Some thoughts... (continued)
Classes
In the 1st ed. of
Oriental Adventures, the original classes were:
Barbarian (or rather an Oriental variant of the
Unearthed Arcana Barbarian),
Bushi (Fighter sub-class),
Kensai (Fighter sub-class),
Samurai (Cavalier sub-class),
Monk (revised 1st ed.),
Ninja (Duel-Class),
Shukenja (Cleric sub-class),
Sohei (cleric sub-class),
Wu Jen (Magic-User sub-class), and
Yakuza (Thief sub-class). Dragon magazine articles added the
Geisha (Bard sub-class…sort of), the
Genin (single class Ninja), and the
Pioh Shih (ranger…sort of). Fourth edition Dragon issues added the
Shan Zhi (paladin… sort of).
So let’s break down the old classes and see how they fit into 5th edition.
Barbarian: the OA barbarian is mostly a rehash of 1st ed Barbarian with notes on the three major terrains they would appear in on Kara-Taur: Steppe, Forest, and Jungle. Just about any Barbarian sub-class is feasible in OA but for the barbarians of the Isles the Totem Barbarian is the most commonly available.
Bushi: Historically, any member of the warrior class is considered a bushi. While the classical samurai are at the top, below them are lesser members of the warrior class such as ji-zamurai (land-working ‘samurai’ that were the Japanese equivalent of yeomen), ashigaru (soldiers), and yojimbo (bodyguards). Fighters that are going to be Samurai or Ronin type, should use the Samurai sub-class as outlined in Xandar’s Guide. Most other “bushi” are either Champion or Battle Master Fighters. The Edritch Knight is generally not suited to Kozakura but fits somewhat to Shou Lung and can be played as such. The Bushido RPG introduces as fighter known as a Budoka who is a fighter specialized in martial arts. As an optional Fighting Style, add Unarmed (see Tasha's CoE). While not a powerful in the long run as a monk, a fighter skilled in Unarmed combat has a place in fighter ranks.
Geisha: Bard, College of Love (see belowl). Other bards that find their way into Kara-Tur would be the College of Lore (scholarly musician), College of Blades (low-born), and College of Whispers (disguised ninja/shinobi).
Genin: the rank-and-file ninja would be best described as Rogue Assassin. Shinobi (ninja with magical powers) are Monks of the Way of Shadow.
Kensai: Already covered in Xandar’s Guide.
Monk: Most true monks of the two religions are members of the Way of the Open Hand or the Way of the Drunken Master. Kensai are also common but they are recluses or associated with martial arts schools rather than true monasteries. Other monastic paths are possible if the DM allows.
Pioh Shih: See Below. While the class is more associated with Shou Lung and surrounding regions, Kozakura has similar outriders that patrol the Imperial Post Road and other major byways across the island. The Pioh Shih Ranger Archetype and the Rogue Scout fit best.
Shan Zhi: Paladins are not typically a characteristic of the Orient; the Shan Zhi archetype I made (see below) does fit in as either a foreigner from Shou Lung or a local spiritually inspired. The Green Knight paladin is the only other core paladin archetype that might be found here.
Shukenja: Eight Million Gods faith would be a Cleric of the Spirit Domain (see my past journal). The Path of Enlightenment would be either Law or Healing Domain. Barbarian Shaman would be best as Druids, likely Circle of Shepherds (Xandar’s Guide).
Sohei: A fighter with access to clerical magic upon taking this sub-type. See Below.
Wu Jen: the Mystic Archetype for the Wu Jen given on the WOC/DM’s Guild site is, in my opinion, unplayable as is. I recommend making the Wu Jen a sorcerer; the
Unearthed Arcana and
Xandar’s gives sorcerers tied to each of the four elements. Oriental Adventures has a fifth (Wood) and Wood Element Wu Jen would get access to a few Druid or Ranger spells like
Entanglement or
Wall of Thorns. All Wu Jen, as part of their growth of power, required to take taboos every time they gain a rank of spells (examples: Sleep facing South; abstain from eating red meat; never cut your hair until the first full moon of autumn, etc). Breaking a taboo results in losing the highest spell tier available until restitution is made by undergoing a lengthy (2+ day) ritual of meditation and spiritual cleansing.
Yakuza: Yakuza are street gangsters in Kozakura and best used as a background. PCs who want to be part of the Yakuza are Rogues, typically members of the Mastermind, Thief, or Swashbuckler Archetypes. Swashbucklers and Scouts might instead be bodyguards known as yojimba or bounty-hunters.
