 10 feet. - You gain a swim speed or climb speed (your choice) equal to your movement speed. #### Beast Transformation At 3rd level, after spending 6 qi, your beast companion gains one of the following (you may choose a different one each time you first spend 6 qi): - Your companion grows in size by 1 category. - Your companion gains a fly speed of 40 ft. - Your companion gains a swim speed of 40 ft. and the amphibious trait #### Beastial Pack At 5th level, after spending 8 qi, you can attack twice instead of once whenever you take the attack action on your turn, and your bakemono's attacks count as magical for overcoming resistance. \columnbreak
#### Bakemono Connection At 9th level, after spending 12 qi, you may communicate telepathically with your bakemono, use your action to see through your bakemono's senses, and cast spells through your bakemono regardless of the distance between the two of you, as long as you are on the same plane.
#### Improved Synchronicity At 11th level, after spending 15 qi, whenever you or your bakemono hit a creature with an attack, the next time the other deals damage with an attack, it deals an additional 1d6 damage. #### Pack Tactics At 14th level after spending 20 qi, you and your bakemono have advantage on attack rolls against creatures if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Additionally, your companion is able to use its action to cast spells of 1st level or higher that you are able to cast (you must still use your bonus action to command them to do so.) Your companion spends your qi and must follow all rules for spellcasting except its connection to you serves as its material component for components with no gold cost. #### Bakemono Trance At 17th level immediately after spending 40 qi, you enter a tranquil state of mind. You have advantage on all attacks made against creatures adjacent to your companion. During this trance you cannot be possessed by your spirits and if you are currently possessed, the effects immediately end. This lasts for one minute or until you are knocked unconscious. \pagebreak
### Oni Spirit Focus You channel the spirits of oni, mystical demonic spirits that impart their destructive knowledge to you. Channelers who channel these spirits are often violent and unpredictable as the demonic spirits flow through them. #### Focus Spells You gain focus spells at the channeler levels listed. ##### Oni Spells | Channeler Level | Spells | |:----:|:-------------| | 1st | *Burning Hands, Hellish Rebuke* | | 4th | *Dragon's Breath, Scorching Ray* | | 7th | *Fireball, Melf's Minute Meteors* | | 10th | *Fire Shield, Wall of Fire* | | 13th | *Destructive Wave, Immolation* | #### Oni Channelling At 1st Level, you learn the cantrip Oni Fire. This doesn't count against the maximum number of spells you know and counts as a channeler spell for you. Additionally, as you gain levels and spend qi you gain additional features as shown in the Oni Channeling table. These features last until you take a long rest and replenish your qi. #### Kindling Mark As a bonus action, you place a mark upon a creature you can see within 90 feet. The mark is visibly red and burns the creature it is placed on. The first time the creature takes fire damage the mark ignites dealing 1d6 fire damage and then disappearing. Any number of creatures may be marked at a time, but the mark disappears after one minute. ##### Oni Channeling | Level | Spent Qi | Feature | | :----:| :----:|:-------------| | 1 | 4 | Demon Hide | | 3 | 6 | Soulfire | | 5 | 8 | Lingering Fuel | | 9 | 12 | Leaping Flame | | 11 | 15 | Inferno | | 14 | 20 | Blazing Heart | | 17 | 40 | Wildfire | #### Demon Hide At 1st level, after spending 4 qi your skin becomes tough and leathery. Your AC equals 12 + your constitution modifier and you gain resistance to fire damage. #### Soulfire At 3rd level, after spending 6 qi when a creature affected by your Kindling Mark takes fire damage, the triggering damage and the damage from the mark ignore any fire resistance the creature has. #### Lingering Fuel At 5th level, after spending 8 qi, your Kindling Mark disappears after being triggered twice instead of once. #### Leaping Flame At 9th level, after spending 12 qi, you may use your reaction when hit by a ranged attack to teleport to an empty space within 15 feet of you. If you do, you take half damage from the triggering attack. #### Inferno At 11th level, after spending 15 qi, whenever you apply your Kindling Mark to a creature you can apply it to a second creature within range as part of the same action. #### Blazing Heart At 14th level, after spending 20 qi you gain immunity to the freightened condition. #### Wildfire At 17th level, immediately after spending 40 qi you enter a rage-filled state. During this time, spells you cast that deal fire damage cost 4 less qi to cast (minimum of 0) and