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Current version is very-very WIP, since I mostly released it to share progress. See:

Foreword

This is a fan-made Tabletop RPG content add-on based on Touhou Project. It is compatible with D&D One (5.5e) books and SRD 5.2 (CC-BY licensed subset of D&D One rules), and doesn’t include full rules.

If you don’t already have core rules, you can get a free copy of SRD as official PDF or unofficial markdown conversion. You don’t need Species, Subclasses, Backgrounds, etc. from official books to play this addon.

If you need more information about Touhou Project, you are encouraged to read Touhou Wiki.

Notable changes from SRD:

  • Custom Species, Subclasses, Backgrounds and Feats (including new “Youkai Feats”);
  • Youkai creature type, replacing Monstrosities. Fiends are also considered to be Youkai for abilities that require it;
  • Special named attacks called Spell Cards;
  • Death is automatically avoided in most battles;
  • Backgrounds have a Residence field that gives player a living place.

Contents

Contributing

If you want to fix some mistakes, or if you want to work on what was already publicly decided in issues - You are welcome to just send Pull Requests! If you want to change rules, it’s better to first open a suggestion in Issues.

Some rules:

  • No text/code/graphical assets generated by GenAI/LLM software allowed.
  • Every file should have copyright and license indicated via REUSE headers.
    • If you are not sure, this can be done later, so just send changes as-is.

It’s recommended to work locally in a markdown editor (like Obsidian) or in any text editor with markdown syntax highlights (like Kate or Evi).

To test the static website locally, install mdBooks, run git clone https://codeberg.org/mailbun/touhou-dnd, and run mdbooks serve --open in project directory.

License

Most of this work is available under Creative Commons Attribution 4.0 International License. To use in any derivative work and redistribution:

  • Credit Mailbun and all Credits;
  • Clearly state changes and don’t claim endorsement.

There are also exceptions:

  • Direct references to Touhou Project are be under Guidelines for Touhou Project Fan Creators.
  • Some files in assets/bestiary/ are under MIT license, which requires keeping license text in deriatives/redistributions.
  • Configuration files are licensed under variety of software licenses, ranging from close equivalent of MIT (attribution) to MPL (file-based copyleft). Check header comments of any specific file and LICENSES for text of each license.

Credits

Touhou Project and related content are created by Team Shanghai Alice. This is a free fan-made project permitted by public guidelines.

This work contains graphical assets from Taisei Project, available under MIT License.

This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License.

This work also uses Markdown conversion of SRD 5.2 by Seth Henderson (springbov), licensed under Creative Commons Attribution 4.0 International License.

Core Gameplay Changes

Misc changes

  • Monstrocity creature type is renamed to Youkai, and all Fiend creatures are considered Youkai for effects that require it.

Spell Card Battles

In Gensokyo, Spell Card Battles are a normal way of resolving conflicts. In-universe, they were enacted by Hakurei Reimu (though drafted by some Youkai and enforced by Gensokyo Sages) as a way to make battles more fair even to weak Youkai.

General Rules

Generally, they are in-universe explanation of game mechanics, so they usually follow the normal rules of combat, with some changes, like Armor Class and Dropping to 0 Hit Points.

In-universe, they regulate allowed and disallowed attacks, equipment, though it’s only described vaguely. Breaking Spell Card rules usually means consequences, including others getting permission to hunt you down while disregarding some or all Spell Card rules themselves.

Spell Cards

Originally, Spell Cards were described on a piece of paper and approved by the Shrine Maiden, but it is told that Reimu was overwhelmed so fast she gave up, and now they are mostly just named and predefined special attacks.

Spell Cards are a special named attacks. In-game, they allow to make a spectacle, bypassing limits of attacks made per-turn. In-universe, they are often more of a limit for powerful creatures.

Character Spell Cards. Players may choose one type of spell card they can use once, with use restoring on a Short or Long Rest.

This spell card may be a version of spell they have but cast with higher level (not more than +2) than they can currently cast normally, or a sequence of attacks/spells/movement (not more than 3 turn’s worth of actions) in one turn. Spell Card still spends all resources of Spells and Features.

Player’s Spell Card can be changed on a Long Rest.

Enemy Spell Cards. Enemy spell cards are described in the statblock, and one spell card may be only used once per battle. Unlike Player’s Spell Card, they might have any effect, acting as a custom spell, spanning through several turns, etc.

Adventuring

Short Rest

When you fight a powerful foe, usually a named character, you automatically start Short Rest after it ends. This is done to mimic stage-based gameplay of Touhou Project. This effect is handled by GM, but usually it’s used after any battle with a named character, unless there is next battle planned in the same location.

This short rest may inclide movement to another location and/or be shorter than normal Short Rest, but players still get the effects of a full Short Rest.

Armor Class

A creature’s Armor Class represents how well the creature avoids being wounded in combat.

Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + two of creature’s Ability modifiers (for example, 10 + Dexterity Modifier + Wisdom Modifier)

A creature’s AC can still be modified by armor, magic items, spells, and more. Only one base calculation can be in effect for a creature.

Dropping to 0 Hit Points

When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below.

Defeating a Creature

Battling in normal Spell Card Battles, when you would reduce a creature to 0 Hit Points with a melee attack, you instead reduce the creature to 1 Hit Point. You can give it the Unconscious condition, but it can resist, either by making a Constitution Saving Throw againt the DC of remaining damage, or via GM’s decision.

If it did not sucessfully resist, it then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check.

