Handbook To Kamigawa
Handbook To Kamigawa
Introduction
Preface Contents
Growing up, I played trading card games. My dad would take Introduction ......................................................................................2
me to a games store nearby, and I would play Pokemon, Chapter 1: Races ............................................................................ 3
Magic: The Gathering, and Yu-gi-oh. Magic: The Gathering Human .............................................................................................4
was always the most complex and mature of these. It was Kitsune ............................................................................................5
also the game I stuck with the longest. It had some of the Akki ..................................................................................................7
best lore, art, and worldbuilding I've ever seen in games, Nezumi ............................................................................................8
movies, or any media. Half-Ogre ......................................................................................10
In 2004 and 2005, one of the worlds used as a basis for Oni-Touched .................................................................................12
several MTG card sets was Kamigawa. This plane was Kami-Touched ..............................................................................13
inspired by Japanese culture and featured honorable samurai, Chapter 2: Subclasses ................................................................16
kami spirits, oni demons, and a whole host of interesting Puppeteer .....................................................................................17
peoples and monsters. One of my favorite decks to play was a Ronin .............................................................................................20
samurai warrior deck featuring Takeno, Samurai General Geisha ...........................................................................................22
and Godo, Bandit Warlord. Samurai (Variant) .......................................................................25
Later in 2022, Wizards of the Coast returned to the plane Way of the Budoka ..................................................................... 27
of Kamigawa and released Kamigawa: Neon Dynasty. This Chapter 3: Equipment ................................................................ 31
set fast forwarded 1200 years in the setting. Technology had Currency .......................................................................................31
advanced to the point of cyborgs, hoverbikes, and laser Armor & Shields .........................................................................31
swords. Magic and science mixed seemlessly or sometimes Weapons .......................................................................................32
not so seemlessly together to make amazing new creations Musical Instruments ..................................................................35
represented by double card types, powerful sagas, and new Mounts & Vehicles ......................................................................35
planeswalkers. Trade Goods ................................................................................ 36
This new release reminded me of the Kamigawa setting Appendix A: Non-Playable Races ............................................37
and got me excited. Just last year, I had been a dungeon Appendix B: Deities of Kamigawa ..........................................42
master for a group of friends to play D&D. Combining the two Credits ............................................................................................. 51
felt natural to me. Kamigawa had a host of races, monsters,
and locations that could convert well into D&D. Japanese
culture has an expansive history and culture that supports
Credits
the class, items, and magic systems. Written By - KingYamez
So I set out to convert Kamigawa over into a full-scale Edited By - Cheibrodos
setting for D&D. Though I intended it to be for just me and
my friends, GM Binder has made it possible to easily publish Lore - MTG Wiki, MTG Articles
this in a presentable way to the public. I'm very happy to
present the Handbook to Kamigawa. Please enjoy! Inspirations - Plane Shift: Kamigawa by HyperionSol, Better
Genasi by u/Veritoss43, Ultimate 5th edition Japanese
In the Spirit of Fun Weapon list by u/JudgeThunder, Firearms of the Realms by
Yonael
As always, D&D is a game and is about having fun. Some
people like to play one way and others like to play another. Art - Go to page 51.
There isn't a right way to play the game. There isn't a right Resources - GM Binder Style Guide by u/Rhaenon,
way to make your character or play your class. Be as optimal Advanced GM Binder Styling Guide by u/Raspilicious,
or suboptimal as you want. Roleplay as much or as little as Watercolor Stains by u/flamableconcrete
you want. Just make sure that everyone at the table is
comfortable and having fun.
That being said, sometimes people can argue about what's Fan Content Notice
fair or unfair. This book is a set of rules meant to be played as Handbook to Kamigawa is unofficial Fan Content permitted
a whole. I have tried to balance it and make it fair, as best I under the Fan Content Policy. Not approved/endorsed by
can, within the world of Kamigawa. What's written here is Wizards. Portions of the materials used are property of
what I recommend, and I hope you'll play it altogether. Wizards of the Coast. ©Wizards of the Coast LLC.
However, I'm not here to force anything upon anyone. You
can take all of it, some of it, or none of it if you wish. What
you should take though is what you think is fun. Always
remember, it's all optional.
Y
our journey into Kamigawa begins with seven
playable races to choose from. Within the
setting, there is a host of different races living
within five different biomes. From these, four
already existing have been chosen. Three more
have been created and added to this list to
expand player options and fill some of the
missing roles.
There are also five non-playable races who inhabit the
world and that the players' characters would be aware of.
Their information is located in Appendix A. These other
races are described in a similar manner to the playable races,
but no names or traits are given. These may serve as
inspiration for the Dungeon Master to use for NPCs, or
perhaps you can create your own race.
The Five Biomes
Most of the races have an affinity for one of the five biomes of
Kamigawa. These five biomes are the Towabara plains,
Kamitaki lake, Jukai forest, Sokenzan mountains, and
Takenuma swamp. When your race is within their preferred
biome, they feel most at home. Dungeon Masters are
encouraged to confer indirect or even unseen small benefits
based on this. Players are encouraged to think about where
they are in the setting and use the environment to their
advantage.
The biomes are directly tied to Magic: The Gathering's
color system. In Magic: The Gathering, mana is a renewable
magic resource that primarily comes from the land. Mana is
divided into six types, corresponding to the five colors and
the sixth being colorless. The five biomes represent these five
mana sources.
The Towabara plains yield white mana. It embodies the
principles of morality and order. It is symbolized by the sun.
White seeks peace through structure.
The Kamitaki lake yields blue mana. It embodies the
concepts of logic and technology. It is symbolized by a drop of
water. Blue seeks perfection through knowledge.
The Jukai forest yields green mana. It embodies the
principles of instinct and interdependence. It is symbolized
by a tree. Green seeks growth through acceptance, harmony,
and wisdom.
The Sokenzan mountains yield red mana. It embodies the
principles of impulse and chaos. It is symbolized by a fireball.
Red seeks freedom through action.
The Takenuma swamp yields black mana. It embodies the
principles of parasitism and amorality. IT is smybolized by a
skull. Black seeks power through ruthlessness or opportunity.
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good than not, though many remain independent of
government institutions.
Size. Kitsune are slightly shorter and slimmer than
humans. They typically range from 5 to 5.5ft tall and weigh
120 to 150lbs. Males and females are relatively the same
size. Your size is Medium.
Speed. Your base walking speed is 30ft.
Darkvision. Accustomed to the twilit Jukai forest and night
sky, you have superior vision in the dark and dim conditions.
You can see dim light within 60ft 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.
Keen Senses. You have proficiency in the Perception skill.
Meditative Healing. Your character knows a secret
kitsune technique to heal faster. During a short rest, your
character may decide to enter a deep meditation state and
focus on healing. Double the result of hit dice (not the Con
mod) used to heal while in this state. You may only decide to
use up to half of your total number of hit dice rounded down
during this meditation. You may not spend hit dice as normal
after exiting the meditation within the same short rest. This
ability may be used once per long rest.
Languages. You can speak, read, and write Common and
Kitsune.
Subraces. Two subraces of kitsune exist as a result of their
class culture, the Byakko and Shinryu. The Byakko make up
the martial clans of the kitsune. The Shinryu make up the
clerical clans of the kitsune.
Byakko
As a byakko kitsune, you have trained for greater dexterity
and quickness. You've conditioned your body and perfected
your technique. An enemy would do well to fear you in a fair
fight on the battlefield.
Ability Score Increase. Your Dexterity score increases by
1.
Common: Autumn-Tail, Golden-Tail, Light-Paws, Onyx-Eye, Fox Weapon Training. You have proficiency with the
Opal-Eye, Pearl-Ear, Rune-Tail, Sharp-Ear, Silk-Eyes, Silver- katana, sai, hankyu, and yumi.
Foot, Swift-Arm, Tender-Hand, and Wise-Muzzle Fleet of Foot. Your base walking speed increases to 35ft.
Clans: Choshi, Chosokabe, Fujiki, Hakura, Hata, Hirata, Claws. You've been taught how to use your claws in
Kada, Kawachi, Kawakatsu, Koremune, Matsumuro, Matsuo, combat. They count as natural melee weapons with the
Matsushita, Mikami, Minami, Mokusei, Nishioji, Obata, finesse property and with which you are proficient. They deal
Okura, Onishi, Otomo, Seo, Takamuko, and Togi 1d4 slashing damage.
Kitsune Traits Shinryu
Your kitsune character has a variety of natural abilities, the As a shinryu kitsune, you have trained for greater wisdom
result of centuries of kitsune refinement. and spirit. You've spent your childhood learning, meditating,
Ability Score Increase. Your Dexterity and Wisdom and reflecting on your soul. You've developed your connection
scores increase by 1. to the great kami and magics of the world.
Age. Although kitsune reach physical maturity at about the Ability Score Increase. Your Wisdom score increases by
same age as humans, the kitsune understanding of adulthood 1.
goes beyond physical age to encompass worldly experience, Fox Weapon Training. You have proficiency with the
as manifested by the number of tails a kitsune has. A kitsune katana, sai, hankyu, and yumi.
claims adulthood when they grow their second tail, typically Cantrip. You know one cantrip of your choice from the
after achieving a certain level of skill or accomplishing a deed. cleric spell list. Wisdom is your spellcasting ability for it.
This age varies widely, but few do not attain this in their first Extra Language. You can speak, read, and write one extra
century. Kitsune may live up to 900 years old, though few live language of your choice.
past 500.
Alignment. Kitsune value wisdom and balance as well as
their communities. They often follow a way of life within the
temple or military traditions. They are more often lawful and
Races
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
throughout the mountain range. When a truly powerful
Akki shaman brings together enough akki, they may turn into a
warlord.
"DEEP INSIDE THE SOKENZAN MOUNTAINS, A BAND OF AKKI There are some akki who join the ronins of Sokenzan. This
discovered a cache of ancient items of power. Their ensuing rebellion of sorts is led by Godo, the Bandit Warlord. The
spree of destruction became known as ‘The Three Days of ronin, dishonorable and wild samurai, teach the samurai way.
Fun.'" Some akki take on the traditions, techniques, weapons, and
- Observations of the Kami War even the armor of their teachers. Some simply pledge their
loyaty for free meals and do as Godo says.
The akki are uncivilized children twisted into goblin-like land Names
kappas. They are small and short-lived, but tough. Though
they may get themselves killed in their pursuits, they show an The akki tend to go by only one name, often a one or two-
unexpected curiosity and intelligence. syllable word repeated twice. All names are considered
neutral of gender, as there is little difference between the two.
Dangerous Curiosity Common: Ben-Ben, Den-Den, Goro-Goro, Ik-Uk, Ishi-Ishi,
Kiki-Jiki, Ku-Ku, Oku-Doku, Tok-Tok, Yoku-Yoku, and Zo-Zu
Akki are full of curiosity, often to their detriment. They are
always looking to get into trouble and like to prank others. Akki Traits
Most that live in non-akki settlements have learned not to
harm others, but still do not respect their property or space. Your akki has a variety of natural abilities, the result of the
Within human settlements, citizens are often wary of akki, tough caves they originate from in the Sokenzan mountains.
checking their pockets and watching merchandise when one Ability Score Increases. Your Constitution score
strolls by. However, the akki intellect shouldn't be increases by 2. Your Dexterity and Intelligence scores
underestimated. They like to tinker and build contraptions. increase by 1.
They innovate new tools and weapons. Despite what Age. Akki reach maturity around 8 years old and can live
stereotypes go around, their most annoying quality is actually up to 60 years old, though its very very rare to find one past
one of their best. the age of 40. Most die early in their dangerous pursuits.
Alignment. The akki of the Sokenzan mountains are
Fiery Obsession lawless and uncivilized, often only bending to the will of
The akki's obsession with fire is unlimited and child-like. Fire powerful leaders. They tend towards evil and chaotic
is the engine, the art, and the soul of the world to them. alignments. Akki within human settlements though tend to be
Those akki who can manipulate fire are lauded with praise. more mellow, learning the hard way to be neutral.
Akki religion and their followers all center on the reverence
and control of fire magic. Rituals to the great lava spirits deep
under the Sokenzan mountains occur frequently.
Akki are well-known in non-akki settlements for their
obsession with fire and proclivity for using it
unnecessarily. They are often supervised or
outright banned from working in armories
with explosives, while also being sought
out to do weapons research far away from
residential areas. Citizens in the city
surrounding Eiganjo groan when they hear
an akki has moved in next door for fear
their homes may end up burnt to the ground.
Chaotic Rebels
Akki come from the Sokenzan
mountains. They have historically
been lawless and uncivilized, forming
small territorial groups. These groups
are often short-lived and never truly
form into permanent tribes or
communities. The only organized
social structures (and the word
"organized" is hotly debated) are cults
that form around powerful fire shamans.
These religious leaders command the
chaotic and disparate groups
naturally rising and falling
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Size. Akki range from 3 to 3.5ft in height. They weigh 40 to Tough Shell. Your back is a hardened shell. As a reaction,
80lbs, with much of the extra weight in their shells. Their you may gain resistance to bludgeoning, piercing, and
limbs are usually slim and spindly, with disproportionately slashing from nonmagical attacks. You may do this a number
long hands and feet. Your size is Small. of times equal to your proficiency bonus per day, before
Speed. Your base walking speed is 25ft. refreshing this ability by finishing a long rest.
Darkvision. Accustomed to the shadowy caves of the Nimble Escape. You can take the Disengage or Hide
Sokenzan mountains, you have superior vision in the dark action as a bonus action on each of your turns.
and dim conditions. You can see dim light within 60ft of you Climbing. Your natural form lends itself well to traveling
as if it were bright light, and in darkness as if it were dim the crags of Sokenzan. You have a climbing speed of 25ft.
light. You can't discern color in darkness, only shades of gray. Languages. You can speak, read, and write Common and
Goblin.
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Half-Ogre
"TOWARDS MIDNIGHT THE RAIN CEASED AND THE
clouds drifted away, so that the sky was scattered once
more with the incredible lamps of stars. Then the breeze
died too and there was no noise save the drip and tickle
of water that ran out of clefts and spilled down, leaf
by leaf, to the brown earth of the island. The air was
cool, moist, and clear; and presently even the sound
of the water was still. The beast lay huddled on the
pale beach and the stains spread, inch by inch.."
- William Golding, Lord of the Flies
The half-ogres are the result of human and ogre
interbreeding. With great strength and power comes a
dark instinctual emotion. Half-ogres struggle with
themselves more than society.
Strong and Intimidating
The first thing a person notices about a half-ogre is their
size. Taller than any other race and certainly heavier,
half-ogres use their natural strength to their advantage.
