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Hero

Mystical

From distant lands Heroes are called whose talents are unknown that they may usurp the powers that be. Evil Wizards may have the knowledge to frustrate magic wielders and evil warriors may have the power to defeat honorable fighters, but the might of the Mystical Hero is unknown that their heroic journey may be successful. Mystical Heroes walk lonely paths far from home using techniques not understood by those around them. Mystical Heroes are called for specific foes and issues that their talents are uniquely suited for. The mightiest Mystical Heroes can summon mysterious beings from their far off land.

Mystical Journey: A Mystical Hero’s Journey is known to them when they are called. They are told of their foe and the beginning steps of their Journey. Their tenet is to not look back but move forward.

Hero Level Incantation Effect Stress Point(s)
3+Phase of Shadow(Yin): Floating Leaf TechniqueAs a reaction choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the Incantation ends for that creature.1
Phase of Wood: Impaling Stake TechniqueAs an action choose a creature within 30 ft of you and a sharp stake bursts from the ground or a wall. The target must make a DEX saving taking 3D8 Piercing damage.2
Phase of Earth and Water: Mud Swamp TechniqueAs an action you choose a point within 120 ft of you. The ground becomes sticky and waterlogged in a 60 ft diameter. For 1 minute, the area becomes Difficult Terrain. If a creature becomes Prone in this area they must succeed a STR save in order to be able to stand up.2
Phase of Wood: Vine Binding TechniqueAs an action choose a point within 90 ft of you. Grasping weeds and vines sprout from the ground in a 20-foot square starting from that point. For 1 minute, these plants turn the ground in the area into Difficult Terrain. A creature in the area when you cast the spell must succeed on a STR saving throw or be Restrained by the entangling plants until the effect ends. A creature Restrained by the plants can use its action to make a STR check against your Incantation save DC. On a success, it frees itself. When the effect ends, the conjured plants wilt away.1
7+Phase of Metal: Exploding Nail TechniqueAs an action you create a metal nail that explodes when it comes into contact with fire or water. The nail lasts for one hour after creation and after that period dissolves into dust. Upon contact with fire or water the nail explodes forcing all creatures within a 30 ft diameter to make a DEX saving throw taking 3D6 Fire damage on a failed save or half as much on a successful one.3
Phase of Sunlight: Internal Release TechniqueAs an action you unleash a force from within you that pushes all creatures and objects away from you. A wave of force explodes outwards forcing each creature to make a STR saving throw and on a failed save are thrown back 30 ft and land Prone, and if they hit a creature or object each takes 1D6 Bludgeoning damage for every 10 ft they were thrown. On a successful save they are not thrown back. All objects Medium or smaller that are not being worn or held are thrown back as well and if they strike a creature it deals 1D6 Bludgeoning damage for every 10 ft it was thrown.3
Phase of Wood, Fire and Earth: Poison Fire TechniqueAs an action you throw a bolt of noxious green/purple flames. You make a ranged attack using your CHA modifier (Minimum 1) + your Proficiency Bonus to hit with a range of 30/60 ft. On a hit the target must make a CON saving throw and on a failed save it deals 2D4 Poison damage + 2D4 Fire damage immediately and 2D4 Poison damage at the start of its next turn. If the saving throw was failed by more than 5 the target is Poisoned for one minute repeating the saving throw at the end of each of its turns ending it on a success. On a successful save the target takes half as much damage and does not take additional damage at the start of its next turn. Reptilian creatures and Dragons have disadvantage on this saving throw and take an additional 1D4 Poison damage immediately and at the start of its next turn.2
Phase of Fire, Earth and Metal: Quaking Light TechniqueAs an action you cause metal flakes to appear and combust violently causing a bright flash of light and deafening sound. You choose a point within 120 ft of you that you can see and a bright and loud explosion takes place. Each creature within a 60 ft diameter of that point must make a CON saving throw and on a failed save are Blinded and Deafened for 1 minute repeating the saving throw at the end of each of their turns ending the effects on a success.2
