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Classes

Barbarian

Barbarian is a simple melee-focused class that goes into Rage mode for additional damage.

In Gensokyo, you don’t really need to be barbaric or senseless to use this class, you can dress well and control your rage, directing it with purpose and precision.

Starting equipment

And background equipment

Barbarian Subclass: Path of the Mountain

Protect the Mountain with animalistic senses

Mountain Guards are beings who wield weapons to protect their territories.

This is mostly a typical Wolf Tengu subclass, examplified by Momiji Inurashibi, though this subclass is also seen with some reclusive Youkai Mountain dwellers, such as barbaric mountain hag, Nemuno Sakata.

Level 3: Leap of Rage

While in Rage, you can use Bonus Action to make a large jump, twice your normal jump distance while spending only normal amount of movement speed.

You can attack during the jump, and if you are successful, you add Your level*2 to the damage roll.

Level 3: Bloody Mountain

You sense the smell of blood. While in Rage, you can add an effect of slowing enemies by 10 ft. until your next turn to successful attacks against wounded creatures that have blood. While slowed, enemies cannot hide (but can use cover) or flee from battle.

Level 6: Great Senses

Your senses become heightened. You get Proficiency in one Wisdom skill and Expertise in another you already have Proficiency in. If you don’t have Proficiency in any of Wisdom skills, you get two Proficiencies instead.

When in Rage you can get Advantage to Wisdom and Dexterity saving throws. You can do that a number of times equaling your Wisdom Modifier, spend uses are restored on Long Rest.

Level 10: Retaliation

When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

Level 14: Intimidating Presence

As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Barbarian Subclass: Path of the Oni

Use pure physical power to fight

Path of the Oni focuses on primal urge of destruction Oni posses. They like fighting and alchohol, though they are also cunning and have mystical powers.

This is sort of an alternative to the Oni Patron. If you treat it like that, your patron is more likely to be Hoshiguma Yuugi. But in general, you might just be an Oni or simulate powers of Oni, or just want to fight with naked hands.

Level 3: Drunk Rage

You can drink alcoholic drinks with Bonus Action to go into Rage. After drinking Sake or any alcoholic drink stronger than Sake, you can start Rage even outside of your normal limit.

If you use it more than once per Long Rest, you need to throw Constitution saving throw for every time you use it, with GM-selected difficulty that will go up each time, or you get Poisoned.

Level 3: Oni Fists

Your Unarmed strikes now deal 1d8 Bludgeoning damage and you have Proficiency for using them.

Level 6: Cunning Rage

When you go into Rage, you can now spend an additional Rage to recreate effects of following spells: Fog Cloud, Misty Step, and Enlarge/Reduce.

Level 10: Spellbreak

You can use a melee attack to break an ongoing spell.

While being in Rage and in a radius of spell (not radius of spell’s effect, but the radius where it could have been casted), and make unarmed attack against Spell Level * 3 AC. If you suceed, Concentration forcibly ends, and caster must throw a Constitution saving throw against you spell difficulty or get Stunned condition for 3 turns (or until they end condition prematurely).

This can be used once, with use being restored on Short Rest.

Level 14: Massacre on Mt.Ooe

You can grab a Huge or smaller creature within 5 feet of you and throw them against the nearest hard surface, disregarding their size. If enemy has a Reaction, they can try to dodge the grab with Dexterity Saving Throw with DC of 10 + your Strength + Proficiency Bonus. If enemy hits the wall, they get 3d12 Bludgeoning Damage, get Prone, and get Stunned, until they complete a Constitution saving throw to stand up.

This can be used once per your Long Rest.

Bard

Bards are magical performers, focusing on a variety of tasks, from support to crowd control and social tasks.

Starting equipment

And background equipment

Bard Subclass: College of Living Instruments

Your Tools Seem to Perform on Their Own

Perfomers of this College are focused on creating effects that make it look like instruments are performing by themselves or are a part of the performer. The specific way, be that poltergeist telekinesis, or via minor gods like tsukumogami, isn’t as important.

This is College of Prismriver Sisters, poltergeist troupe, and several tsukumogami performers, such as drum Raiko Horikawa, biwa Benben Tsukumo and koto Yatsuhashi Tsukumo.

Level 3: Awakened Instrument

Your instrument now becomes possible to play without your hands on it.

If you are Tsukumogami or if you have telekinetic ability such as Mage Hand, you can play your instrument and levitate it within 30-foot radius from you, and you can choose to cast spell from it’s position.

Otherwise, you use some mechanism or magic to play it while it’s in 5 ft from you, but without holding it in hands.

Level 6: Magical Storm

Because of your closeness to the item you use for magic and performance, you can call spirits of objects around you for. You can cast Animate Objects without slots once, this use restoring on Long Rest.

You also always have this spell prepared once you get a corresponding spell slot, this does not count towards your spell preparation limit.

Level 14: Tool Orchestra

You receive ability to use several instruments at once with your Awakened Instrument feature. This allows you to cast two spells at once with one Action.

Cleric

Cleric as a class usually takes a support role, managing healing, buff spells, magic protections, and banishment of undead and evil. At the same time, Cleric can use weapons and armour somewhat effectively.