Many make a living in jobs requiring this strength, such as
samurai, construction workers, or farmers. Others use it
for more nefarious purposes, winding up as thugs or
bandits.
The second thing a person notices are the half-ogre's
features that separate them from humans. Their teeth are
often a sharp mess, and many have long teeth that'd qualify
as small tusks. Their skin has a range of colors. Any half-ogre
may have a gray skin tone, but most take on shades linked to
their ancestry. A half-ogre descended from the mountain
ogres could be in shades of pale yellow to earthy red, while
one from the swamp could be in shades of white to pale
purple. One other common feature for half-ogres is a bony believe that they are the product of ancient magical blending
spine. It's not uncommon to see them hunch over as well. between the races. Some historians believe ogres and
These secondary features often look very intimidating to humans may not have been so different at one point, being
other races. The more pronounced these ogre features are, able to reproduce naturally at some point in history. The
the more a half-ogre will get strange or even scared looks. more pessimistic and conspiratorial parts of society believe
Some who have never seen a half-ogre before may even be that they come from corrupted humans, tampered with by the
caught off guard or frightened by their appearance. While oni long ago.
discrimination towards half-ogres is uncommon, the people The half-ogres themselves aren't sure what to believe. Each
who've experienced the terrors of true ogres may hold has their own theory. Some make it their life mission to find
misplaced grudges. out though, leading them to explore the world for clues.
Mysterious Origins The one thing everyone agrees on is that half-ogres are
related to ogres somehow. Their physical features share too
Nobody knows the true origin of the half-ogres. Humans and many similarities to ignore. Then, there is the instinctual
ogres are not able to reproduce naturally, nor would they component. Most half-ogres struggle with a tendency towards
want to. Ogres are evil and cunning giants in Kamigawa. violence. This tendency can shape their futures.
Most live to serve oni demons and perform horrible acts.
Normal humans run in fear from them, while the brave Rising Above Savage Instincts
defend their settlements from raids. Half-ogres grow up experiencing primal urges, often in the
Half-ogres are a rare race among human settlements, but form of rage or violence, to a severity that other races do not.
have been around a long time. They are quite accepted in This often causes issues in childhood as children have less
human settlements, though some of the other races less control over their actions and emotions. An outlet for these
familiar with them sometimes get confused. Ogres do not urges is needed, such as martial arts or hard labor. Strict
seem to distinguish between half-ogres and humans, treating reprimands and clear boundaries help half-ogre children
them just as horribly as other humans. learn right from wrong. By adulthood, most half-ogre's can
Theories of the half-ogre's origins abound. Some wizards control themselves. However, half-ogres that cannot learn
Races
10
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Half-Ogre Traits
Half-Ogre Families Your half-ogre character has certain traits derived from your
Half-ogres most commonly reproduce with ogre ancestry.
humans. Their children are most often larger than Ability Score Increase. Your Strength score increases by
average humans, but some will be half-ogres. Less 2 and your Charisma by 1.
likely, two half-ogres find each other and have a full Age. Half-ogres mature slightly faster than humans,
family of half-ogres. reaching adulthood around age 14. They remain strong for
Surprisingly, it is known that half-ogres can
procreate with ogres. In the Sokenzan Mountains,
about half a century, but then noticeably age faster after that.
Godo has brought together ogres, half-ogres,
They rarely live longer than 75 years.
humans, and akki under one banner. Naturally, Alignment. A half-ogre's natural tendencies lean towards
intermingling occurs and half-ogres are born. chaotic and evil alignments. However, many choose the
opposite and resist these tendencies in an effort to gain full
control of themselves. It's rare to meet a half-ogre that sits
control find themselves exiled or criminals. inbetween at neutrality.
A half-ogre's professional choice and even their whole way Size. Half-ogres are significantly larger and bulkier than
of life may be shaped by their savage instincts or the desire to humans. They range from 6 to 7ft tall and weigh 200 to
control them. Military occupations are by far the most 300lbs. Males are typically larger than females. Your size is
common path. Strict codes of conduct and frequent practice Medium.
to manage one's actions help many half-ogres find control. Speed. Your base walking speed is 30ft.
Half-ogres can then tap into their suppressed rage on the Darkvision. Thanks to your ogre blood, you have superior
battlefield. Military institutions and mercenary groups also vision in dark and dim conditions. You can see dim light
prize half-ogre soldiers for this. within 60ft 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
Half-Ogre Names shades of gray.
Menacing. You have proficiency in the Intimidation skill.
The naming conventions of half-ogres match those of Languages. You can speak, read, and write Common and
humans. Clan names are rare for half-ogres to have from one extra language of your choice. Half-ogres, like the
birth with so many being orphans. However, many take on the humans they live with, typically learn the languages of other
clan name of their martial school or future families. peoples they deal with.
Subraces. Ogres are divided by region and have some
traits differing between them. Depending on which ancestry
you have, your instincts give a different benefit.
Takenuma
Your heritage came from ogres of the Takenuma swamp and
imparted the instincts of a bloodthirsty murderer to you.
Killing Instinct. The smell of blood incenses you to kill.
Once per round, you may add 1d4 extra damage to a hit
against a creature you damaged since the start of your last
turn with bludgeoning, slashing, or piercing damage. For this
effect to occur, an enemy must have blood you can smell.
Furious Attacks. When you score a critical hit with a
melee weapon attack, you may use your bonus action to make
a quick secondary blow. Make a melee weapon attack, but roll
damage as 1d4 regardless of the weapon (still adding
modifiers and other bonuses).
Sokenzan
Your heritage came from ogres of the Sokenzan mountains
and imparted the instincts of a brutal tyrant to you.
Dominating Instinct. It's not just about defeating the
enemy. It's about showing you are more powerful than them.
While in combat, you may choose an enemy target as a bonus
action. This target must have begun in freedom at the start of
combat. If you defeat that target, you regain 1d6 hp and your
next attack gains advantage. You may use this ability once,
before refreshing it by finishing a short or long rest.
Savage Attacks. When you score a critical hit with a melee
weapon attack, you can roll one of the weapon's damage dice
one additional time and add it to the extra damage of the
critical hit.
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Oni-Touched
The oni-touched are humans meddled with by demons. Gifts
and curses have been imparted upon the person. These Oni-Touched Names
irregularities go to the next generation too, creating a legacy.
The naming conventions of oni-touched match those of
Dishonorable Heritage humans. Those that are born to established families have
Many oni-touched are humans with a streak of demon blood. clan names, but those cast out do not. Those that bind
Their ancestors dabbled in the dark arts or made a deal with themselves to a lord may take on the clan name of their lord.
an oni. They committed a heinous act to achieve a Oni-Touched Traits
blasphemous power. This event changed the very being of the
person involved. They may retain the appearance of a normal Your ancestors' tampered blood flows through you, granting
human, but deep inside is a force very inhuman. supernatural abilities no normal human has.
Rumors surrounding the city of Numai tell of such events. Ability Score Increase. Your Charisma score increases by
Established clans, corrupted and dishonored, have such a 2 and your Intellect by 1.
mark, but this does not hold them back. Their powers cannot Age. Oni-touched mature at the same rate as humans.
be denied, and the nobles of Numai are often seduced. Other Alignment. While many oni-touched end up with evil
oni-touched have kept their heritage a secret. alignments, it is not a natural certainty. Like humans, they
aren't inclined towards any particular alignment.
Dark Connections Size. Oni-touched are about the same size and build as
An oni-touched may still have a connection to the original oni humans. Your size is Medium.
that bargained or tampered with their ancestors. The current Speed. Your base walking speed is 30ft.
oni-touched, though removed from said events, may still be Psychic Defense. You have resistance to psychic damage.
beholden to the oni's pact. It is rare to find an oni-touched Demonic Armor Aura. When unarmored, you may use
who does not have some connection to the demons. This can your Charisma modifier in place of your Dexterity modifier
shape their lives in unexpected ways, requiring them to when determining AC. (This still applies with Mage Armor.)
perform distasteful acts or protecting them from other Oni Legacy. You know the Thaumaturgy cantrip. Once you
demons. reach 3rd level, you can cast the Hex spell once per day,
An oni-touched may also reject their ancestor's nagging regaining the ability when you finish a long rest. Once you
master. They may seek to break such a pact, gain their reach 5th level, you can also cast the Darkness spell once per
freedom, or simply get rid of a known evil. An oni-touched day, regaining the ability when you finish a long rest.
isn't evil by nature, but rather by association after all. They Languages. You can speak, read, and write Common and
may actually be good and want to destroy that associate. It one extra language of your choice. Humans typically learn the
may take a lifetime, but oni-touched seeking redemption are languages of other peoples they deal with, including obscure
more common than their masters would like to admit. dialects.
Races
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Kami-Touched
"KAMI MANIFEST IN THE FORM OF WHATEVER THEY EMBODY
in the physical plane. Some tower in the shape of moss or
bark, while others take forms beyond mortal imagining."
- Anonymous, Moss Kami
The kami-touched are humans blessed (or perhaps cursed)
by the spirits. At some point in the conception, pregnancy, or
birth of a child, a kami imparted a little bit of itself. The child
grows up, forever changed.
Spiritual Strangeness
A kami-touched is a rare occurance in the world. It isn't
known how the Kami, or spirits, of the world affect this
change in a being, but the influence is readily apparent.
Parents are often shocked when their baby has hair in shades
of red, green, or blue. They may be surprised to find their
newborn is as heavy as a stone or as light as air. They may be
even more concerned when the child develops skin the
texture of rocks or is moist to the touch. The older a kami-
touched gets, the more features of the kami they manifest.
This does not stop at the surface level either. Kami-touched
begin to think in ways strange to their human parents. They
may have an affinity for certain environments and activities.
They may take on few to none of their parent's habits and
personality. While this is often unsettling to the family, the
child will feel drawn to the element that matches their kami
influencer. By early adulthood, many kami-touched become
independent or isolated from their families and self-reliant on
their connections to the elements.
Fundamental Feelings
Kami-touched feel a connection with one of the fundamental
elements of the world. These fundamental elements are fire,
water, earth, air, and the void. This connection will shape how
they think and feel. They will often seek out environments or
create havens related to the element.
Kajin, or those with an affinity for fire, express energy and
passion. Their good qualities may include focus, enthusiasm,
adventurousness, and charisma. Their bad qualities may
include thoughtlessness, frivolity, and impatience. Many kajin
are artists, musicians, and craftsman. Some become travelers
and adventurers.
Suijin, or those with an affinity for water, express flexibility
and emotion. Their good qualities may include empathy,
compassion, generosity, and forgiveness. Their bad qualities
may include sensitivity, fearfulness, and naïveté. Many suijin
enjoy fishing, sailing, medicine, and jobs related to the
community.
Chijin, or those with an affinity for earth, express strength
and stability. Their good qualities may include confidence,
loyalty, honesty, and practicality. Their bad qualities may
include stubborness, insensitivity, and inflexibility. Many
chijin are reliable workers and like farming, hunting, mining,
and other jobs related to the land. Some use their strength in
military service or as mercenaries.
Fujin, or those with an affinity for air, express intellect and
logic. Their good qualities may include ambition, stoicism,
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yellow, orange, and red shades.
Suijin usually have physical changes in their extremities.
cleverness, and being adept. Their bad qualities may include Webbed hands & feet are not uncommon. Scales or shell-like
arrogance, aloofness, and selfishness. Many Fujin take an chitin on the forearms and shins may grow. Their skin may be
interest in learning, teaching, science, magic, and the law. moist to the touch or slightly slimy like an eel. Blue and green
Kujin, or those with an affinity for void, are the rare among skin tones and hair colors are common.
the rare. Less is known about them, but it can be theorized Fujin commonly have physical manifestations related to
based on the related element how they may tend to express their head and hair. Their hair constantly drifts about, making
themselves. Kujin could express creativity and abstraction. it appear as though it is without weight. Their temple and
Their good qualities could include open-mindedness, crown may grow small crystals that break and float into their
spontaneity, inventiveness, and the ability to reflect. Their bad hair. Small sparkles on their skin are not uncommon. Skin
qualities could include impracticality, laziness, and and hair colors include light blues, grays, and whites.
indecisiveness. Kujin could be attracted to jobs that deal with Chijin routinely have physical manifestations related to
ideas and concepts in philosophy, morality, and psychology. their body and muscles. They are larger than average with
stocky builds. Their skin may be dusty like the dry earth,
Elemental Manifestations pebbled like rough hide, or hard & polished like a smooth
As kami-touched grow and develop, their bodies take on stone. Some even grow hard, rocky protrusions on their
aspects of the element with which they are associated. Some bodies. Beige, brown, and gray skin tones are common.
manifestations add beauty and grace while others can be Baldness is common, even among chijin women. If they do
intimidating and ugly. Almost all have changes to their have hair, it's always brown or black.
complexion and hair's coloration. Most also exhibit physical Kujin physical manifestations are a mystery. There are so
changes to specific body parts. Regardless of whether they're few examples, it's unknown what physical traits they may
desirable or undesirable traits, the kami-touched must come typically have. One example though is the famed kujin
to accept them as a part of themselves. philosopher Hiyozen, who had many odd manifestations. He
Kajin typically have physical changes in their eyes and was disproportionately tall and slim, reaching 6.5ft tall but
facial expressions. Their eyes sometimes glow with light weighing only 175lbs. His hair had streaks of dark purple and
when they are excited. Their smile is always the warmest white. It was rumored his eyes would become like a starry
around. Their face radiates with a happiness that can change night sky when he sleepwalked. As Hiyozen aged, it's written
the mood of a room. Skin colors can range from orange and that his skin became thin and the bones of his face, hands,
red shades to ashy and black ones. Some even have cracked and feet could be seen to an extreme degree. It's possible
char-like splotches on their bodies. Hair colors include other kujin may turn out like this, or perhaps they will
manifest in other ways.
Races
14
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Kami-Touched Names Suijin
Suijin are associated with water. They are flexible and
The naming conventions of kami-touched match those of empathetic.
humans. Many take on nicknames or titles related to the Ability Score Increase. Your Wisdom score increases by 2
element they are associated with. Some leave behind their and your Constitution by 1.
clans names, as a show of independence or to further Cold Resistance. You have resistance to cold damage.
strengthen their elemental bond. Amphibious. You can breathe both air and water.
Kami-Touched Traits Swim. You have a swimming speed of 30ft.
Call to the Wave. You know the Shape Water cantrip.