13+Phase of Water and Shadow(Yin): Flooding TechniqueAs an action you unleash a torrent of glacial water. Each creature within a 30 ft cone must make a DEX saving throw and on a failed save takes 3D10 Cold damage and is frozen to the ground reducing their movement speed to 0 ft until the end of their next turn. On a successful save the target takes half as much damage and is not frozen.4
Phase of Earth: Keystone TechniqueAs an action you summon and drop a massive stone. You choose one point you can see within 120 ft of you and drop a Large stone from a height of 60 ft. Each creature within the area of where it will fall must make a DEX saving throw taking 1D8 Bludgeoning damage for every 10 ft the stone fell or half as much on a successful save. On a failed save of 5 or more the target is pinned under the stone knocking it Prone and Restraining it until it succeeds a STR saving throw at the end of each of its turns.5
Phase of Sunlight(Yang): Magnetic Current Cloud TechniqueAs a reaction you summon a cloud of magnetic particles that swirl around you. The particles make a dense cloud covering a 20 ft diameter sphere or a 40x40 ft square that lasts for one minute. Ranged attacks have disadvantage on targets within or behind the metallic cloud with ranged weapons with a metallic component failing automatically. You can change the shape or move the cloud as a bonus action.5
Phase of Earth and Metal: Metallic CreationAs an action you force metallic crystals to grow within an object or structure that is composed of stone or metal. If the object or structure has less than 100 hit points it is shattered otherwise it takes 10D10 Force damage.4
Phase of Fire and Earth: Oni Flames TechniqueAs an action you ignite conjured metal and fling it at a target. A bright blue streak flashes from you to a point you choose within 150 ft and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a DEX saving throw, taking 8D6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. The effect works regardless if the area of effect is underwater or not. The flames bypass damage Resistances and Immunities dealing half as much damage if the creature is Immune to Fire damage and damage as normal if they are Resistant to Fire damage.5
Phase of Sunlight(Yang), Wood, Fire: Waterfall of Light TechniqueAs an action you summon special oil and light it with an arcane flame. You choose a point within 120 ft of you and oil that is alight with greenish flame cascades downwards from up to 30 ft in the air forcing each creature within 30 ft diameter patch of fiery oil to make a DEX save taking 3D6 Fire damage and are coated with oil on a failed save. On a successful save the target takes half as much damage and is not coated with oil. A creature or object coated with oil this way takes 2D6 Fire damage at the start of its turn. It can take an action to douse the flames. The alight oil continues to flow from the point for the next minute with the fiery oil patch grown by 10 ft in diameter each turn. If a creature moves into or starts their turn in the oil patch they take 1D4 Fire damage. Any creature that moves within the oil patch must make a DEX save or fall Prone on a failed save. At the end of the minute the oil and fire vanish.4
19+Phase of Fire: Ashfication TechniqueAs an action you summon a pillar of blazing fire. At a point you can see within 120 ft of you you create a pillar of fire in a 30 ft diameter cylinder that is 90 ft tall. Each creature within the area must make a DEX saving throw taking 6D10 Fire damage or half as much on a successful save. The pillar then explodes outward in a 60 ft diameter forcing each creature in the area to make an DEX saving throw taking 3D10 Fire damage on a failed save or half as much on a successful one.8
Phase of Sunlight(Yang): Fall of the SkyAs an action you summon talismans that fly out and latch on to targets of your choice that then magnify gravity on them. You summon talismans up to your CHA modifier (Minimum 1) and each one flies to a target of your choice within 90 ft of you and attaches itself to it. The target must make a CON saving throw taking 5D10 Force damage on failed save and is knocked Prone and is Restrained until the end of its next turn. On a successful save the target takes half as much damage and suffers no additional effects. If the talisman attaches itself to a creature that is Flying or Hovering the creature automatically fails the saving throw and takes an additional 2D8 Bludgeoning damage for every 10 ft it falls.7