In Gensokyo, Cleric is usually called a Priest(ess) or a Shrine Maiden, and is more focused on fighting youkai and undead, as well as communicating with spirits.

Because of that, custom subclasses are there to represent two main shrines:s

If you want to use a subclass not represented here, you can still play a more generic fantasy priest (something like Life Domain (SRD) is a good choice for that), but it’s more common to see Shintoist Shrine Maidens and Buddhist Monks here, and it’s better to consult GM or someone who knows Touhou about which eastern god you might be serving.

Starting equipment

And background equipment

Cleric Subclass: Border Domain

Seal Supernatural Forces

The Border Domain seeks to protect common folk from powerful creatures, be that common local monsters, undead with grudges, or extraplanar entities.

This is a domain of Hakurei Shrine, even though Reimu Hakurei, the shrine maiden, seems to occasionally forget that. Still, she is a powerful example of this domain.

Level 3: Border Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Miracle Domain Spells table, you thereafter always have the listed spells prepared.

Table: Miracle Domain Spells

Level 3: Fantasy Seal

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke the following effect:

You create a 8 Small spheres of light and choose a target for each one (same or different creature). Each ball is homing to corresponding target and works like a Fireball on impact (Dexterity saving throw), but with 1d6 Force Damage and only 10 feet radius.

Level 6: Great Sealing

Your Fantasy Seal gets an additional bonuses:

  • Youkai, Fey, Fiends and Undead get Vulnerability to damage from Fantasy Seal.
  • You can change effect to create one Large Yin-Yang sphere that creates an effect with 30 feet radius and 10d6 Bludgeoning Damage.

Level 17: Fly Through Worlds

When you cast Fly Spell, it becomes impossible affect your movement speed for the duration of spell, and you can move between Planes with Bonus Action, to disappear and reappear from current plane.

Cleric Subclass: Miracle Domain

Bring Miracles to this World

The Miracle domain focuses on miracles made with hands of clerics. Seeking protection by their supernatural powers, you might start to believe that priests are the ones with a power, and maybe, that shrine maiden is actually a goddess, no matter how much she avoids being called that.

Sanae Kochia, a shrine maiden of miracles from Moria Shrine, is one example of this domain… Wait, isn’t she a priestess of wind goddess?

Level 3: Miracle Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Miracle Domain Spells table, you thereafter always have the listed spells prepared.

Table: Miracle Domain Spells

Level 3: Miracles of Lake Gods

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke one of effects:

Wind Miracle. For 1 minute, you create a wind shield that engulfs the spherical 100 feet radius from you, unless line of sight stopped by walls. Within this shield, strong wind blows in circles, making that inside:

  • Spells and effects that create wind fail unless you allow them,
  • Wind effects you allow are doubled in strength (Disadvantage for resisting, lifting twice as much weight, etc.),
  • All fog and gas-like substances, including magical, are dispelled,
  • Fire damage is resisted by all creatures.

Ground Miracle. You summon Large flying stone hands somewhere withing 20 feet of you, that clap to the rhythm of a certain prayer. For 5 turns, at the end of turn of the creature with smallest Initiative, Thunderwave is automatically cast from those hands as level 3 spell. In your turn, you can move those hands with speed of 30 using your Bonus Action, or end this spell.

Lake Miracle. You can create a passage through a liquid body by splitting it with magic. Split can not be bigger than 20*Your Level feet in length.

Level 6: Miracle of Good Luck

You can give random amulets for luck, anyone who takes it needs to roll a 1d20 and get one of the following outcomes:

ResultOutcome
1Worst Luck - Disadvantage to next 1 of every kind of roll (Skill check, Attack, and Saving Throw)
2-6Bad Luck - Discard the lot
7-19Good Luck - Get a Heroic Inspiration
20Very Good Luck - Keep the amulet and get ability to automatically succeed in a Check, Attack, or a Saving Throw

Any creature (including you) can only try getting an amulet once per day, or it will just not work.

Level 17: Miracle of God Summoning

You can call an avatar of god you serve into mortal world. Expend a use of your Channel Divinity and avatar will appear near you, using named character statblock if applicable. Avatar is unlikely to interact with you, and instead will do a specific thing they are called for, such as delivering wrath upon their enemies, or delivering a prophecy.

If god deems your request insulting, they might attack you instead. Your god might also decide to appear in their real physical form and stay after the task is completed.

You can only do that once a day.

Druid

Druids are a support class focused on interacting with nature, and transforming into animals.

Druids are a class that is originally meant as a protector of nature. Because of how generally wild Gensokyo is, and how humans aren’t exactly welcome in forests, it’s rare to see humans be a stereotypical druid.

Starting equipment

And background equipment

Druid Subclass: Night Parade of One Hundred Demons

Cause and Lead Youkai Processions Under The Full Moon

Not every natural creature is kind and orderly. Demonic spirits are also a part of nature - and it’s in their nature to let loose once in a while. Driuds of Night Parade are a force that decides, how such eruption will look, either chanelling it into orderly procession, or just causing chaos with them.

