species fey fiendish Homebrew

Oniborne

species. Community homebrew from D&D Wiki.

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Oniborne

Half onibornes are humanoid in shapes, usually taller and broader, sometimes there can be thinner, but all are deceptively strong, with far denser muscles. They usually have large teeth, and horns on the forehead, wich they tend to decorate with paintings and accessories. Some of them have short lion like tails. They have glowing eyes, usually of a colori similiar to their skin

Ability Score Increase Your ability scores increase as appropriate for this species.

Size Large

Speed 30 feet ft.

Languages Common

Creature Type Humanoid

Traits

Yokai Resilience. You have advantage on saving throws against the poisoned and charmed conditions.
Natural Weapons. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Regeneration. When you roll hit dices on a short rest, you can add your Constitution modifier to the rolls. If you lose a limb, you regrow it over the course of 1d4 +1 long rests.
Martial Training. You are proficient with two martial weapons of your choice and light armor.
Yokai Fury. When you are reduced to 0 hit points but not immediately killed, you may drop to 1 hit points. You cannot use this feature again until you finish a long rest.
Kind Nature. You are proficient in either Persuasion or Insight .
Blue Magic. You know the spare the dying cantrip. When you reach 3rd level, you can cast the false life spell once at lowest level, and must finish a long rest to cast it again with this trait. When you reach 5th Level you have access to calm emotions spell, and you can cast It once, you must finisce a long rest to cast it again. { Constitution is your Spellcasting ability for these spells.
Gentle Hearth. You can use the help action as a bonus action . Shiro Oniborne White oniborne have a Natural affinity towards magic and are unnaturally wise, most of the elders in an oni tribe are White oniborne, and the shamans are almost all White oniborne.
Guide to the Spirit Realm. You are proficient in either Arcana or Religion .
White Magic. You can cast the light cantrip. When you reach 3rd level, you can cast the cure wounds spell once at 1st level, regaining use once you finish a long rest . When you reach 5th level, you can cast the invisibility spell once at 2nd level, regaining use once you finish a long rest . Intelligence or Wisdom is your Spellcasting ability for these spells. You choose when making your character.
Spirit Step. White Oniborne are more in tune with the spirit world than their fellow brethren and can for brief moments step through the boundaries between planes. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space that you can see. The space must be in darkness. You can use this trait a number of times equal to your proficiency bonus , regaining use after you finish a long rest . Kuro Oniborne Black Oniborne are some of the fiercest warriors of the tribe
Student of war. You can spend a short rest rest trying to familiarize with a weapon you are not proficient with. You gain proficiency with that weapon until the next time you finish a long rest .
Dark Spells. You know the mind sliver cantrip. When you reach 5th level, you can cast the crown of madness spell once at 3rd level, regaining use once you finish a long rest . Constitution is your Spellcasting ability for these spells.
Iron Body. Upon taking damage, you can use a reaction to roll a d12 and add your Constitution modifier to the result, and you reduce the damage taken by the total. You can use this trait a number of times equal to your proficiency bonus , regaining use after you finish a long rest. Gure Oniborne Grey Oniborne are among the rarest of Oni, they are oniborne that choose to remain flexible, they did not specialize instead remaining colorless to a degree. They tend to slightly change their color depending on their mood, kinda like chamaleons
Spirit Trance. Whenever you finish a long rest , you can attune your mind to the Spirit Realm to learn somethings from the spirits there. Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You magically acquire these proficiencies by drawing them from adapting to your situation and the places you have been, and you retain them until you finish your next long rest.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki

Licensed under GNU Free Documentation License 1.3.

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