Fifth Edition Classes to Oriental Adventures:
Artificer: Only the Alchemist archetype would be native to Kozakura. It is possible that Koryo might have tinkerer artificers present (re: the Korean turtle ship)
Warlock: there is no reason that warlocks wouldn’t be present. The Five Lords of the OA Feywild (The Dragon King, The Pheonix Princess, the Great Turtle, and the White Tiger of the West) would be Fey patrons while the Oni Lords of Hades be Fiendish Patrons. There are any number of beings that would be Great Old One Patrons. Shinigami, death spirits that haunt the Shadowfey (re: the anime Death Note) are the patrons of Undead path Warlocks (Sword Coast).
Wizard: most true wizards in Kozakura are outsiders. The exception are magicians known as onmyoji; they are typically either Abjuration or Divination school. Koryo and Shou have War Wizards while some kumo (hengyokai spiders) and other evil hengeyokai practice Illusion or Necromancy.
New Subclasses
Barbarian: Beast Rider
Barbarians whose tribe is frequently on the move across huge tracts of wilderness may choose to take the Path of the Beast Rider. Such barbarians bond with an animal mount and are most at home within that terrain the beast is suited for. Most often this type of barbarian are the Horse Tribes of Fearun and distant Kara-Taur or the Desert Riders of Zakhara and the Great Desert of Aurauch, but could include jungle tribesmen of Chult atop of an elephant, dwarven herdsmen of the northern mountains astride their war rams, gurgach elves atop Dire Stags in deep forests, goblin wolf-riders on the lonely moors, dire boars bearing orc and half-orc tribesmen, Drow mounted atop of a giant spider in the Underdark, or even wild Halflings in the Shining South atop giant eagles defending their hill ranges. The mounts available to the character should be determined by the DM at the beginning of the campaign. Rider and mount are bonded in a special way that the two act as a single fighting unit, giving the Beast Rider great advantage in combat. The downside for the Rider is that most mounts are unsuitable in dungeons.
Bound Beast
Starting at third level when you choose this path you are given a mount to bond with. The creature, if animal intelligence, is smarter than the average beast of that type and quickly becomes bonded with you and can understand simple commands. Moreover, it will defend you if you are attacked, gaining the Rage ability (once per long rest only). If you mount is slain however, you must wait 2d4 weeks to find and bond to a new mount (2d6 weeks for uncommon mounts such as dire boars). If the beast possesses less hit points than its rider, it gains a hit point bonus equal to its master’s Constitution bonus and gains an equal amount every level that the Barbarian advances. If the mount is exceptional (such as an elephant) it may take some time for its rider to advance before it gains additional hit points. While mounted, small creatures are at a Disadvantage to attack you and you gain your mount’s Strength Bonus to damage with spears, lances, and javelins when charging.
Mounted Warrior
At 6th level, because of your special mounted training, you do not suffer a penalty for firing a missile weapon from horseback. You also gain an advantage to Strength Checks to avoid being dismounted. Additionally, your mount gains an attack bonus equal to your Charisma bonus to defend you in combat and only needs a short rest before it can Frenzy again. Finally you can urge your mount to run faster, gaining +5 plus your Barbarian level in feet/movement per round but it must make an exhaustion check for every turn.
You are acutely aware of the strengths and weaknesses of animals akin to your mount and can diagnose and treat disease and injuries to the species by making a Healing check (gaining a +2 bonus on top of any Wisdom bonuses). You can also accurately assess the value of any mount and spot attempts to hide ailments or doctor the quality of the mount.
Exceptional Training
At 14th level, your mount can now make multiple attacks or take a Multiattack action (if it has that ability). It also gains additional AC equal to your Strength Bonus.
Cleric: Shukenja
Shukenja are clerics dedicated to serving the gods and spirits of the Celestial Bureaucracy. They are found in Kara-Tur, from the Dragon Wall to the Isles of Kozakura and the jungle lands of the south. They not only have a bond with holy sites but also to the natural world; their connection to it is not as developed as clerics of natural deities or druids but instead they have a higher awareness of the spirit world, including the Fey Wild and the Shadowfell. Additionally, a novice shukenja is taught the skill
Perform as he is taught the secret spirit dances and songs used to communicate with the spirit world. They have the power to communicate with spirits and can also heal, rebuke (turn) and even command or banish spirits. Rebuking and controlling spirits works much like the Turn Undead ability of clerics except that it extends only to spirits (including Fey, Elementals, Celestials, Infernals, and Undead such as ghosts). The rebuking power of shukenja does not work on elves (because of their strong ties to the mortal realm).