ignore fire resistance or immunity. During this trance you cannot be possessed by your spirits and if you are currently possessed, the effects immediately end. This lasts for one minute or until you are knocked unconscious. \pagebreak ### Spirits If a spirit has prerequisites, you must meet them all to bind it. you can bind the spirit at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. #### Akaname You learn the prestidigitation cantrip but may only cast it to clean or soil objects. If you already know this cantrip, you can learn another channeler cantrip of your choice. When you clean an object with prestidigitation you gain temporary hit points equal to your wisdom modifier. If you soil an object, you lose any temporary hit points you currently have and deal acid damage to the object equal to the amount of temporary hit points you lose. An object can only take damage this way once per day. **Possession:** You are covered in filth for the duration and are immune to the poisoned condition. As an action, you attempt to touch a creature within 5 feet of you. Make a melee spell attack, on a hit, the creature must make a constitution saving throw or be poisoned for one minute. A creature can reattempt this save at the end of each of its turn, ending it on a success. On a successful save, the creature is immune to this effect for 24 hours. #### Ascended Bakemono **Prerequisites:** Level 8, Bakemono Spirit Focus As an action, your beast companion may shapeshift into the appearance of a distinct humanoid of medium or small size. Each time it transforms it takes the same humanoid form. While transformed in this way, it retains any traits and attacks its beast form has. It can speak any languages you know and obeys your commands, but the Dungeon Master has ultimate control over how it behaves or speaks. You may use your action or the beast's to return it to its normal state. **Possession:** You and your beast companion swap bodies. You each swap statblocks, including hit points, attacks, etc. though you retain your mental ability scores and your companion retains its. You may still cast spells but your beast companion may not. You may use this possession for a number of hours each day equal to half your channeler level instead of only for one minute. #### Bakeneko You gain proficiency in the stealth skill. If you are already proficient in stealth, you gain proficiency in another channeler skill of your choice. **Possession:** For the duration, you gain darkvision to a range of 30 feet or increase your current darkvision's range by 30 feet if you already possess darkvision. Additionally, you gain a climb speed equal to your movement speed and may take the dash or disengage action as a bonus action on each of your turns. #### Baku Your mind cannot be read unless you allow it to be. When you sleep you remain semiconscious instead of becoming unconscious. You are immune to effects that would put you to sleep and effects that require you to dream. **Possession:** As an action, you may end one effect on a creature of your choice within 30 feet that causes it to be freightened. #### Chōchin You learn the light cantrip. If you already know this cantrip, you can learn another channeler cantrip of your choice. When you cast light, you may choose to have the created light be visible only to you. **Possession:** You may cast faerie fire while possessed even if you do not know the spell and may cast it once without spending qi. #### Funayūrei You gain proficiency with vehicles (water) and navigator's tools. Additionally, you cannot become lost at sea as long as the stars are visible at night. **Possession:** You may cast the Fog Cloud spell without spending qi even if you do not know the fog cloud spell. While possessed, you may see through the fog cloud and creatures are not heavily obscured to you while within it. #### Furaribi You learn the fire bolt cantrip. If you already know this cantrip, you can learn another channeler cantrip of your choice. **Possession:** You become wreathed in flame. Until the possession ends or you are knocked unconscious, whenever a creature hits you with a melee attack they take 1d4 fire damage. #### Gaki You are able to safely eat inanimate material without suffering harmful effects and cannot be poisoned by anything you ingest. Additionally, you have advantage on wisdom (survival) checks made to forage for food. **Possession:** Your mouth grows and distends temporarily to great proportions and anything you swallow during this possession is permanently lost. You gain a burrow speed equal to half your movement speed. You can use this to burrow through loose stone or dirt, swallowing the material you burrow through. #### Gashadokuro Your teeth grow unnaturally sharp which you may use in place of your unarmed attack. If you hit with them, you deal 1d4 + your strength