Phase of Shadow(Yin): Ice Tree TechniqueAs an action an icy tree begins to grow. You choose a point within 90 ft of you and a tree made of ice grows and creates an icy area for the next minute. At the end of each of your turns the tree expands its aura 15 ft forcing each creature in its area to make a CON save taking 4D10 Cold damage on a failed save and their movement speed is halved. On a successful save the target takes half as much damage and its movement speed is unaffected. The area within the tree’s area of effect is considered Difficult Terrain due to icy conditions. Each creature that starts its turn in or enters this area takes 1D8 Cold damage. If a creature fails its saving throw by more than 5 they freeze solid and are Petrified until the end of their next turn and become Vulnerable to Bludgeonding damage.6
Phase of Wood and Metal: Mercury Binding TechniqueAs an action you invoke the supreme version of the Vine Binding Technique. You choose up to 10 creatures within 90 ft of you. Each target is bound with liquid metal restraints and must succeed on a STR saving throw or be Restrained by the metal restraints until the effect ends after 1 minute. A creature Restrained this way can use its action to make a STR check against your Incantation save DC. On a success, it frees itself. If you choose less than 10 targets, any additional restraints may be used to further restrain the target. For each additional 2 restraints the DC of the effect increased by 1. When the effect ends, the restraints vanish.7
Phase of Earth: Penetrating Suppression TechniqueAs an action you summon 4 columns of earth that crush upwards and then become a bulwark for you. Each column can appear within 60 ft of you and is a cylinder that is 15 ft in diameter and 90 ft tall. If a creature is in the area when the columns are formed they must make a DEX saving throw taking 4D8 Budgeoning damage or half as much on a successful save. If the column cannot reach its full height due to an obstruction such as a cave ceiling it slams into it with force dealing an additional 4D8 Bludgeoning damage to each creature that is caught between the column and the obstruction and the creature(s) are then thrown free, falling to the ground. The columns remain for one minute and have an AC of 18 and 200 hit points and are Immune to Psychic and Poison damage. If the columns touch sides or have overlapping areas they fuse together.6
Phase of Wood, Fire and Earth: Quaking Heavenly Flower TechniqueAs an action you can use the supreme technique of Mystical Heroes that is simple yet terrifying. You summon a Huge hollow boulder filled with metallic shrapnel and cause it to detonate. The boulder appears within 600 ft of you and unleashes a primary blast 100 ft in diameter forcing each creature in range to make a DEX saving throw taking 6D8 Force damage and 6D8 Thunder damage on a failed save or half as much on a successful saving throw. A secondary wave carries stone fragments and metal shards in a 200 ft diameter forcing each creature in range to make a DEX saving throw dealing 4D8 Bludgeoning and 4D8 Piercing damage on a failed save or half as much on a successful one.10
Stress Points Effect
1-4You become anxious and irritable giving you disadvantage on ability checks.
5-8Your body becomes tense. Your movement speed is halved and you have a 1D8 penalty to DEX saving throws.
9-12Your head begins to pound. You take 1D6 Psychic damage at the start of each of your turns and you have a 1D8 penalty to INT saving throws.
13-16Your immune system becomes compromised. You are Vulnerable to Poison and Necrotic damage and have disadvantage on CON saving throws.
17-20Your heart becomes strained. You take 1D12 Necrotic damage at the start of each of your turns and if an effect would restore hit points to you they restore half as much rounded down.
Kangitsune
Medium, Monstrousity, Neutral Good
AC: 13HP: 75Speed: 50 ft (Fox) 30 ft (Human)
STRDEXCONINTWISCHA
7 (-1)16 (+3)13 (+1)10 (+0)18 (+4)12 (+1)
Skills: Arcana +4, History +4, Perception +8
Damage Interactions: Immunity to Cold damage.
Senses: True Sight 60 ft
Languages: Any you can speak plus one additional language of your choice you choose upon summoning.
Traits
Keen Senses: It has advantage on Perception checks that rely on sight or smell.
Bond: Its summoner has Immunity to Cold damage and has the Keen Senses feature.
Shapechanger: It can use a bonus action to change between its Fox and Human Forms.
Actions
Bite (Fox Form): It makes a bite attack with a range of 5 ft with +7 to hit dealing 1D8 + 3 Piercing damage + 1D6 Cold damage.
Frost Ray (Human Form): It launches a frosty ray making a ranged attack with a range of 30/60 ft dealing 2D6 Cold damage on a hit and reduces the movement speed of the target by 10 ft.
Cold Breath (Recharge 5-6): It unleashes a furious gale of cold wind in a 15 ft cone forcing each creature to make a DEX saving throw taking 4D8 Cold damage or half as much on a successful save.
Raiju
Small, Monstrousity, Chaotic Neutral
AC: 15HP: 75Speed: 60 ft
STRDEXCONINTWISCHA
10 (+0)16 (+3)13 (+1)10 (+0)16 (+3)12 (+1)
Damage Interactions: Immunity to Lightning and Thunder damage.