Death

Usually, it’s highly unlikely for a creature to die from Spell Card Battles, but the rules don’t completely protect against that.

Hit Point Maximum of 0. A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature’s Hit Point maximum.

Massive Damage. When damage reduces a character to 0 Hit Points and damage remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, currently has 6 Hit Points, and takes 18 damage, the character drops to 0 Hit Points, but 12 damage remains. The character then dies, since 12 equals their Hit Point maximum.

Hazard Death. A creature may die it’s killed by hazards not related to attacks, such as fall damage, old age, etc.

Simple Humans. Humans without training, magic or technology, are not commonly included in Spell Card battles, and they are likely to die from attacks if those were to be directed at them. Instead, normal humans are usually protected politically, ensuring you will have consequences if you try to touch them unprovoked.

Animals and Beast-like Youkai. Creatures that are not considered capable of following spellcard rules, such as most Beasts and Youkai not capable of reasoning, are excluded from Spell Card Battles. If you happen to fight them, they will try to actually kill you, and your attacks may kill them.

Non-Spell Card Battle. When Spell Card Battle rules don’t apply, creatures may die in battle normally.

Depending on story needs, GM may use default rules for Death Saving Throws and Stabilization, or have creature die instantly.

Falling Unconscious

If you reach 0 Hit Points and don’t die instantly, you have the Unconscious condition (see “Rules Glos- sary”) until you regain any Hit Points, and you now face making Death Saving Throws (see below).

Death Saving Throws

Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn’t tied to an ability score. You’re in the hands of fate now.

Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see “Stabilizing a Character” below). On your third failure, you die.

The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable.

Rolling a 1 or 20. When you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you regain 1 Hit Point.

Damage at 0 Hit Points. If you take any damage while you have 0 Hit Points, you suffer a Death Saving Throw failure. If the damage is from a Critical Hit, you suffer two failures instead. If the damage equals or exceeds your Hit Point maximum, you die.

Stabilizing a Character

You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check.

A Stable creature doesn’t make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.

Character Demise

If your character dies, others might find a magical way to revive your character, such as with the Raise Dead spell. Or talk with the GM about making a new character to join the group. “Rules Glossary” has more information on being dead.

Classes

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.

  • Orchestrator subclass allows you to control many creatures at once, be that constructs or conjured familiars.
  • Elementalist subclass allows you to dive into eastern alchemy and combine it with powerful elemental spells that get bonuses based on astronomical variables (in-game - decided by player on Long Rest).

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.

On that note, Technologist subclass allows you to make technology and magitech. It’s still a Wizard subclass, but with flavour of tech and some mechanics.

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

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).

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.

In Gensokyo, there are a lot of powerful beings, but currently, there are two main subclasses:

  • Oni Patron - Get overwhelming physical powers, some sly tricks, and failing kidneys, with help of Four Devas of Mountain.
  • Sage Patron - Get involved in the constant maintenance of world’s balance, and do dirty work for beings that were involved in creating and shaping of a whole Plane of existence (Gensokyo, Lunar Capital, Netherworld, or Hell).

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.

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.

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 once to Constitution saving throws, apart from ones related to alcohol, to attack damage, or to Spell damage.

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

Warlock LevelSpells
3Fog Cloud, Disguise Self, Misty Step, Enlarge/Reduce
5Fear, Fly
7Dominate Beast, Stoneskin
9Dispel Evil and Good, Hold Monster

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 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, Concetration 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 your Proficiency Bonus number of times befere a 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 (or use ability that allows them to run away, if they have one). If enemy hits the wall, they get 3d12 Bludgeoning Damage, get Prone, and get Stunned, until they complete a Constitution saving throw to wake 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 this type, 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.

Misumaru Tamatsukuri, a goddess of magatamas and creator of Hakurei Shrine’s holy symbol, Yin-Yang orbs, is not known to be a 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.

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

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 MagatamaSpellcasting 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

Warlock LevelSpells
3Locate Object, Hold Person, Find Familiar, Faerie Fire
5Non-detection, Spirit Guardians
7Arcane Eye, Dimension Door
9Commune, Planar Binding

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.

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.

  • Phoenix Flame subclass is all about Fire and Immortality. Though, it doesn’t give you Immortality.
  • Chaotic Bloom subclass is about powers of nature and overpowering attacks.

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

Sorcerer LevelSpells
3Flame Blade, Chromatic Orb, Burning Hands, Scorching Ray
5Fly, Fireball
7Fire Shield, Wall of Fire
9Flame Strike, Reincarnate

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.

Monk

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

Monks are usually called Hermits in Gensokyo, short for Taoist Hermits. They strife for immortality through a miriad of paths, such as Path of Beast Taming and Path of False Death.

On the other hand, there are Buddhist Monks, which are not searching for immortality of the body, but for peace of the soul. They are represented here as Path of Enlightenment, related to Myoren Temple in Gensokyo.

If you want a more generic martial artist, you can use Open Hand subclass, as well as other official D&D subclasses if you want to make something different. They all should fit the eastern vibe.

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:

  • Speak with Animals
  • Animal Friendship

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:

  • ignore Charmed and Frightened conditions,
  • get Advantage against any spell that affects your mental condition,
  • get Resistance to Mental damage,
  • create a Small Divine Spirit creature at your will once per turn when spending any Focus Points.

Small Divine Spirit is a creature that if catched by another, can either restore 20 HP, a single Level 5 or less Spell Slot, or give 10 Temporary HP.

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.