In Gensokyo, this is a popular circle for young Tanuki due to their new leader, Mamizou Futatsuiwa, being such a big influence for them and for other youkai she decides to lead.

Level 3: Night Parade Spells

You have the spells listed for your Druid level and lower prepared at any moment. This doesn’t count towards your limit.

Table: Night Parade

Level 3: Unbound Form

Your wild form becomes more versatile, no longer bound by strict concepts of what it can look like. You can turn into objects, with following table showing your limits. You cannot turn into magic objects, but starting from Level 4 you can turn into objects with damaging elemental effects like Fire.

Druid LevelKnown ObjectsMax SizeSimulate Damage
34Your - 1No
48YourYes
816Your + 1Yes

Level 6: Prepare a Parade

You can call youkai to your side. Once in a Long Rest, you can call the amount of Youkai that equals to your Charisma Ability Bonus. Usually, it’s youkai from community you are more friendly with (For example, you are a Tanuki, and lived with other Tanuki, they can answer your call), youkai that fit the current location (such as Tsukumogami in Human Village), or rarely, named characters.

If Game Master doesn’t plan to decide who responded to your call, you can roll 1d3 to decide:

Roll ResultCreatureCR
1Fairy1
2Local Youkai1
3Your kin2

Level 10: Turning Over a New Leaf

You can turn other creatures into animal forms, and object into object form. It has same limits as your own ability.

If it’s an unwilling creature, they need to roll a Charisma Saving Throw with the difficulty of your spellcasting ability (if you are multiclassing, you can use any availible).

If it’s an item, rules from Minor Illusion apply towards discovering it’s true nature, and it turns back on success, but it seems real on touch like on sight.

Level 14: True Parade

You can cause a true Night Parade of One Hundred Demons once a Long Rest. Spend 1 Wild Shape point, and 20-foot wide and 100-foot long rectangle in front of you will get overrun by Youkai summoned from a posessed scroll or another equivalent object. They last there for 30 Seconds or until you have the Incapacitated condition or die. Anyone standing or trying to go there will need to do a Dexterity Saving Throw with 18 difficulty, or will be knocked over, get 2d12 Blunt Damage and get Prone. Even if succeeded, it will be a hard to traverse terrain for you.

If a creature tries to fly over, it still needs a Dexterity Saving Throw, but does it with an Advantage and doesn’t get slowed down afterwards.s

After effect ends, all Youkai will disappear.

Monk

Monk is a martial artist subclass, focusing on Dexterity-based combat and non-spell abilities.

Starting equipment

And background equipment

Monk Subclass: Path of the False Corpse

Attain Immortality Through Fake Death

Known also as Shikaisen, this Path is known as the easiest and lowest for immortality one can attain by faking their own death with a very specific ritual of placing your soul into an item, cutting ties with everyone who knew you, and then hiding from divine retribution.

Shinaisen immortality isn’t true immortality, but can prolong your life, as long as Director of allotted life spans allows it, as long as you fend off Hell’s agents trying to kill you, or as long as you use life-prolonged talismans.

If you are a Human, it’s recommended to get Change Species Feat and turn into a Hermit.

There are several hermits that can teach you this path in Gensokyo.

First, Seiga Kaku, a manipulative Wicked Hermit necromancer, who will do anything to further her own goals, one of which being to spread Taoism.

On the opposite side, Toyosatomimi no Miko is a righteous ex-prince hermit, who while usually makes students into more of servants, cannot completely ignore people in need, and her direct student, Monobe no Futo.

Level 3: Fake death

You cannot die as long as the item you placed your soul in is still intact, but you will die if that item becomes destroyed or badly damaged. This item needs to be carried with you, and can either be a normal item such as piece of equipment or a trinket, magic item, or a normal item turned into Magical Item.

This does not automatically make your species into Hermit, but if you are a Human, it’s a big step towards it, allowing you to get Change Species Feat feature in addition to another feat on any level with Ability Score Increase feature. This can only be used once, and to turn you into Hermit or Vengeful Spirit.

Level 3: Living Hermit Arts

You achieve the following features:

Dimensional Movement. You can spend 1 Focus Point to cast Mist Step. After using this ability, you cannot make attacks in this turn.

Touch of Keeping. You can spend 1 Focus Point to cast Gentle Repose. When using this ability, you can lift restriction on creature becoming undead.

Spare the Dying. You can cast Spare the Dying cantrip.

For all of those features, your Spellcasting Ability is Wisdom.

Level 6: Strike of complete death

Spending Action, you can spend a Focus Point and make a Martial Arts Attack with it’s normal damage replaced by 3d10 of Necromantic or Radiance damage.

Level 11: Wake Up from Eternal Sleep

With your touch, you can spend 2 Focus Points to either:

  • Cast Animate Dead on touched creature
  • Cast Revivify on touched creature
  • Wake the touched creature up from any sleep, including magical.

Dead creature is always considered a creature for this ability.

Level 17: True Administrator of Lifespan

Depending on you alignment, you will get one of the following effects:

Good. You were recognised by Heavens and forgiven for your crime of choosing unheavenly ways of achieving immortality. You are considered a Saint and can cast Wish once in a month. Your restrictions on your lifespan are lifted and you are allowed to live as Long as you can sustain your body, while trying to ascend to Celestial status.