modifier piercing damage. Once per long rest, you may drink the blood of a willing living creature, a creature slain within the last hour, or as a reaction when you deal damage with your teeth. If you do, you immediately regain hit points equal to 1d4 + your channeler level. **Possession:** You take on a famished, skeletal appearance and grow to size large and are treated as if under the effects of the enlarge portion of the enlarge/reduce spell (no concentration required.) \pagebreak
#### Goryō **Prerequisites:** Level 5, Bushi Spirit Focus You gain proficiency with martial weapons. You may, over the course of an hour, perform a special ritual which binds a melee weapon to you. At the end of the ritual, the weapon disappears and you may use the weapon in place of the weapon granted to you via your Spectral Blade feature. You may choose to deal force damage with this weapon instead of its normal damage type when you deal damage to a creature. Only one weapon can be bound in this way, if you bind a second, the original appears within 5 feet of you harmlessly. **Possession:** When a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. #### Gumyōchō You learn the sacred flame cantrip. If you already know this cantrip, you can learn another channeler cantrip of your choice. **Possession:** The area in a 20-foot radius around you is treated as under the effects of a Calm Emotions spell as if you had cast the spell (no concentration required.) #### Hakutaku You gain proficiency in your choice in one of the arcana, history, nature, or religion skills. **Possession:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. At the start of each of your turns you gain temporary hit points equal to your wisdom modifier. These temporary hit points last until the possession ends. #### Jiangshi As a bonus action, you are able to view the life-force of creatures you can see. Creatures that possess the ability to use qi, innate magic (such as a sorcerer or a creature with innate spellcasting,) or a similar power, such as monks or psionic users, glow with an aura around them. **Possession:** You gain the benefits of the levitate spell (no concentration required.) Once, before the possession ends, you may use an action to feed upon an incapacitated creature within 5 feet. When you do, you regain qi equal to your proficiency modifier. #### Kappa You gain a swim speed equal to your movement speed. You also learn the shape water cantrip. If you already know this cantrip, you can learn another channeler cantrip of your choice. **Possession:** You are able to breathe underwater and your swim speed increases by 10 feet. #### Karakasa-obake You may use your action to conjure forth an umbrella. To do this, you must pull the umbrella from a point nobody else can see (the umbrella does not need to fit where you pull it from,) otherwise, you fail to pull the umbrella. You may treat the umbrella as a club with which you are proficient. Alternatively, you may unfold the umbrella and use it as a shield with which you are proficient. When used this way, it only grants you a +1 bonus to AC and the umbrella is destroyed after you are hit by an attack. **Possession:** Your tongue grows abnormally long for the duration. As an action, you attempt to lick a creature within 10 feet of you. Make a melee spell attack, on a hit, the creature must make a wisdom saving throw or be freightened of you for one minute. A creature can reattempt this save at the end of each of its turn, ending it on a success. On a successful save, the creature is immune to this effect for 24 hours. #### Kejōrō You gain proficiency in either the deception or persuasion skill. If you are already proficient in both, you gain proficiency in another channeler skill of your choice. **Possession:** As an action on each of your turns you can attempt to beguile a humanoid within 60 feet of you. The creature must make a wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the possession ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance and will have a generally positive opinion of you after the charm ends as long as you are not hostile, act unkind toward them, or attempt to get them to do things they wouldn't normally do. \pagebreak
#### Kijo **Prerequisites:** Oni Spirit Focus The effects of your Kindling Mark may also trigger when the creature receives cold damage and the mark deals cold damage when triggered this way. When you trigger the mark with cold damage, your Soulfire and Wildfire features may bypass cold resistance and immunity. **Possession:** Fire damage you would deal with spells instead deals cold damage and your Demon Hide feature grants you cold resistance instead of fire resistance. #### Kitsunebi You learn the dancing lights cantrip. If you already know this cantrip, you learn another channeler cantrip of your choice. When you cast dancing