A kami's touch has changed you from human to something When you reach 3rd level, you can cast the Create or Destroy
else. In place of your human traits, you have new ones based Water spell as a 2nd-level spell once with this trait, and you
on what kind of kami affected you. regain the ability to cast it this way when you finish a long
Age. Kami-touched mature at the same rate as humans. rest. Constitution is your spellcasting ability for these spells.
Alignment. Kami-touched are a mixed bag, though they
tend to avoid evil alignments. Chijin
Size. Kami-touched generally fit within the same size and Chijin are assoaciated with earth. They are strong and stable.
build ratios as humans, even if some end up on one extreme. Ability Score Increase. Your Strength score increases by
Your size is Medium. 2 and your Constitution by 1.
Speed. Your base walking speed is 30ft. Acid Resistance. You have resistance to acid damage.
Languages. You can speak, read, and write Common and Earth Walk. You can move across difficult terrain made of
one extra language of your choice. Humans typically learn the earth or stone without expending extra movement.
languages of other peoples they deal with, including obscure Soul of the Earth. You know the Mold Earth cantrip.
dialects. When you reach 3rd level, you can cast Earth Tremor once as
Subraces. Kami-touched are divided into groupings based a 2nd-level spell, and regain the ability to do so when you
on their affinity for an element. This element often grants finish a long rest.
natural abilities a normal human wouldn't have, as well as a
change in appearance. Fujin
Fujin are associated with air. They are intelligent and logical.
Kajin Ability Score Increase. Your Intelligence score increases
Kajin are associated with fire. They are energetic and by 2 and your Constitution by 1.
passionate. Lightning Resistance. You have resistance to lightning
Ability Score Increase. Your Charisma score increases by damage.
2 and your Constitution by 1. Hover Hop. You call upon the winds to aid your movement.
Fire Resistance. You have resistance to fire damage. Until the start of your next turn, you may gain a "hover" speed
Passion Projects. Over the course of your life, you have equal to your walking speed. You are unaffected by difficult
taken on one hobby after another. You have proficiency in terrain that relies on you touching the ground. This does not
three artisan's tools of your choice. work underwater. At the start of your next turn (when you
Reach to the Blaze. You know the Produce Flame cantrip. land), impose any terrain effects as if you just moved into that
Once you reach 3rd level, you can cast the Burning Hands space. This ability may be used once a day, and you regain the
spell once with this trait as a 1st-level spell, and you regain ability when you finish a long rest.
the ability to cast it this way when you finish a long rest. Spirit of the Winds. You know the Gust cantrip. When you
Constitution is your spellcasting ability for these spells. reach 3rd level, you can cast Fog Cloud once as a 2nd-level
spell, and regain the ability to do so when you finish a long
rest.
All Over the Place
Kami suffuse the world with spiritual energy. When Kujin
they manifest, they embody that energy and warp Kujin are associated with the void. They are mysterious and
reality around them. There are infinite varieties. abstract.
Though categorized above for the sake of the Ability Score Increase. Your Dexterity, Intelligence, and
game, the kami-touched are just as varied as their Charisma scores increase by 1.
namesakes. Each leads their own life and impacts Darkvision. You can see dim light within 60ft of you as if it
the world they live in. Many become famous for were bright light, and in darkness as if it were dim light. Your
their wild exploits or sacred havens. ties to the void make your darkvision unusual: everything you
see is in outlines of purple.
Psychic Resistance. You have resistance to psychic
damage.
Mind Palace. You have proficiency in History.
Empty the Mind. You can cast Mind Sliver cantrip. When
you reach 3rd level, you can cast the Sleep spell as a 2nd-level
spell once, and you regain the ability to cast it this way when
you finish a long rest. Intelligence is your spellcasting ability
for these spells.
15
Chapter 2: Subclasses
T
he next step on your journey through
Kamigawa is to pick a class and, by extension,
a subclass. All 13 of the official D&D classes
can be played in the setting. However, some of
the subclasses underneath may not fit well or
at all. In this section, subclasses and how they
may or may not fit in Kamigawa will be
discussed.
Additionally, five new subclasses have been created to
express prominent card types in Kamigawa's sets. These
include the artificer puppeteer, barbarian ronin, bard geisha,
fighter samurai (variant) and monk budoka.
Summary
Below are a list of the subclasses that fit well within
Kamigawa. This is based off the Japanese culture base and
what appeared in Magic: The Gathering's cards. These are
only recommended, and again your character can choose to
be any subclass they would like.
Recommended Subclasses
Class Recommended Subclasses
Artificer Armorer, Artillerist
Ancestral Guardian, Berserker, Totem Warrior,
Barbarian
Zealot
Bard Eloquence, Lore, Spirits, Whispers
Cleric All
Druid Land (except Desert), Shepherd, Spores
Battle Master, Champion, Eldritch Knight,
Fighter
Samurai
Ascendant Dragon, Astral Self, Mercy, Open
Monk
Hand
Paladin All
Beast Master, Gloom Stalker, Hunter,
Ranger
Swarmkeeper
Arcane Trickster, Assassin, Inquisitive,
Rogue
Mastermind, Scout, Thief
Sorcerer Divine Soul, Wild Magic
Warlock All
Scribes, Abjuration, Conjuration, Divination,
Wizard
Evocation, Illusion, Necromancy, War
Subclasses
16
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anime in Japan.
Artificer The idea has been repeated in Western media, including
All existing artificer subclasses, except the battle smith Magic: The Gathering. The Puppeteer card is a blue wizard
(reflavored into the new subclass puppeteer), would fit in the and has been reprinted multiple times. In the recent set
Kamigawa setting. However, the armorer and artillerist have Kamigawa: Neon Dynasty (Kamigawa but 1200 years in the
a leg up on alchemist. Armor and weapons feature future and technologically revolutionized), the card
prominently in the Magic: The Gathering sets and were an Dramatist's Puppet shows a puppeteer as well.
important part of Japanese history too. Magic potions are not As a puppeteer, your character uses their artifice to imbue
significant in either, though alchemy itself did produce magic into a puppet minion. Your puppet isn't just a toy, but a
gunpowder and pursued the elixer of immortality. powerful weapon for battle. You control your puppet through
magical arcane strings and a mage hand to pull them.
Artificer Subclass Grades
Tool Proficiency
Grade Subclasses When you adopt this specialization at 3rd level, you gain
Recommended Armorer, Artillerist proficiency with Tinker's tools. If you already have this
proficiency, you gain proficiency with one other type of
Possible Alchemist artisan's tools of your choice.
Inexplicable Battle Smith
Puppeteer Spells
A new subclass for artificer has been created, the Starting at 3rd level, you always have certain spells prepared
puppeteer. It is somewhat similar to battle smith by having a after you reach particular levels in this class, as shown in the
battle companion, but focuses more on spellcasting and its Puppeteer Spells table. These spells count as artificer spells
companion than magic weapons. for you, but they don't count against the number of artificer
spells you prepare.
Puppeteer Puppeteer Spells
Japanese puppet theatre, called Bunraku, has its origins as Artificer Level Spells
far back as the 16th century, though its modern form is
traced to the late 17th century. There is nothing historically 3rd Mage Hand, Shield, Witch Bolt
to connect puppets to war, though ninja are connected to 5th Hold Person, Warding Bond
entertainment professions. Regardless, the idea of using
puppets to battle was popularized in media, most notably by 9th Aura of Vitality, Lightning Bolt
13th Evard's Black Tentacles, Fire Shield
17th Hold Monster, Mass Cure Wounds
Arcane Strings
By 3rd level, your tinkering has borne you a useful puppet
minion and a way to manipulate it through magic. When you
cast the Mage Hand cantrip within 10ft of your puppet, you
may attach arcane strings from the hand to your puppet to
control it. While attached, the mage hand must be used to
manipulate the puppet; it cannot perform other actions. You
may use your bonus action to detach the arcane strings. You
may attach or reattach the strings using an action to
command the hand.
Once attached, you may use your bonus action to command
the puppet to move and act. This action can be one in the
puppet's stat block or some other action. You may also use
your reaction to use the puppet's reaction. Unless you have
commanded the puppet since your last turn, it will
automatically stay and take the Dodge action.
If the Mending spell is cast on the puppet, it regains 2d6 hit
points. If it has died within the last hour, you can use your
tinker's tools as an action to revive it, provided you are within
5 feet of it and you expend a spell slot of 1st level or higher.
The steel defender returns to life after 1 minute with all its
hit points restored.
At the end of a long rest, you can create a new puppet if you
have your tinker's tools with you. You may not animate more
than one puppet at the same time, since you may only have
one mage hand active. In combat, this also means the puppet
becomes inanimate if you die.
17
Puppet Kugutsu
Medium Construct
Traits
Antimagic Susceptibility. The puppet is incapacitated
while in the area of an antimagic field. If targeted by
dispel magic, the puppet must succeed on a
Constitution saving throw against the caster's spell
save DC or fall unconscious for 1 minute.
False Appearance. While the puppet remains
motionless and isn't moving, it is indistinguishable
from a normal puppet.
Mindless. The puppet is only animated because of
you. It can't be surprised and attacks on the mind do
not work on it.
Puppet Core
Senseless. Your puppet cannot see, hear, smell, or At 5th level, you develop a new device to improve your puppet,
taste. It can feel anything that it is touching or being a magical core. This core imparts a powerful trait depending
touched by, even when invisible (blindsight 0 ft). on which you choose to construct. There are three cores to
choose from: armor-core, spell-core, or strike-core.
Actions Look at the puppet cores table to discover how each
enhance your minion. Whenever you gain a level, you may
Force-Empowered Rend. Melee Weapon Attack: your
spell attack modifier to hit, reach 5 ft., one target
rework the core to another.
you can see. Hit: 1d8 + PB force damage. Improved Core
Repair (3/Day). The magical mechanisms inside the At 9th level, you improve upon your core's design to add new
puppet restore 2d8 + PB hit points to itself or to effects, in addition to the ones already given.
one construct or object within 5 feet of it.
Improved Puppet
Reactions At 15th level, your tinkering has upgraded your puppet to
Deflect Attack. The puppet imposes disadvantage on
become more powerful. Your puppet gains +2 AC, and
the attack roll of one creature it can see that is whenever it uses its Deflect Attack, the attacker takes force
within 5 feet of it, provided the attack roll is against damage equal to 1d4 + your Intelligence modifier. Also, its
a creature other than the puppet. core becomes more potent.
Subclasses
18
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Puppet Cores
Core Level Features
Your puppet is now more durable and better at protecting you. It gains +3 AC, +2x your artificer level of hit
Armor- points, and the Shield reaction. This reaction acts the same as the Shield spell, except it may be cast on either
5th
core you or the puppet and doesn't cost a spell slot. It may only be used once, before the core recharges by
finishing a long rest.
When either you hit a target with a magic weapon attack or your puppet hits a target, its core gives off healing
energy. Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the
9th
chosen recipient, restoring 2d6 hit points to it. Your puppet also gains the ability to cast Aid as a 3rd-level
spell once, before the core recharges by finishing a long rest.
15th The healing increases to 4d6. Instead of Aid, the puppet may cast Mass Cure Wounds.
Your puppet can now channel magical energies. You may now use your bonus action to cast a cantrip through
Spell-
5th your puppet, as if you were in that space. You may also choose to cast a spell through it once (still costing
core
you a spell slot), before the core recharges by finishing a long rest.
You may now cast a spell through your puppet twice (still costing you spell slots), before the core recharges
by finishing a long rest. Your puppet is also a dense concentration of magical energy. Once per day when you
9th
finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level
that is equal to or less than half your artificer level (rounded up).
You may now cast a spell through your puppet four times (still costing you spell slots), before the core
15th
recharges by finishing a long rest. Spells cast through your puppet act as if they were cast one level higher.
Your puppet is now more deadly. It can attack twice, rather than once, whenever you use it's attack action
Strike-
5th (Force-Empowered Rend). Your puppet also gains the ability to cast Inflict Wounds as a 1st-level spell once,
core
before the core recharges by finishing a long rest.
When either you hit a target with a magic weapon attack or your puppet hits a target, its core doles out extra
9th damage. The target takes an extra 2d6 force damage. Your puppet also gains the ability to cast Branding Smite
as a 3rd-level spell once, before the core recharges by finishing a long rest.
15th The damage increases to 4d6. Instead of Branding Smite, the puppet may cast Banishing Smite.
Kami Craftsman
In Kamigawa, there aren't just mortal artificers.
Rarely, a kami will take up an art or industry and
pursue perfection. Their products will be the best
of the best, but their demands may be arduous.
19
the option when your weapon hits a creature, unless the
Barbarian option doesn't involve an attack roll. You may not use this
ability more than once per turn. You have two uses of this
Several of the barbarian subclasses fit well within Kamigawa. ability, and you regain all expended uses of it when you finish
Barbarians are represented in the card set best by red mana a short or long rest.
and the bandits, ronin, and shaman of the Sokenzan You learn another slash form at 6th and 10th level. At 14th
mountains. Godo, the Bandit Warlord is a good example of a level, you may change up to two of your slashes for two
barbarian. These cards tend to focus on aggressive offense, different ones.
mostly in a physical sense but sometimes with magic. If an option requires a saving throw, your Ronin Slash Save
Barbarian Subclass Grades DC is calculated as follows:
Grade Subclasses Ronin Slash Save DC = 8 + your proficiency bonus +
Ancestral Guardian, Berserker, Totem your Charisma modifier
Recommended
Warrior, Zealot
Possible Beast, Storm Herald (Tundra), Wild Magic
Inexplicable Battlerager, Storm Herald (Desert & Sea)
Battle Cry
At 6th level, you may use your bonus action to release a loud
battle cry. You must do this on your first turn during an
encounter and before taking any other actions. If you do,
choose up to four other creatures within 60ft of you that can
hear you. Those creatures gain advantage on attack rolls and
saving throws until the start of your next turn. Once you use
this feature, you can't use it again until you finish a long rest.
Improved Slashes
At 10th level, damage dealt from your slashes increases to
2d6, or specifically 4d6 for the Tsunami slash. Each also
gains a new effect. See the table of ronin slash forms for
more information.
Rage of the Mountain
At 14th level, you take on aspects of the Sokenzan mountains
themselves. Your anger swells within you like the lava of the
earth deep below. Your conscience is silent like fresh snow on
Slash Forms
the Tendo peaks. Your blade is ready to pierce your enemies
like Untaidake pierces the sky. You are the immovable
At 3rd level, you've learned how to incorporate your primal mountain that inspires awe in your allies.
energy into samurai slashes. Pick two slashes from the table When you enter your rage, you and your choice of other
of ronin slash forms. While raging, you may use a slash willing creatures you can see within 30 feet of you equal to
during an attack action with any weapon. You decide to use your Constitution modifier (minimum of one creature). You
Subclasses
20
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Ronin Slash Forms
Slash Level Features
While raging, you channel your primal energy into a freezing wind. The creature you hit takes an extra 1d6
cold damage and its speed is reduced by 10ft until the start of your next turn. Each creature in a 15-foot
Blizzard 3rd
cone directly behind the target must succeed on a Dexterity saving throw, or take 1d6 cold damage and
have their speed reduced by 10ft until the start of your next turn too.
