Kemonomimi Traits Humans with added animal traits, usually restricted to ears and a tail. Examples for their origin in your campaign can include but are not limited to the blessing or the curse of a god, the halfbreeds of more powerful werebeasts or the creation of a wizard who thought it was a really good idea. Ability Score Increase. Your dexterity score increases by 2 Age. About the same as humans. Alignment. Just like the average human a kemonomimi does not tend towards any specific alignment. It all depends on the upbringing and surrounding factors. Size. Medium. Speed. 30 feet walking. Languages. You speak, read and write common and one additional language of your choice. Enhanced Senses. You gain proficiency in the Perception skill. You also gain advantage on any wisdom (perception) check involving smell, taste or sound. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Shapeshifting. You can wildshape into a single animal, as per the second level Druid Wild Shape ability. There are two two differences to the Druid's wildshape: If you shapeshift with this ability you keep your hit points and take damage as normal. If you are reduced to 0 hit points you turn back into your original form and make death saving throws. The other difference is that this ability has infinite uses and duration. The specific animal is determined by your subrace. Subrace. Kemonomimi have several subraces based on different animals. Nekomimi Ability Score Increase, Your charisma score increases by 1. Meow. You can assume the shape of a cat. Nine Lives. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Kitsunemimi Ability Score Increase. Your wisdom score increases by 1. Yip. You can assume the shape of a fox (using the statistics of a jackal). Trickery. You know the Minor Illusion cantrip. Wisdom is your spellcasting ability for this spell. Usagimimi Ability Score Increase. Your charisma score increases by 1. Squeak. You can assume the shape of a rabbit (using the statistics of a weasel). Cuddly. Your presence puts other people at ease. You have advantage on charisma (persuasion) checks to calm other people down. Inumimi Ability Score Increase. Your constitution score increases by 1. Bork. You can assume the shape of a dog (using the stats of a mastiff). Man's best friend. When an ally within 5 feet of you is being hit by an attack of opportunity you can throw yourself between him and the attack, taking damage in his stead. Okamimimi Ability Score Increase. Your strength score increases by 1. Growl. You can assume the shape of a wolf. Terror Howl. While in your wolf form you have advantage on charisma (intimidation) checks. Nezumimi Ability Score Increase. Your wisdom score increases by 1. Feep. You can assume the shape of a mouse (using the statistics of a rat). Grey Mouse. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Paladin Oath Oath of the Majokko The majokko or mahō shōjo are usually females, as these terms mean little witch and witch girl, that are focused on protecting the innocent and fighting against dark powers and monsters. The oath of the purehearted majokko is based on five great pillars. Often the monsters they fight are particularily interested in snuffing out the goodness that can be found in these pillars. Caring. When you see someone in need of consoloation you must offer a shoulder to cry on. Sharing. When there is someone who truly needs something you have you must share your wealth. Family. The bonds of family are strong and mustn't be severed by strife. Reunite what has been split apart, repair what is damaged. Friendship. Like family, friendship makes for strong bonds. Some friends are even equal to family members. You must protect it the same. Love. The strongest power of them all is the power of love. It can redeem the truly evil, break hearts apart to cause horrible pain and make man move mountains. You must make love possible, let it blossom to full beauty. Oath Spells You gain oath spells at the paladin level listed. Oath of the Majokko Spells Paladin Level Spells 3rd Charm Person, Animal Friendship 5th Calm Emotions, Aid 9th Create Food and Water, Mass Healing Word 13th Guardian of Faith, Locate Creature 17th Hallow, Banishing Smite Channel Divinity When you take this oath at 3rd level you gain the following two channel divinity options. Transformation Sequence. When you roll initiative, you can use your channel divinity to gain a special turn that takes place before other creatures can act. On this turn you can use your action to flashily transform your physical appearance and armor or otherwise do nothing. Majokko armor usually consists of enchanted frilly dresses with bright colours and many ribbons. You gain +1 to AC and, if you choose to use it rather than one of your normal weapons, a magical wand that can be used as a spellcasting focus or as Warhammer. When used as a Warhammer you can add your charisma modifier to the damage if you use a divine smite. This wand counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The transformation lasts until initiative ends. If you are surprised this special round occurs after the surprise round. You can also use a normal action, using your channel divinity, outside of initiative to invoke your transformation sequence. In this case it will last for one minute. Sense Problems. As an action, using your channel divinity, you can see a faint blue aura around those who require caring. A silver aura around those who need sharing. A golden aura around stressed friendships. A green aura around houses whose families are facing turmoil. Red strings that connect fated lovers. The stronger these phenomenons are the bigger and more important the problems they represent. Aura of Friendship Your protective power establishes an aura of saftey wherever you can reach. Beginning at 7th level all allies that leave an enemy's reach and enter this 10 feet aura centred on you can not be targeted by opportunity attacks during this movement. At 18th level this aura expands to 20 feet. Flight Starting at 15th level when you use your channel divinity transformation sequence you also gain a flight speed equal to your normal speed. You can freely choose the visuals of this ability. It may be a suddenly manifesting flying broom, wings of pure light or a glowing board underneath your feet. Ultimate Transformation At 20th level you have perfected your transformation sequence. Using your action you gain the following benefits for one minute. At the start of each of your turns you and your allies within 60 feet regain five hit points unless they are already reduced to 0 HP.

You emanate an aura of positive energy in a 30 feet radius. Allies in this aura have advantage on death saving throws. Enemies in this aura lose their normal damage resistances and take 5 damage every round. You can't use this feature again until you finished a long rest.