Neutral. You are using your own abilities and external items to further your own lifespan. You can claim success of every kind of Saving throw once in Short Rest.

Evil. You notoriety has reached the ears of Hell. You have lived for too long. A powerful unkillable Kijin hunts you down, it’s a Fiend can ignore the rules of Spell Cards and create effects powerful enough to target not just you, but everything around you, such as turning all water in the Ravine into a large whirlpool to trap you. But, if you play your cards right, you can both run away and use those effects for your advantage.

Monk Subclass: Path of Beast Taming

Tame Your Inner Beast Through Taming Animals

Someone wishing to tame themselves, may find themselves training others. Beast Tamer monks can call their beastly students (they rarely call them pets) from a subspace to make quick attacks or pass hazards.

The only fitting character in Gensokyo is Ibarakasen (Kasen Ibaraki), a hermit living somewhere on Youkai Mountain. She is not shown to be against taking humanoid disciples, though doesn’t have a lot of sucessful expirience with them, and is very serious about any training she conducts.

Level 3: Befriend the Beast

You get Animal Handling (if you don’t already have it) and following spells:

You can cast those spells, once per Long Rest for free, then you need to spend one Focus Point. Your casting Ability is Wisdom.

Level 3: Call the Beast

You can send a number (no more than your max Focus Points) of Beasts that willingly follows your commands and are not Charmed, to a subspace that exists in somewhere in Senkai (Hermit Realm). Subspace contains habitats sized and suitable for every Beast kept there. Sending a Beast to this subspace takes an Action.

When a Beast is in the subspace, you can spend an Action and one Focus Point to teleport it to a place within 30 feet of you that is not obstructed from you, and make them do one action availible to them, then either return back immideately or stay.

If you have a residence in Senkai, subspace is a part of this residence, but any Beast not sent here with this ability, cannot be called and doesn’t get a dedicated habitat.

Level 6: Fight the Beast

You get Dominate Beast spell, that can be used once per Long Rest for free, then you need to spend 3 Focus Points. Your casting Ability is Wisdom.

When you sucessfully cast this spell using this ability, the Beast stays not hostile to you after effect wears off, though it will be wary of you if it got hurt.

Level 11: Know the Beast

When you start a battle against a Beast, you can spend a Focus Poitn and roll an Animal Handling skill check with difficulty of it’s Intelligence Ability Score * it’s CR.

If succeeded:

  • You and your allies each get an Advantage in first attack roll against that Beast;
  • Beast loses any advantage to saving throws from you or your allies.

You can only apply that to one type of Beast. For example, if you fight 3 wolves and 1 direwolf, you can either apply this ability to each of 3 wolves, or to a direwolf.

Level 17: Tame the Inner Beast

You achieve a never before seen level of control over you desires and actions, that allows you to:

  • have immunity Charmed and Frightened conditions,
  • get Advantage in Wisdom Saving Throw,
  • get Resistance to Mental damage,
  • ignore exhaustion up to level 3.

Monk Subclass: Path of the Enlightement

Escape The Cycle of Reincarnation and Suffering

This is a path of letting go of worldly desires and illusions, and achieving nirvanna.

In Gensokyo, Buddhism, and by extension, this path, is mainly practiced in Myoren Temple, which appeared somewhat recently. Myoren temple is not quite a martial arts place, but some of it’s members are trained in martial arts and can train others, notably, Byakuren Hijiri (temple’s creator), Shou Toramaru (Bishamoten’s (their god) avatar), and Ichirin Kumoi and Unzan (guards), each having their own style.

Myoren Temple is strict, but accepts practically everyone if they wish to train, mostly youkai, with exception of some Underworld/Old Hell youkai. Sometimes, being here is a punishment or a temporary training place for emotional stability, sometimes someone is blinded by wanting to get some of Shou’s magical wealth or Byakuren’s powers. Youkai living here are known to break some taboos from time to time, notably secretly participating in parties, eating meat and drinking.

Level 3: Great Discipline

Mantra of Patience. You can spend your turn meditating, using up Action, Bonus Action, Reaction, and remaining movement. Next turn, you can use 2 Focus Point-bound abilties without spending Actions, Bonus Actions, and Focus Points. You can use this ability the number of times equal to your Proficiency Bonus, then you need to finish a Short or Long Rest.

Mantra of Search. By spending Action and 1 Focus Point, you can cast Locate Object spell.

Mantra of Unsealing. By spending Action and 1 Focus Point, you can cast Dispell Magic spell.

Level 6: Let Go of Illusions

Mantra of Truth. You can spend 3 Focus Points to get a 30ft True Sight for 1 minute. You can only use this ability if you did not drink alchohol in last 24 hours.

Mantra of Heart. You are immune to Charmed and Frightened conditions. You can only use this ability if you did not eat meat in last 24 hours.

Level 11: Three Treasures

You gain the following benefits:

Treasure of Person. You can make a Huge or smaller object levitate 30 ft above the ground for 1 hour. During this time, you can control it with speed of 30 ft using Bonus Action. You can use this ability once, then you need to finish a Short or Long Rest to restore this use.