Frost encases you and your armor. After using this slash while raging, you gain +2 AC and resistance to fire
10th
damage. This effects ends when your rage ends.
While raging, you channel your primal energy into a powerful downward stab. Each creature other than you
within a 10ft radius centered on you must make a Dexterity saving throw. On a failed save, the creature
Earthquake 3rd takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it
becomes difficult terrain until cleared, with each 5ft-diameter portion requiring at least 1 minute to clear
by hand.
The radius increases to 15ft. The ground no longer needs to be loose earth or stone to become difficult
10th terrain. After using this slash while raging, you can move through this terrain without expending additional
movement until the end of your next turn.
While raging, you channel your primal energy into a streak of lightning. The creature you hit takes an extra
Storm 3rd 1d6 lightning damage. In a line 30ft long and 5ft wide, a stroke of lightning blasts out behind the target.
Each creature in the line must succeed on a Dexterity saving throw, or take 1d6 lightning damage.
The line increases to 100ft long. Creatures that succeed on the Dexterity save take half damage (instead of
10th
none). The lightning ignites flammable objects in the area that aren't being worn or carried.
While raging, you channel your primal energy into a swift circular cleave. You can use your entire attack
Tornado 3rd action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack
roll for each target. You must decide to use this slash before you roll.
If there is no enemy within 5ft of you in one of the 6 (hex) or 8 (square) directions around you, you may
10th
target an enemy in that direction within 10 ft of you.
While raging, you channel your primal energy into an overwhelming crush. The creature you hit takes an
Tsunami 3rd extra 2d6 force damage. The creature must also make a Strength saving throw. On a failed save, the
creature is pushed 10ft from you and knocked prone.
In a line 30ft long and 15ft wide behind your target, a tidal force emerges. Each creature in that line must
10th
succeed a Strength saving throw, or be pushed 10ft from you and knocked prone.
While raging, you channel your primal energy into a white-hot strike. Your next melee weapon attack deals
an extra 1d6 fire damage and causes the target to ignite in flames. At the start of each of their turns, the
Wildfire 3rd target must succeed on a Constitution saving throw or take 1d6 fire damage. On a successful save, the
effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some
other effect douses the flames (such as the target being submerged in water), the effect ends.
Flames wreath around you and your armor. After using this slash while raging, you gain resistance to cold
10th damage. Also, whenever a creature within 5ft of you hits you with a melee attack, they take 2d6 fire
damage. This effect ends when your rage ends.
While raging, you channel your primal energy into a terrifying strike. Your next melee weapon attack deals
an extra 1d6 psychic damage. If the target is a creature, it must make a Wisdom saving throw or be
Wrathful 3rd
frightened of you for the next 30 seconds. As an action, the creature can make a Wisdom check against
your spell save DC to steel its resolve and end this effect.
10th You mentally scar the target. At the start of each of their turns, they take 1d12 psychic damage.
21
College of the Geisha
Geisha are a cultural icon in Japan. They are a primarily
female group of entertainers that perform skillful dance and
song, called kabuki. Many also play instruments, depending
on the performance. Geisha are instantly known by their
characteristic dress, hairstyle, and makeup too. A beautiful
geisha captures their audience through enchanting looks,
graceful steps, and irresistible music.
The College of the Geisha is home to bards who have
mastered the art of kabuki and traditional music. They've
created an iconic image from how they dress themselves.
Their reputation as a sight you won't want to miss and won't
soon forget is renown across Kamigawa. These bards have
performances that are sophisticated and irresistible.
Fan Focus
When you join the college of the geisha at 3rd level, you may
use a Tessen or other fan as your spellcasting focus instead of
a musical instrument.
Art of the Heart-to-Heart
At 3rd level, you gain proficiency in the Insight skill, a
representation of your daily interactions with clientele.
Enchanting Form
Starting at 3rd level, you can increase your presence to
supernatural levels when you strike a perfect pose and sing a
flawless note. As a bonus action, you can expend one use of
your Bardic Inspiration. When you do so, choose a number of
creatures you can see and that can see & hear you within 60
feet of you, up to a number equal to your Charisma modifier
(minimum of one). Roll the Bardic Inspiration die. Those
chosen creatures must subtract the number rolled from the
next attack roll it makes before the start of your next turn. A
creature is immune if it is blinded, deafened, or immune to
being charmed.
Bard Enthralling Performance
Starting at 3rd level, you can charge your performance with
Entertainers like bards were popular around the globe, seductive magic.
including Japan. There is overwhelming evidence that nobles If you perform for at least 1 minute, you can attempt to
and samurai appreciated theater and music. Most Japanese inspire wonder in your audience by singing, reciting a poem,
entertainers did not have any combat training though, and or dancing. At the end of the performance, choose a number
evidence is scarce that samurai learned how to play music. of humanoids within 60 feet of you who watched and listened
Drums and horns were used in war for signaling at least. to all of it, up to a number equal to your Charisma modifier
Japan's circus period did not include swords. Weapons, like (minimum of one). Each target must succeed on a Wisdom
swords and knives, were martial items not used in saving throw against your spell save DC or be charmed by
entertainment. Juggling was often balls or fruit. Sarugaku, you. While charmed in this way, the target idolizes you. It
japanese circus or early theater, became focused on comedy speaks glowingly of you to anyone who talks to it, and it
sketch and eventually transitioned to Noh theater. This was hinders anyone who opposes you, although it avoids violence
watched by samurai, but not participated in. unless it was already inclined to fight on your behalf. This
Bard Subclass Grades
Grade Subclasses Geisha Men
The geisha subclass is not limited to female
Recommended Eloquence, Lore, Spirits, Whispers
characters. In the mid-17th century, geisha were
Possible Creation, Valor originally men who entertained, as artists or jesters,
in the pleasure quarters of wealthy clientele. It was
Inexplicable Glamour, Swords almost a century later that women dominated the
profession in the mid-18th century.
A new subclass for bard has been created, the geisha. It
uses grace and beauty to enchant foes and support allies.
Subclasses
22
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effect ends on a target after 1 hour, if it takes any damage, if
you attack it, or if it witnesses you attacking or damaging any
of its allies.
If a target succeeds on its saving throw, the target has no
hint that you tried to charm it.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Kabuki Steps
At 6th level, your mastery of kabuki has improved your
natural movements to inspiring levels. When you move
within 5ft of a friendly creature, you may give them one
of your Bardic Inspiration dice without using a bonus
action. After, you do not have to stay next to them and
may use the rest of your movement, if any.
Additionally, you have proficiency in Charisma
(Performance) checks related to dance. Your
proficiency bonus is doubled for these checks.
Venerated Beauty
At 14th level, your appearance permanently takes on a
treasured likeness. While made up, you are art. While
dressed up, you are fashion. This makes others hesitate
before harming or contradicting you.
While in combat, you may also use your appearance
to your advantage. As a bonus action, you can take on
a magically venerated presence for 1 minute or until
you are incapacitated. For the duration, whenever any
creature tries to attack you for the first time on a turn, the
attacker must make a Charisma saving throw against your
spell save DC. On a failed save, it can't attack you on this turn,
and it must choose a new target for its attack or the attack
is wasted. On a successful save, it can attack you on this turn,
but it has disadvantage on any saving throw it makes against
your spells on your next turn.
Once you assume this venerated presence, you can't do so
again until you finish a short or long rest.
Glamour Lost
One might notice that the colleges of geisha and
glamour subclasses have strikingly similar features.
Indeed, they do. Inspiration was taken from the
college of glamour because of the similarity in
appearence-based magic. Like a fey queen, the
geisha commands the attention of the lower
classes and is doted upon by upper classes.
Additionally, Kamigawa does not have a Feywild
like in D&D. In Magic: The Gathering, there isn't a
plane like the Feywild, though faeries feature
prominently in several sets. The planes of Lorwyn
and Eldraine include many faerie creatures and fairy
tale-like characters. Lorwyn might be the closest
setting to a Feywild, but the comparison is loose.
Since the college of glamour is based on being
taught by fey, then it does not fit into Kamigawa.
Likewise, the circle of dreams druid and fey
wanderer ranger subclasses are graded inexplicable
for relying on the Feywild.
23
Cleric & Paladin themselves to two groups of great kami, the myojin and
The peoples of Kamigawa revere the kami as more than just dragons. Depending on which group they follow, a cleric or
spirits. They are their deities, and rightly so. The greatest of paladin is known as kamisworn or dragonsworn. Some
the kami can level cities and destroy the land. Some can clerics and paladins choose to commit themselves to specific
travel between the planes, reaching beyond Kamigawa. The kami or ideals as well, though these are far fewer in number.
most powerful kami holds up the barrier between the spirit All domains and oaths fit within Kamigawa, as the kami
and mortal realms, preventing annihilation. can cover all of them. A deities table is provided to show the
Clerics and paladins of Kamigawa most often commit major kami deities and their respective domains or oaths.
Kamisworn Deities
Deity Alignment Domains Oaths Symbol
Myojin of Cleansing Light, Life, Order, Peace, Crown, Devotion,
LG Fan with sun on it
Fire Twilight Redemption
Myojin of Seeing Arcana, Knowledge, Tempest,
N Watchers Tornado swirl around a sword
Winds Trickery
Myojin of Night's Black hand clawing sideways with
NE Death, Trickery, War Conquest, Oathbreaker
Reach long nails
Myojin of Infinite Conquest, Glory,
CN Forge, Light, Tempest, War Hand holding sword upright
Rage Vengeance
Myojin of Life's
CG Grave, Life, Nature Ancients Tree inside circle
Web
Dragonsworn Deities
Deity Alignment Domains Oaths Symbol
Devotion, Redemption,
Yosei, the Morning Star LG Light, Life, Twilight Sunrise
Crown
Knowledge,
Keiga, the Tide Star NG Crown Single wave curl
Tempest
Kokusho, the Evening
NG Grave, Twilight Vengeance, Watchers Skull with open mouth inside circle
Star
Three fireballs in front of a
Ryusei, the Falling Star CG Tempest, War Conquest, Glory
mountain
Jugan, the Rising Star NG Life, Nature Ancients, Vengeance Antlers on dragon head outline
Subclasses
24
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encounter, you may choose to take this stance and gain its
Druid benefit until the encounter ends.
In Magic: The Gathering, the druid-like cards are typed as Fighting Focus
monks or shaman. Almost all of the monks are green, while Starting at 3rd level, you can focus in battle to an
the shaman are split between green, red, and blue. In D&D, extraordinary degree. You gain three focus charges. As a
druids can be found anywhere nature is found and even rely bonus action on your turn, you can use a charge to gain
on cosmic forces too. The druid subclasses focusing on advantage on weapon attack rolls until the end of the current
nature and the land fit better into Kamigawa than the others. turn. Those attacks can score a critical hit on a roll of 19 or
The circle of the land desert druid is excluded from this. 20. You regain all of your focus charges when you finish a
There is no desert in Kamigawa. long rest.
Druid Subclass Grades Alternate Stances
Grade Subclasses At 7th level, you learn two more stances. Then, you learn
Recommended Land (except Desert), Shepherd, Spores another at 10th and 15th levels. At the beginning of your first
turn in an encounter, you may choose to take any of your
Possible Moon, Stars, Wildfire learned stances and gain its benefit until the encounter ends.
Inexplicable Dreams, Land (Desert) During combat, you may use your bonus action to change
your stance. When you do, you immediately lose the previous
stance's benefit and gain the new one's. You may do this up to
Fighter three times per day, before refreshing this ability by finishing
a long rest. At 10th level, you can change stances one more
Fighters are anywhere and everywhere. In Japan, the most time per day.
important of these is the samurai, a distinguished class with
a long history. They are renown for their code of honor, Tireless Focus
bushido. Kamigawa follows this closely, only deviating to add Starting at 10th level, when you roll initiative and have no
in magic. focus charges remaining, you regain one use.
Fighter Subclass Grades Rapid Strike
Grade Subclasses Starting at 15th level, you learn to trade accuracy for swift
Battle Master, Champion, Eldritch Knight, strikes. If you take the Attack action on your turn and have
Recommended
Samurai advantage on an attack roll against one of the targets, you can
forgo the advantage for that roll to make an additional
Possible
Arcane Archer, Cavalier, Echo Knight, Psi weapon attack against that target, as part of the same action.
Warrior You can do so no more than once per turn.
Inexplicable Purple Dragon Knight, Rune Knight
Monk
Kamigawa has many monks, most of which are human and of Monk Subclass Grades
green mana. They are called budoka, a reference to būdo, and Grade Subclasses
live in the Jukai forest. These monks revere the kami and Ascendant Dragon, Astral Self, Mercy,
seek ascendance through wisdom. They are not good or evil Recommended
Open Hand
and tend towards unarmed martial prowess.
Japan's history includes monks, called Sōhei. They were Possible Drunken Master, Elements, Shadow
Buddhist warriors and scholars with extended monastic Inexplicable Kensei, Long Death, Sun Soul
orders. They participated in Japanese wars and political
feuds. While some adopted peaceful philosophies, warrior A new subclass for monk is available, the way of the
monks continued to exist up to the start of the 17th century. budoka.
Subclasses
26
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Way of the Budoka your unarmed strikes deal poison damage instead of
bludgeoning damage, and they also deal an extra 1d4 poison
The monastic tradition of the budoka is a path towards peace damage.
and connection with the kami and thus the world. In order to
achieve this, you must train your body to defend, mind to Nature Walk
calm, and spirit to open. Budoka must go and live near the At 6th level, your connection to nature alerts you to the best
kami to cultivate themselves. This leads them to the Jukai places to step while in a forest or other area dense with
forest and developing a bond with nature. plants. Difficult terrain due to vegetation, such as prickly
No shrine is more famous than Okina temple beneath the brambles or large tree roots, does not cost you extra
Boseiju, the oldest and tallest tree of the forest. It embodies movement.
the spirit of the magnificent forest. Shimenwa ropes and
shide papers hang from its body to mark its significance. The Kodama's Anger
monks at Okina are some of the strongest and most At 6th level, you can call upon nature to aid you. You can
knowledgeable in Kamigawa. spend 3 ki points to cast the Spike Growth spell. Your ki save
DC is used as your spell save DC.
