Hirenkyaku
Domain overview
Hirenkyaku is the Quincy technique of moving through reishi-dense air at incredible speed, letting a skilled user control the flow of battle through positioning as much as force. Cards here range from quick repositioning to techniques that lock enemies out of the fight entirely by controlling the space around them.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Reishi Snare |
Mark a Stress to fire a shot that roots a target within Far range in place, preventing them from moving until they break free with a roll or the effect ends.
Mark a Stress to fire a shot that roots a target within Far range in place, preventing them from moving until they break free with a roll or the effect ends. |
1 |
| 2 | Ability | Blinding Volley |
Mark a Stress to fire a burst of dazzling reishi at a target within Far range.
Mark a Stress to fire a burst of dazzling reishi at a target within Far range. Until the start of your next turn or until your opponent makes a d20 roll 13, that target rolls with disadvantage on all attacks. |
1 |
| 2 | Ability | Ricochet Shot |
Mark a Stress to fire a shot that bounces between up to three enemies within close range of each other, dealing minor damage.
Mark a Stress to fire a shot that bounces between up to three enemies within close range of each other, dealing minor damage. |
2 |
| 3 | Ability | Absolute Stillness |
Once per rest, mark 2 hope to completely freeze a target within Far range, preventing all actions until they break free.
Once per rest, mark 2 hope to completely freeze a target within Far range, preventing all actions until they break free. Lasts 2 turns or roll 2d8 (12) |
0 |
| 3 | Ability | Reishi Cage |
Mark a Stress to erect a dome of solidified reishi around a point within Far range.
Mark a Stress to erect a dome of solidified reishi around a point within Far range. Enemies inside can't leave, and enemies outside can't enter, until the cage breaks or the encounter ends. 2d6 roll 12 |
2 |
Domain cards
1
Reishi Snare
Mark a Stress to fire a shot that roots a target within Far range in place, preventing them from moving until they break free with a roll or the effect ends.
2
Blinding Volley
Mark a Stress to fire a burst of dazzling reishi at a target within Far range. Until the start of your next turn or until your opponent makes a d20 roll 13, that target rolls with disadvantage on all attacks.
2
Ricochet Shot
Mark a Stress to fire a shot that bounces between up to three enemies within close range of each other, dealing minor damage.
3
Absolute Stillness
Once per rest, mark 2 hope to completely freeze a target within Far range, preventing all actions until they break free. Lasts 2 turns or roll 2d8 (12)
3
Reishi Cage
Mark a Stress to erect a dome of solidified reishi around a point within Far range. Enemies inside can't leave, and enemies outside can't enter, until the cage breaks or the encounter ends. 2d6 roll 12
Reishi Cage
Hirenkyaku is the Quincy technique of moving through reishi-dense air at incredible speed, letting a skilled user control the flow of battle through positioning as much as force. Cards here range from quick repositioning to techniques that lock enemies out of the fight entirely by controlling the space around them.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Reishi Cage Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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