Treasure of Law. You can force any roll to lose all Advantages and Disadvantages and get rolled normally. After using this ability, you cannot use it again in next 7 minutes.

Treasure of Community. You can emanate a special aura. You and your allies have Immunity to the Frightened and Charmed condition while in 30 ft of you. If a Frightened ally enters the aura, that condition has no effect on that ally while there. You can use this ability once, then you need to finish a Short or Long Rest to restore this use.

Level 17: Laser Pagoda

You are allowed to borrow the power of a god through it’s Divine Artifact that you can summon with Bonus Action. (by default - Laser Pagoda)

Item is one of a kind, and you can only summon if it’s stored somewhere you know, if it’s in the hands of it’s another lawful owner. If it’s lost or stolen, you temporarily lose this feature.

Paladin

Paladins are principled warriors that get their powers from an Oath they made, and lose their powers temporarily when they break their oath (and not temporarily on repeat offending).

Starting equipment

And background equipment

Paladin Subclass: Oath of Loyalty

Prove your Loyalty and be Rewarded with Power

The Oath of Loyalty binds Paladins to the specific master they chose, and their ideals, but they also get their powers from loyalty directed at them, be that their master’s trust or others, who swore loyalty to them directly.

These paladins share the following tenets:

  • Loyalty to your master is your power and responsibility.
  • Loyalty to you is your second power and responsibility.
  • If you break this Oath, seek honor through death.

The direct example of this Oath is Mayumi Joutouguu, leader of Haniwa Army Corps created by a goddess Keiki Haniyasushin. Less direct example is Youmu Konpaku, loyal swordsman gardener of Netherworld’s dead princess Yuyuko Saigyouji.

Level 3: Oath of Loyalty Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Loyalty Spells table, you thereafter always have the listed spells prepared.

Table: Oath of Loyalty Spells

Level 3: Master’s influence

You choose one of the following benefits depending on your master’s nature:

God. Choose and get a single Level 3 feature from any Cleric subclass.

Supernatural. Choose and get a single Level 3 feature from any Warlock subclass.

Human. You can inspire others. With reaction, you can give another creature an Advantage to their attack or skill check. This can be used once, with use being restored on Short or Long Rest.

Level 7: Loyal soldiers

You can give out command to an ally as a Bonus Action, making them do something out of turn. This command may be to move, to Attack, or to Dodge.

Ally can refuse to follow your command, and Ally needs to hear (or otherwise perceive) your command to follow it.

Level 7: Aura of Loyalty

You and your allies have Immunity to the Frightened and Charmed conditions while in your Aura of Protection. If a Frightened or Charmed ally enters the aura, that condition has no effect on that ally while there.

Level 15: Smite of Protection

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Level 20: Charge with all Might

As an Action, you can start a large charge. All allies that agree to participate can do a turn’s worth of movement towards the enemy, and make 3 actions’ worth of Attacks or Spells. After this, new turn starts from the beginning of the Initiaitive.

This ability can be used once in a Long Rest.

Rouge

Rouges are sneaky and cunning fellows, who specialise in stealth, entry, and social tasks.

Starting equipment

And background equipment

Rouge Subclass: Reporter

Find Newest Information

Reporters are the type of Rouge that seek news and exclusive information to then publicise it. Some are here for the money, some are for the truth, and some are for the fun of the game.

This is a typical subclass of Crow Tengu, such as Aya Shameimaru and Hatate Himekaidou, and even their direct boss, great tengu Megumu Iizunamaru.

Level 3: Evidence Gathering

You receive a Tengu Camera.

Level 3: Publishing License

During Long Rest, you can send your findings to typography or another reporter and get them into newspaper by the next day.

If it’s your own newspaper, you must work on distribution, or if it’s someone else’s newspaper, it guarantees people will hear those news and your opinion on them by the next day, but you won’t be credited and cannot decide specific wording.

Attempts at convincing or misleading public should be done via Charisma skill checks on GM’s discretion.

Because of how many Tengu papers are there in Gensokyo, most youkai will only want newspaper for free, and even then they will be grumpy unless your paper seems interesting. In Human Village, Aya’s “Human Village edition” newspapers are overly cheap, 10 Mon per piece.

Because of that, newspapers are mostly a tool for propaganda and information control, but you can still make money either via advertisement agreements or through being rewarded by leaders of your society (such as Tengu Village) if you work for their cause.

Level 9: Shoot The Bullet

Your Tengu Camera now works as Counterspell, removing the spell right after gettting the picture. If it fails to counter the spell, you can instead Dodge right after that.

Level 13: Wind God Investigator

You get +10 ft. Base Speed (affects your Flying Speed too).

You can also use Bonus Action to attempt to rewind your camera instantly, Dexterity (Sleight of Hand) skill check against 13 DC.

Level 17: Reporter’s Reflexes

When preparing a Reaction to shoot with Tengu Camera, you get 4 Reactions instead of 1. After each Reaction, you can immideately try to rewind your camera instantly (see Wind God Investigator) without spending any action.

