Oniborne

Oniborne are the mortal-blooded descendants of OniYokai whose legacy of power and shadow runs deep in the spirit-warped bloodlines of the material world. Born from ancient pacts, cursed unions, or the will of oni themselves to leave a lasting imprint upon the mortal realm, oniborne walk the world with the echo of spirit-realm might thrumming in their veins. Often feared or misunderstood, they are a people shaped as much by legacy as by choice.

Marked from birth, oniborne tend to bear at least one clear feature of their yokai ancestry: small horns jutting from their foreheads, sharp canines, glowing eyes, or skin tinged with hues of crimson, violet, or ash. Some may have more subtle signs—shadows that cling to them too long, an aura of unease, or an uncanny strength behind their gaze. Most oniborne are tall and physically imposing, with an underlying presence that unsettles even the bravest warriors.

Though they are mortal, oniborne inherit fragments of oni resilience and arcane talent. Many possess natural gifts in illusion, shadow, or enchantment magic, while others display prodigious strength or regenerative endurance. However, these gifts often come at a social cost. In regions unfamiliar with the Spirit Realm, oniborne are treated with suspicion—viewed as cursed, demonic, or even dangerous. Stories of oni tyranny still linger, and the sins of the Spirit fathers are often laid at the feet of their children.

Culturally, oniborne are wanderers, mercenaries, mystics, or outcasts. Rarely forming large communities of their own, they often drift between societies, seeking purpose, acceptance, or mastery over the volatile power within them. In Cressari, some become famed shadow-dancers or duelists; in Amoxis, a few rise as fearsome knights or feared enforcers. Yet others turn to darker paths, embracing the legacy of domination and fear left by their oni bloodline.

However, not all oniborne are torn by duality. Some embrace their heritage as a strength rather than a curse, forging their own identity apart from the legends of their ancestors. They walk the line between mortal and yokai, never fully belonging to either world, yet capable of shaping both.

Genetic Ancestor(s)
Geographic Distribution

RGttYR

Oniborne

HUMANOID (YOKAI)

Oniborne Traits

Size: Medium (5-7ft)

Speed: 30ft

As a Oniborne, you have these special traits.

Powerful Build.

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

Subrace.

Oniborne exist in many forms. The most striking difference between oniborne types is their colour: red, blue, or green. Choose one of these subraces.

Red Oniborne

Daunting Stature.

You have proficiency in the Intimidation skill.

Magical Scavenger.

Over the course of 1 minute, or as part of a Harvesting check, you can harvest one hard piece of a corpse’s anatomy, fashioning it into a magic weapon. That weapon becomes any melee or Thrown weapon that gives you a +1 bonus to attack and damage rolls you make with it. This bonus increases to +2 at 9th level and +3 at 17th level. The weapon is only magical for you, and in anyone else’s hands it functions as a normal, nonmagical weapon. When you imbue a scavenged weapon with magic in this way, any other weapons you created with this feature become nonmagical.

Weeping Magic.

You know the prestidigitation cantrip. Starting at 3rd level, you can cast cure wounds with this trait. Starting at 5th level, you can also cast enhance ability with this trait. Once you cast cure wounds or enhance ability with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Tears form at the corner of your eyes when you cast a spell using this trait.

Blue Oniborne

Compassionate Heart.

The aid of a blue oniborne is an act of great selflessness imbued with powerful magic. You can take the Help action as a bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, when you take the Help action, you can expend one of your Hit Dice to empower an ally within 5 feet of you, channelling your magic into its body. That creature gains temporary hit points equal to one roll of that die plus your Constitution modifier (minimum 1 temporary hit point).

Crunching Maw.

You have vicious teeth and a strong jaw that you can use to make unarmed strikes. When you hit with it, the strike deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Gift of Empathy.

You have proficiency in the Insight and Persuasion skills.

Savage Bite.

As a reaction when you take damage from a creature within 5 feet of you, you can magically enlarge your jaw and lash out with a vicious bite. Make an unarmed strike using your Crunching Maw against that creature. This attack scores a critical hit on a roll of 18-20 on the d20. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Green Oniborne

Captivating Quality.

You have proficiency in the Performance skill.

Fierce Magic.

You know the thaumaturgy cantrip. Starting at 3rd level, you can cast hellish rebuke with this trait. Starting at 5th level, you can also cast enlarge/reduce with this trait. Once you cast hellish rebuke or enlarge/reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). The space immediately around you grows warm and humid when you cast a spell using this trait.

Ghastly Visage.

After you take the Attack action on your turn, you can use a bonus action to try and magically frighten a creature within 5 feet of you. That creature must make a Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be frightened of you for 1 minute. If the target ends its turn more than 30 feet away from you, it can repeat this saving throw, ending the effect on a success. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.