Natural Reflection
Starting at 3rd level, your connection to nature gives you an Natural Discussion
intuition about vegetation. You have proficiency in At 11th level, your connection to nature has grown again. You
Intelligence (Nature) checks related to plants. can now cast Speak with Plants once a day, before refreshing
this ability by finishing a long rest.
Meditation Chants
At 3rd level, you learn shōmyō, a style of Japanese Buddhist Empowered Chants
chant used to prepare for meditation. Pick one chant from At 11th level, your chants have grown in power with you. You
the list of shōmyō chants. With this chant, you can lead may add your Wisdom modifier to the number rolled on the
friendly creatures in meditation during a short or long rest. If Martial Arts die. The Chant of Power no longer expends a ki
you do, those creatures that participated gain its benefit for 1 point.
hour after the rest. You may only use this feature once a day, Additionally, pick another shōmyō chant to learn. You
before refreshing it by finishing a long rest. should know two chants now.
Fist of Masumaro
At 3rd level, when you use the Attack action on
your turn, you can spend 1 ki point to imbue
sickening green energy into your
fists and feet. For the
rest of your turn,
27
Dragons or Kami?
Kamigawa has dragons, but not the western variety.
Boseiju's Wrath The deity-like dragon kami are technically spirits
At 17th level, your connection to nature and based on eastern dragons. They do not have
and its kami has reached it full potential. You can wings. Some have horns or antlers. All have long
now call upon the spirits of nature to rouse them against serpentine bodies. They are considered wise
your enemies. You can spend 6 ki points to cast the Wrath of protectors instead of gigantic cunning monsters.
Nature spell. Your ki save DC is used as your spell save DC.
List of Shōmyō chants: Ranger Subclass Grades
The shōmyō chants are listed in alphabetical order. Grade Subclasses
Chant of Power. Expend 1 ki point. Energy surges
through your party. Roll a Martial Arts die. When a friendly Recommended
Beast Master, Gloom Stalker, Hunter,
creature that participated makes their next weapon or spell Swarmkeeper
attack, add the number rolled to that attack's damage. Possible Horizon Walker, Monster Slayer
Chant of Regeneration. Life rushes through your party.
Roll a Martial Arts die. A friendly creature that participated Inexplicable Drakewarden, Fey Wanderer
regains an amount of hit points equal to the number rolled.
Chant of Sensitivity. Your party's souls feel open to the
world. Roll a Martial Arts die. When a friendly creature that Rogue
participated makes their next skill check, add the number The existing rogue subclasses have a lot of good choices. The
rolled to that check. ninja, a rogue with aspects of several of the subclasses,
Chant of Serenity. Calm washes over your party. Roll a features prominently in Kamigawa. Ninja are a part of
Martial Arts die. When a friendly creature that participated Magic's black and blue colors. In Japan, ninja and rogues are
makes their next saving throw, add the number rolled to that an important part of their history. They have grown from
save. being mountain mercenaries into cultural icons. Magical
techniques, mysterious methods, and flawless disguises are
Ranger some of their legendary attributes. Any subclass which uses
these tactics would fit in Kamigawa.
In both Magic: The Gathering and Japan, archery and military
animals existed throughout history. Archery, or kyūdō, was an Rogue Subclass Grades
integral part of warfare in Japan and samurai training. Horses Grade Subclasses
archers were important too. Dogs, like the Akita, were used
as guard animals. Recommended
Arcane Trickster, Assassin, Inquisitive,
In Magic, both archery and warhounds are shown. The Mastermind, Scout, Thief
Orochi snakefolk had a whole tribe devoted to archery and Possible Phantom, Soulknife, Swashbuckler
scouting. Also, Kamigawa specifically has nezumi shaman
that kept swarms of insects, though they were closer to Inexplicable
druids. Ranger subclasses focusing on archery and beast
companions fit the Kamigawa setting better than others. A ninja subclass was explored, but lacked differentiation
from the already existing subclasses.
Subclasses
28
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Sorcerer Warlock Patrons - Kami
Suggested
The sorcerer class and its subclasses do not fit as well into Kami Alignment Subclass
Kamigawa as other classes. Most magic users were either
bestowed powers from kami like warlocks or learned it Patron of the Akki CN
Archfey, Genie
through study like wizards. Japanese history doesn't help (Efreeti)
much either. The mages, called onmyōji, were concerned with Patron of the Kitsune NG Archfey, Celestial
astrology, divination, exorcisms, and warding. Offensive
spellslinging wasn't practiced. Patron of the Moon LN
Archfey, Genie
There is some hope though. Several cards in the (Djinni)
Kamigawa set show descendants of mortals turned kami, Patron of the Nezumi CN Archfey, Undying
essentially divine souls. Wild magic is also able to fit in pretty
much any setting. Patron of the Orochi N Archfey, Hexblade
Adamaro, First to Desire NE Fiend
Sorcerer Subclass Grades
Grade Subclasses Akuta, Born of Ash CE Fiend
Subclasses
30
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Chapter 3: Equipment
G
oing out of the city of Eiganjo and into
Kamigawa is dangerous. You've picked your
class and are properly trained, but now you
need the equipment to make use of that
training. In Kamigawa though, you won't find
your standard D&D weapons and armor. There
aren't any crossbows or greataxes, nor half-
plate or hide. Your lovable bagpipes don't exist. Katanas and
tate are a samurai's sword and shield. The twang of a
shamisen may be heard in the local tavern. This chapter will
focus on the Japanese-style equipment Kamigawa has.
On a whole, there are more similarities (or at least analogs)
to D&D than not. For balance reasons, many of the costs and
stats will in general remain the same. However, there will be
a few major differences, some reinforced by special cases
from Magic: The Gathering. With both new and old choices, it
can be fun to explore while having a solid foundation to fall
back on.
Currency
Kamigawa, like Japan during the samurai era, has ryō as
currency. This is a gold-based currency, similar to D&D.
However, brass was used instead of copper and the ratios of
gold to silver to brass were quite different in old Japan. The
official rate was 1 gold koban to 50 silver monme to 4000
brass mon coins. Though it's not historically inaccurate,
Kamigawa will stick to the D&D ratios of 1 gold to 10 silver
to 100 copper for simplicity.
Strings of cash coins, called kan, are also be available in
Kamigawa. These are traditionally of the lowest
denomination, or kanmon, and have 1000 mon coins
attached. In Kamigawa, the kan represents a platinum piece.
The electrum does not have an equivalent denomination.
Standard Exchange Rates
Coin mc mm kb kan
Mon (mc) 1 1/10 1/100 1/1000
Monme (mm) 10 1 1/10 1/100
Koban (kb) 100 10 1 1/10
Kan string (kan) 1000 100 10 1
These coins represent wealth for not just mortals, but also
kami. Koban and kan strings are offered to the spirits for
blessings. Some spirits take on aspects related to wealth or
currency. A kami of generosity may provide the poor with
extra wages. A kami of greed may mug traveling merchants
for their coin purses. Other kami do not care for wealth nor
even any material thing.
Armor & Shields
Kamigawa and Japan have a new armory to look through.
The armor and shields table has been modified to reflect this.
For balance reasons, the armors have kept equivalent stats to
the standard D&D armors, despite some being dubiously
similar to each other.
31
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight (Equivalent)
Light Armor
Kikko Katabira 5 kb 11 + Dex modifier — Disadvantage 8 lb. (Padded)
Kikko Tatami-dō 10 kb 11 + Dex modifier — — 10 lb. (Leather)
Kurata Tatami-dō 45 kb 12 + Dex modifier — — 13 lb. (Studded Leather)
Medium Armor
Nerigawa Manchira 10 kb 12 + Dex modifier (max 2) — — 12 lb. (Hide)
Kusari Tatami-dō 50 kb 13 + Dex modifier (max 2) — — 20 lb. (Chain shirt)
Dō-maru 50 kb 14 + Dex modifier (max 2) — Disadvantage 45 lb. (Scale mail)
Hotoke-dō 400 kb 14 + Dex modifier (max 2) — — 20 lb. (Breastplate)
Ō-yoroi 750 kb 15 + Dex modifier (max 2) — Disadvantage 40 lb. (Half plate)
Heavy Armor
Hishinui-dō 30 kb 14 — Disadvantage 40 lb. (Ring mail)
Kusari Gusoku 75 kb 16 Str 13 Disadvantage 55 lb. (Chain mail)
Sendai-dō Gusoku 200 kb 17 Str 15 Disadvantage 60 lb. (Splint)
Hotoke-dō Gusoku 1,500 kb 18 Str 15 Disadvantage 65 lb. (Plate)
Shield
Tate 10 kb +2 — — 6 lb. (Shield)
.
Weapons
Kamigawa, due to its Japanese inspirations, have a host of
new weapons that replace the normal European-inspired
weapons. The weapons table has been modified to reflect
this. For balance reasons, most new weapons took one of the
original weapons stats entirely. There are a few key
differences though.
Firearms have replaced crossbows. They've also been
modified for greater damage, but with drawbacks in range
and weather. Japanese history does not include crossbows,
which were introduced by China in the 11th or 12th century
and quickly rejected. Compared to bows, they were harder to
maintain, required valuable metal, and had shorter range.
Samurai thus preferred the bow. Firearms were introduced
Wait, Weight?
Some of the armor table's weights are historically
silly. The ō-yoroi, an early samurai armor from the
10th century, was famously boxy and heavy
compared to succeeding armors. It could weigh up
to 30kg (or ~66lb) and would've been classified as
heavy armor. Its contemporary, the dō-maru, was a
lighter, plain version that offered less protection
but more mobility.
Equipment
32
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by the Portuguese in the 16th century, and they quickly Weapon Properties
became an important part of warfare. Though they were still
worse in some ways, a firearm could be used to lethal effect There is one new weapon property related to firearms. There
by low-ranking soldiers without much training. Japan saw a is also a few new weapons with special rules.
boom in gun production and innovation. Dry. When using firearms, the firing mechanism may not
Another difference is not every standard D&D weapon is function in wet weather. In light rain, a roll (before bonuses)
available. Most have an equivalent or one that fills the same of 1-2 does not fire. If this occurs, your Attack action ends
role in Japanese culture for damage type and die. However, and ammunition is not lost. In heavy rain or worse, a roll of 1-
the light hammer, greataxe, and whip don't make an 5 does not fire. The Gunner feat negates this penalty for light
appearance. rain and reduces heavy rain or worse to a roll of 1-2.
Others have been replaced. The morningstar is now the
yoroi-dōshi, an armor-piercing sword. The shortsword is now Special Weapons
the sai, a metal prong with two curved sideprongs. These New weapons with special rules are described here.
weapons have situationally good effects at the cost of a lower Tessen. When not surprised, you may spend your reaction
damage die than their equivalents. to gain +2 AC against one nonmagical ranged attack.
There are new weapons available too. The tessen is a Yoroi-dōshi. When attacking a unit with heavy armor, add
Japanese war fan that provides a minor defensive bonus. The +2 to the attack roll.
nunchaku is a pair of sticks connected by a short metal chain Sai. You may take the Disarm action (DMG P.271). If
or rope in between. already allowed, then you gain advantage on the attack roll.
Simple Weapons
Name (Equivalent) Cost Damage Weight Properties
Simple Melee Weapons
Tonfa (Club) 1 mm 1d4 bludgeoning 2 lb. —
Tantō (Dagger) 2 kb 1d4 piercing 1 lb. Finesse, light
Kunai (Dagger) 2 kb 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Nyoibō (Greatclub) 2 mm 1d8 bludgeoning 10 lb. Two-handed
Ono (Handaxe) 5 kb 1d6 slashing 2 lb. Light, thrown (range 20/60)
Te-yari (Javelin) 5 mm 1d6 piercing 1 lb. Thrown (range 30/120)
Ararebo (Mace) 5 kb 1d6 bludgeoning 4 lb. —
Bō (Quarterstaff) 2 mm 1d6 bludgeoning 4 lb. Versatile (1d8)
Kama (Sickle) 1 kb 1d4 slashing 2 lb. Light
Su-yari (Spear) 1 kb 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Tessen 2 kb 1d4 bludgeoning 2 lb. Light, special
Simple Ranged Weapons
Tanegashima arquebus
25 kb 1d10 piercing 8 lb. Ammunition (range 50/300), loading, two-handed, dry
(Light Crossbow)
Shuriken (Dart) 5 mc 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Hankyu (Shortbow) 25 kb 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Inji (Sling) 1 mm 1d4 bludgeoning — Ammunition (range 30/120)
33
Greataxe Damage Variant
Since there is no 1d12 slashing damage weapon,
you may choose to use a 1d12 damage die with
the Ōdachi instead of its normal 2d6 dice.
Martial Weapons
Name (Equivalent) Cost Damage Weight Properties
Martial Melee Weapons
War Ono (Battleaxe) 10 kb 1d8 slashing 4 lb. Versatile (1d10)
Chigiriki (Flail) 10 kb 1d8 bludgeoning 2 lb. —
Naginata (Glaive) 20 kb 1d10 slashing 6 lb. Heavy, reach, two-handed
Ōdachi (Greatsword) 50 kb 2d6 slashing 6 lb. Heavy, two-handed
Bisento (Halberd) 20 kb 1d10 slashing 6 lb. Heavy, reach, two-handed
Sankaku-yari (Lance) 10 kb 1d12 piercing 6 lb. Reach, special
Katana (Longsword) 15 kb 1d8 slashing 3 lb. Versatile (1d10)
Kanabō (Maul) 10 kb 2d6 bludgeoning 10 lb. Heavy, two-handed
Yoroi-dōshi (Morningstar) 15 kb 1d6 piercing 4 lb. Special
Nagae-yari (Pike) 5 kb 1d10 piercing 18 lb. Heavy, reach, two-handed
Tsurugi (Rapier) 25 kb 1d8 piercing 2 lb. Finesse
Wakizashi (Scimitar) 25 kb 1d6 slashing 3 lb. Finesse, light
Sai (Shortsword) 10 kb 1d4 piercing 2 lb. Finesse, light, special
Jūmonji-yari (Trident) 5 kb 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
Tsuruhashi (War Pick) 5 kb 1d8 piercing 2 lb. —
Ōtsuchi (Warhammer) 15 kb 1d8 bludgeoning 2 lb. Versatile (1d10)
Nunchaku 5 kb 1d6 bludgeoning 2 lb. Finesse, light
Martial Ranged Weapons
Fukiya (Blowgun) 10 kb 1 piercing 1 lb. Ammunition (range 25/100), loading
Bajō-zutsu pistol
75 kb 1d8 piercing 5 lb. Ammunition (range 25/80), loading, dry
(Hand Crossbow)
Hinawaju rifle
50 kb 1d12 piercing 8 lb. Ammunition (range 75/360), loading, two-handed, dry
(Heavy Crossbow)
Yumi (Longbow) 50 kb 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 kb — 3 lb. Special, thrown (range 5/15)
Equipment
34
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Tools Musical Instruments
Item Cost Weight
As a whole, the tools table could still be used in Kamigawa.