Spirit Domain
Unlike clerics of Faerun, most clerics in Kara-Tur serve a multitude of deities and spirits that serve under the Divine Emperor and his edicts. Instead they follow different philosophies in how they interpret the divine will of the gods and how they interact with the faithful. In Shou, the main two philosophies are known as the Path and the Way. The Path of Enlightenment is generally strict and methodical with strict hierarchies and protocols (Lawful) while the Way is often more mystical and self-reflective (Neutral to Chaotic). Sects of the two philosophies often clash with one another politically (and occasionally physically in the streets), on the whole they agree on principles of knowledge, harmony, fidelity to Heaven and one’s ancestors, and balance between body and spirit, yin and yang.
Spirit Domain Spells
Cleric Level Spells
1st
Bless, Detect Harmony
3nd
Augury, Messenger
5th
Glyph of Warding, Invisibility to Spirits
7th
Detect Shapechanger, Elemental Bane
9th
Dream, Far Step
Meditation
At first level a shukenja gains the ability to meditate during a Long or Short Rest. While meditating as he rests, he does not require the need to eat, drink, or sleep and can go without food, drink, sleep without adverse effects up to three days if meditation is used. Additionally he gains resistance to the effects of heat and cold in terms of discomfort and exhaustion while in a meditative stance.
Heal/Rebuke Spirit
At 3rd level a shukenja gains the ability to use his spirit to heal or rebuke spirits once per Short or Long Rest.
Healing spirits requires the shaman to physically touch the spirit, restoring 2d4 + level x 2. This ability works to a lesser extent with normal people except it doesn’t heal hit points but gives the target on the shaman’s turn an addition chance to save against the effects of fear, blindness, or confusion.
Rebuking spirits is made much like the Turn Undead ability of clerics. The shaman performs a chant of rebuke or similar ceremony to drive back the spirit. The spirit, if it can see the shaman or hear him within 30 feet must make a Wisdom saving throw. If it fails, the spirit is turned for one minute or until it takes any damage. A rebuked spirit spends its turns moving away from the shaman as per the Turn Undead Rule. Celestials and Infernal beings of CR rating 2 or more get a +2 bonus to resist and beings of CR rating of 15 or more are immune to rebuking.
Commune with Spirit
Starting at 5th level a shukenja can perform a ritual commune with a nature or ancestral spirit once per Short or Long Rest. Communing takes ten minutes and, depending on the spirit communicated with, is either identical to the cleric spell
Augury (if communicating to a nature spirit) or
Speak with Dead (if an ancestral spirit or the spirit of a deceased person encountered, as per the cleric spell).
Control/ Banish Spirit
Starting at 7th level a shukenja can attempt to command or banish a spirit. If a shaman attempts to rebuke a spirit and it fails and its CR rating is at or below a certain threshold, it must either perform an action for the shaman in atonement (as per the
Command spell) or it can be banished back to its plane of existence (as per the
Banish spell). Ghosts and other incorporeal undead are banished back to the spirit world (the Shadowfell) but since they aren’t destroyed (as is the case of a cleric’s divine channeling) may return to haunt once more at a later date.
Command/Banish Spirits
Shaman Level Commands/Banish Spirits of Cr…
7th ½ or lower
9th 1 or lower
12th 2 or lower
15th 3 or lower
18th 4 or lower
Commune with Greater Spirit
At 10th level you can ask questions of a greater spirit (nature, elemental, or ancestral) to advise you. This is the same as a
Commune spell, but is cast as a ritual and requires a shrine or site that contains an aura favorable to the spirit (such as a lava lake for a fire primordial).
Fighter: Sohei
Temple warriors of Kara-Tur,
Sohei are fighters devoted to a temple or sect and defend it and its followers. Though primarily fighters, they receive some religious training and a number become are sometimes invested not only with religious fervor but divine power, gaining the ability to cast some clerical spells. While not as versatile as the monk nor the divine weapon that a paladin is, the sohei is still important to the martial prowess and defense that religious sects in Eastern Lands over their domains.
Divine Spellcasting
At 3rd level a Sohei gains the ability to cast Clerical spells in addition to her martial prowess.
Spells chosen are from the Clerical spell list but are likely selected in preference to the domain of the sect the Sohei serves or the Domain of War (as a default).
Cantrips. A Sohei starts off with two cantrips of her choice from the Clerical list and gains a third at 10th level.