light, it does not require concentration, thought you can never have more than four lights at a time and they last for a minute unless you use your action to recast the spell. **Possession:** You may cast the pyrotechnics spell, even if you do not know the spell. When you do, it costs 2 less qi than normal to cast and you may target any lights created with your dancing lights spell as the flame you target. #### Kuchisake-onna Daggers you wield deal 1d6 damage instead of 1d4. Weapon attacks with daggers score a critical hit on a roll of 19 or 20. **Possession:** Whenever you take the attack action and attack using only a dagger, you can make an additional attack with the dagger as part of the same action. #### Makuwauri no Bakemono You gain proficient with the herbalism or poisoner's kit. If you are already proficient with both, you gain proficiency in one artisan's tool of your choice. **Possession:** You gain the benefits of the Speak with Plants spell for the duration. #### Maneki-neko Once per long rest when you roll a 1 on any die you may use your reaction to immediately re-roll the die and use the new result. **Possession:** Once, while possessed, you may use your reaction to force any creature to re-roll any one die roll and use your choice of the results. Additionally, during the possession you have advantage on the first attack roll, saving throw, and ability check you make. #### Mekurabe You gain proficiency in either investigation or perception. If you are proficient in both, you gain proficiency in one channeler skill of your choice. **Possession:** When you become possessed, one creature within 30 feet who can see you must make a wisdom saving throw. On a failed save, they can only see you for the duration of the possession and all other creatures are treated as being unseen to them. A creature may repeat the save at the end of each of its turns, ending it on a success. A creature that successfully saves is immune to this effect for 24 hours. If no creature is currently under this effect, you may use your action to target another creature as described. \columnbreak #### Nopperabō You learn the spell Disguise Self. This spell does not count against the number of spells you may know. If you already know this spell, you may learn another 1st level channeler spell of your choice. **Possession:** Creatures have difficulty remembering their interactions with you while you are posssessed. After they finish interacting with you, creatures must make a wisdom saving throw. On a failed save, they cannot remember interactions they had with you while you were possessed and forget you entirely if they only interacted with you during your possession. Creatures make the save with advantage if your interactions with them would be particularly notable (such as attacking them) or with disadvantage if they were particularly ordinary. #### Obariyon You gain proficiency in acrobatics. If you are already proficient in acrobatics, you gain proficiency in one channeler skill of your choice. **Possession:** You are treated as if you are under the effects of the reduce portion of the enlarge/reduce spell. You may use allied characters at least one size larger than you as a mount and you only spend 5 feet of movement to mount them. \pagebreak
#### Onikuma Your fingernails grow unnaturally sharp which you may use in place of your unarmed attack. If you hit with them, you deal 1d6 + your strength modifier slashing damage. **Possession:** You shapeshift into the form of a Black Bear as if the spell Polymorph had been cast on you except you retain your intelligence, wisdom, and charisma scores and you are still able to speak and cast spells. If you are reduced to 0 hit points, you revert to your normal form and any excess damage carries over to your normal form. #### Onryō You learn the chill touch cantrip. If you already know this cantrip, you can learn another channeler cantrip of your choice. When you cast chill touch, you may choose to make a melee spell attack in place of the ranged spell attack. **Possession:** You may cast the Witch Bolt spell while possessed even if you do not know the spell and it counts as a channeler spell for you. If you target a creature with witch bolt that has dealt damage to you within the last minute, you make the attack roll with advantage. On each of your turns, you may use a bonus action instead of the normal action to repeat damage to a target you have previously hit with witch bolt. #### Raiju You gain your choice of the shocking grasp or thunderclap cantrips. If you already know both, you can learn another channeler cantrip of your choice. **Possession:** Whenever you cast a spell that deals lightning or thunder damage, add your wisdom modifier to the damage you deal and you may immeditely move five feet without provoking an opportunity attack. #### Shiro