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Fujinshi

Fujinshi

Onmyoji of the Fujinshi path specialize in the art of exorcism and spiritual purification, wielding sacred wards, powerful barrier techniques, and sealing rituals to banish malevolent spirits and protect the living. These exorcists create barriers that repel evil, perform intricate rituals to seal away curses and spirits, and wield ancient techniques of kekkaijutsu to purify the spiritual realm. With unmatched mastery, a Fujinshi can even trap a creature’s soul within an object, binding it to their will or ensuring its malevolence never resurfaces.

Kekkai Ward

At 3rd level, you are able to create powerful spiritual barriers, known as kekkai, to ward against threats.   You gain the ability to create a 20-foot-radius warding circle centered on a point you can see within 30 feet. As an action, you place a kekkai that lasts for 1 minute or until you end it as a bonus action. While within the kekkai:
  • Allies gain a +2 bonus to AC and have advantage on saving throws against spells and abilities used by fiends, undead, and spirits.
  • Enemies of your choice that attempt to enter the kekkai must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they are repelled and cannot enter the barrier until the start of their next turn.
  •   You can use this feature a number of times equal to your proficiency bonus per long rest.  

    Sealing Rites

    At 6th level, you master the art of sealing, allowing you to trap or suppress magical entities and powers.   As an action, you can target a creature or magical effect within 60 feet and attempt to seal it. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, choose one of the following effects:
  • Spirit Suppression: The target cannot cast spells or use magical abilities for 1 minute. It can attempt the saving throw again at the end of each of its turns.
  • Seal of Binding: The target is restrained by spectral chains for 1 minute. It can use an action to make a Strength check against your spell save DC to break free.
  •   Once you use this feature, you cannot use it again until you complete a short or long rest.  

    Soul Vessel

    At 11th level, you gain the ability to trap the soul of a defeated creature within an object through a powerful ritual.   When a creature with a soul dies within 30 feet of you, you can use your reaction to trap its soul within a prepared vessel (such as a jar, talisman, or gemstone). The ritual must be completed within 1 minute and requires your concentration. The trapped soul remains within the vessel until released or destroyed. While trapped:
  • The soul cannot be resurrected or returned to its body unless freed.
  • You can use an action to commune with the soul, gaining access to its memories and knowledge for up to 10 minutes.
  • You can expend a spell slot to force the soul to obey one command, as per the Dominate Monster spell. The soul can attempt to resist with a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier).
  •   You may only trap one soul at a time, and releasing a soul is a 1-minute ritual. You cannot use this feature again until you complete a long rest.  

    Banishment of the Profane

    At 17th level, you become a master exorcist, capable of banishing powerful entities with unparalleled force. As an action, you can attempt to banish any number of fiends, undead, or spirits within 60 feet of you. Each target must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is immediately banished to its native plane of existence or sealed away in a pocket dimension if it is not native to any plane. On a successful save, the creature takes 8d10 radiant damage and is frightened of you for 1 minute.   Once you use this feature, you must finish a long rest before you can use it again.

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