Bushido (Class)

Standing fast, a Bravachi readies her Glaive. The confidence in the eyes of the approaching Aldani fades in an instant, as a pitch black, horned creature emerges from behind the Human. His glare pierces the soul of the Aldani as he lifts in the air. Paralyzed by fear, the crustacean is unable to defend himself from the Bravachi woman, who begins to repetitively impale him with the full length of her glaive.

A whirl of holy fire is shot from the hands of an angelic figure levitating above an Indoori. The flames reach their target, and an Urutan's tough flesh is charred. Disabled by fire but still alive, the raider looks up, just for his vision to be met by the image of the Indoori charging sword-first towards him. The pain from his burns is ended quickly by the injection of a dagger into the neck.

As a pair of warriors duel, a Dragonborn forces his Halberd forward. In an instant, the shadowy figure who had been lingering behind the Dragonborn's Elven opponent appears between them. The Halberd vanishes into the figure - being stripped of it's threat, the attack served as a mere waste of effort. This would only be further revealed as the Elf's katana would pierce the skull of the serpentine Dragonborn, passing through the shadowy figure as if it weren't there.

The Bushido all come from different backgrounds, different places, they have different goals and aspirations. But all Bushido share one thing - their souls are tied to and shared by an otherworldly entity. These Entities are called Luminaries, and they are bound to the Bushido by a weapon called a Vestige. This weapon is the preferred weapon of the Bushido, and is most often a sword (particularly a Katana), but can be any weapon.

Occult Binding
Most Bushido will actively undergo a divination ritual to commune with a spirit they wish to become their Luminary. Sometimes this could be in an attempt to contact or reunite with an ancestor, lost family member, or loved one. This often involves the direct communion with a deity who was worshiped by the intended Luminary. If a deity approves this, and the intended Luminary does as well, the Bushido will be granted a Luminary. A deity may also be contacted in this way and asked that a Luminary be made of one of their messengers or servants. This is, again, up to the deity. Less often, a spirit may come to a creature in an attempt to become their Luminary. This is often the result of the spirit pledging allegiance to the creature before their death. This ultimately will lead to refusal, or the completion of the appropriate ritual to bind their souls. Sometimes, a Luminary may force a creature into a ritual. This is most often done by those most powerful of mages, who crave immortality. This is seen as an irreversible alternative to Lichdom, though it comes with the downside of servitude to their Bushido.

Clandestine Spirits
By and large, the divination rituals performed by Bushido to bind their souls to their Luminary are seen as corrupt, or at the very least, questionable. This is due to the fact that the rituals directly pull those who have passed back to life, as well as due to their association with being a way of achieving an effect similar to Lichdom. These predispositions are strong enough that most overlook that most Bushido-Luminary links are formed willingly. It doesn't help that Luminaries are often responsible for Enchanting others, and aid their Bushido in doing so. The contents of these Rituals vary depending on what deity is being communed with.Although generally frowned upon, there is nowhere in Akharal where the act of becoming or being a Bushido is illegal.

Despite all of this, most Bushido are not known as such, as they can freely have their Luminary vanish. Because of this, most do not have much change in their day-to-day lives once they become Bushido. The Luminary is able to communicate telepathically to the Bushido, meaning they only need to reveal themselves while aiding in combat.

Creating a Bushido
When building your Bushido, the first step is considering what type your Luminary is. There are two types of Luminaries; Benevolent and Malevolent. The choice is yours as to which your Bushido entered a ritual with, and the choice will impact your Luminary's Spell List and some other class features. Benevolent Luminaries are generally Celestial in appearance, with most looking non-humanoid, having 6 wings and being covered in eyes. They are most well versed in Evocation magic, dealing Fire and Radiant damage. The Malevolent Luminaries are usually Infernal in appearance, having horns which are sometimes distorted or misshapen, and often covered in bandage-like bindings made of flesh. They tend to use Necromancy, dealing Necrotic and Electric damage. You should also consider who they are to you; Luminaries could be Ancestors, Family Members, a Loved one, or perhaps simply a Servant of a deity you communed with. You could also have been forced into a ritual by a powerful mage attempting to prolong their life within the Stratum of Estur. Your choice will likely alter how you and your Luminary communicate, as well as your Bushido's own past.

After you have decided what your Luminary is, you must decide what was used as a Vestige to bond your Souls. This can be any martial weapon you choose, and will be part of your starting Equipment. Most Bushido will use a Katana, or other Longsword, but many choose a Glaive or Shortsword. Read more about the Vestige in the Soulbound Feature below.

Quick Build
You can make a Bushido quickly by following these suggestions: Prioritize Charisma as your highest ability score, followed by Strength. After those scores should be Constitution or Wisdom. The recommended background for a Bushido is an Acolyte.



Learning Magic as a Bushido
Bushido magic is powered by their Luminary. When you reach certain levels, your Luminary will learn new spells. The Bushido and it's Luminary cannot cast or learn any spells other than those the Luminary learns by leveling up.

Spellcasting Ability
Charisma is your spellcasting ability for your Bushido spells, since your magic draws upon your Luminary's commanding presence and personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Bushido spell you cast and when making an attack roll with one.

