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  1. Races
Player Race

    "In the war between Celestial Heaven and the Underworld, all those who fall in battle are simply reborn to fight again, and again, and again... over time, some spirits consider this eternal conflict to be futile, yet they are already bound to their oaths of duty. Desertion becomes a great dishonor, a crime even, and there are two core punishments: the marking and the banishment." ---Xuanzang, a Shou monk


The Banishment - The Spirit is transported to where the eternal war holds the least importance: the Mortal Realm. In doing so, they adopt a fleshed form and become mortal. It is more "resurrection" than "reincarnation."

The Marking - The spirit is cursed with a typical "monstrous" appearance, as a marking of their humiliating fate. The nature of this "marking" depends on the will of their former employer.

Those banished by the Demon Lords are truly grotesque, inhumane; not just on the outside but also within. The best word to describe them all, despite their many shapes and forms: monsters.

Those banished by the Celestials have it somewhat better, for they are reborn in the world as revenant-men: the Exiles. The exiles are then given a choice: they may dwell in neutrality like the Enlightened Ones, or follow The Path of Honor and reclaim their integrity. There is also an unofficial third choice― reject both The Path and The Way― an option that very much pleases the demons.


Description

Some exiles look exactly like they once were: humans in their previous life. Others may return with a few key differences. An exile might develop a particular monstrous trait to distinguish them; for instance, odd skin color, horns, sharp jaws, silver hair, oddly-colored irises, etc. Furthermore, the characters for their worst crime committed in life (i.e. "deserter", 逃兵) may be branded onto their bodies through magical means, nigh-impossible to remove.

An exile's physical capabilities and limits may be dependent on the conditions of their punishment, terms of resurrection. Some exiles do not age in appearance, and they cannot physically grow thin or fat, shorter or taller. Their hairs and nails also have a limit to their growth. Often times, the maximum life span of exiles is dictated to be the exact same number of years they once lived before, as humans. They also tend to be infertile.

Many exiles are wandering warriors or mages, and as such they are often synonymous with sellswords. Because they may have insight as to what the Spirit Realm is like, most exiles tend to have little interest in the common scenery of the Mortal Realm, since it pales in comparison. Due to the circumstances of their banishment, exiles are often strong-willed and constantly in search of destiny.

In societies that follow The Path of Honor, exiles are often perceived as dishonorable oathbreakers and sinners, once defiant of the Celestials' will. On the other hand, followers of The Way of Enlightenment are usually more tolerant of exiles, since they are just as capable of seeking and achieving enlightenment.


Exile Traits

  • Ability Score Increase: Your Charisma score increases by 1. Either one other ability score of your choice increases by 2, or two other ability scores of your choice increase by 1.
  • Age: The maximum life span of an exile is the exact same number of years they once lived before, as humans. This usually means less than a century.
  • Size: Like humans, exiles vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed: 30 ft.
  • Spiritual Resistance: You have resistance to necrotic and radiant damage.
  • Will of Spirit: You have advantage on saving throws against being charmed or frightened.
  • Past Service: You gain proficiency in two skills or tools of your choice.
  • Languages: You can speak, read, and write two languages of your choice.

Paths

Honorable

  • Heavenly Power: Starting at 3rd level, you can use your action to unleash the divine energy within yourself. Your transformation lasts for 1 minute or until you end it as a bonus action, or until you are Incapacitated. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. Once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. You can’t use this feature again until you finish a long rest.

Enlightened

  • Natural Power: Starting at 3rd level, you can use your action to strengthen yourself with the forces of nature. Your transformation lasts for 1 minute or until you end it as a bonus action, or until you are Incapacitated. During it, you are immune to being Poisoned or Diseased, and gain temporary hit points equal to your level. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, but only once. You can’t use this feature again until you finish a long rest.

Demonic

  • Dark Power: Starting at 3rd level, you can use your action to unleash your inner demon. Your transformation lasts for 1 minute or until you end it as a bonus action, or until you are Incapacitated. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. You can’t use this feature again until you finish a long rest.