But Youkai may also have their hands in balance of nature, though in their own, very different way. This is what Night Parade subclass is all about.

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

Druid LevelCircle Spells
3Aid, Disguise Yourself, Minor Illusion
5Conjure Animals
7Charm Monster
9Animate Objects

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.

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:

  • Miracle Domain represents Moria Shrine and it’s gods of Wind and more.
  • Border Domain (will represent) Hakurei Shrine, which protects against youkai.

If you want to use a subclass not represented here, you can still play a more generic fantasy priest (something like Life Domain 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.

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

Cleric LevelPrepared Spells
3Gust of Wind, Shatter, Levitate, Chromatic Orb
5Water Walk, Wind Wall
7Guardian of Faith, Control Water
9Destructive Wave, Commune

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.

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 forget that sometimes. 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

Cleric LevelPrepared Spells
3Spiritual Weapon, Blur, Command, Guiding Bolt
5Glyph of Warding, Fly
7Freedom of Movement, Banishment
9Dispel Evil and Good, Wall of Force

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.

Character Backgrounds

Your character’s background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure.

Parts of a Background

A background includes the following parts.

Ability Scores

A background lists three of your character’s ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.

Feat

A background gives your character a specified Origin feat (described in “Feats”).

Skill Proficiencies

A background gives your character proficiency in two specified skills.

Tool Proficiency

Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan’s Tools category. Tools are detailed in “Equipment.”

Equipment

Each background offers a package of equipment. If you are making a customs background, choose any: pack of clothes, set of tools and 3 trinkets.

Residence

Each background describes your main place of residence, meaning you can rest at your own place here and take guests. Some background give you a place outside of Gensokyo, that you are unable to access immideately.

Background Descriptions

Spirited Away

Any creature from Outside World, also known as human world or modern world. It’s often a missing human, but sometimes, new youkai also appear, migrating from unfriendly cityscapes.

Ability Scores: Intelligence, Wisdom, Charisma

Feat: Outside World Specialist

Skill Proficiencies: Choose any 2

Tool Proficiency: Choose any 1

Equipment: Modern City Clothes, Pepper spray, Tiny Knife, Smartphone (trinket), Lighter, 3 Tiny Korindou Trinkets

Residence: Outside world (no own place in Gensokyo)

Villager

A normal resident of the only safe for humans place in Gensokyo, Human village.

Ability Scores: Constitution, Wisdom, Dexterity

Feat: Alert

Skill Proficiencies: History and Animal handling

Tool proficiency: Farmer tools

Equipment: Eastern clothes, Farmer tools, Youkai-warding amulet, one Korindou trinket

Residence: Human village

Solitary

Some people living alone or in a small group outside of settlements. Only ones strong enough to protect themselves can afford living comfortably like that.

Ability Scores: Constitution, Wisdom, Intelligence

Feat: Magic Initiate (Any) or Tough

Skill Proficiencies: Nature, Survival

Tool proficiency: Medical tools

Equipment: Western clothes, Book, Medical Tools

Residence: Any place in Gensokyo wilderness

Acolyte

Someone training in one of religious places of Gensokyo.

Ability Scores: Constitution, Wisdom, Charisma

Feat: Magic Initiate (Cleric) (see “Feats”)

Skill Proficiencies: Performance and Religion

Tool Proficiency: Calligrapher’s Supplies

Equipment: Calligrapher’s Supplies, Book (prayers), Holy Symbol, Ritual clothes

Residence: Hakurei Shrine, Moriya Shrine, Myoren Temple, or Senkai

World of Death visitor

Not many people visited here… In their life, that is. But some beings live here.

Ability Scores: Wisdom, Constitution, Charisma

Feat: Savage Attacker

Skill Proficiencies: Religion and History

Tool Proficiency: Calligrapher’s Supplies

Equipment: Calligrapher’s Supplies, any clothes, old piece of wood with someone’s deeds written on it

Residence: Netherworld (Either Hakugyokurou, Old Hell, or Hell)

Lunatic Rungate

Someone who ran away from Lunar Capital. Might be a spy sent to find other runaways, a bored Lunarian, or an ever mistreated Moon Rabbit.

Ability Scores: Intelligence, Wisdom, Dexterity

Feat: Lunar Gift

Skill Proficiencies: Magic and Religion

Tool Proficiency: Any

Equipment: Voile of anti-gravity (allows flight but is extremely recognisable), Lunar corps clothes or Eastern Clothes, Lunar Rifle (1d10 Radiance damage or 1d4 melee piercing damage)

Residence: Lunar Capital (no own place in Gensokyo)

Youkai Colony Member

Someone living in one of smaller Youkai societies

Ability Scores: Strength, Dexterity, Intelligence

Feat: Skilled, Crafter or Outside World Specialist

Skill Proficiencies: Insight, Persuasion

Tool Proficiency: Any Artisan’s Tools

Equipment: Artisan’s Tools

Residence: One of Youkai villages (Kappa’s Genbou Ravine, Yamawaro territories, Tengu Village, hidden Kitsune and Tanuki villages, etc.)

Character Species

When you choose your character’s species, you determine whether your character is a human or a member of a fantastical species, such as youkai or fairies. A player character’s species is the set of game traits that an adventurer gains from being one of those life forms.

Humans usually live around 80 years, while other beings can theoretically live forever, and don’t age visually.

Parts of a Species

A species includes the following parts.

Creature Type

A character’s species determines the character’s creature type, which is described in “Rules Glossary.”

Size

Your character’s species determines the character’s size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium.

