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Kokumajutsu

Kokumajutsu

Onmyoji who follow the path of Kokumajutsu delve into the forbidden arts of dark sorcery and cursed magic. These practitioners wield powerful curses, manipulate minds, and command dangerous, shadowy rituals that others fear to touch. From invoking Katashiro (cursed paper effigies), using Jagan (evil eye techniques), to casting Saiminjutsu (hypnotic magic), Kokumajutsu Onmyoji bend the spiritual and the sinister to their will. Though their methods are feared, they walk a path that challenges the balance of light and darkness in pursuit of power, revenge, or twisted justice.  

Katashiro Curse Effigy

At 3rd level you learn to craft Katashiro—paper effigies that carry potent curses.   Crafting Effigies: You can spend 10 minutes crafting a Katashiro effigy, tying it to a creature you can see. The Katashiro remains tied to the target for 24 hours or until it is destroyed.   Effigy Manipulation: While you have an active Katashiro, you can use your bonus action to activate one of the following effects:
  • Binding Curse: The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + Wisdom modifier) or be restrained until the end of its next turn.
  • Painful Link: The target takes necrotic damage equal to half of the damage you take (after resistance calculations) while the effigy is active.
  • Effigy Break: As an action, you can destroy the Katashiro to deal 3d6 necrotic damage to the target. This damage increases by 1d6 for every two Onmyoji levels after 3rd.
  •   You can create a number of Katashiro equal to your proficiency bonus per long rest.  

    Jagan

    At 6th level you gain the ability to channel your power through a Jagan, a cursed eye that can afflict those who meet your gaze.   Gaze of Control: As an action, you can focus your Jagan on a creature within 30 feet that you can see. The creature must make a Wisdom saving throw (DC = your spellcasting DC). On a failed save, choose one of the following effects:
  • Terrify: The creature becomes frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Dominate: The creature is charmed by you for 1 minute. While charmed, it regards you as a trusted ally. This effect ends if the creature takes damage from you or your allies.
  •   Once you use this feature, you cannot do so again until you finish a short or long rest.  

    Saiminjutsu

    At 11th level you have mastered the art of hypnotic manipulation, allowing you to control and disrupt the minds of others.   Hypnotic Chant: As an action, you can target up to three creatures within 60 feet that can hear you. Each target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + Wisdom modifier). On a failed save, the creature falls into a hypnotic trance for 1 minute. While in the trance:
  • The creature is incapacitated and its speed is reduced to 0.
  • It takes 2d10 psychic damage whenever it is attacked.
  • The trance ends early if the creature takes damage or if someone uses an action to shake it out of its stupor.
  •   You can use this feature once per long rest. At 17th level, you can use it twice per long rest.  

    Dainoroi

    At 17th level you gain access to the darkest of curses, channeling forbidden hexcraft to debilitate your enemies.   As an action, you can place a superior curse on a creature you can see within 60 feet. The creature must make a Constitution saving throw (DC = your spellcasting DC). On a failed save, the target suffers three debilitating effects of your choice for 1 minute:
  • Curse of Agony: The creature takes 4d10 necrotic damage at the start of each of its turns.
  • Curse of Weakness: The creature’s attacks deal half damage.
  • Curse of Vulnerability: The creature loses all resistances.
  • Curse of Slowness: The creature’s speed is reduced to 0.
  •   On a successful save, the target takes half damage from Curse of Agony but suffers no other effects. The target can make a saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a long rest.

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