While some of the kits have an odd item here or there for the Drum
setting and dragonchess might need to be called kamichess, Kakko 15 kb 10 lb.
they are good to go for the most part. If you do come across
something odd in your game, bring it up with your DM. Ko-daiko 40 kb 25 lb.
However, there was one section that needed some work: Tsuzumi 10 kb 5 lb.
musical instruments.
String
Musical Instruments Biwa 35 kb 10 lb.
Kamigawa has Japanese instruments and music, which are Kokyū 30 kb 3 lb.
quite different from the D&D standard. For one, there are no
bagpipes. But more seriously, different instruments were Koto 50 kb 15 lb.
important in Japanese theater. Noh and kabuki dominated Kugo 30 kb 10 lb.
during the samurai eras, with bunraku puppetry rising at the
tail end. These used a characteristic flute note at the Shamisen 35 kb 5 lb.
beginning of noh drama or the beat of a tsuzumi drum to Flute
emphasize an action, among many other distinguishing
sounds. Hichiriki 3 kb —
To reflect these differences, a modified musical Nohkan 2 kb —
instruments table is provided. Leniency has been given to
whether the instrument could be played in the middle of Shakuhachi 3 kb 1 lb.
battle. A reliable source on the weights could not be found Shinobue 2 kb —
and were approximated instead.
Mounts & Vehicles
Geared Up
Horses are the only mounts available for purchase in
After inspection, an overhaul of the adventuring
gear table was not required. Only a few items, such
Kamigawa. Oxen mounts will exist, but must be specially
as crossbow bolts, are truly out of place in
acquired. Japan used horses in work and warfare for
Kamigawa. Instead, it's encouraged to simply
centuries. Cards from the Kamigawa sets show horse and
reimagine how the item may look or call it by a
oxen cavalry. Kamigawa uses the same variation in horses as
different name. For example, makibishi are standard D&D. The draft, riding, and warhorse may be
Japanese caltrops and have six or eight prongs. purchased as well as the pony.
There are two other animals available for purchase. These
are the Akita, a dog equivalent to a mastiff in terms of
companionship, and the draft ox.
These will not be mounts. Small
characters (i.e. Akki) may ride
ponies.
35
The giant moths of Kamigawa are a new unique flying
mount. Pegasi, griffons, and hippogriffs do not exist in
Kamigawa. There may be other flying mount options, but the
moths will certainly be the most commonly seen. The moths
are befriended by the samurai of Eiganjo and live in the
surrounding Towabara plains. The riders and mounts treat
each other as equals, as the moths are intelligent. The
samurai presumably raise and ride their moths regularly.
Some moths are shown not to have riders and are instead enlightenment.
wild. While D&D can
Moths will not be normally available for purchase for two be a land-only
reasons. One, they are either bred for military purposes or adventure, it has
are wild. Two, they are intelligent and must be negotiated some options for water-
with or befriended before riding. Acquiring a moth mount based ones for good reason.
entails a quest in it's own right and displays a level of To allow for this, some artistic
achievement that few adventurers can match. license is required. Kamigawa
will have bekabune and maruko-bune
Mounts and Other Animals represent the rowboat and keelboat, respectively.
Item Cost Speed Carrying Capacity A Chinese-style junk and the Atakebune will represent the
ocean-worthy sailing ship and warship, respectively. The
Mounts galley and longship are not in the setting.
Horse, riding 75 kb 60 ft. 480 lb.
Waterborne Vehicles
Pony (small size only) 30 kb 40 ft 225 lb. Item Cost Speed
Warhorse 400 kb 60 ft 540 lb. Maruko-bune (Keelboat) 3,000 gp 1 mph
Animals Bekabune (Rowboat) 50 gp 1.5 mph
Akita 25 kb 40 ft 60 lb. Junk (Sailing ship) 10,000 gp 2 mph
Horse, draft 50 kb 40 ft 540 lb. Atakebune (Warship) 25,000 gp 2.5 mph
Ox, draft 150 kb 40 ft 1080 lb.
T
he peoples of Kamigawa aren't limited to just
the seven races described in Chapter 1. There
are several other races that were explored and
then excluded for one reason or another.
The strongest reason to exclude a race was
balance. For example, the soratami can
naturally fly, a trait well-known to break the
balance of battles and places a lot of strain on the DM.
Another exmaple, the oni are spirits that might become
ethereal and pass through walls, an ability reserved for mid-
level spells.
Another reason to exclude a race was the nature of their
society's interaction with the other races. The orochi are the
prime example of this. From a balance perspective, they
could probably work, barring the four arms. However, the
orochi do not interact with the other races on a meaningful
level. They don't leave their forest and are generally
xenophobic. Another good example is the ogres. They are
antagonists in MTG lore and generally interact solely with
violence. It would be better to keep them as such than try to
change their nature. Instead, the half-ogres were created,
similar to the half-orcs of D&D.
Some might ask why the akki, who are territorial and
generally act poorly with other races, was included then. I
could claim artistic license, but honestly I needed to have a
race that mirrored some of the role played by halflings,
dwarves, and gnomes. Kamigawa doesn't have anything like
this, so the akki's agreeableness and the other race's
tolerance for them was increased to achieve this.
Another reason to exclude a race was a lack of regularity in
the creature's traits. This primarily applies to the Kami. They
are closer to monsters and vary so widely that typical trait
categories may not apply. They might have tens or even
hundreds of subraces, so it doesn't make sense to make them
a playable race.
Last, I want to repeat the idea that this book is not the final
authority on what's possible. I made these decisions, but you
don't have to follow them. If your D&D group wants to play
orochi snakemen with four arms, do it. If you want to be a
reformed ogre or one who joined the ronin of Sokenzan, do
it. Homebrew it and have fun.
Soratami
The Soratami, or moonfolk, are an enigmatic and aloof race
of flying mages. They claim to be descended from a moon
myojin, one of the most powerful kami if it existed.
Regardless of its truth, they have the ability to fly, an aptitude
for magic, an unusual appearence, and capricious behavior.
They are slim humanoids with blue-gray skin, white hair, and
long ears wrapped over or around their heads. It is unknown
how long they live, though it is at least a few centuries.
Enigmatic Observers
To the north of and above Lake Kamitaki, the soratami live in
floating cities among the clouds. The soratami can naturally
fly and spend most of their life watching the world. They are
mostly indifferent to the concerns of surface folks. Some do
37
. not ever even go to the surface. Meanwhile, surface folk are
not allowed within their cities without special permission.
Two places on the surface do entice interest from the
soratami though. These are Minamo Academy and the
Imperial palace. At the academy, magical research and an
exchange program attract soratami. They may become
students, professors, or both. In secret, they also enroll to
retain control over the school and use it to pursue their own
agendas. In the palace, both power and money in great
quantities convince soratami advisors to lend their help to the
Empire. These advisors are highly prized for their accurate
assessments. Some nobles spend fortunes to learn political
secrets or get life advice, knowing the investment may bear
fruit for decades. Soratami may secretly manipulate them to
achieve their own goals.
Flying Mages
Soratami culture emphasizes the study of magic,
producing some of the most learned mages in
Kamigawa. They specialize in evocation, transmutation,
and conjuration magics, especially those related to the
weather and mirrors. Minamo Academy, the center of
magic, technology, and research in Kamigawa, has some
sort of agreement with the soratami to exchange
wisdom for research. The soratami are more than happy
to oblige and visit often.
The soratami enjoy many intellectual pursuits as well.
They like debate and wordplay. They like solving puzzles
and complex problems. Cleverness comes naturally to
them. They will respect those that can keep up and
be delighted when they are pleasantly surprised, but are
often arrogant towards those that cannot maintain the
brisk pace their minds run at.
It's rumored that the soratami write histories of the
world in secret as they watch from above, all to be
catagorized in endless libraries. A person who gets their
hands on even a fraction of this may learn more than all of
Eiganjo together.
Orochi
The orochi are anthropomorphic four-armed snakefolk who
inhabit the Jukai Forest. They are fearsome looking on the
outside, but like most other races on the inside. Their
warriors and scouts protect their territory. Their hunters and
gatherers feed the villages. Their druids lead them in worship
of the kami. If they could simply trust others, they would be
part of the whole.
Forest Snakes
Fable of the Mirror-Breaker Almost all orochi live in the Jukai Forest. They are very
Kiki-Jiki was a mischievous akki, exiled from his territorial and attack trespassers without warning. They
family group, who stumbled his way into a dragon's prevent human and kitsune expansion into the forest. This
lair. Keiga, the Tide Star, met him and sent him on a has gone on for centuries and remains a thorn in the
mission to recover their stolen treasure. He was to Emperor's side. The only ones they allow to remain deep in
break into the palace of Meloku, a powerful the forest are the monks of Okina and Fudaiju. These are two
soratami mage, and steal it back. Kiki-Jiki did this temples that worship kami, a practice the orochi respect.
and broke a magic mirror in the process, creating a The orochi are divided into three main tribes. These are
reflection that inadvertently helped him escape. the Kashi, Matsu, and Sakura tribes. Kashi is the warrior
After his success, Keiga made him their apprentice. tribe, focusing on close combat prowess. Matsu is the hunter
tribe, focusing on ranged attacks and reconnaissance. Sakura
Appendices
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is the druid tribe, focusing on religious rituals and teachings. Cunning Brutes
Combined, these tribes form the backbone of orochi society
and promote their supremacy in the forest. Ogres originated in the Sokenzan mountains. They are huge
compared to the other races of Kamigawa. They stand
Kami Worshipers between 8 and 9ft tall. They weigh upwards of 500lbs or
The orochi revere the forest kami and seek to always live in more. Their bodies are very muscular and their faces
harmony with them. They see the kami as expressions and fearsome. Inside their mouths are a mess of sharp teeth, with
extensions of the land itself. If the kami are out of balance, many ogres having long fangs sticking out due to an
then the world is too. Orochi rituals seek to please the kami. underbite. Their chins and jaws often have bony protusions.
They believe that the kami would drive them out of the forest Some are hunched over and have an impossibly wide and
should they become displeased or enraged. This is the orochi bloated neck. Those that have made deals with or sacrifices
way, a way other races do not seem to understand very well. to the oni may recieve further body alterations to increase
Thus, the orochi see themselves as necessary protectors and their strength, durability, and ferocity.
caretakers of the forest. While ogres may not be the innovators of technology or
Orochi magic is based on this reverence for the kami and even literate, they are not stupid. They are politically savvy.
land. Their spells are tied to nature and the seasons. They They wage war often and know how to outmaneuver those
have some of the best druids and rangers in Kamigawa. who aren't familiar with battle. They use their large bodies
These blessings have been taken as a sign of approval from and intimidating faces to their advantage. Beware
the kami. The orochi are very proud to serve them, to the underestimating an ogre, or it might be the last thing you do.
point that refrain from worship or leaving the community Oni Thralls
would be considered a betrayal to the kami and thus the
world. This philosophy is often projected onto other races to Before the oni seduced the ogres of the mountains, it was
their detriment. However, the orochi have little interest in already in their nature to kill or dominate others. However,
going out and forcing this philosophy on others. They'd much they were not truly evil yet. The oni played upon their
rather keep their home free of those that do not follow their instincts to turn them into what they are today. The oni
ways. encouraged murder and abuse. They offered the ogres
supernatural power and strength in return for foul blood rites
Ogre and sacrifices. The ogres desired this and became the oni's
willing servants.
The ogres of Kamigawa, also known as o-bakemono, are At the oni's call, the ogres moved from the mountains to
considered the main villians of the material world by other Takenuma swamp north of them. Upon arrival, they pushed
races. They are not the stupid, lazy, hungry thugs of other out the nezumi and human inhabitants through repeated
D&D worlds, but intelligent and sadistic servants of evil. raids on their settlements. The nezumi suffered the most,
losing all villages living in the west part of the swamp. Today,
the only large settlements left are in the east, nearer to the
Towabara plains. These are the cities of Numai and
Takenosu.
39
Hopeful Rejects
Though most of the ogre race has moved from Sokenzan
to Takenuma, there are a few who rejected the oni and
remained in the mountains. These ogres were cursed
and made outcasts by their brethren. Some live in caves
or small communities. Some have joined with the ronin
and bandits living in the mountains. Godo, the bandit
warlord, commands their fear and respect despite
his human heritage.
The ogres who rejected the oni did so for one
reason. They wanted to achieve in their lives through
their own strength and power, not through some
demon's. This hint at honor and independence is what
draws many to believe there is some hope for the ogre
race, though it is still undercut by the brutal "might
makes right" philosophy the mountain ogres continue to
live by. Outside of those ogres that follow Godo, you'd
be hard-pressed to find an ogre that follows any sense
of order.
Oni
If the ogres are the villians of the material world, the
oni are the villians of the spirit world. They are demon
kami, chaotic evil incarnate, and want to devour both
worlds.
Demonic Masters
The oni are infamous for their authority over the ogres. They
often send them on raids to kidnap people for sacrifice. The
oni gain power by feeding on the spirits of living sentient
beings, and they will go to any length to achieve this. They
make promises of power and strength to the ogres in
exchange for performing these heinous blood rites. These
deals are real and cause a great deal of death and destruction Kami
in the world. The kami are spirits associated with anything and everything
Besides the ogres, some peoples and their children have in the world of Kamigawa. They are the most powerful forces
been forever changed by the oni, becoming oni-touched. in the world and come in an overwhemling variety of forms.
These are often dangerous and costly deals, even when the
seeker achieves their goal. The oni may manipulate the Spirits of the World
situation, force an unforgivable act, or bide their time and use
the solicitor at a later date. Most kami remain in the spirit world, unseen and unfelt by
the ordinary. When a kami manifests into the material world
Spirit Prisoners though, they are somewhat unstable and create strange
energy objects around them. They appear bizarre and out of
Most oni are actually limited by the greater kami in what they place, usually looking impossible or unrealistic according to
can affect in the material world. Long ago, the Kyodai locked the natural laws that normally affect the material plane. Their
away the oni in spritual prisons. Cut off from the mortal brand of magic works mysterious and often beyond that
realm and unable to feed freely, their power dwindled and which mortals conceive or control.
mortals could spread freely across the world. The kamis' power is real and can affect the real world.