Speed

Your character’s species determines the character’s Speed.

Special Traits

Each species gives a character special traits unique characteristics based on the species’ physiology or magical nature. When you choose a species, your character gets all the special traits listed for it. Some traits involve making a choice from a handful of options.

Species Descriptions

Human

Human

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Human, you have these special traits.

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful. You gain proficiency in one skill of your choice.

Versatile. You gain an Origin feat of your choice (see “Feats”). Skilled is recommended.

Half-Phantom

Half-phantom

Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species.

Speed: 30 feet

Two worlds. You have a separate ghost body, that usually takes form of a formless white phantom that has Incorporeal Movement (You can fly and move through other creatures and objects as if they were Difficult Terrain. You take 5 (1d10) Force damage you end your turn inside an object.)

It feels warmer than normal phantom on touch or passing through. You can also feel, hear and see through this phantom body, but cannot talk. You share HP with this body, but this body has same Resistances and Immunises as a Phantom.

Battle form. By spending an Action you can change the form of your second body. It copies your physical form, copying your equipment, and allowing you to attack or cast spells from their position, but cannot fly, move through objects, and loses Resitances and Immunities that it got from the previous ability.

Ghostly life. While not being youkai and looking like humans, they are a lot more long-lived than humans. Their humanoid physical bodies also feel a bit cold on touch.

Great Fairy

Great Fairy

Creature Type: Fey

Size: Small (about 2–4 feet tall)

Speed: 25 feet

As a Fairy, you have these special traits.

Immortal creatures. You can’t die (but can get knocked out), don’t age, don’t need to eat (even though you can). You ability to remember past is limited, old memories being vague and you can misremember even recent memories.

Fairy wings. You have a flight speed equal to your base speed.

Power on Nature. You can add an additional proficiency bonus to attack throws with specific damage type you choose on character creation (see table below). You also get a spell at Level 3.

Fairy typeDamage typeLevel 3
Ice FairyColdIce Knife
Flame FairyFireBurning hands
Hell FairyMentalHideous Laughter
Zombie FairyNecroticHex
Flower FairyPiercingMist Step
Poisonous FairyPoisonRay of Sickness
Fairy of LightRadiantGuiding Bolt
Animal FairiesSlashingAlter Self

Vengeful Spirit

Vengeful Spirit

Creature Type: Undead

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species.

Speed: 30 feet

Incorporeal Movement. You can move through other creatures and objects as if they were Difficult Terrain. You take 5 (1d10) Force damage if you end your turn inside an object.

Thunderous wrath. You can use a Thunderwave spell using Charisma, with proficiency bonus as limit, that resets on a Long Rest. At level 3, you also learn Shatter spell.

Youkai

Youkai

Creature Type: Youkai

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Youkai, you have these special traits.

Inhuman Capabilites. You get 3 Youkai feats of your choice. Instead of any number of Youkai Feat, you can choose a corresponding number of benefits from any playable Youkai Species.

Devil & Vampire

Small Devil

Creature Type: Fiend/Youkai

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Devil, you have these special traits.

Wings of Night. You get a flight speed that equals your base speed.

Devilish Charm. You can spend Action try to Charm a creature that sees and hears you by making it make a Wisdom saving throw against your Charisma-based difficulty. If failed, target Creature gets Charmed effect for 1 hour. After you tried charming that creature, you cannot do that again until next Long Rest, regardless of success.

Vampire

Creature Type: Fiend/Youkai/Undead

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 45 feet

As a Vampire, you have these special traits.

Wings of Night. You get a flight speed that equals your base speed.

Devilish Charm. You can spend Action try to Charm a creature that sees and hears you by making it make a Wisdom saving throw against Charisma-based difficulty. If failed, target Creature gets Charmed effect for 1 hour. After you tried charming that creature, you cannot do that again until next Long Rest, regardless of success.

Painful Sunlight. You have Radiance damage weakness, and if you are on the direct or bright reflected sunlight, you get effects of one Exhaustion until you stop being in sun (you can use a parasol or hide in shadow).

Painful Water. You cannot cross running water (water-based attack or barrier, or heavy rain), if you try, your speed will become 0 for this turn, and you will take 1 true damage.

Vampire’s teeth. You have vampire teeth, that work as natural weapon with 1d4 + DEX damage and you can heal yourself by the amount of damage you made with this weapon if your target is a human or an animal.

Cloud of Bats. Starting from Level 3, you can spend a Bonus Action to turn into a pack of bats that can fly through small spaces like bars, as well as avoid provoking attacks. You turn back before your turn end, or at your will as Free Action.

Earth Rabbit

Earth Rabbit

Creature Type: Youkai

Size: Small (about 2–4 feet tall)

Speed: 30 feet

As a Earth Rabbit, you have these special traits.

Lucky Paws. You can get Advantage on any dice roll, once per Long Rest.

Strike in sync. At the start of a battle, you can choose to change your Initiative to one of your teammates or allies.

Hole Expert. You get advantage on skill checks to find traps and secret passages.

Kappa

Kappa

Creature Type: Youkai

Size: Small (about 2–4 feet tall)

Speed: 30 feet

As a Kappa, you have these special traits.

Child of water. Gain swimming speed same as base speed, gain ability to breathe underwater.

Hard-working Genius. Get an proficiency in one of Craftsmanship Tools. If you already have that proficiency, it turns into expert proficiency.

Hindered Teamwork. You are not great at teamwork. Get disadvantage every time you try to help or are helped when using Craftsmanship Tools.

