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Kotodama

Kotodama

The Kotodama path emphasizes the belief that words possess mystical power capable of shaping reality itself. Onmyoji who follow this path wield the magic of words—chants, invocations, and sacred incantations—to protect allies, curse enemies, and manipulate the fabric of existence. Through carefully crafted phrases, they can unleash waves of spiritual energy, bend fate, and even command the spirits that walk between worlds.  

Empowered Utterance

At 3rd level, you gain the ability to channel magical energy through spoken words and phrases.   When you cast a spell, you may use an Empowered Utterance to enhance its effects. Choose one of the following options:
  • Voice of Protection: You speak words of warding, granting one ally within 30 feet temporary hit points equal to 1d8 + your Wisdom modifier.
  • Word of Banishment: When you deal damage with a spell, you can speak a word of banishment to force one affected creature to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, it is pushed 20 feet away from you.
  • Echoing Invocation: The spell’s effects linger; creatures that make a successful save against your spell take half damage or suffer a lesser effect, as determined by the spell's nature.
  •   You can use this feature a number of times equal to your proficiency bonus per long rest.  

    Resonant Chant

    At 6th level, you learn to weave sustained incantations that alter the flow of battle.   As an action, you can begin chanting a Resonant Chant that lasts for 1 minute or until your concentration is broken. Choose one effect:
  • Chant of Warding: You and allies within 30 feet gain resistance to one damage type of your choice (chosen when the chant begins).
  • Chant of Dread: Enemies within 30 feet have disadvantage on saving throws against being charmed or frightened.
  • Chant of Empowerment: Spells cast by you and allies within 30 feet deal an additional 1d6 radiant or necrotic damage (your choice).
  •   You can use this feature once per long rest, increasing to twice per long rest at 11th level.  

    Kotodama Command

    At 11th level, your mastery over magical words allows you to command the spirits of the world.   As an action, you can target one creature or spirit within 60 feet that can hear and understand your words. 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:
  • Compel Obedience: The target is charmed by you for 1 minute and must follow a simple command (e.g., "Kneel," "Flee," "Silence").
  • Paralyzing Word: The target is paralyzed until the end of your next turn.
  • Dispel the Malignant: If the target is a spirit or an extraplanar creature, you can attempt to banish it to its home plane for 1 minute.
  •   You can use this feature once per long rest.  

    Word of Creation

    At 17th level, you gain the power to speak a word that temporarily reshapes reality.   As an action, you can speak a Word of Creation, choosing one of the following effects:
  • Heaven’s Mandate: You summon a 40-foot-radius aura of radiant light centered on you for 1 minute. While within the aura, you and your allies gain immunity to one damage type of your choice and advantage on all saving throws.
  • Rending Invocation: Unleash a blast of pure destructive energy in a 60-foot cone, forcing all creatures to make a Dexterity saving throw. On a failed save, they take 10d10 force damage and are knocked prone. On a success, they take half damage.
  • Command Reality: Speak a phrase that alters the environment around you. You can reshape terrain in a 100-foot-radius area, creating barriers, clearing obstacles, or forming defensive structures for 1 hour.
  •   Once you use this feature, you cannot do so again until you finish a long rest.

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