Uneri You gain the services of a small dragon-shaped dish towel. This creature uses the same statistics as the pseudodragon except it has the construct creature type instead of dragon and lacks attacks. The creature is treated with the same rules as familiars created by the find familiar spell. If the creature dies or drops to 0 hit points you may resummon it after completing a long rest. **Possession:** The shiro uneri disappears and inhabits your body. Water pours off of you for the duration that you can use to extinguish fires or provide to creatures to drink. Additionally, you gain the limited telepathy and keen senses features from the pseudodragon's statblock. #### Tengu You learn the gust cantrip. If you already know this cantrip, you can learn another channeler cantrip of your choice. Whenever you forcibly move a creature, you can move them an additional 10 feet. **Possession:** You gain a flying speed of 30ft but must end your turn no more than 5 feet above the ground or else you fall gently back down. \columnbreak
#### Ushi Oni You do not need to move at least 10 feet when making a long or high jump and you gain a climb speed equal to your movement speed and webs do not impede your movement. **Possession:** You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. #### Yatagarasu **Prerequisites:** Level 7, Kami Spirit Focus You understand all spoken language and any creature that can understand a language can understand what you say. Additionally, you learn the spell *Daylight.* This doesn't count against the number of spells you may know. If you already know *Daylight* you learn another channeler spell of your choice of 3rd level or lower. **Possession:** A 60-foot-radius sphere of light spreads out from around you. The sphere is bright light and sheds dim light for an additional 60 feet. This effect counts as daylight. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. #### Yuki-onna You learn your choice of the Ray of Frost or Frostbite cantrips. If you already know both, you can learn another channeler cantrip of your choice. **Possession:** Cold damage you deal with your spells ignores resistance and whenever you deal cold damage with a spell you add your wisdom modifier to the damage roll. Additionally, whenever you deal cold damage to a creature, their movement speed is reduced by 10 feet, to a minimum of 10. \pagebreak
#### Zashiki Warashi You learn the mage hand cantrip. If you already know this cantrip, you can learn another channeler cantrip of your choice. When you cast mage hand, it has a range of 60 feet and may lift up to 30 pounds instead of its normal weight limitation. **Possession:** When you cast mage hand, you may attempt to disarm a creature within range wielding a weapon. Make a ranged spell attack. On a hit, make an ability check using your spellcasting ability contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is Incapacitated. If you succeed, the creature is disarmed and the mage hand holds their weapon. Alternatively, you can attempt to retrive an object in a container worn or carried by another creature. You can perform this task without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. \columnbreak ### Divine Spirits Divine spirits follow all of the rules that regular spirits do, however, you may only have one divine spirit bound to you at any given time until you reach 18th level in this class when you are able to bind a second. #### Akkorokamui **Prerequisites:** Level 11 You gain proficiency in the athletics skill and your Proficiency Bonus is doubled whenever using this skill. If you are already proficient in athletics, you gain proficiency in another channeler skill of your choice. Additionally, whenever you take the attack action and attempt to grapple or shove a creature, you may make another grapple or shove attempt as part of the same action. **Possession:** Tentacles sprout from your body. Your reach increases to 15 ft. for the purposes of making grapple and shove checks, your strength score counts as 18 (unless your strength is already higher) and you may grapple up to 8 creatures at a time. As a bonus action on each of your turns, you may deal 1d6 + your strength modifier bludgeoning damage to each creature you are grappling. #### Amaterasu **Prerequisites:** Level 11 You gain proficiency in the religion skill and your Proficiency Bonus is doubled whenever using this skill. If you are already proficient in religion, you gain proficiency in another channeler skill of your choice. Add your wisdom modifier to the damage rolls of spells of 1st level or higher that deal radiant damage. You learn the spell *Sickening Radiance.