Condition Interaction: Immunity to Paralysis and Stunned.
Senses: 20 ft Tremorsense
Languages: Raiju
Traits
True Elemental Channeler: It can use Incantations it learned by studying the world you find yourself in and replicating spell effects a limited number of times without gaining Stress Points. It has an Incantation save DC of 15 and +7 to hit with Incantations.
Bond: Its summoner has Immunity to Lightning and Thunder damage.
Actions
At Will- Replicate Thunderclap: It casts a replica of the cantrip Thunderclap as if it was a 5th level spellcaster.
3/Long Rest- Replicate Thunderwave: It casts a replica of the spell Thunderwave.
1/Long Rest- Replicate Call Lighting: It casts a replica of the spell Call Lightning.
Satori
Large, Humanoid Monstrousity, Chaotic Evil
AC: 14HP: 84Speed: 30 ft, 30 ft Climbing
STRDEXCONINTWISCHA
14 (+2)13 (+1)19 (+4)10 (+0)21 (+5)
Skills: Deception +9, Intimidation +13, Persuasion +9
Damage Interactions: Immune to Psychic damage.
Condition Interactions: Immune to Charmed and Frightened conditions.
Senses: 120 ft Darkvision
Languages: Any you can speak plus any languages its mind reading target can speak.
Traits
Shielded Mind: All attempts to read its mind fail.
Bond: Its summoner is Immune to Psychic damage and has the Shielded Mind feature.
Actions
Read Mind: It reads the mind of a target of your choice within its sight. Unless the target is Immune to mind reading effects Satori repeats all of the target’s thoughts as the target thinks of them. It repeats the target's thoughts verbatim with the target having to make a DC 17 WIS saving throw in order to think a lie.
Bite: It makes a bite attack with a range of 5 ft with +6 to hit dealing 3D6 + 2 Piercing damage.
Nyudo
Large, Giant, Lawful Good
AC: 14HP: 128Speed: 30 ft
STRDEXCONINTWISCHA
22 (+6)12 (+1)20 (+5)12 (+1)13 (+1)10 (+0)
Damage Interactions: Resistant to Nonmagical Bludgeoning, Piercing, and Slashing damage.
Senses: Darkvision 60 ft.
Languages: Any you can speak plus Giant.
Traits
Poor Depth Perception: It has disadvantage on Perception checks and attack rolls on targets more than 30 ft away.
Focused Summon: Its focus is wholly upon how it can serve you, at the end of each of its turns if it has the Charmed or Frightened condition, the condition ends.
Actions
Multiattack: It makes one attack with its Greatclub and one with its Glaive.
Greatclub: It makes an attack with its Greatclub with a range of 10 ft with +10 to hit dealing 2D8 +6 Bludgeoning damage.
Glaive: It makes an attack with its Glaive with a range of 15 ft with +10 to hit dealing 2D12 + 6 Slashing damage.
Hurl Boulder: It makes a ranged weapon attack as long as there is a boulder-like object within 10 ft of it with +10 to hit with a range of 20/120 ft dealing 3D10 + 6 Bludgeoning damage.
Omukade
Large, Monstrousity, Chaotic Evil
AC: 14HP: 93Speed: 30 ft, 30 ft Climbing
STRDEXCONINTWISCHA
18 (+4)13 (+1)17 (+3)3 (-4)10 (+0)4 (-3)
Damage Interactions: Immune to Poison and Acid damage.
Senses: 30 ft Tremorsense.
Languages: Omukade
Traits
Spined Body: Any creature that makes a melee attack on it within 5 ft of it or touches it takes 2D6 Piercing damage.
Unpredictable Movement: It has advantage on DEX saving throws and ranged attacks have disadvantage on it.
Actions
Multiattack: It makes 2 Scything Arm attacks and one Bite attack.
Scything Arms: It makes a slashing attack with one of its 10 arms with +6 to hit dealing 2D8 + 4 Slashing damage.
Bite: It makes a bite attack with +6 to hit dealing 2D10 + 4 Piercing damage.
Kokyu-Konaki
Tiny, Humanoid Monstrousity, Neutral Evil
AC: 13HP: 30Speed: 5 ft
STRDEXCONINTWISCHA
4 (-3)10 (+0)11 (+1)15 (+2)16 (+3)22 (+6)
Skills: Deception +10, Intimidation +10, Persuasion +10
Damage Interactions: Immune to Psychic damage.
Condition Interactions: Immune to the Charmed and Frightend conditions.
Senses: Darkvision 60 ft
Languages: Any you can speak.
Traits
Mimicry: It can mimic any sound it has heard including voices. A creature can tell the sounds are imitations by succeeding a DC 19 Insight check.
Unsettling Appearance: Its appearance is so unsettling that a creature that looks on it for the first time who is not familiar with it must make a DC 19 WIS save or be Stunned until the start of their next turn.
Actions
Crushing Crescendoing Cry: It unleashes a horrific cry that mystically magnifies gravity on a target. It must make a DC 19 CON saving throw taking 2D8 Force damage and having their speed halved or taking half as much on a successful save and their speed is unchanged. Each time it makes a cry on the same target it deals an additional 1D8 Force damage (Maximum of 10D8). If the target fails two successive saving throws its movement speed becomes 0 ft until the end of its next turn.
Kamaitachi
