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Oni

Blood trickles from a fist as the moon of Nokk shines down on a young human boy. He stands over another his fists still ready before heading home blood still wet. The boy sleeps peacefully in his bed until he hears the sound of a bat falling and a roar in the distance. His surrounds unfamiliar he runs through the night, but he will not escape the club.
  Oni are punisher spirits who live usually to punish misbehaving children, or others who would terrorise children. They sometimes manifest upon the death of particularly wicked Humanoids.

Basic Information

Anatomy

Oni are tall physically capable spirits taking on humanoid appearances. In their natural form they usually have dimly coloured skin and long hair, along with horns atop their head. Oni typically have two eyes like other humanoids, or one larger central eye similar to cyclops'. Additionally, they have tusks jutting upward from their bottom jaws where canines would typically be. Their horns vary in a lesser variety to that of trolls, usually being somewhat wavy, or being like spikes. Oni also typically have near-clawlike nails on their fingers and toes

Genetics and Reproduction

Oni are a form of spirit so can reproduce how spirits normally do by reshaping their own essence to create another. Additionally, oni usually spring into being as the raised spirits of wicked mortals, awakening with newfound sense of punishment having the slate of their memory cleaned.

Growth Rate & Stages

When oni are born through the a union of spirits, they take small forms and slowly grow like children into adults over the course of roughly two decades. When born through the death of wicked individuals they form already at the cusp of adulthood. Upon reaching their maturity as a spirit they slowly accrew power over the next century, peaking at a century of age. From there they slowly leak energy over the next semicentury until they shrivel away and fade from existence. A spirit can perpetuate its existence by gaining more magic energy to sustain itself, this can be from being worshipped or protecting a place of power, or even consuming other spirits or the souls of mortals.
Genetic Ancestor(s)
Lifespan
150 years
Average Height
7'-8'
Average Weight
400-500 lbs

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Dracyan Homebrew

Oni

Oni are a form of spirit common throuhgout Mytharia. They originally inhabited the realm of Disc and used dreams to traverse the planes and punish misbehaving children, or those who terrorised children. Oni, being a form of spirit manifest either as the children of other oni spirits, or upon the death of particularly wicked individuals.
ability score increase: +2 Str +1 Cha
age:
Size: Medium
speed: 30ft walking
Languages:
race features:
Glamour
The forms of spirits are malleable in their appearance. As a spirit, you possess a glamour. This glamour's appearance functions in the same way as the disguise self spell, but has one set visage that is determined during character creation. Scars or physical changes inflicted on your true form may also be inflicted on your glamour at the DM's discretion. You can don or doff your glamour as a bonus action.   Spiritual Form
You are a spirit, your body and soul are one. You have advantage on any saving throws that would displace your soul and are immune to the effects of the magic jar spell. If your soul were fully removed from your body you would lose your innate ability to do magic and become mortal with animaleipis.   Elemental Affinity
Every oni comes into being with attunement to an element. At first level you can choose this attunement, gaining a cantrip and damage resistance associated with the element.
  • Fire: Fire resistance and the fire bolt cantrip.
  • Ice: Cold resistance and the ray of frost cantrip.
  • Necrotic: Necrotic Resistance and the chill touch cantrip.
  • Lightning: Lightning resistance and the shocking grasp cantrip.
  • Wind: Force resistance and the wind cutter cantrip.
  • Water: Force resistance and the splish splash cantrip.
  Terrifying Slumber
Due to your association with the realm of dreams, you can cast the sleep spell once per day at first level. When cast in this way, creatures within the spells area of effect must make wisdom saving throws or become frightened of you. The DC equals 8 + your proficiency + your charisma modifier. On a failed save a creature becomes frightened of you for one minute, repeating the saving throw each round at the end of their turn.

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