Class Features
As a Bushido, you gain the following class features:

Hit Points
Hit Dice: 1d8 per Bushido level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per Bushido level after 1st

Proficiencies
Armor : Medium Armor

Weapons: Simple Weapons, Martial Weapons

Tools: None

Saving Throws: Strength, Charisma

Skills: Choose two skills from Arcana, Deception, Intimidation, Religion, Persuasion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

• (a) a martial weapon (Whichever you choose, this becomes your Vestige)

• (a) Hide Armor

• (a) a tanto (dagger) or (b) a shortsword

• (a) a Priest's pack or (b) an explorer’s pack

Soulbound
The mark of a Bushido is their Vestige. This is a weapon symbolic of the bond with your Luminary. Though this is not the only weapon you may use, attacking with any other weapons gives you disadvantage on attack rolls, and you do not gain proficiency bonuses with weapons that aren't your vestige. Your Vestige has been tied to your soul and your Luminary to your Vestige. As a result, your Vestige cannot be broken or enchanted. In addition, when your hands are empty, you can use a Bonus Action to "materialize" your Vestige into your hand, in the event it should be either dropped or misplaced.

Your Luminary must stay within 5ft. of your Vestige at all times. The Luminary can turn itself invisible at will, at no cost of action or bonus action. Your Luminary cannot communicate verbally with anyone but you, unless speaking through you. Your Luminary cannot take direct damage, and has statistics identical to yours. When you suffer a condition, take damage, are healed, or are put under any other effects, so is your Luminary.

Observation Spirit
Your Luminary is much more aware of it's surroundings than you or any other mortal. Always watching your surroundings and embedded in your senses, your Luminary will inform you if it spots any potential threats, hears any sounds you did not, or detects any mysterious forces.


 * You are proficient in the Perception Skill.


 * Your Passive Perception is calculated as 15 + your Wisdom modifier.

Luminary Magick
The primary form of attack your Luminary prefers is magickal damage. At 2nd Level, you must choose one of the following categories of spells for Luminary to utilize. The Bushido level at which these spells are learned by your Luminary are detailed below. Each of these spells can be cast by your Luminary during your Bonus Action, and they utilize your Luminary's Max Exposure for their Exposure Cost (This is the Max Exposure listed on the Leveling Table). Charisma is your spellcasting ability for all of the following spells:

Malevolent Spells
2nd Level : Chill Touch, Shocking Grasp

7th Level : Lightning Bolt, Fear

11th Level : Confusion, Compulsion

14th Level : Hold Monster, Hallow

17th Level : Circle of Death, Chain Lightning

20th Level : Weird

Benevolent Spells
2nd Level : Sacred Flame, Firebolt

7th Level : Guiding Bolt, Charm Person

11th Level : Branding smite, Flaming Sphere

14th Level : Wall of Fire, Hallow

17th Level : Flame Strike, Sunbeam

20th Level : Fire Storm

Physical Might
Your Luminary is capable of physical interaction with others; You can use your Bonus Action to have your Luminary attack one creature within 5ft. of you who you did not attack this turn. Calculate this attack damage using one of the following (This attack does not miss unless the target succeeds a DC 15 Perception saving throw):


 * 1d6 + Bushido Level (Slashing Damage)
 * 1d6 + Bushido Level (Piercing Damage)
 * 1d6 + Bushido Level (Bludgeoning Damage)

Ability Score Improvement
When you reach 3rd level, and again at 6th, 9th, 13th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Submission
At the beginning of your turn: You can command your Luminary to Grapple any creature at the cost of your Bonus Action. The Luminary can Grapple any creature that is not Gargantuan or larger. While your Luminary is Grappling a creature, that creature takes 1d8 damage at the end of your turn. If you chose the Malevolent Luminary Spell List, this damage is Necrotic. If you chose the Benevolent Luminary Spell List, this damage is Radiant. While grappling a creature, your Luminary cannot be commanded. You must use a Bonus Action to have your Luminary release a grappled creature.

Spiritual Guardian
Once a day, you can use your reaction to have your Luminary appear between you and an attacker to block their attack. You take no damage from this attack.

Otherworldly Aura
Your Luminary has such a strong presence that even when concealed, a charismatic aura radiates off of you. Depending on which of the spell lists you chose, the effect of this aura is different:

Malevolent Luminary Spell List
Your Luminary radiates an aura of waning. Any creatures within 10 ft. of your Luminary have disadvantage against Charisma Saving Throws.

Benevolent Luminary Spell List
Your Luminary radiates an aura of waxing. While you are within 10 ft. of your Luminary, you have advantage on any Charisma Saving Throws.

Teleportation
As your action, you may use your Luminary as a means of teleporting instantaneously to anywhere within 30ft. This does not take away from your normal available movement this turn. If you choose to do this, you cannot command your Luminary with your Bonus Action this turn.

Coma Ecliptic
You may use your Action to command your Luminary to target any creature you can see within 30 ft. If you do, this creature must make a DC 15 Charisma saving throw. If the creature fails the save, it is now unconscious. If the creature succeeds at this save, they are blinded until the end of their next turn. You cannot use this ability again until you complete a long rest.