Medium, Monstrousity, Chaotic Evil
AC: 18HP: 58Speed: 120 ft
STRDEXCONINTWISCHA
14 (+2)24 (+7)15 (+2)6 (-2)7 (-1)5 (-3)
Damage Interactions: Resistance to Nonmagical Bludgeoning, Piercing, and Slashing damage.
Senses: Tremorsense 10 ft, Darkvision 120 ft.
Languages: Kamaitachi
Traits
Incomprehensible Speed: It moves so fast that unless its movement speed is reduced to 0 ft, it is Invisible. Its movement does not prove attacks of opportunity.
Need to Move: It needs to move to survive. If its speed is reduced to 0 ft its AC becomes 10 and it takes 2D12 Psychic damage at the start of each of its turns.
Bond: Its summoner gains a +2 bonus to its AC.
Actions
Multiattack: It makes 4 attacks with its sickle arms.
Sickle Arms: It makes an attack with its sickle arms at high speeds with a range of 10 ft with +11 to hit dealing 2D6 + 7 Slashing damage. The target must make a CON saving throw DC 19 and on a failed saving throw it bleeds out taking an additional 2D8 damage on the start of its next turn.
Ushioni
Huge, Giant, Neutral
AC: 15HP: 138Speed: 30 ft
STRDEXCONINTWISCHA
24 (+7)9 (-1)21 (+5)9 (-1)10 (+0)12 (+1)
Damage Interactions: Resistance to Nonpsychic, Nonforce damage, as well as Nonmagical Bludgeoning, Piercing, and Slashing damage.
Condition Interactions: Immune to the Charmed and Frightened Conditions.
Senses: Darkvision 120 ft.
Languages: Any you can speak plus Giant.
Traits
Undaunted: If a creature attempts to Frighten, Charm, or make a CHA based skill check against it, it can use its reaction to make a melee attack against the target.
Bond: Its summoner’s incoming Bludgeoning, Piercing, and Slashing damage is reduced by 2.
Actions
Multiattack: It makes one attack using each of its arms.
Greatclub: It makes an attack with its Greatclub with a reach of 10 ft with +11 to hit, dealing 2D10 + 7 Bludgeoning damage.
Greataxe: It makes an attack with its Greataxe with a reach of 10 ft with +11 to hit, dealing 2D10 + 7 Slashing damage.
Glaive: It makes an attack with its Glaive with a reach of 15 ft with +11 to hit, dealing 2D12 + 7 Slashing damage.
Greatsword: It makes an attack with its Greatsword with a reach of 10 ft with +11 to hit, dealing 2D12 + 7 Slashing damage.
White Snake
Huge, Monstrousity, Lawful Evil
AC: 15HP: 172Speed: 30 ft, 30 ft Swimming
STRDEXCONINTWISCHA
20 (+5)12 (+1)20 (+5)14 (+2)16 (+3)14 (+2)
Damage Interactions: Resistance to Bludgeoning, Slashing, and Psychic damage.
Condition Interactions: Immune to Charmed and Frightened conditions.
Senses: 60 ft Truesight, 60 ft Tremorsense
Languages: Snake
Traits
Evil Eye: Its current Evil Eye is always active.
Bond: Its summoner is Immune to the effects of its Evil Eyes.
Actions
Evil Eyes: It can switch to a different Evil Eye. Its Evil Eye extends in a 30 ft cone and if it has a DC its DC is 19. A creature can only be affected by one Evil Eye effect per turn and the effect ends if the type of Evil Eye is changed. Freezing Evil Eye: Creatures within its range must make an INT save and on a failed save their speed is reduced to 0 ft as long as they are within its range. They can repeat the saving throw at the start of each of their turns. Terrifying Evil Eye: Creatures within its range must make a WIS save and on a failed save become Frightened of it. Rotting Evil Eye: Creatures within its range must make a CON save and on a failed save takes 2D10 Necrotic damage or half as much on a successful save. Death Evil Eye: Creatures with less than 20 hit points die within its area.
Bite: It makes a bite attack with a range of 10 ft with +9 to hit dealing 3D8 + 5 Piercing damage and forces the target to make a DC 19 CON saving throw taking 4D10 Poison damage or half as much on a successful save.
Mizuchi
Huge, Dragon, Chaotic Evil
AC: 19HP: 210Speed: 20 ft, 60 ft Flying
STRDEXCONINTWISCHA
22 (+6)14 (+2)20 (+5)16 (+3)15 (+2)19 (+4)
Damage Interactions: Immune to Nonmagical Bludgeoning, Piercing, and Slashing damage. Resistant to Psychic and Necrotic damage.
Condition Interactions: Immune to the Charmed, Frightened, Stunned, and Prone conditions.
Senses: 60 ft Truesight, Blindsight 60 t
Languages: Any you can speak plus Draconic.
Traits
Willful: When a creature other than you or an ally moves within 5 ft of it, it can make a Bite attack.
Confer Ability: While its summoner is using it as a mount, the summoner can use its senses as its own and gains Resistance to Psychic and Necrotic damage.
Actions
Multiattack: It makes one BIte, Claw, and Tail attack.
Bite: It makes a bite attack with a range of 10 ft with +10 to hit dealing 2D10 + 6 Piercing damage
Claw: It makes a bite attack with a range of 5 ft with +10 to hit dealing 2D8 + 6 Slashing damage
Tail: It makes a bite attack with a range of 15 ft with +10 to hit dealing 2D6 + 6 Bludgeoning damage