Spell Slots. Sohei gain Clerical spells at the same rate as Eldrich Knights gain Wizard spells. You use the same table to calculate the number of spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Preparing Spells of 1st-Level and Higher. Like clerics, you prepare a list of spells that are available for you to cast that day. When you do the number of spells you can prepare is Fighter level halved + your Wisdom modifier (minimum of one spell). The spells must be of a level for which you have spell slots. Casting a spell doesn’t remove it from your list of prepared spells. As with clerics, you can change your prepared list after you complete a long rest.
Spellcasting Ability. Wisdom is the spellcasting ability for your spells.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting. You can cast a spell as a ritual if it has a ritual tag.
Weapon Saint
At 3rd level you impart some of your divine power into a chosen weapon. The ritual take one hour to perform, which can be done over a short rest. The weapon must be within your reach during the course of the ritual for it to work. While it is bonded with the sohei, it gains a radiant damage bonus equal to your Proficiency bonus + Wisdom Modifier. If you attempt to bond with another weapon you lose the bond with the first.
Righteous Fury
At 7th level a Sohei can tap into his fighting spirit (
ki) and unleash a reckless flurry of blows during a battle. For a number of rounds equal to his Proficiency Bonus he gains an extra combat action and advantage to hit but at the cost of giving her opponents advantage to strike back. Once this feature is used it cannot be done again until the sohei has taken a short or long rest.
Fight to the Finish
At 10th level your religious fervor can drive you continuing to fight when others have fallen. Unless killed outright by an attack (as per the ‘Dropping to 0 Hit Point’ rules), when you reach 0 hit points you can voluntarily keep fighting rather than falling unconscious. When you do so, you now keep track of “negative hit points” and must make a Death Saving roll at the end of every round you keep fighting on. If you fail three Death Save rolls or accumulate negative hit points equal to your normal hit points (including any reduction due to Necrotic damage) you automatically die.
Divine Mastery
Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus.
Channel Fervor
At 18th level, when you make a successful weapon strike you can channel a spell slot into inflicting an extra 2d6 radiant damage into the hit. You may expend more spell slots for an additional 2d6 radiant damage per slot.
Paladin: Shan Zi (Rune priest/ Rune warrior)
At first glance the paladin seems out of place in the Orient but within Shou there is a unique class of divine warrior who embodies the devotion of Paladin but who channels their divinity through magical glyphs and is devoted to the belief that the written word itself is divine. Those devoted to the Oath of the Divine Word are called
Shan Zi, loosely translated into the common tongue of Faerun as Rune Priest or Rune Warrior. A devote of this Oath sees the written word as a divine gift, an embodiment of the Path of Enlightenment and font for the divine power of the Celestial Ones.
A paladin who takes the Oath of the Divine Word studies the art of calligraphy as an expression of both art and a focus of divine power. Often seen wandering about the lands of the Empire and neighboring nations these rune priests seek out knowledge of the written word and teach literacy to any that would desire enlightenment. Their common goal is to protect knowledge and defend those who seek to preserve and produce works of truth and beauty while punishing anyone wanting to destroy knowledge, promotes ignorance and subverts truth with fabrications. Shan Zi can be Good, Evil, or Neutral but are almost always Lawful.
Tenants of the Divine Word
Honesty. Truth is divine even if it isn’t always beautiful. Understanding the truth frees one to make moral choices.
Knowledge. Learning how to understand the truth is the key to enlightenment. Writing is the true gift of the Celestials to mortal kind and through it the truth passes down from teacher to student over the generations. It is through the written word that one may gain true immortality.
Harmony. It is through knowledge and meditation that a mortal can understand the will of the Celestials and see the consequences of his actions on earth. It is through contemplation and careful direction of his efforts that he can achieve harmony and peace.
Fidelity. Loyalty to one’s friends and companions; loyalty to one’s ancestors. These are the embodiments of the Path of Enlightenment as it is through working together that mountains are moved and ignorance is banished.
Channel Divinity
When you take this oath at 3rd level, you gain the following two abilities:
Word of Bravery: you can bond with a blade (either a one or two-handed sword) through a ritual that takes one hour (a short rest) to complete in which you meditate with the blade in your grasp. At the end of the ritual magical glyphs appear on the sword. As an action you can use your channel divinity power write a glowing magical rune in the air to give an effect to you and any allies within 10 feet resistance to one of the following damage effects (your choice): Lightning, Cold, Fire, Force, Necrotic.
Word of Vengeance: As an action, you activate the runes on your blade by make sweeping motions to make a glowing rune of vengeance. As long as you concentrate on the runes, any creature that attacks you or an ally you are defending is struck by 2d4 + your proficiency bonus in either radiant, necrotic, or lightning damage (depending on your alignment).
