That's great to hear. I'd like at least three players, but I'm willing to settle with one (there's enough NPCs fill other party slots when necessary). I might be able to wrangle the one offline player I'm able to get ahold of easily to partake in an online campaign. It just a matter of day, time and place (forum play-by-post, skype call, etc.).
Here's some player options and rules for this campaign.
Gods & Religion
In addition to the gods found in player's handbook and other source materials, the players and choose any "human" religion or god (including gods of from religions no longer practiced.)
Races
While humans are the most common race found attending St. Sayuri, other races have from time to time enrolled themselves. Any of the races normally available to the players can be found on Yurishima for one reason or another. It's all up to the players to determine the reasons more exotic races to go to a school of witches. The following races are also available to players (more to be added a later date as I work on the campaign some more).
Dryad
Dryad Traits
Abilities. Your Wisdom increases by 1 and your Charisma increases by 2.
Age. Dryads reach adulthood at 100 years and can live for thousands of years.
Alignment. Dryads are often neutral, caring nothing more than the forests they reside in and the creatures they live amongst. Humanoid ideals of morality don't factor into dryad society.
Size. Dryads stand have the same range of height and weight as humans.
Speed. Your base land speed is 30 feet.
Darkvision. Your nocturnal instincts have given eyes adapted to seeing well in night. You can see in dim light within 60 feet of you as if were bright light, and in darkness as if were dim light. You can't discern color in darkness, only shades of grey.
Reclusive Nature. You are trained in the Perception and Stealth skills.
Innate Spellcasting. You can cast the cantrip druidcraft at-will. At third level, you can cast entangle or goodberry as a 1st-level spell thrice per day. At 5th level, you can cast barkskin, pass without trace, shilleagh only once per day. Charisma is your spellcasting ability for these spells.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. You can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on your turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Fey Charm. As an action, you can choose one humanoid or beast that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw with a DC equal to 8 plus your Charisma modifier plus your proficiency bonus or be magically charmed. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under the your control, it takes the your requests or actions in the most favorable way it can.
Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you are knocked unconscious, die, are on a different plant or existence from the target, or end the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
You can't have more than one humanoid and up to three beasts charmed at a time.
Languages. You can speak, read and write Elven and Sylvan.
Flesh Golem
Flesh Golem Traits
Ability Scores Increase. Your Strength and Constitution scores increase by 1.
Age. Flesh golems are made, not born and don't age like organic creatures. While flesh golems can live indefinitely, the fear they invoke in humanoids tend to lead them to a tragically early end.
Size. Despite being made up from a number of different corpse, they are generally larger than the sum of their parts. They stand between seven and eight feet tall and weigh between 200 and 300 pounds.
Size. Flesh golems tend to be larger and heavier than humans. Your size is Medium.
Speed. Your base walking speed is 30 ft.
Darkvision. Your eyes have been magically enchanted with the ability to see in areas of poor or no lighting. You can see in dim light within 60 feet of you as if were bright light, and in darkness as if were dim light. You can't discern color in darkness, only shades of grey.
Aversion to Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Hardened Flesh. Your unarmed strike deals damage equal to 1d8 + your strength modifier instead of its normal damage. Additionally, you are proficient with unarmed strikes.
Lightning Absorption. Whenever you are subjected to lightning damage, you take no damage and instead regains number of hit points equal to the lightning damage dealt.
Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.
Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Languages. You can speak, read and write two languages of your choice.
Half-Beast
Half-Beast Traits
Abilities. Your Wisdom increases by 1. Your choice of Strength, Dexterity or Constitution increases by 2.
Age. Half-beasts reached adulthood at the same rate as humans, but live a few less years.
Alignment. While half-beasts possess the sapience required to comprehend the concepts of good and evil, order and chaos, they rarely feel motivated to follow any extreme and often remain neutral.
Size. Half-beasts have same range of heights and weights as humans. Your size is Medium.
Speed. Your base land speed is 30 feet.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Bestial Ancestry. You possess some form of natural weapons, be it fingers that end in sharp claws, long piercing fangs, or large impaling horns. Choose one type of natural weapon from the Bestial Ancestry table. When you make an unarmed attack, you can choose to use your natural weapon instead of a normal unarmed strike. If you do, the attack deals damage equal to 1d4 points plus your strength modifier instead of the normal damage for unarmed strikes. The type of damage dealt this way is listed in the Bestial Ancestry table instead of the normal bludgeoning damage (when applicable).
Animal Empathy. You are trained in the Animal Handling skill.
Beast Tongue. You can speak with beasts as though under the effects of the Speak with Animals spell.
Languages. You can speak, read and write any one language of your choice (usually a language often commonly spoken by humans).
Table: Bestial Ancestry
Natural Weapon | Damage Type |
Claws or Talons | Slashing |
Fangs or Horns | Piercing |
Half-Oni
Half-Oni Traits
Abilities. Your Strength increases by 2, and your Constitution increases by 1.
Age. Half-oni reach adulthood at the same rate as humans, but live up to five hundred years.
Alignment. The oni blood surging through their veins often drives half-oni to perform acts of evil. Accepted by neither humans or oni, many half-oni act on their chaotic impulses and disregard anything resembling laws or ideals.
Size. Half-oni stand between six and seven feet tall and weight between 120 and 180 pounds. Your size is Medium.