Sorcerer

Sorcerers are spell casters that have powers in them, instead of learning them or borrowing them from somewhere.

In Gensokyo, a lot of Youkai and other creatures have magic powers innate to them, so this class may get more subclasses later, and using official subclasses is welcome.

Starting equipment

And background equipment

Sorcerer Subclass: Chaotic Flowering

Exponentially Amplify Nature’s Grow

Your powers are a manifestation of overflowing life energy. They are considered a manifestation of nature, but they are far stronger than nature usually becomes.

There are several examples of this power. For one, Great Fairies posses such power most naturally, though not many of them can use powerful abilities, as opposed to Yuuka Kazami, a dormant youkai lady living in Garden of the Sun.

Beings from worlds of afterlife can also use this ability, as shown by ghosts causing flowers to bloom by possessing them, and by Clownpiece, a fairy from Hell.

Level 3: Flowering Magic

During Short or Long Rest, you can choose a number of Evocation spells up to your Charisma to become more powerful.

For those spells, you can use “Empowered Spell” Metamagic for free once per turn.

Level 3: Flowering Spells

When you reach a Sorcerer level specified in the Flowering Spells table, you thereafter always have the listed spells prepared.

Table: Flowering Spells

Level 6: Passion of Nature

Your magic has most affinity with a single damage type. Choose one of the types, with exception of Force, and True.

When you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell, and you can also get an Advantage/Force a disadvantage for using that spell/defending against that spell once per Short Rest.

Level 14: Maddening of Flowers

You can cause one of the following effects:

Garden Destruction. 60 ft area of your choice that you can see becomes a wall of vines for a minute (it becomes impossible to move through), and all non-magic objects in it get 40 Force damage (most objects, such as walls, can be destroyed with that)

Fire of Madness. You force a creature that can see you, to cast any spell with a random target, or attack a random target with a weapon. On it’s turn, this creature can only make a Wisdom Saving Throw with your spellcasting DC. On success, it ends the turn, ends this condition and can act on it’s own on next turn, if unsuccessful, it repeats the effect of this ability.

Once you use one of these effects, you cannot use them again until next Short Rest.

Level 18: Chaotic Bloom

Once per Short Rest, you can cast a Spell with all Metamagic Variants in existence applied to it at once, ignoring those that cannot have any effect on that spell.

Sorcerer Subclass: Phoenix Flame

Recklessly Control Fire

Your powers come from fire, likely from eternal creature such as Phoenix or a Fenghuang. You didn’t receive it’s immortality, but you still recklessly like to look at flames, to cause them, and to touch them.

Althrough you could just be a fire-bending youkai or pyromaniac human, the most known example of this sorcery comes from Fudjiwara no Mokou, who lives in Bamboo Forest. Though, I don’t think you should learn from her! It doesn’t seem like she cares about burning…

Level 3: Blue Tongues

Your flames could become so hot they seemingly eat even other fires. Your fire damage ignores fire resistance. You can also convert any Melee weapon damage you are doing to Fire damage.

Level 3: Phoenix Spells

When you reach a Sorcerer level specified in the Phoenix Spells table, you thereafter always have the listed spells prepared.

Table: Phoenix Spells

Level 6: Wings of Fire

You can use Fly spell on yourself 3 times per Long Rest without spending spell slots. While you use it, you get +10 feet of speed and get +5 Fire Damage to any non-spell damage you make.

Level 14: Consumed by Flames

You can restore your Spell Slots by harming yourself with Fire Damage. You get 1 level of Spell Slot per 2 damage. This ability doesn’t care how do you get this damage, as long as you initiated it.

Level 18: Reincarnation

You can use Reincarnate on yourself if you die in flames, 2 times per Long Rest, without spending slots. You automatically choose the same Species you were before dying, you revive after 1 turn of not existing instead of 1 hour, and restore yourself Full HP.

Warlock

Warlocks are spell-casters that get their powers from a powerful being. They are great for building a character with more situational abilities with unlimited uses, and for getting more deeply connected to the narrative.

Official D&D subclasses like Fiend Patron can be used too, but it’s better to check in with GM or someone who knows Touhou well to direct you to a powerful character that fits the patron role for you.

Starting equipment

And background equipment

Warlock Subclass: Oni Patron

Make a Deal with the one of most powerful and cunning youkai

Your pact draws power from one of powerful Oni, likely Oni Deva, known as Big Four of the Mountain. They are cunning and hedonistic, but unlikely to plan your demise, instead possibly planning to make your their kin or just to have fun by causing chaos through you. Just not forget to bring them some sake as an offering.

Currently, there are two Oni, Ibuki Suika and Hoshiguma Yuugi, that are openly living Oni Devas. Suika is more likely to make a pact due to living in Gensokyo and having more magical abilities, while Yuugi lives in the Old Hell and relies more on physical strength. Oni not from from Big Four are mostly living in Hell.

Another creature that you may make a pact with is Ibaragi’s Arm, severed arm of one of Oni Devas with remaining conciousness, but for this specific patron you should consult GM due to story-wide considerations it may need.