Subclass Features

Lv 3

Techniques from the Far Land

You know obscure techniques that become a veritable toolbox for you to use to face many situations. You have the following features

Jujitsu: You were trained in the unarmed fighting style of Jujutsu. You have an unarmed strike hit die of 1D6 and you have advantage on Grappling creatures. If you successfully Grapple a creature you can make an unarmed attack on the target as part of the action.

Talismans: You were trained in two basic talismans. Each talisman takes 1 sheet of parchment and 1 GP in ink in other materials that are easy to gather though unassuming and takes two hours to create. You can keep talismans on your person charged with spiritual energy equal to your CHA modifier (Minimum 1). If you create a new talisman that exceeds the amount you can carry, the oldest talisman becomes inert.

Talisman of Curse Reversal: You can use an action and place this talisman on a target or object that is cursed. The curse is temporarily dispelled for one hour and the original caster of the curse takes 1D6 Psychic damage every 10 minutes as the curse’s energy is reflected back at them. If the caster is deceased, the talisman glows faintly for the duration instead.

Talisman of Wound Sealing: You can use an action and place this talisman on a target that is injured, the talisman takes on some of its injuries and is destroyed after absorbing 1D6 + 4 hit points.

Talisman of Detection: You can use an action and throw this talisman up to 60 ft away. The talisman emits an eerie light that reveals all Invisible creatures and objects as well as any creatures on the Ethereal Plane. They are outlined in white/green light for 1 minute.

Limit Break- Elemental Channeling

You can command the elements in a variety of ways to perform magical feats that lie outside of the Weave. Spell-like effects from this feature are called Incantations and are Immune to effects such as Counterspell, Dispel Magic, and Dead or Wild Magic Zones. Casting these spell-like effects puts strain on your body and mind and the more powerful the effect the greater the strain.

If an Incantation requires a saving throw the DC is equal to 8 + your CHA modifier (Minimum 1) + your Proficiency Bonus.

Incantations

Backlash

Your Backlash takes the form of strain on your mind and body represented as Stress Points. Stress Points are halved after a short rest and are reset at the end of a long rest. You can withstand Stress Points equal to your Hero level. If you exceed your stress limit the Incantation fails and you become Incapacitated for one minute.