Speed. Your base land speed is 30 feet.
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 darkness, only shades of gray.
Menacing. You are trained in the Intimidation skill.
Oni Magic. When you reach 3rd level, you can cast the darkness spell once per day.
Change Shape. As an action, you can polymorph into a Small or Medium humanoid or back into true form. Other than your size, your statistics are the same in each form. Any equipment you are carrying doesn't change with you. If you fail unconscious, you revert to your true form.
Languages. You can speak, read and write Giant and one language of your choice (many half-oni speak Japanese).
Kitsune
Kitsune Traits
Abilities. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Kitsune reach adulthood at the same span as humanoid and have spans spanning many centuries. Every century that passes, the kitsune grows an additional tail, to maximum of nine tails in their ninth century of life.
Alignment. Kitsune toward chaotic alignments, as they as let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by their desire for harmless mischief than greed or other dark impulses.
Size. Kitsune have the same range of height and weight as human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your nocturnal instincts have given eyes adapted to seeing well in night. You can see in dim light within 60 feet of you as if were bright light, and in darkness as if were dim light. You can't discern color in darkness, only shades of grey.
Shapeshifter. Kitsunes have the ability to assume the form of various humanoids as well as a fox form. As an action, you can transform into any medium or smaller humanoid or into a tiny fox. While transformed, your statistics other than your size don't change. You can transform back to your true form as a free action. You revert to your true form if you fall unconscious or die.
Equipment changes with your form, resizing itself to fit your body if you assume a humanoid form and merging with your body if you assume a fox form. Any items you're carrying doesn't transform and if your new form is unable of holding them, they fall to the ground.
While in fox form, your land speed becomes 40 ft. and you gain access to a bite attack that deals piercing damage equal 1d2 plus your strength modifier.
Kitsune Claws. While in your true form, your fingers end with sharp claws. When you make an unarmed strike, you can chose to strike with your claws instead, dealing slashing damage equal to 1d4 plus your strength modifier instead of the normal unarmed strike damage.
Natural Trickster. You have proficiency in the Deception and Stealth skills.
Languages. You can speak, read and write Kitsune and one other language of your choice.
Shinigami
Shinigami Traits
Ability Score Increase. Your Wisdom increases by 2, and your Strength increases by 1.
Age. Shinigami are born as adults and live indefinitely.
Alignment. Most shinigami are lawful neutral, seeing the task of collecting the souls of the dead and slaying the living dead as mere jobs that must be done.
Size. Shinigami have the same range height and weight as humans.
Speed. Your base walking speed is 30 ft.
Darkvision. Creatures born into Yomi, the dark and grim realm of the dead, thier eyes are naturally suited to piercing darkness. You can see in dim light within 60 feet of you as it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Deathly Resistance. You have resistance to necrotic damage.
Killing Hands. As an action, you make melee attack roll against one creature and deal necrotic damage equal to your level on a hit. Once you use this trait, you can't use it again until you finish a long rest.
Death's Envoy. You know the Chill Touch cantrip. Wisdom is your spellcasting ability for it.
Shinigami Weapon Training. Shinigami often wield unusual weapons related to farming and gardening. You are treated as being proficient with any improvised weapon related to farming and gardening (chainsaws, hoes, trowels, scythes, etc.).
Languages. You can speak, read, and write Undercommon and one human langauge of your choice.
Witchborn
Witchborn Traits
Abilities. Your Intelligence increases by 1 and your Charisma increases by 2.
Age. Witchborn reach adulthood at the same rate as humans and live just as long.
Alignment. Witchborn often act on their own chaotic whims. They are usually neutral, having no desire to harm others or help total strangers.
Size. Witchborn have the same range height and weight as humans.
Speed. Your walking speed is 30 feet.
Cantrip. You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it.
Natural Born Witch. You are trained in the Arcana skill.
Magic Resistance. You have advantage on all saving throws against spells or magical effects.
Languages. You can speak, read and write two languages of your choice.
Classes
Most students attending St. Sayuri is in some way a spellcaster. While every class is available to players certain classes are commonly found amongst certain categories of witch. I may eventually add some new classes or variant classes.
Class A. Bard, druid, wizard.
Class B. Bard, druid, sorcerer.
Class C. Barbarian, fighter (arcane archer or eldritch knight), monk (path of the four elements), paladin, ranger, rogue (arcane trickster).
Class D. Cleric* (legal: good gods, lawful or true neutral gods; illegal: chaotic neutral or evil gods), warlock* (legal: The Archfey, The Celestial, The Hexblade; illegal: The Fiend, The Great Old One).
*Due to class D witches gaining their magic from higher powers, the Witches' Council have marked certain categories of patrons as problematic and warlocks that gain magic from those patrons are considered criminals. As a result, "illegal" witches will try to hide their Class D classification and may attempt to pass themselves off as a witch of another class (often C as it requires very little outright lying).
Monk Variant: Brawler
Not every unarmed fighter are warrior priests who live in isolation and meditate. Some are brash and boisterous, throwing punches with raw fists. Brawlers have all the class features of the monk except noted below.
Unarmored Defense: The brawler's armor class while not wearing armor is equal to 10 + your Dexterity modifier + your Charisma modifier. This replaces the monk's unarmored defense.
Ki save DC. The brawler's Ki save DC is equal to 8 + your proficiency bonus + your Charisma modifier.