Level 3: Sake Blessing

You can drink alcoholic drinks with Bonus action to become a bit stronger. After drinking Sake or any alcoholic drink stronger than Sake, you can add your Charisma bonus 3 times to any saving throw, skill check, or attack/spell.

If you use it more than 3 times per Long Rest, you need to throw Constitution saving throw for every time you use it, with GM-selected difficulty that will go up each time, or you get Poisoned.

Level 3: Oni don’t party alone

In a fight, as long as you have allies in fight and they are not down, you can use your Charisma instead of Strength for attacks that have Bludgeoning damage.

Level 3: Oni Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Oni Spells table, you thereafter always have the listed spells prepared.

Table: Oni Spells

Level 6: Bottom of the bottle

You can use a bottle or gourd with any alcoholic drink as a place to hide in for a minute. Ordinary gourds are like a 10x10 feet room when you use this ability, bottles are cramped so you can barely fit there, and powerful Magical Items, like the one your Patron may be using, have a huge winery that is brightly lit with light that seems to come from outside.

Level 10: Spellbreak

You can use a melee attack to break an ongoing spell.

While being drunk (same battle after drinking) and in a radius of spell (not radius of spell’s effect, but the radius where it could have been casted), and make unarmed attack againt Spell Level * 3 AC. If you suceed, Concentration forcibly ends, and caster must throw a Constitution saving throw against you spell difficulty or get Stunned condition for 3 turns (or until they end condition prematurely).

This can be used once, with use being restored on Short Rest.

Level 14: Massacre on Mt.Ooe

You can grab a Huge or smaller creature within 5 feet of you and throw them against the nearest hard surface, disregarding their size. If enemy has a Reaction, they can try to dodge the grab with Dexterity Saving Throw with your spell DC. If enemy hits the wall, they get 3d12 Bludgeoning Damage, get Prone, and get Stunned, until they complete a Constitution saving throw to stand up.

This can be used once per your Long Rest.

Warlock Subclass: Sage Patron

Make a Deal with Ones Holding Balance of This Plane

Your pact draws power from the power of Sages, likely wisest beings of your plane. Sage may be a god, a powerful youkai, or other near-immortal creature, that was involved with creation of a Plane.

You might even not know your patron personally, with his higher-ranking servants being a proxy, but your patron definitely knows about you, and watches your progress with interest.

Coincidentally, you can usually change between specific patrons of one world, since those patrons often have aligning interests, though they might not be completely friendly to each other.

There are three known Gensokyo Sages, and several other characters that will fit this subclass:

Yukari Yakumo, the gap youkai, and Okina Matara, a secret god, are scheming beings that have powers allowing them to live in their own subspaces and move freely through Gensokyo and beyond, knowing everything that happens.

Kasen Ibaraki is a beast tamer hermit who acts directly when needed, and is a lot more serious. Lives in Senkai.

non-Gensokyo Sages

Misumaru Tamatsukuri, a goddess of magatamas and creator of Hakurei Shrine’s holy symbol, Yin-Yang orbs, is not known to be a Gensokyo Sage in official works, in your session she could be.

Eirin Yakogoro, bamboo forest apothecary, is not a Gensokyo Sage, but a runaway Sage of Lunar Capital. She lays low for now, but may intervene in matters related to Lunar Capital.

Sagume Kishin is a goddess from Lunar Capital, and Watatsuki Sisters are Eirin’s previous students that took her role in Lunar Defence Corps - either could be considered for this class without explicitly being Sages.

Eiki Shiki, judge of the souls, and Yuyuko Saigyouji, princess of the dead, are Sage-like beings of Hell and Netherworld respectively.

Shinki, creator and goddess of Makai, could be considered a Makai Sage, though she is not very relevant and didn’t make a contact with Gensokyo residents for quite a long time.

Level 3: Interference

You get one effect depending on specific patron you chose:

Scheming Sage Interference. You can summon one of servants of your patron to your help by spending Action, once per a Long Rest. Servant is likely one of weaker one, and should be as close as possible to 1 CR. Stats are taken from either a slightly upgraded creature statblock or a named character statblock.

Crafty Sage Interference. You can get an item made by your patron. You don’t decide specific effects, but you can request it. You can ask for replacement during the Long Rest.

ItemEffect
Patron’s ArtifactSpellcasting focus, stores a specific cantrip that anyone holding that focus can cast.
Patron’s MedicineCopies effect of a specific potion but without downsides.

Level 3: Sage Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Sage Spells table, you thereafter always have the listed spells prepared.

Table: Sage Spells

Level 6: Sage’s Guest

You can cast Planar Shift once per Long Rest, without components and slots, but you cannot choose where it goes. Patron decides where it will go, but usually you end up in patron’s subspace.

Depending on patron, there might be a visual representation of a portal to another plane.

Level 10: Planar Guardian

You get Advantage to rolls that help you fight creatures from other Planes while both you and the creature you target are in the Plane of your Patron (or in Patron’s subplane). This includes Skill Checks to search for them, Skill Check for directly interacting with them, and Attack Rolls.