* When you cast this spell, you can exclude any number of creatures of your choice from the effects of the spell and choose to center the spell on yourself. The light produced by this spell is instead bright light and if any of this spell’s area overlaps with an area of darkness created by a spell of 4th level or lower, the spell that created the darkness is dispelled. **Possession:** Whenever you or a friendly creature within 20 feet of you make a saving throw, you can use your reaction to grand a bonus to the saving throw equal to your wisdom modifier. #### Enma Daiō **Prerequisites:** Level 11 You gain proficiency in the insight skill and your Proficiency Bonus is doubled whenever using this skill. If you are already proficient in insight, you gain proficiency in another channeler skill of your choice. You learn the spells detect magic, detect thoughts, and zone of truth. These spells do not count against the number of spells you may know and count as channeler spells for you. Additionally, as an action you may cast all three simultaneously without spending qi. When cast this way, the zone of truth is centered around you, creatures capable of casting magic appear as shimmering to you, and none of the spells require concentration. You may cast the spells in this way once per long rest. \pagebreak **Possession:** When you become possessed and as a bonus action on each turn after you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, the dungeon master tells you who they will target with attacks on their turn or what spell they plan on casting. The dungeon master may change their mind on the creature's turn, but any attacks or ability checks they make are made with disadvantage and you and your allies have advantage on any saving throws or ability checks made against effects caused by the creature. #### Gozu and Mezu **Prerequisites:** Level 11 You gain proficiency in the survival skill and your Proficiency Bonus is doubled whenever using this skill. If you are already proficient in survival, you gain proficiency in another channeler skill of your choice. Whenever a creature leaves your reach it provokes an opportunity attack from you even if they took the disengage action. When a creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. **Possession:** You cannot be forced to move and your speed cannot be reduced by any means. Once, on each of your turns, when you hit a creature with an attack you may pull the creature up to 10 feet closer to you. If this movement forces a creature to move next to you they immediatley take 10 fire damage. Creatures that end their turn adjacent to you take 10 fire damage. #### Kirin **Prerequisites:** Level 11 You gain proficiency in the animal handling skill and your Proficiency Bonus is doubled whenever using this skill. If you are already proficient in animal handling, you gain proficiency in another channeler skill of your choice. You learn the spell find greater steed. This spell doesn't count against the number of spells you may know and counts as a channeler spell for you. When you cast this spell, you may only summon a lesser kirin. This creature uses the same stat block as the pegasus. **Possession:** Your lesser kirin immediately appears beside you or beneath you with you mounted upon it and is restored to full hit points. You may force attacks targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity save to take only half damage, it takes no damage if it succeeds and half damage if it fails. You can't be dismounted against your will if you're conscious. #### Momiji **Prerequisites:** Level 11 You gain proficiency in the arcana skill and your Proficiency Bonus is doubled whenever using this skill. If you are already proficient in arcana, you gain proficiency in another channeler skill of your choice. You learn two spells of your choice from the sorcerer spell list of 4th level or lower. These spells do not count against the number of spells you may know and count as channeler spells for you. **Possession:** Spells you cast cost 1 less qi to cast. \columnbreak #### Masamune **Prerequisites:** Level 11 You gain proficiency in Smith's tolls and add double your proficiency modifier when making checks with them. At the end of a long rest, you touch one simple or martial weapon. Until the end of your next long rest or until you die, the weapon becomes a magic item if it wasn't already, gains a +1 bonus to attack and damage rolls (to a maximum of +3) and these properties: - The weapon gains the finesse property. - The weapon deals an additional 1d4 damage. - The wielder of the weapon cannot be possessed unless it wishes to be. **Possession:** You conjure a legendary magical weapon to your hand that you are proficient in. It deals 1d10 damage of a type of your choice, has the versatile (1d12), finesse and light tags, has a +2 bonus to attack and damage rolls, and you may use an ability score of your choice for attack and damage rolls. You gain +2 to AC while wielding it and may make a second attack when you take the attack action. #### Ōtakemaru **Prerequisites:** Level 11 You learn the spell *enlarge/reduce.