The oni long to be free once again. Everything the oni do is When enraged, a kami may harm others or destroy the
an attempt to enter the material world, a ripe feeding ground. environment around them. Mortals who don't know what
Several kami help to hold up a barrier between the material they're doing should be careful when dealing with them,
& spirit worlds and maintain balance to prevent such a perhaps avoiding them altogether. If one does have a kami
calamity from occurring. problem, it's best to seek out a cleric at one of the kami-
The oni that have been freed or escaped share common worshipping temples dotting the landscape of Kamigawa.
physical traits. They all have a third eye on their foreheads
and horns coming from their heads. Many are large, ugly, and Expression Incarnate
muscular. They inspire fear at a base level, causing normal
people to run on sight. They have the ability to possess A kami's form and its powers often reflect their environments
mortals who agree to it. The ogres give their bodies willingly or the essence of living things around them. A kami of the
to the oni for this, believing it will empower them. hunt may have bestial speed and a fearsome maw to run
Appendices
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
down prey. A latern kami may be made up of a myriad of Kamitaki. Kokusho, the Evening Star, is the guardian of an
lights in all directions. Kami can come from the spirits of unknown location in the Takenuma swamp. Ryusei, the
those who've died as well. The tale of Kaiso tells the story of a Falling Star, is the guardian of the Tendo Peaks in the
faithful squire killed in action, only to return to their master's Sokenzan Mountains. Jugan, the Rising Star, is the guardian
side in battle as the memory of loyalty. of Boseiju in the Jukai Forest. These dragons are very
powerful and worshipped by many. Clerics and monks create
Defenders of Balance shrines and keep temples to them. Dragonsworn even pledge
There are several greater kami in the material world that their lives.
help maintain balance and prevent the material and spirit The five myojin are the greater kami spirits of the different
worlds from colliding or collapsing. These greater kami lands in Kamigawa. They encompass all aspects of that land
include the Kyodai, O-Kagachi, the five dragon-kami, and the and express a fundamental force in the world. These forces
five myojin. are justice, knowledge, power, passion, and creation. In a way,
The Kyodai is the worldsoul, a strange-looking dragon spirit other kami are not lesser expressions, but specific partial
who imprisoned the oni long ago. O-Kagachi is the oldest and expressions of the myojin. The Myojin of Cleansing Fire is
mightiest kami and maintains the boundary between the the expression of justice and resides in the Towabara plains.
spirit and material worlds. O-Kagachi is the embodiment of The Myojin of Seeing Winds is the expression of knowledge
the world and appears dragon-like with many heads. The and resides in Lake Kamitaki. The Myojin of Night's Reach is
Kyodai and O-Kagachi are the same being; soul and body, the expression of power and resides in the Takenuma swamp.
separate but one. The Myojin of Infinite Rage is the expression of passion and
The five dragon-kami are spirits that take the form of an resides in the Sokenzan mountains. The Myojin of Life's Web
Eastern-style dragon. These are Yosei, Keiga, Kokusho, is the expression of creation and resides in the Jukai forest.
Ryusei, and Jugan. Each one has pledged to protect mortals These kami are extremely powerful and worshipped by many.
at a different place of significance. Yosei, the Morning Star, is Druids, rangers, clerics, and monks follow their ways and
the guardian of Eiganjo in the Towabara plains. Keiga, the receive their blessings. Kamisworn pledge their lives.
Tide Star, is the guardian of Minamo Academy at Lake
41
Appendix B: Deities of Kamigawa
T
he plane of Kamigawa is home to many
powerful spirits that fall under the category of
deity in D&D. The greater kami are greater
deities, powerful and commanding respect of
other kami, though they would lack the raw
numbers of worshippers required due to
kamigawa's relatively small scale compared to
other settings. The Kyodai and O-kagachi could be
considered an overdeity even, as they aren't worshiped but
hold immense power. The lesser kami are lesser deities with
a focus on their specific expression of the world.
Some kami deities were listed with relevant classes. For
clerics and paladins, the two groups of five greater kami are
listed. For warlocks, many lesser kami are listed. Druids and
rangers may devote themselves to either or neither.
Some deities haven't been mentioned. For example, the
kodama are tree spirits in the Jukai forest with large shrines.
A cleric or druid may want to choose one of these kami to
devote themselves to.
There is one important difference between D&D deities
and the kami deities of Kamigawa. The power of many D&D
deities increases and decreases based on the number of
worshipers they have. This is not exactly the same in
Kamigawa. Kami deities do not need worshipers and would
exist without them. Instead, their powers are based on the
strength of what they are expressing. This can be affected by
the material world, though does not have to be. For example,
some people's spirits turn into kami after death because they
had a great conviction in their life.
This appendix gives more information on the kami in
Kamigawa, their stories, and what kind of deity they may be.
The Worldsoul
The Kyodai and O-kagachi are expressions of the world itself,
body and soul. All kami are a part of them and they are a part
of all kami. They are not worshiped, and not many know of
their existence. They could be considered an overdeity, an
entity beyond the understanding of mortals and care nothing
for worshipers.
O-kagachi is the kami of the barrier between the material
and spirit worlds. He is more powerful on his own than any
other kami. He is not a leader and does not command the
kami, but his emotions influence them like a parent on their
child. The Kyodai is the essence of divinity. She is not
powerful in a physical sense, but is part of all kami and gives
them their otherworldly powers. The Kyodai and O-kagachi
are parent and child, together and at odds, seperate but one.
The Kami War
In Magic: The Gathering lore, the Kyodai was stolen and
imprisoned by the emperor of Eiganjo to make himself
immortal and prescient. This started the Kami War, a twenty-
year conflict between enraged spirits and defiant mortals.
When the Kyodai was finally released, O-kagachi awoke and
came to the material world to "rescue" the Kyodai by
consuming her. In the process, he caused massive
destruction and killed several greater kami.
Appendices
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Before this, the emperor's daughter Michiko was born at law and order. Some protect the community by waging war
the moment the Kyodai was stolen. She grew up in a world of against evil or becoming guardians. Some try to comfort and
strife and came to resent her father. Twenty years later, she provide for the community through charity. Some organize
released the Kyodai in an attempt to end the conflict. The the community through law and leadership.
Kyodai, searching to anchor itself as an expression of
something, latched onto Michiko. This bond gave the Kyodai Myojin of Seeing Winds
and Michiko the power to defeat their fathers, the emperor The Myojin of Seeing Winds is the expression of knowledge
and O-kagachi. The two, now called the sisters of flesh and and resides in Lake Kamitaki. It seeks to achieve perfection
spirit, restored the world and became guardians of the through knowledge. The ideals of discovery, creativity, and
barrier. logic fall into its portfolio. It's associated with the elements of
Many other events happened during this time, some world- air, water, and the arcane. It manifests as a three-armed man
changing. For example, three of the five dragon-kami flying through the air on a tornado of ribbons with his face
perished in the Kami War. As you may have figured out, the hidden behind a horned helmet and long blond hair.
Kamigawa setting given in this handbook is pre-Kami War. Adherents of the Seeing Winds desire to know the world's
secrets and make possibility into reality. They consider
Greater Kami existence to be self-determined and life to be defined by one's
choices and experiences. They research or seek knowledge
There are two groups of five greater kami widely worshiped throughout the world. They may be evil or not, depending on
across Kamigawa. These are the myojin and dragon-kami. their approach to learning.
There is also the Boseiju spirit and greatest oni that rank as
greater deities, though they are not part of these two groups. Myojin of Night's Reach
The Myojin of Night's Reach is the expression of power and
Myojin resides in the Takenuma swamp. It seeks power through
Myojin are the greatest of the kami in the material world. ruthlessness or opportunity. The ideals of greed, ambition,
Each represents one of the five fundamental force and might, and domination fall into its portfolio. It's associated
biomes of Kamigawa. They are widely worshiped by the with the elements of darkness, water, and death. It
meanifests as a floating beautiful woman with long black hair
general populations. and robes, but also with lots of disgusting gray-skinned, long-
Myojin of Cleansing Fire nailed hands coming out from under the robes.
The Myojin of Cleansing Fire is the expression of justice and Adherents of the Night's Reach selfishly act to increase
resides in the Towabara plains. It seeks to achieve peace their own power in the world. At its extreme, the philosophy
through morality and order. The ideals of goodness, fairness, of this myojin is that its own interests and ego are so
uniformity, and community fall into its portfolio. It's invaluable, subjecting itself to anyone else is unthinkable.
associated with the elements of light, life, and fire. It
manifests as a white-robed noble holding an orb and with six
swords behind its back like wings.
Adherents of the Cleansing Fire seek
to create a better world by service
to others. They can be militant
or not, though all respect
43
Thus, power is the only measure that matters, and the weak They seek to grow by accepting the world as it is, without
are simply slaves to the powerful. Adherents become evil to desiring to change it. Fate and instinct are important ideas
accumulate power and cannot understand another way. towards finding peace. Being in harmony with one's
surroundings, whether its a wild forest or a civilized
Myojin of Infinite Rage community, will give one their best life. Violence is a last
The Myojin of Infinite Rage is the expression of passion and resort.
resides in the Sokenzan mountains. It seeks freedom through
action. The ideals of chaos, pain, retribution, change, and Dragon-Kami
freedom fall into its portfolio. It's associated with the The five dragon-kami are powerful spirits sworn to protect
elements of fire, air, and lightning. It manifests as a wild mortals at five significant places in Kamigawa. They are not
warrior with many arms and weapons in a ring of fire. as strong as the myojin, but are independent and still dwarf
Adherents of the Infinite Rage follow their passions, many other kami in terms of power.
whatever they may be and not matter how
detrimental they are. They Yosei, the Morning Star
put their all into their Yosei, the Morning Star, is the
next project, going to guardian of Eiganjo in the
extraordinary Towabara plains. He has pledged
lengths sometimes. himself to the humans that
They rarely respect inhabit the city and can be
authority and are summoned by the emperor.
irritated by imposed Those that follow Yosei
order. Many are take oaths to protect
rebellious, in one humanity from evil and
way or another. Some serve society. They may be
may be evil, though guardians of the city,
they don't have to be. samurai deputies,
Myojin of lawyers, bureaucrats, or
even crusaders.
Life's Web
The Myojin of Life's Keiga, the Tide
Web is the expression Star
of creation and resides Keiga, the Tide Star,
in the Jukai forest. It is the guardian of
seeks harmony through Minamo Academy at
growth and wisdom. Lake Kamitaki. They
The ideals of life, beauty, have pledged to
balance, and instinct defending the school as
fall into its portfolio. a place of education and
It's associated with the can be summoned by the
elements of life, earth, academy director.
and nature. It manifests Those that follow Keiga
as a wooden, woman- take oaths to seek
faced figure with vines knowledge and spread it to
and leaves making up others. They may be
her body. researchers, teachers, or
Adherents of the Life's wizards. Keiga is relatively
Web believe it is best to let inactive though and rarely
nature take its course and takes on apprentices.
give up a sense of control.
Kokusho, the
Planar Crossings Evening Star
The Myojin of Night's Reach played a larger role in Kokusho, the Evening Star, is the
the Kami War than the other myojin. It found the guardian of an unknown location in
barrier between the material and spirit worlds was the Takenuma swamp. She is quite
weakened by O-kagachi's manifestation, and it mysterious and her pledge is unknown. Some believe she
could pass through to other planes. This interested may not have a pledge anymore as she did not defend the
the myojin greatly, so it sought to prolong the war. swamp against ogre incursions centuries ago. Her adherents,
However, it entrusted this mission to the very if any exist, are similarly mysterious and unknown.
force that helped end the war, Toshiro Umezawa.
He helped free the Kyodai with Princess Michiko.
Appendices
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Ryusei, the Falling Star Though almost all of them are human, the emperor holds
Ryusei, the Falling Star, is the guardian of the Tendo Peaks in little power this deep into the forest. They would only answer
the Sokenzan Mountains. He has pledged to defend the the call of the kami, if asked. They are also the only people to
freedom of the mountain inhabitants. It's unknown who's call have had any meaningful diplomacy with the Orochi.
he would answer should he be summoned. Some think that The All-Consuming Oni of Chaos
the yamabushi Kumano might be the one though.
Those that follow Ryusei would devote themselves to The most powerful, ravenous, and craven demon is the one
defending the freedoms of others, even from recognized called the all-consuming oni of chaos. It manifests as black
authorities or the law itself. They could be rebels or clouds or mist full of gnashing mouths. Its visage still has the
protectors. However, it's unknown whether there are any characteristic horns and three eyes of all oni. The ogres have
adherents though as Ryusei stays high in the Tendo peaks, far long fed it in return for vile powers. It's so old in fact that its
away from civilization. shrine resides in the Sokenzan mountains from when the
ogres were first tempted by demons. If released, it would try
Jugan, the Rising Star to consume the world, causing widespread death and decay.
Jugan, the Rising Star, is the guardian of Jukai Forest and During the Kami War, the oni was released and challenged
Boseiju, the tree which is inhabited by the spirit of the forest. O-kagachi. However, it was quickly defeated and ran away
He has pledged to defend the denizens of the forest and those like the coward it is. Its ogre shaman, Hidetsugu, was greatly
that seek its shelter. The orochi especially admire Jugan. displeased by this. He forced Toshiro Umezawa to transport
Either their druid leaders or perhaps one of the kitsune him into the oni's shrine, where he planned to make the oni
village elders could summon him. The human monks at suffer. What emerged though was some combination of the
either Okina or Fudaiju could summon him too. two. Hidetsugu had consumed the great oni himself and now
Those that follow Jugan devote themselves to nature and embodied chaos and hunger. He wreaked havoc for a short
balance. Some become hermits or hunters that take care of time until the Sisters of Flesh and Spirit imprisoned him in
wild places. They take only what they need and give back in the spirit realm.
due course. Many work towards simple happiness in the
community. A few promote environmentalism. Regardless of Intermediate Kami
where they express themselves, their ultimate goal is always
peaceful coexistence with that which is around them. Outside of the greater kami, several others play a larger role
in Kamigawa than the generic spirit. They have more power
Boseiju and independence than the average kami, though not as
The Boseiju is the oldest and largest of trees in the Jukai much as the greater kami. They are still held in high regard
Forest. It's spirit is the kami of the forest itself. It has great by the general population, and they garner more worshipers
power, though little will to use it for direct confrontation. It's and offerings for it.
power truly lies in nurturing others. The forest grows strong
because of it. The Boseiju relies on other kami of the forest,
like the kodama or Jugen, to defend it.
The Okina temple is located near the Boseiju.
It is the oldest shrine within Jukai. A legion
of monks live there in quiet reverence.