Level 14: Terrifying Authority

You designate a creature or an item as a target, and your Patron, unless they completely refuse (in which case you get a Heroic Inspiration), will do what they can to make creatures of their Plane either try to find it and bring it to your patron, or to destroy it, depending on request. You can target a specific target or a type of creature/item.

Results will wary, but it will affect things wildly, such as if you ask to destroy a specific kind of flower, similar flowers will also suffer in population, and in you hunt a specific creature, it’s species will likely suffer too.

You can only use this ability once a week.

Wizard

Wizards are spell-casters that are focused on magic as a science. They are the spell casters, having most spells, most spell slots, and the only thing they cannot do is… They practically can’t heal.

In Gensokyo, Wizards are usually called Magicians, and most of them have willingly turned themselves into Youkai for the benefit of eternal life and lack of annoying human needs getting in the way of their magical endeavours. It doesn’t mean there aren’t Human Magicians, for one reason or another, but those are considered somewhat incomplete.

Because of how they treat magic, some Magicians say that Outside World science is magic - not because they don’t get it, but because they consider them one and the same.

Official subclasses can also be used. For example Evoker is a generally good choice for this battle-filled setting.

Starting equipment

And background equipment

Wizard Subclass: Five Elements Alchemy

Control a Precise Sequence of Elements

Combining eastern alchemy, astronomy, and Evocation magic, you can move through a precise cycle of elements with great effect.

Notable example of this school is Patchouli Knowledge, a librarian of Scarlet Devil Mansion. Though born far in the west, she has taken a great interest in eastern school of alchemy and integrated it into her magic.

Level 3: Evocation Savant

Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Five Circulations

With Bonus Action, you can choose one of the 5 elements to focus on, and get the benefits and disadvantages:

  • Add your Intelligence Modifier to every roll damage you do with spells with empowering damage type.
  • You get Resistance to damage type previous in generative cycle.
  • You get Vulnerability to damage type previous in destructive cycle.
  • You ignore the damage resistance for type next in destructive cycle.

Specific types per mode can be seen in in Element Modes Table.

Table: Element Modes

ElementEmpowerResistVulnerableIgnore Resistance
FireFirePoisonColdLightning
EarthThunderFirePoisonCold
MetalLightningThunderFirePoison
WaterColdLightningThunderFire
WoodPoisonColdLightingThunder

Level 6: Sun and Moon

You can now additionally change to a simpler mode that is outside of grand cycle:

Sun mode. Radiance damage Empowered.

Moon mode. Radiance damage Resisted.

Level 10: Strict Circulation

When you change between modes in a way that follows one of two of correct orders, you get additional benefits.

Order of generative cycle. This order is Fire to Earth to Metal to Water to Wood to Fire (same as in Element Modes table). It amplifies the output, your bonus from Empower is doubled, and your Vulnerability is negated.

Order of celestial bodies. This order is Moon to Fire to Water to Wood to Metal to Earth to Sun to Moon (same as in Celestial Order Effects table). It gives you special effects as shown in Celestial Order Effects table.

Table: Celestial Order Effects

ElementEffect
FireBonus from Empower is doubled (same as generative)
WaterYou can add +2 to AC of up to 5 creatures around you
WoodYou can heal 5 HP with touch with Bonus Action
MetalWhen you deal Lighting Damage, you can restore 1 level 5 or less expended spell slot
EarthUp to 5 creatures get their movement speed reduced by 10ft.
SunYour attacks ignore Radiance Resistance
MoonRadiance damage Empowered

You lose benefits when you change mode and either switch to another order or switch not by the order.

Level 14: Reverse Combination

You can cast a two spells at once, with one Action, as long as following conditions are met.

  • One of them is produces your empowered damage type
  • The other produces damage type that is either:
    • Next in generative cycle (see Strict Circulation)
    • Next in destructive cycle (aka it’s on Ignore Resistance)

Wizard Subclass: Orchestrator

Control many creatures and constructs at once

Your studies focus on magic that allows you to control many beings at once, and you specialise in using this magic to puppeteer various contructs or creatures.

Notable examples of this school of magic ar Alice Margatroid with her dolls, and Ran Yakumo with her many Shikigami familiars.

Level 3: Conjuration Savant

Choose two Wizard spells from the Conjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Conjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Orchestra of Constructs

You can control many creatures at once. You can spend one Action to command a number of creatures you already control up to your Intelligence Bonus to do actions at once. A swarm is considered to be one controlled creature for this effect.

You can also concentrate on several spells that conjure and/or control creatures, with the same number as a limit, including several copies of one spell.

When several creatures move, it’s better to combine their movements and attacks into less of distinct ones, when possible, and roll them together.

Level 6: Focus Protection

Starting from this level, you Concentration cannot be stopped from getting damage or being attacked.

Level 10: Familiar Empathy

Your senses are heightened. Your spells that control and/or conjure creatures have double distance. Your controlled creatures get double their intended sight distance, their Wisdom throws get +2, and you can cast spells from any of their positions.

Level 14: Familiar Shield

When you are about to get damaged, you can call one of your controlled creatures by spending reaction, to make them take the damage for you. It works only if you are within creature’s movement range (it can walk/fly to you using it’s speed).