* This doesn't count against the number of spells you know and counts as a channeler spell for you. When you cast the enlarge half of the spell and target yourself, it costs 1 less qi to cast. You are also granted one of the following magic weapons that you are proficient with: - Daitōren: This weapon deals 1d8 lightning damage, has the finesse tag, and has a +1 bonus to attack and damage rolls. - Kenmyōren: This weapon deals 1d8 cold damage, has the versatile (1d10) tag, and has a +1 bonus to attack and damage rolls. - Shōtōren: This weapon deals 2d6 fire damage, has the two-handed and heavy tags, and has a +1 bonus to attack and damage rolls. A Bushi Spirit Focus channeler may make this weapon their spectral blade. When conjured you choose if it deals its normal damage type or force damage. **Possession:** Your chosen weapon floats by your side. You may attack a creature within 30 feet of you as a bonus action using the weapon on each of your turns. The weapon uses your Attack roll and ability score modifier to Damage Rolls. If this weapon is your spectral blade, a second weapon of your choice appears to float alongside you instead. \pagebreak
#### Raijin and Fūjin **Prerequisites:** Level 11 You gain proficiency in the intimidation skill and your Proficiency Bonus is doubled whenever using this skill. If you are already proficient in intimidation, you gain proficiency in another channeler skill of your choice. You learn the spells Shatter, Call Lightning and Thunder Step. These spells do not count against the number of spells you may know and count as channeler spells for you. **Possession:** A cloud appears beneath you that you are able to ride. You gain a hover speed equal to your movement speed and your movement does not provoke opportunity attacks. #### Shuten dōji **Prerequisites:** Level 11 You have advantage on charisma checks made to interact with demons and learn to speak, read, and write abyssal. You learn the spell *Summon Greater Demon.* It doesn't count against the number of spells you may know and counts as a channeler spell for you. Whenever you cast this spell you instinctly know the true name of the demon you summon. **Possession:** You gain resistance to cold, fire, and lightning damage. When a creature misses you with a melee attack roll, you can spend 2 qi point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. #### Tamamo no Mae **Prerequisites:** Level 20 Choose one spell you know of 3rd level or lower. You do not have to spend qi to cast the spell. **Posession:** You may cast any 9th level spell of your choice without spending qi before the possession ends. You do not gain this possession benefit when you make use of your Spirit Vessel feature. #### Zhong Kui **Prerequisites:** Level 11 You have advantage on saving throws against effects caused by fiends and undead creatures. Once per turn, when you deal damage to a fiend or undead creature, you deal an additional 1d10 force damage to them. You have advantage on Wisdom (Survival) checks to track fiends and undead, as well as on Intelligence checks to recall information about them. Additionally, you learn one language chosen from abyssal or infernal. **Possession:** As an action, one fiend or undead creature within 60 feet of you must succeed on a Wisdom saving throw or be charmed by you for the duration. While the creature is charmed, you may issue commands to the creature while you are conscious (no action required,) which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. The creature can repeat the save at the end of each of its turns, ending the effect on a success. A creature that succeeds on its saving throw is immune to this effect for 24 hours. You may only have one creature under your control this way at any given time. \pagebreak
##### Cantrips (0 Level) - Blade Ward - Chill Touch - Control Flames - Dancing Lights - Frostbite - Guidance - Gust - Infestation - Light - Mage Hand - Message - Mind Sliver - Minor Illusion - Ray of Frost - Sacred Flame - Spare the Dying - Thaumaturgy - Toll the Dead - Word of Radiance ##### 1st Level - Alarm - Animal Friendship - Arms of Hadar - Beast Bond - Cause Fear - Ceremony - Charm Person - Color Spray - Comprehend Languages - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Disguise Self - Dissonant Whispers - Earth Tremor - Faerie Fire - Fog Cloud - Frost Fingers - Heroism - Ice Knife - Identify - Illusory Script - Jump - Longstrider - Protection from Evil and Good - Ray of Sickness - Sanctuary - Sleep - Speak with Animals - Tasha’s Hideous Laughter - Unseen Servant - Witch Bolt
##### 2nd Level - Animal Messenger - Augury - Blindness/Deafness - Blur - Borrowed Knowledge - Calm Emotions - Crown of Madness - Darkness - Darkvision - Earthbind - Enthrall - Find Traps - Gentle Repose - Gust of Wind - Hold Person - Invisibility - Kinetic Jaunt - Lesser Restoration - Levitate - Locate Animals or Plants - Locate Object - Magic Mouth - Mind Spike - Mirror Image - Misty Step - Nathair's Mischief - Pass Without Trace - Phantasmal Force - Ray of Enfeeblement - Rime's Binding Ice - See Invisibility - Shadow Blade - Silence - Snilloc’s Snowball Swarm - Spider Climb - Suggestion - Vortex Warp - Warding Wind - Wither and Bloom - Zone of Truth ##### 3rd Level - Bestow Curse - Blink - Catnap - Clairvoyance - Daylight - Dispel Magic - Enemies Abound - Fear - Feign Death - Fly - Gaseous Form - Hunger of Hadar - Hypnotic Pattern - Intellect Fortress - Magic Circle - Major Image - Meld Into Stone - Nondetection - Phantom Steed - Protection from Energy - Remove Curse - Sending - Sleet Storm - Slow - Speak with Dead - Spirit Guardians - Spirit Shroud - Stinking Cloud - Tiny Servant - Tongues - Water Walk - Wind Wall ##### 4th Level - Arcane Eye - Awaken - Banishment - Blight - Charm Monster - Compulsion - Confusion - Control Water - Death Ward - Dimension Door - Divination - Dominate Beast - Evard’s Black Tentacles - Freedom of Movement - Greater Invisibility - Guardian of Faith - Hallucinatory Terrain - Ice Storm - Locate Creature - Mordenkainen’s Faithful Hound - Phantasmal Killer - Raulothim’s Psychic Lance - Sickening Radiance ##### 5th Level - Animate Objects - Antilife Shell - Bigby's Hand - Cloudkill - Commune - Commune with Nature - Cone of Cold - Contact Other Plane - Contagion - Control Winds - Creation - Danse Macabre - Dawn - Dispel Evil and Good - Dominate Person - Dream - Geas - Greater Restoration - Hallow - Hold Monster - Legend Lore - Mislead - Modify Memory - Negative Energy Flood - Rary’s Telepathic Bond - Scrying - Seeming - Synaptic Static - Telekinesis - Wall of Force ##### 6th Level - Arcane Gate - Circle of Death - Create Homunculus - Eyebite - Find the Path - Forbiddance - Globe of Invulnerability - Guards and Wards - Harm - Magic Jar - Mass Suggestion - Mental Prison - Otiluke’s Freezing Sphere - Otto’s Irresistible Dance - Programmed Illusion - Scatter - Soul Cage - Sunbeam - True Seeing - Wall of Ice ##### 7th Level - Crown of Stars - Divine Word - Etherealness - Finger of Death - Forcecage - Mirage Arcane - Power Word Pain - Prismatic Spray - Project Image - Reverse Gravity - Sequester - Symbol - Teleport - Whirlwind
\pagebreak #### Oni Fire *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V,S - **Duration:** Instantaneous A flame flies from your fingertips towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. Alternatively, you may cast this spell with a range of touch, making a melee spell attack instead. The spell creates more than one fire blast when you reach higher levels: two blasts at 5th level, three blasts at 11th level, and four blasts at 17th level. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast. ___ > ## Bakemono Spirit >*Medium Beast* > ___ > - **Armor Class** 13 + PB (natural armor) > - **Hit Points** 5 + five times your channeler level (the spirit has a number of Hit Dice [d8s] equal to your ranger level) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|15 (+2)|8 (-1)|14 (+2)|11 (+0)| >___ > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** understands the languages you speak > ___ > ***Primal Bond.*** You can add your proficiency bonus to any ability check or saving throw that the beast makes. > > ### Actions > ***Maul.*** *Melee Weapon Attack:* your spell attack modifier to hit, Reach 5 ft., one target. *Hit:* 1d8 + 2 + PB slashing damage. > >
##### Art Credit - Chinese Exorcist - [Helder Almeida](https://www.artstation.com/artwork/LZrwv "Webpage") - Countryside - [Z.W. Gu](https://www.artstation.com/artwork/gnwVG "Webpage") - Sy - [fangogogo](https://www.deviantart.com/fangogogo/art/Sy-356161704?q=gallery%3Afangogogo%2F10416071&qo=4 "Webpage") - Untitled - [Sash123](https://www.deviantart.com/sash213/art/Untitled-763096642 "Webpage") - Law-executor - [Yang Liu](https://www.artstation.com/artwork/byVZa "Webpage") - Survivor Submission - [Silviu Sadoschi](https://www.artstation.com/contests/ancient-civilizations/challenges/14/submissions/14248?sorting=survivors "Webpage") - Kazan Yamaoka 'The Oni' Remake - [Alderart39](https://www.deviantart.com/alderart39/art/Kazan-Yamaoka-The-Oni-Remake-852439561 "Webpage") - Little Hero: Takoyaki for One - [kivbuiart](https://www.deviantart.com/kivbuiart/art/Little-Hero-Takoyaki-for-One-622343565 "Webpage") - Suzaku Legion - [Hua Lu](https://www.artstation.com/artwork/1nOv18 "Webpage") - Spook - [Hua Lu](https://www.artstation.com/artwork/r6yVG "Webpage")
##### Changelog - Reworked bushi spirit focus - New spells added to base spell list: Heroism - Reworked obake and renamed to bakemono spirit focus - Reworked bakemono spirit focus - added spells from fizban's and strixhaven