Yamawaro

Creature Type: Youkai

Size: Small (about 2–4 feet tall)

Speed: 30 feet

As a Yamawaro, you have these special traits.

Fish out of water. You need to submerge into water at least once a day, or you get a level of Exhaustion that won’t disappear until you do.

Manipulation of Qi. You can manipulate the living energy of the forest, to get advantage in Survival, Animal Handling, Medicine, or Nature skill checks. You can use it a number of times that equals your proficiency bonus, uses are restored on Long Rest.

Hard-working Genius. Get an proficiency in one of Craftsmanship Tools. If you already have that proficiency, it turns into expert proficiency.

Kitsune & Tanuki

Kitsune

Creature Type: Youkai

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Kitsune, you have these special traits.

Transformation. You can cast Disguise Self without spell slots and components.

Animal form. You can change your form into small Kitsune (fox) animal. This form keeps your HP, Ability Score, and Skills.

Kitsune tricks. You know Dancing Lights, Minor Illusion, and Prestidigitation catrips.

Tanuki

Creature Type: Youkai

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Tanuki, you have these special traits.

Disguise. You can cast Disguise Self without spell slots and components.

Animal form. You can change your form into small Tanuki (raccoon-dog) animal. This form keeps your HP, Ability Score, and Skills.

Tanuki tricks. You can change form of a Tiny item, changing it’s function to closely resemble what you want. You can create attacks (1d6 + Charisma at best) and convincing trinkets using this, but not Magic Items or items bigger than Tiny. Items can be revealed as fake, using rules of Minor Illusion. You can keep a number of transformations active at the same time, up to your Proficiency Bonus.

Youkai Magician

Youkai Magician

Creature Type: Youkai

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

You must have a Wizard class to use this species

As a Magician, you have these special traits.

Ritual of forgetting food and sleep. You don’t need food or sleep, and you don’t age (like most youkai, but not like humans).

Extending limits. You get +2 to your Intelligence ability score limit.

Moon Rabbit

Moon Rabbit

Creature Type: Youkai

Size: Medium (about 4–7 feet tall)

Speed: 30 feet

As a Lunar Rabbit, you have these special traits.

Ear to ear. You are capable of long-range communication with other Moon Rabbits. Range of this communication is large, but depends of amount of interference and obstacles, without those it can easily allow Moon-Earth communication. You can also send and receive radio waves using this ability, though the range is more limited. (specific distance for this ability at specific moment is decided by the game master)

Finger gun. You can do a ranged attack using a free hand, with 1d6 + DEX damage.

Oni

Oni

Creature Type: Youkai, Fiend

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As an Oni, you have these special traits.

Sturdy Lotus Eater. You get Advantages in any Constitution saving throws.

Raw power. You get additional +2 to your Strength Ability Score, bypassing 20 limit. You can still increase your underlying ability score up to 20 after getting this trait, effectively making a limit of 22.

Tengu

Crow Tengu

Creature Type: Youkai

Size: Medium (about 4–7 feet tall)

Speed: 30 feet

As a Crow Tengu, you have these special traits.

Great Perception. You get proficiency in Perception skill.

Flight. You get a 45 feet flight speed.

Wind control. On level 3, you get Gust of Wind spell you can use once a long rest. You also know Elementalism cantrip, but only limited to “Beckon Air”.

White Wolf Tengu

Creature Type: Youkai

Size: Medium (about 4–7 feet tall)

Speed: 35 feet

As a Wolf Tengu, you have these special traits.

Great Perception. You get proficiency in Perception skill.

Wolf jump. Your jump height and width is doubled, you get Climbing Speed same as your base speed.

Pack Tactics. You get an Advantage attacking enemies that have at least one of your allies in 5 feet radius from them

Tsukumogami

Tsukumogami

Creature Type: Youkai

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species. Your object is Tiny or Small.

Speed: 30 feet

Spirit of tool. A part of your body is an non-magic item you inhabited before turning into youkai. Item can be a part of your body or separate, and you can use it as intended from item. If item is separate, it can be used to cast spells from it’s position. Item shares HP with you.

Usefulness. You get a Tool proficiency.

Flight. You and your object get a flight speed of 30 feet.

Mystical Item. You get a Magic Initiate (Any) feat.

Feats

Feat Descriptions

The feats that follow are organized by category— Origin, General, Fighting Style, or Epic Boon—and alphabetized in each category.

Parts of a Feat

The description of a feat contains the following parts, which are presented after the feat’s name.

Category. A feat is a member of a category, which is noted in the feat. If you’re instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat’s name. If you’re instructed to choose a feat and no category is specified, you can choose from any category.

Prerequisite. To take a feat, you must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite includes a class, you must have at least 1 level in that class to take the feat.

*Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its benefits.

Repeatable. A feat can be taken only once unless its description states otherwise in a “Repeatable” subsection.

Origin Feats

Outside World Specialist

Origin Feat

You gain the following benefits.

Human-centered Knowledge You get an Advantage for skill checks that require you to remember or research something about Outside World.

You can choose one of two following benefits in addition:

Occult Enthusiast. You can use your modern knowledge to fight off youkai. You can roll either Intelligence (Arcana or Investigation) or Wisdom (Perception or Insight) skill check at the start of the battle (difficulty is set by master), and if succeeded, immideately know if your enemies are youkai or undead, and get 3 attack roll advantages against them that you can use during the battle.