45
The Kodama of Seasons Patron Kami
Besides Boseiju, there are five other powerful tree kami, or Five sentient species in Kamigawa have a kami representing
kodama, in the Jukai forest. They represent the seasons and a their collective consciousness. These are the akki, kitsune,
different aspect of forest life. They are located by the four moonfolk, nezumi, and orochi. These kami were prayed to for
cardinal directions. guidance and given offerings for blessings. A few people are
The Kodama of the Center Tree is the oldest of the tree said to have had audiences with their patron kami, such as
kami. It is the tree of all seasons and values the history of the the kitsune elder Eight-and-a-Half-Tails.
forest. Thus, it knows more about Jukai than any other forest It's unclear if a patron of the humans or ogres exist. The
kami. This kodama either hides or avoids others. Many have patron of the Towabara plains, Terashi, may be the patron of
gone searching, but no one claims to have found it. the humans who inhabit it. The ogres may have lost or even
The Kodama of the East Tree represents spring. It values fed their patron to their oni masters, or perhaps their patron
growth and uses its influence to expand the forest. The tree became an oni. Unfortunately, the kami are too enigmatic to
spirit's personality is impulsive and lively, like a fey prankster confirm such theories.
might be. Fudaiju, one of the two big monk shrines in Jukai, is
located near this tree.
47
Horobi, Death's Wail
A sorrowful spirit born from the massacre of Reito city
during the Kami War. It's haunting wail can still be
heard by those in the midst of mass death.
Ichiga, Who Topples Oaks
A mighty forest kami who grows in the body of a simple
monk. It appears as the upper half of a large muscular
cyclops with tattoos on blue-gray skin.
Ichikawa, Great River
The spirit of Yumegawa river, the largest and longest in
Kamigawa. It is associated with Minamo Academy and
its wizards, though it is not its defender.
Iname, Aspect of Life and Death
A kami expressing the cycle of life and death. When
expressing life, she brings new growth and rejoices. When
Divine River expressing death, she cuts life short and laughs in glee.
One japanese to english translation of the word She chases the pleasure she gets from each, flipping between
kamigawa is divine river. However, its namesake them. She appears as a skeletal siren with wings.
isn't on the map. There are three rivers that run
through Kamigawa; the Yumegawa, the Akagi, and
the river in Kawabe province.
Kami Subclassifications
Classification Location Description
Forest, Swamp, A hag-like spirit inhabiting dark, secluded places. They have three arms and snake-like
Akuba
Waterways features, including fangs and a long multi-forked tongue. Typically evil.
Lion-like spirits with bodies made up of items. Believed to eat the nightmares of
Baku —
children. Typically good.
Spirits made from the splitting of another spirit. The number of bunrei created from a
Bunrei —
spirit is unpredictable.
Deceivers — Evil spirits of knowledge that use illusion magic and lies to entice mortals into traps.
Spirits of the land. They may animate the places they inhabit when they feel their home is
Genju —
threatened.
Spirits of pilgrims who never made it to their destination and are still wandering in the
Ghost-lit —
afterlife. They carry a paper lantern and wear conical hats, called kasa, to hide their faces.
Go-shintai — Physical objects at places of worship that become inhabited by spirits.
Goryo — Vengeful spirits of mortals who died in wretched circumstances, especially martyrdom.
Kaijin Waterways Spirits of water.
Chimeric spirits with features of horses, dragons, deer, or goats. Intelligent and sentient.
Kirin —
Regarded as an omen of good fortune and long life, though not all are good.
Kodama Forest, Swamp Spirits of trees.
Spirits of chaotic evil. Insatiable, sadistic, cowardly, wretched demons who feed on the
Oni Mountain, Swamp
spirits of sentient beings. They always have horns on their head and three eyes.
Spirits who take on the visage of a beautiful woman. Often interacts with mortals in odd
Onna —
ways, inadvertently or intentionally bringing ruin to them.
Flares of spiritual energy, sometimes taking shape into an independent spirit, and
Shinen —
harbingers of another spirit manifesting into the material world.
Faceless humanoid spirits of mortals forcibly pulled into the spirit world. May attack
Zubera Shrines
passersby to steal their face.
Appendices
48
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Jaraku, the Interloper Kaminari, Thunder and Lightening
A kami of manipulations that resides in a simple wizard, The kami of thunder and lightning. It appeared as raw energy
waiting to cause trouble. She appears as a centaur-like in the sky, striking down as bolts of lightning. Those who are
puppet made of wood with a huge bow for a hand and an eye struck die, but claim to have seen god's face when brought
on the side. back alive by healers.
Jiwari, the Earth Aflame Kataki, War's Wage
The kami of earthquakes. It manifests as a large worm made A kami of weapons and armor, who was prayed to by smiths
of earth with a giant maw. It has many tentacles on its head, and warriors to keep their blades sharp and their armor
each with an eye at the end of it. Its manifestation always impenetrable. He appeared as glowing weapons and armor
brings shinen in the form of fireballs. animated into the shape of a samurai. He was also known as
a kami of retribution, who sought vengeance on warriors who
Kagemaro, First to Suffer offended it.
The first human to become an oni in the afterlife through evil
deeds. It appears as a huge bloated mass of flesh with a torso Kira, Great Glass-Spinner
sticking out. A skull head lies on top of the torso and many The infamous kami of warding. She created protective shells
arms sprout out from it. of glass that would counter or contain spells, often thwarting
the machinations of wizards. She manifests as a small, gray
Kaiso, Memory of Loyalty lump with a big head and tiny appendages.
A kami of protection that grows out of the lingering loyalties
of samurai attendants. It appears as floating tatami-dō and Kiyomaro, First to Stand
conical hat with a ring of spearheads around it. The spirit of the first emperor of Eiganjo. He appears as he
did in life, an old wizened man clad in white noble robes and
Kakkazan, Mountain Fire royal regalia. His descendants still defend Eiganjo.
A mountain kami who commanded several other kami. He
manifested as a crocodile-like humanoid with eight arms and Kyoki, Sanity's Eclipse
carried a tetsubo. He is most famous for A dreaded oni of madness. He induces insanity on those he
challenging the master yamabushi gazes upon. He appears as a tall, multi-armed humanoid with
Kumano to learn his secret. a mask for a face, grossly slack jaw, and spiky protrusions
Kumano defeated him though. growing from its joints.
Mannichi, the Fevered Dream
A kami of hallucinations caused by fever. When it finds a
host, it causes them to become ill and see the future during
their delirium. It appears as a tumor-like mass with blood
vessels reaching out.
Masumaro, First to Live
The first human to live by kami ways, becoming a kami
himself in the afterlife. He appears as a bald monk in ancient
robes. His descendants still follow in his footsteps.
Mochi, Smiling Kami of the Crescent
Moon
A mischievous spirit with his own agenda. In unusual
ambition, he is attempting to upset the hierarchy and become
the next patron of the moon. He appears as a fat, naked man
with blue skin and yellow eyes.
Oyobi, Who Split the Heavens
An enormous eagle-like spirit that commands and manifests
other bird-like kami. She is made up of golden feathers and
ribbons. She was the bane of the samurai mothriders during
the Kami War.
Seizan, Preverter of Truth
An oni of deception with a knack for leading others to ruin
with half-truths and lies. It manifests as a hunched-over,
minotaur-like humanoid with a disproportionately large head
and mouth.
49
Sekki, Seasons' Guide Towazu, the Unspeakable
The kami of the turning of the seasons. It manifests as The kami of forbidden and unspeakable things. It appears
enormous pieces of the land, similar to a genju, when it is before great scholars and librarians to impart secret
time for the season to change. knowledge, but leaves them comatose or insane in the
Shimatsu, the Bloodcloaked
process. It manifests as a large, long torso with bat-like wings
for arms and small centipede-like legs growing out of its body.
A minor oni overlord. He appeared like an ogre with blood- Its head has small horns and its mouth has tusks.
red skin and wore a bone mask. He practiced frost magic. Appropriately titled, those few that know of it do not like to
Shirei, Shizo's Caretaker speak its name.
The kami who shepherds the dead. He manifests as a Urami, of Insatiable Hunger
floating, hooded cleric in white robes bound by red, tasseled A powerful oni of ravenous hunger. He manifests with a
ropes. His skin is black like charcoal with eyes all over, classic winged devil appearance. He is famous in Kamigawa
blinded and fogged by cataracts. His title comes from his for his tomb in Takenuma swamp. In order to lure people into
common appearance at the battlefield of Shizo, an ancient his territory, his ogre servants constructed the tomb and told
and tainted place where a great battle once took place. Souls rumors of his demise. This is a lie. He is still alive and eats
with unfinished business still walk the area. those that wander nearby.
Soromaro, First to Dream Yukora, the Prisoner
The spirit of a half-human, half-soratami wizard from long A terrifying and murderous oni with an ogre-like appearance.
ago. He is respected for his knowledge and wisdom. He At one point, he was defeated and imprisoned by 99
appears as an old four-eyed, four-armed moonfolk in blue kannushi, or shrine maintainers. They bound him in chains
Minamo robes. deep below the earth and cast a spell to immobilize him.
Terashi, Sun and Justice
When all 99 died though, the spell broke and Yukora was set
The kami of the sun and patron of the Towabara plains. It free to wreak havoc once again.
appears as a large lantern-like bulb of light with metal bones Yomiji, Who Bars the Way
and many small strut-like legs. Tentacles of light reach out The kami who guards the passage from life to death. He is
from its bulb and blasts of energy come from its mouth. considered sacred and revered by many, hoping that their
loved ones make it safely to the afterlife. He can also prevent
a soul's passage and send them back to life.
Appendices
50
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Credits
I repeat the Fan Content Policy. Page 25 - Hand of Honor from Saviors of Kamigawa by
Kev Walker
Dungeons of Kamigawa is unofficial Fan Content permitted Page 26 - Samurai Enforcers from Champions of
under the Fan Content Policy. Not approved/endorsed by Kamigawa by Mitch Cotie
Wizards. Portions of the materials used are property of Page 27 - Humble Budoka from Champions of Kamigawa
Wizards of the Coast. ©Wizards of the Coast LLC by Christopher Moeller
The art used in this book is not mine nor did I make it. It is Page 28 - Matsu-Tribe Birdstalker from Saviors of
almost all from MTG and their amazing artists. Credit where Kamigawa by Heather Hudson
credit's due. Below is a list of the artists and their Page 29 - Adamaro, First to Desire from Saviors of
website/social if I could find it. Kamigawa by Paolo Parente
Page 30 - Soratami Mirror-Mage from Champions of
Art Kamigawa by Ron Spears
Page 31 - The Shattered States Era from Kamigawa:
Cover Page - Toshiro Umezawa from Betrayers of Neon Dynasty by David Gaillet
Kamigawa by Christopher Moeller Page 32 - Kaiso, Memory of Loyalty from Betrayers of
Page 3 - Tales of Master Seshiro from Kamigawa: Neon Kamigawa by Mark Zug
Dynasty by Olena Richards Page 33 - No-dachi from Champions of Kamigawa by
Page 4 - Takeno, Samurai General from Champions of Christopher Rush
Kamigawa by Matt Cavotta Page 34 - Hankyu from Champions of Kamigawa by Ben
Page 5 - Eight-and-a-Half-Tails from Champions of Thompson
Kamigawa by Daren Bader Page 35 - Junkyo Bell from Champions of Kamigawa by
Page 6 - Kitsune Dawnblade from Saviors of Kamigawa by Kensuke Okabayashi
Carl Critchlow Page 36 - Island from Champions of Kamigawa by
Page 7 - Akki Underminer from Champions of Kamigawa Martina Pilcerova
by Thomas M. Baxa Page 37 - Fable of the Mirror-Breaker from Kamigawa:
Page 8 - Ink-Eyes, Servant of Oni from Betrayers of Neon Dynasty by Joseph Meehan
Kamigawa by Wayne Reynolds Page 38 - Counsel of the Soratami from Champions of
Page 9 - Skullsnatcher from Betrayers of Kamigawa by Kamigawa by Randy Gallegos
Matt Cavotta Page 39 - Seshiro the Anointed from Champions of
Page 10 - Asirama by Guilia Carli Kamigawa by Daren Bader
Page 11 - Sokenzan Renegade from Saviors of Kamigawa Page 40 - Deathcurse Ogre from Champions of Kamigawa
by Alan Pollack by Mark Tedin
Page 12 - Kaho, Minamo Historian from Saviors of Page 41 - Painwracker Oni from Champions of Kamigawa
Kamigawa by Greg Staples by Hideaki Takamura, Gibbering Kami from Champions
Page 13 - Enclave Elite from Conspiracy by Igor Kieryluk of Kamigawa by Jim Pavelec
Page 14 - Mountain from Adventures in the Forgotten Page 42 - The Dragon-Kami Reborn from Kamigawa:
Realms by Piotr Dura Neon Dynasty by Alix Branwyn
Page 15 - Scroll of Fate from MTG Commander 2019 by Page 43 - O-Kagachi, Vengeful Kami from Commander
Piotr Dura 2017 by Daarken
Page 16 - Life of Toshiro Umezama from Kamigawa: Neon Page 44 - Myojin of Seeing Winds from Champions of
Dynasty by Sidharth Chaturvedi Kamigawa by Kev Walker
Page 17 & 18 - Dramatist's Puppet from Kamigawa: Neon Page 45 - Kodama of the Center Tree from Betrayers of
Dynasty by Livia Prima Kamigawa by Jim Murray
Page 19 - Kami of Industry from Kamigawa: Neon Page 46 - Skyfire Kirin from Champions of Kamigawa by
Dynasty by Chris Rahn Tsutomu Kawade
Page 20 - Brothers Yamazaki from Champions of Page 47 - Scourge of Numai from Betrayers of Kamigawa
Kamigawa by Ron Spears by Arnie Swekel
Page 21 - Aether Shockwave from Saviors of Kamigawa Page 48 - Chisei, Heart of Oceans from Betrayers of
by Stephen Tappin Kamigawa by Matt Cavotta
Page 22 - Reki, the History of Kamigawa from Saviors of Page 49 - Hana Kami from Champions of Kamigawa by
Kamigawa by Edward P Beard Jr Rebecca Guay
Page 23 - Uyo, Silent Prophet from Champions of Page 50 - Shirei, Shizo's Caretaker from Betrayers of
Kamigawa by John Bolton, and Michiko Konda, Truth Kamigawa by Wayne Reynolds
Seeker from Saviors of Kamigawa by Christopher Moeller
Page 24 - Jugan, the Rising Star from Champions of
Kamigawa by Shishizaru
Credits
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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