You suffer the effect of your current number of Stress Points as well as all lower levels. For example, when you are suffering 8 stress points

Lv 7

Heroic Spirit

Your Heroic Spirit is foreign to most entities granting you powerful protection. You are Immune to effects that would possess you or otherwise cause you to lose control of your body. For instance Ghosts cannot possess you and the spell Crown of Madness automatically fails. This feature also grants you Resistance to the Charmed condition.

Lv 15

Limit Break- Foresight

Just as you can command the elements you can command the elements within yourself and within your mind. You can use an action and gain 8 Stress Points and enter a state of tranquility. For the next minute you gain the following features

You are unaffected by the Backlash of Stress Points with the exception of falling Unconscious by exceeding your Stress Point maximum.

You have advantage on attack rolls.

Your AC is increased by 2.

You have a 1D10 bonus to all saving throws and ability checks.

Lv 20

Legendary Ability- Summon Ayakashi

In addition to controlling the elements you can now summon powerful beings from the distant land you came from to serve you. You call forth an Ayakashi using Stress Points much like how you manipulate the elements. It manifests in an unoccupied space that you can see within 90 ft of you and uses one of the following stat blocks. The creature disappears when it drops to 0 hit points, when the summoning ends after 10 minutes, or if you summon a new Ayakashi.

The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (No action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Kangitsune (3 Stress Points)

You summon a white fox that can also take the form of a beautiful woman with white hair, blue eyes, in a light blue kimono. It is the weakest of the Ayakashi with cold affinity. It is a very needy Ayakashi who hates being sent back to the other land and wishes to be summoned often.

Raiju (4 Stress Points)

You summon a golden/yellow ferret that crackles with energy. It is a minor Ayakashi that attacks with lightning and thunder. It is a simple beast of an Ayakashi that rarely speaks and simply fulfills orders.

Satori (5 Stress Points)

You summon a wizened simian creature with a mouth full needlike teeth, black eyes, clawed hands and feet, brown/red fur, and pointed ears. It is a vile and sadistic creature with the ability to read minds. Its only desire driving it is the promise of living prey once it is done reading its mind for its master.

Nyudo (6 Stress Points)

You summon a cyclops variant from your world that is much more intelligent and wields large weapons with great finesse. It is an honorable Ayakashi that loves to serve its master and once battle ends loves to chat for a bit and maybe have a bite to eat together. It lacks a Bond feature but makes up for it with combat prowess.

Omukade (6 Stress Points)

You summon a demonic centipede with a gaping maw and a swirling body covered in spines with scythelike appendages. It is a bloodthirsty beast that lacks fine thinking skills but is a devastating force in tight spaces. It lacks the Bond feature but makes up for it with deadly attacks.

Kokyu-Konaki (8 Stress Points)

You summon a humanoid baby with the face of an old man. It is a devious monster that loves to lure people into dangerous places by mimicking the cries of babies or other beings. Once it draws a creature close it unleashes a cry that magnifies gravity on the target. With each successive cry the gravity on the target is multiplied. If this attack is unsuccessful it becomes an easy target. It lacks the Bond feature as it is a somewhat unwilling summon compelled to obey you.

Kamaitachi (8 Stress Points)

You summon a viscous weasel with sicklelike arms that can move at incomprehensible speeds. Almost no one has seen its true form as it is always moving so fast it is undetectable. It is a simple beast that only cares for bloodshed but will gleefully dismember its summoner’s enemies. Its Bond enhances its summoner’s reflexes.

Ushioni: (10 Stress Points)

You summon a four-armed minotaur like Ayakashi with rust colored skin and two great tusks in its mouth. Its skin is almost impenetrable and with each of its four arms wielding a different weapon it is a living war machine. It is physically the strongest Ayakashi one can summon with a dumb yet earnest personality.

White Snake (13 Stress Points)

You summon a giant snake Ayakashi said to be born of human hate. Its two eyes are sewn shut, but it has a parietal eye that can use a variety of effects on those unfortunate enough to meet its uncanny gaze. It is the most feared of the Ayakashi of your native land with its presence being akin to a death sentence for even small nations.

Mizuchi (15 Stress Points)

You summon a Blue Dragon from a distant land that has no similar features to the Blue Dragons native to most lands. It is a sleek blue dragon with a serpentine body and no wings and lacks a breath weapon. It has stag antlers, a beard, scales like a Koi Fish, and short legs. It is a willful summon that dislikes being called upon and refuses to speak unless pressed.