Technology Enthusiast Any magic you use is actually made using technology or a mix of magic and technology. During a long rest, you can spend several Junk items to create a Magic Item that fires a speicific spell that you have on use (number of Junk items equals 2 * (Spell Level + 1)), and charge it by spending the needed amount of spell slots. Every usage of that item spends a charge, and only you or someone with the technological abilities can charge it.

Lunar Gift

Origin Feat

You gain the following benefits.

Items from Capital. You can add additional Proficiency Bonus to attacks and skill checks that started from using Lunar items.

Alien Purity. You get Advantage to saving rolls to hide from spells or avoid spells that reveal your position.

SRD Origin Feats

Below are Origin Feats unchanged from SRD.

Alert

Origin Feat

You gain the following benefits.

Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Magic Initiate

Origin Feat

You gain the following benefits.

Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat).

Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

Repeatable. You can take this feat more than once, but you must choose a different spell list each time.

Savage Attacker

Origin Feat

You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.

Skilled

Origin Feat

You gain proficiency in any combination of three skills or tools of your choice.

Repeatable. You can take this feat more than once.

Youkai Feats

Those are alternative Origin Feats made for Youkai Species.

When creating a Youkai Character, instead of a Youkai Feat, you can choose a single benefit from any playable Youkai Species.

Creature of the Night

Youkai Feat

You gain the following benefits.

Nightvision. You get Darkvision of 60 Feet (if you already have Darkvision, distance gets added), and +2 bonus to every Wisdom roll made in the dark, but in return you get -2 to every Wisdom roll made in direct sunlight.

Call Darkness. You get a Darkness spell. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Martial Speciality

Youkai Feat

You gain the following benefits.

Typed Damage You can add an additional proficiency bonus to attack throws with specific damage type of your choice, you also get resistance to that type of damage.

Enviroment Adaptation

Youkai Feat

You gain one of the following benefits.

Sky Adaptation. You get a Flight speed equaling your base speed. If you already have a Flight speed, it gets added.

River Adaptation. You get a Swimming speed equaling your base speed, and you can breathe underwater.

Mountain Adaptation. You get a Climbing speed equaling your base speed. Your jump height gets doubled.

General Feats

Change Species

General Feat (Prerequisite: Level 4+, Human, see requirements for different effects)

You gain the following benefits.

Ability Score Increase. Increase any of your score by 1, to a maximum of 20.

Depending on your class and other circumstances, you may change your species. You lose all features of Human Species.

If you are a wizard. You can change into Youkai Magician Species.

If you are a warlock with Oni patron. You can change into Oni Species.

If you got bitten by Vampire. You can change into Vampire Species.

If you are a Monk. You can change into Hermit Species.

If you have died. You can change into Vengeful Spirit Species.

Custom transformation. With GM’s approval and a good justification in the story, you can turn into another Humanoid or Youkai Species, or ignore requirement.

Kappa exodus

General Feat (Prerequisite: Level 4+, Kappa or Yamawaro)

You gain the following benefits.

New origin. You can take another Feat together with this one.

Exodus. You can change your species from Kappa to Yamawaro or vice versa, losing all features of one and gaining all features of another. On any level up, you might reverse this change.

Repeatable. You can take this feat more than once (after you reverse the change).

Possession

General Feat (Prerequisite: Level 4+, “Incorporeal Movement” feature)

You gain the following benefits.

Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.

Possession. You can attempt to possess a living creature or a youkai while inside of it, if it loses a Wisdom saving throw with difficulty based on your Charisma. While possessing a creature, it’s HP, ability and spell slots convert into Possession Energy (PE) based on PE Conversion Table.

PE Conversion Table

SlotsPossession energyPriority
1 HP+13
1 Spell Slot+1 per level of slot2
1 Ability use+21

While possessing a creature, you cannot use magic of the body, your own abilities, and magic items, but can use normal attacks using physical Ability Scores and equipment of body. When you are being attacked, you lose PE like HP. Losing all PE makes you leave body.

When you leave body, creature loses HP, Spell Slot and Ability uses corresponding to PE, they are spent based on their priority. Youkai will be knocked out on leaving, and humans won’t be unless they lose all HP, neither will completely die during possession and will be stabilised.

You can only successfully that once per Long Rest. After you failing possession or possession ending, target creature gets immunity to possession for a week.

SRD General Feats

Below are General Feats unchanged from SRD.

Ability Score Improvement

General Feat (Prerequisite: Level 4+)

Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.

Repeatable. You can take this feat more than once.

Grappler

General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.

Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.

Fast Wrestler. You don’t have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.

SRD Fighting Style Feats

Below are Fighting Styles unchanged from SRD.

Archery

Fighting Style Feat (Prerequisite: Fighting Style Feature)

You gain a +2 bonus to attack rolls you make with Ranged weapons.

Defense

Fighting Style Feat (Prerequisite: Fighting Style Feature)

While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

Great Weapon Fighting

Fighting Style Feat (Prerequisite: Fighting Style Feature)

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Two-Weapon Fighting

Fighting Style Feat (Prerequisite: Fighting Style Feature)

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.

SRD Epic Boon Feats

Below are Epic Boon unchanged from SRD.

Boon of Combat Prowess

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can’t use it again until the start of your next turn.

Boon of Dimensional Travel

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see.

Boon of Fate

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.

Boon of Irresistible Offense

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30.

Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance.

Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage’s type is the same as the attack’s type.

Boon of Spell Recall

Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.

Free Casting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot’s level, the slot isn’t expended.

Boon of the Night Spirit

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.

Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.

Boon of Truesight

Epic Boon Feat (Prerequisite: Level 19+)

You gain the following benefits.

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

Truesight. You have Truesight with a range of 60 feet.

Equipment is meant to be simplified as it’s not the focus of Touhou. Because of that some mechanics, like Weight and Ammunition, are intentionally removed, and not many common items are described.

It’s recommended for GM to improvise items and prices depending on location.

Otherwise, check SRD for any missing information or item (adapting prices to 100¥ = 100 CP = 1 GP if needed).

Equipment

Coins

Characters often find currencies on their adventures and can spend those coins in settlements. They come in different denominations, but Copper Mon and modern Japanese Yen are the most popular and considered the same value.

See Coin Values table for all denominations, as well as intended conversion into SRD money.

GM can decide whether currencies may be automatically converted into Yen.

Table: Coin Values

Gensokyo CurrencyValue in YenSRD CoinValue in GP‎
Copper Mon (C)1Copper Piece (CP)1/100
Yen (¥‎)1Copper Piece (CP)1/100
Yamawaro Cash10Silver Piece (SP)1/10
Gold Koban100Gold Piece (SP)1
Gold Ichububan25-1/4
American dollar ($)1000Platinum Piece (PP)10

Prices may not look quite realistic for modern Yen, but it can be explained by the fact that supply of money is limited in Gensokyo due to most of it coming from Outside World on accident.

Weapons

This list in non-exhaustive and is mostly used to rename some items.

Table: Simple Melee Weapons

NameDamagePropertiesMasteryCost
Club1d4 BludgeoningLightSlow10 ¥‎
Dagger1d4 PiercingFinesse, Light, Thrown (Range 20/60)Nick200 ¥‎
Kunai1d4 PiercingFinesse, Light, Thrown (Range 20/60)Nick200 ¥‎
Quarterstaff1d6 BludgeoningVersatile (1d8)Topple20 ¥

Table: Martial Melee Weapons

NameDamagePropertiesMasteryCost
Glaive1d10 SlashingHeavy, Reach, Two-HandedGraze2000 ¥‎
Halberd1d10 SlashingHeavy, Reach, Two-HandedCleave2000 ¥‎
Heavy Fascine Knife1d12 SlashingHeavy, Two-HandedCleave3000 ¥ ‎
Katana1d8 SlashingVersatile (1d10)Sap1500 ¥‎
Tengu Sword1d8 SlashingVersatile (1d10)Sap1500 ¥‎
Rapier1d8 PiercingFinesseVex2500 ¥‎
Wakizashi1d6 SlashingFinesse, LightVex1000 ¥‎

Ammunition should be ignored for simplification purposes.

Table: Martial Ranged Weapons

NameDamagePropertiesMasteryCost
Handgun2d12 PiercingAmmunition (Range 30/90; Bullet), LightVex40000 ¥‎

Armor

Armor is not very popular in Gensokyo, with preference being placed on spells and mobility. See Armor Class for new calculation that will mostly bypass the need for normal armor for player character, though armor may be reintroduced by GM as normal items from SRD or as magical items.

Table: Shield (Utilize Action to Don or Doff)

ArmorArmor Class (AC)StrengthStealthCost
Tengu Shield+24000 ¥‎

Adventuring Gear

This list in non-exhaustive and is mostly used to adapt prices and add few holy symbols.

Arcane Focus (Varies)

An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a0 ¥‎ellcasting Focus.

Table: Arcane Focuses

FocusCost
Crystal1000 ¥‎
Orb2000 ¥‎
Rod1000 ¥‎
Staff (also a Quarterstaff)500 ¥‎
Wand1000 ¥‎

Druidic Focus (Varies)

A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a0 ¥‎ellcasting Focus.

Table: Druidic Focuses

FocusCost
Sprig of mistletoe100 ¥‎
Wooden staff (also a Quarterstaff)500 ¥‎
Yew wand1000 ¥‎
Tanuki leaf bag100 ¥

Holy Symbol (Varies)

A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a spellcasting Focus.

The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.

Table: Holy Symbols

SymbolCost
Amulet (worn or held)500 ¥ ‎
Emblem (borne on fabric or a Shield)500 ¥ ‎
Reliquary (held)500 ¥ ‎
Gohei (held, also a Club)600 ¥ ‎

Bestiary

Fairy

Small Fey, Chaotic Neutral

  • Armor Class: 13
  • Hit Points: 10 (4d4)
  • Speed: 15 ft., Fly 25 ft.
  • Initiative: +2 (12)
STATSCOREMODSAVE
STR7-2-2
DEX14+2+2
CON10+0+0
INT10+0+0
WIS14+2+2
CHA16+3+3
  • Skills: Perception +4, History +2
  • Senses: Passive Perception 14
  • Languages: Common, Fairy, Youkai
  • CR 1/4 (XP 50; PB +2)

Traits

Immortal creatures. Fairies can’t die (but can lose HP and get knocked out), don’t age, don’t need to eat (even though they can), as long as they have a home in a plant. Their ability to remember past is limited, old memories being vague and they can misremember even recent events.

Actions

Multiattack. The fairy makes three attacks, using Danmaku or Spells in any combination.

Simple danmaku. Ranged Attack Roll: +4, range 40/160 ft. 1d8 damage (type depends on fairy, Radiant is most common).