Aura of Harmony
At 7th level an aura of harmony and devotion surrounds you, giving all creatures around you a clear purpose and unity. You add your proficiency bonus to your initiative and to all allies within 10 feet. At 18th level this range increases to 30 feet.
Words of Fiery Fidelity
At 15th level, as an action, you may use your blade to make sweeping strokes in the air to create glyphs of a blue flame that strikes a target, dealing it d10 + your proficiency bonus + Charisma modifier (no save) of radiant damage; enemies adjacent to the target (up to 10 feet) take half that amount. Additionally the blue flame
heals any adjacent allies of yours next to the target an equal amount to half the damage done to the target. You may do this action a number of times equal to your proficiency level; the number of times you may use this power is reset after taking a long or short rest.
Serene Master
At 20th level, as an action, you take on the appearance of a wise, ancient sage surrounded by glowing glyphs and divine light that illuminates the area.
Using your action, your transformation allows you for 1 minute to do the following benefits:
● Grant all allies within 30 feet the effect of a
Bless spell
● Rebuke all opponents within 30 feet for their dishonorable actions. They must make a Will save or be at a disadvantage to combat checks for d4 rounds. Enemies who critically fail this must make a second Will Check. If they save, they will flee away from you but those who fail are under the effect of a
Command spell (undead creatures are immune to the
Command effect though may still flee).
Ranger: Piao Shih
Piao Shih (“Dart Master”) are protectors of roads, travelers, and caravans within the Empire of Shou Lung and of the trade routes that link to neighboring countries, including the Silk Road to Faerun. Within the empire they are recognizable for their heavy war darts that they throw from horseback in addition to their skill in other missile weapons (treat as a javelin).
Piao shih are protectors for hire or loyal servants to the empire, negotiating with bandits and other adversaries where they can, hunting them when necessary to ensure the roads remain relatively safe and their clients arrive where they need to be.
Piao Shih freely mix with scouts, barbarians, and even the occasional honorable bandit and monster that haunt the highways and byways of Kara-Tur.
Piao Shih Magic
Starting at 3rd level you gain an additional spell when you reach certain levels in this class.
Level Spell
3rd Snare
5th Enhance Ability
9th Tongues
13th Hallucinatory Terrain
17th Mislead
Road Trip. The preferred terrain of the
piao shih can be best said to be the open road rather than any one wilderness region but they usually become most familiar with the particular terrain of a regular route that they travel through. Like regular rangers, the
piao shih chooses a favored terrain but, at 3rd level, in addition to the usual terrain benefits you:
● Gain knowledge of all major roads and trails through the region, major stop points, and knowledge and reputation of bandits and important monsters.
● Extensive knowledge of settlements, caravansi, inns, and watering holes along those routes, with contacts and possible warnings involving those places.
● Groups traveling with you while traveling on roads and train gained +25% increased overland movement per day.
● You gain advantage at anticipating and spotting ambushes along roads and trails within your favored region.
Negotiator. As a one who has to regularly make broker deals with merchants, guards, and the occasional bandit, at 3rd level you gain a free proficiency in both Insight and Persuasion.
Defensive Command. Your training in defending others gives you a natural ability to command the defense of your comrades in combat. You gain Command Points equal to your Proficiency bonus. If you choose to spend one, a targeted ally gains an AC bonus equal to your Dexterity modifier (minimal +1 AC) until your next round of action. You regain Command Points after a short or long rest. At 10th level you may choose to instead spend a Command Point to give all allies within 10 feet of you an AC bonus equal to your Dexterity Modifier until your next turn.
Horse Mastery. At 7th level you gain the ability to leap aboard your mount as a bonus action, costing you no movement other than to move adjacent to it. If you take at least three days to spend time with your mount, you can command it to Dash, Disengage, and Charge as a Free Action. Your Mount also gains advantage for saving throws against Fear and you can make missile attacks with spear, dart, javelin, or horse bow from atop your mount at no penalty.
Crowd Control. At 11th level you can use your action to fire a volley of missiles that pin down a group of enemies within 10 feet of a spot you can see within your weapon’s range. All enemies within that area gain disadvantage on the following initiative. You must have one dart or arrow for every two enemies within the area effect.
Hidden Path. At 15th level you gain advantage with stealth in your preferred terrain and this extends to your mounts. You are also skilled in covering the tracks of others and laying down false paths. Any group you lead through the wilderness can travel stealthily at their normal speed and groups tracking them do so at disadvantage. Your knowledge of pathways through a region now extends to secret pathways that pass through the Underdark, Fey Wild, or the Shadowfell though navigating along them is still not easy for you.