Hosshin
Onmyoji who follow the Hosshin path draw deeply from Buddhist influences, focusing on the purification of spirits, achieving spiritual enlightenment, and mastering inner balance. They utilize meditative states, chant sutras, and wield powerful blessings and purifying techniques to ward off evil, protect allies, and guide spirits toward transcendence. This path blends mystical energy with spiritual teachings, allowing practitioners to channel serene wisdom and unshakable resolve.
Buddhist Magic
You gain access to the Buddhist spells from the
Spells list
Purifying Mantra
At 3rd level, you gain the ability to chant purifying mantras that shield allies and cleanse malevolent energies.
As an action, you can recite a Purifying Mantra that affects a 30-foot-radius area centered on you. Allies within the area gain the following benefits for 1 minute:
Resistance to necrotic damage and advantage on saving throws against being charmed or frightened.
Purification: You may choose one condition (charmed, frightened, poisoned, or paralyzed) affecting an ally in the area. That condition is immediately removed.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Tranquil Mind
At 6th level, you gain the ability to enter a meditative trance, enhancing your focus and spiritual resilience.
As a bonus action, you can enter a Tranquil Mind state for 1 minute. While in this state:
You have advantage on Wisdom saving throws and gain resistance to psychic damage.
You cannot be charmed or frightened.
Whenever you take damage, you can expend a spell slot to reduce the damage by an amount equal to twice the spell slot level + your Wisdom modifier.
You can enter this state once per short or long rest.
Lotus Seal
At 11th level, you gain mastery over sealing techniques, creating a mystical lotus that traps malevolent forces.
As an action, you can create a Lotus Seal at a point you can see within 60 feet. The seal manifests as a glowing lotus with a 15-foot-radius aura and lasts for 1 minute or until you lose concentration (as if concentrating on a spell). Choose one effect:
Seal of Binding: Enemies within the area must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be restrained. A restrained creature can make a new saving throw at the end of each of its turns to end the effect.
Seal of Purification: Allies within the aura regain 2d8 hit points at the start of each of their turns and have advantage on saving throws against all conditions.
Seal of Rejection: Undead, fiends, and spirits within the area must succeed on a Charisma saving throw or be banished for the duration.
You can use this feature once per long rest, and it increases to twice per long rest at 17th level.
Nirvana’s Flame
At 17th level, you gain the power to summon a purifying flame that burns away corruption and evil.
As an action, you can conjure the Nirvana’s Flame, creating a 40-foot-radius sphere of radiant fire centered on yourself. This flame burns for 1 minute or until you dismiss it as a bonus action. The flame has the following effects:
Enemies within the flame must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they take 8d10 radiant damage and are blinded for 1 minute. On a successful save, they take half damage and are not blinded.
Allies within the flame gain immunity to necrotic damage and are healed for 4d10 hit points when they enter the area for the first time or start their turn there.
Purification Field: The flame dispels all magical darkness, curses, and charm effects within the radius.
Once you use this feature, you cannot do so again until you finish a long rest.
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