Heroes of the Orient – Sean’s Pick, 041417

I decided to return to the Dungeon Masters Guild to wrap up 5e Week here on SPOD, and I Picked one of the most popular titles on that site – Heroes of the Orient: Player’s and DM’s CompanionD&D fans have long enjoyed importing mythic, fantastic, and historical elements from cultures of the Pacific Rim and beyond, and the author here decided a strong adaptation of what’s come before to 5e was a great way to use the terms of service for the Dungeon Masters Guild. Good on you, Marc Altfuldisch!

This 75-page handbook contains lore, flavor, and rules for creating adventures in the Orient.

Included are also:

  • 6 new races, a new dwarf subrace and an oriental human variant
    • Nezumi – humanoid rats with 3 subraces
    • Hengeyokai – shapeshifting animals with 10 subraces
    • Spirit Folk – descendants of humans and spirits with 3 subraces
    • Vanara – monkey-like humanoids with prehensile tails
    • Hakuma – humans with oni heritage and 3 subraces
    • Serafu – small lizard-like folk with 4 subraces
  • 2 new classes
    • Kensai – a ki-using warrior with a strong bond to a single weapon (includes 5 archetypes)
      • Blademaster – focuses solely on the blade, capable of moving into battle quickly and taking on many enemies at once
      • Master of the Unseen Hand – bolsters melee prowess with telekinetic powers
      • Samurai – an honorable warrior that focuses on versatile stances
      • Shinobi – specializes in infiltration, misdirection, and utilizes the most maneuvers
      • Villainous Class Option: Ravager – a kensai that has been warped by Taint
    • Shogun – a commander who enables new strategies for his allies (includes 7 archetypes)
      • Crawdad – focuses on martial defense
      • Heron – focuses on mobility
      • Pegasus – focuses on mounted combat
      • Phoenix – focuses on magical defense
      • Spider – focuses on trickery
      • Tiger – focuses martial prowess
      • Wyvern – improves the abilities of the base class without focusing on any one area
  • 27 new archetypes for existing classes
    • Barbarian 
      • Path of Brawn – focuses on rage damage and mobility
    • Bard 
      • College of the Geisha – more expertise and good with enchantment and illusion spells
    • Cleric 
      • Shamanism Domain – gains powers depending on a spirit patron (either ancestral, animal, demonic, or primordial)
      • Shugenja Domain – gains elemental powers, focusing on either air, earth, fire, or water
    • Druid 
      • Circle of Chaos – utilizes the Wild Magic Surge table
      • Circle of Elementalism – casts elemental spells efficiently and summons mephits
      • Circle of the Fey Touched – has several fey powers
    • Fighter
      • Bushi – a warrior of the common people, skilled at combat and versatile through stances
      • Hogo-sha – a protector both in and out of battle
      • Satsugai – a swift and ferocious warrior, foregoing heavy armor to better navigate the field of battle
      • Witch Hunter – specializes in fighting aberrations, fiends, and undead
    • Monk
      • Way of Ancient Symbols – gains magical tattoos, offers a ton of customization
      • Way of Purity – a pacifist monk with shapeshifting and utility
      • Way of Righteous Fury – can enter a Ki Frenzy, much like the barbarian’s rage and the bladesinger’s bladesong
    • Paladin
      • Oath of the Stalwart Defender – focuses on defending himself and his allies
    • Ranger
      • Ishi – inspires his allies on the battlefield
      • Niten Master – focuses on dual wielding
    • Rogue
      • Shadow Spy – a master infiltrator and gatherer of intelligence
      • Skirmisher – emphasizes mobility and ranged attacks
    • Sorcerer
      • Void Disciple – manipulates reality and time
    • Warlock
      • The Great Phoenix – grants the warlock powers from the Fires of Life
      • The Great Sylvan – grants the warlock sylvan powers, becoming one with nature
      • The Great Turtle – grants the warlock protective powers and the ability to transform into water
      • The Great Wyrm – grants the warlock power over lightning and thunder, smiting foes in the patron’s name
      • Seishin Mystic – possessed by a spirit, the seishin mystic has an internal patron, rather than an external one
    • Wizard
      • Wu Jen – focuses on the old elements, choosing between earth, fire, metal, water, or wood
      • Villainous Class Option: Maho-Tsukai – a blood mage with three distinct paths: mage, magus, and necromancer
  • 6 new backgrounds
  • 11 new feats
  • 52 new spells.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

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