Spellcasting. The fair casts following spells, requiring no spell components and using Charisma as the spellcasting ability:

  • At Will: Druidcraft, Dancing lights
  • Once a day: Faerie Fire

Phantom

Small Undead, Neutral

  • Armor Class: 11
  • Hit Points: 10 (1d12)
  • Speed: 5 ft., Fly 30 ft. (hover)
  • Initiative: +1 (11)
STATSCOREMODSAVE
STR7-2-2
DEX13+1+3
CON10+0+0
INT9-1-1
WIS7-2-2
CHA10+0+0
  • Resistances: Bludgeoning, Piercing, Slashing
  • Immunities: Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses: darkvision 60 ft.; Passive Perception 11
  • Languages: Common plus one other language
  • CR 1/2 (XP 100; PB +2)

Traits

Incorporeal Movement. The phantom can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Actions

Multiattack. The phantom makes two Withering Touch attacks.

Withering Touch. Melee Attack Roll: +5, reach 5 ft. 9 (1d10 + 3) Necrotic damage.

Kappa Mob

Medium Youkai, Neutral

  • Armor Class: 13
  • Hit Points: 18 (4d8 + 2)
  • Speed: 30 ft., Swim 30 ft.
  • Initiative: +2 (12)
STATSCOREMODSAVE
STR10+0+0
DEX14+2+2
CON12+1+1
INT16+3+3
WIS14+2+2
CHA12+1+1
  • Skills: Perception +4, History +5, Deception +3, Stealth +4, Sleight of hand +4, Arcane +5
  • Senses: Passive Perception 12
  • Languages: Common, Youkai
  • CR 1 (XP 200; PB +2)

Traits

Amphibious. Kappa can breathe air and water.

Actions

Kappa Arm. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. 10 (1d8 + 5) Bludgeoning damage. Retracts after strike.

Water Gun. Melee or Ranged Attack Roll: +4, range 30/90 ft. 8 (1d6 + 4) Cold damage.

Wizard Subclass: Evoker

This subclass is practically identical to original Evoker

Create Explosive Elemental Effects

Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.

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: Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Level 6: Sculpt Spells

You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Level 10: Empowered Evocation

Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.

Level 14: Overchannel

You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.

Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.

Warlock Subclass: Fiend Patron

This subclass is practically identical to original Fiend Patron, with slight wording changes

Make a Deal with the western demonic creature

You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to which you strive against those aims.

Level 3: Dark One’s Blessing

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

Level 3: Fiend Spells

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

Table: Fiend Spells

Warlock LevelSpells
3Burning Hands, Command, Scorching Ray, Suggestion
5Fireball, Stinking Cloud
7Fire Shield, Wall of Fire
9Geas, Insect Plague

Level 6: Dark One’s Own Luck

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Level 10: Fiendish Resilience

Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

Level 14: Hurl Through Hell

Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through Hell. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

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

Sorcerer Subclass: Draconic Sorcery

Breathe the Magic of Dragons

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power. Or perhaps you handled a treasure taken from a dragon’s hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.

Level 3: Draconic Resilience

The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Level 3: Draconic Spells

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

Table: Draconic Spells

Sorcerer LevelSpells
3Alter Self, Chromatic Orb, Command, Dragon’s Breath
5Fear, Fly
7Arcane Eye, Charm Monster
9Legend Lore, Summon Dragon

Level 6: Elemental Affinity

Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

Level 14: Dragon Wings

As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Level 18: Dragon Companion

You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Monk Subclass: Warrior of the Open Hand

This subclass is practically identical to original Warrior of the Open Hand

Master Unarmed Combat Techniques

Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.

Level 3: Open Hand Technique

Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.

Addle. The target can’t make Opportunity Attacks until the start of its next turn.

Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.

Level 6: Wholeness of Body

You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 11: Fleet Step

When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.

Level 17: Quivering Palm

You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.

You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).

Druid Subclass: Circle of the Land

Celebrate Connection to the Natural World

The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of their communities.

Level 3: Circle of the Land Spells

Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.

Table: Arid Land

Druid LevelCircle Spells
3Blur, Burning Hands, Fire Bolt
5Fireball
7Blight
9Wall of Stone

Table: Polar Land

Druid LevelCircle Spells
3Fog Cloud, Hold Person, Ray of Frost
5Sleet Storm
7Ice Storm
9Cone of Cold

Table: Temperate Land

Druid LevelCircle Spells
3Misty Step, Shocking Grasp, Sleep
5Lightning Bolt
7Freedom of Movement
9Tree Stride

Table: Tropical Land

Druid LevelCircle Spells
3Acid Splash, Ray of Sickness, Web
5Stinking Cloud
7Polymorph
9Insect Plague

Level 3: Land’s Aid

As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.

The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).

Level 6: Natural Recovery

You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.

In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.

Level 10: Nature’s Ward

You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature’s Ward table.

Table: Nature’s Ward

Land TypeResistanceLand TypeResistance
AridFireTemperateLightning
PolarColdTropicalPoison

Level 14: Nature’s Sanctuary

As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there.

As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.

Cleric Subclass: Life Domain

Soothe the Hurts of the World

The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.

Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.

Level 3: Disciple of Life

When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.

Level 3: Life Domain Spells

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

Table: Life Domain Spells

Cleric LevelPrepared Spells
3Aid, Bless, Cure Wounds, Lesser Restoration
5Mass Healing Word, Revivify
7Aura of Life, Death Ward
9Greater Restoration, Mass Cure Wounds

Level 3: Preserve Life

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

Level 6: Blessed Healer

The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot’s level.

Level 17: Supreme Healing

When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.