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Heroes of the Orient: Player's and DM's Companion
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Heroes of the Orient: Player's and DM's Companion

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This 75-page handbook contains lore, flavor, and rules for creating adventures in the Orient.

Included are also:

  • 6 new races, a new dwarf subrace and an oriental human variant
    • Nezumi - humanoid rats with 3 subraces
    • Hengeyokai - shapeshifting animals with 10 subraces
    • Spirit Folk - descendants of humans and spirits with 3 subraces
    • Vanara - monkey-like humanoids with prehensile tails
    • Hakuma - humans with oni heritage and 3 subraces
    • Serafu - small lizard-like folk with 4 subraces
  • 2 new classes
    • Kensai - a ki-using warrior with a strong bond to a single weapon (includes 5 archetypes)
      • Blademaster - focuses solely on the blade, capable of moving into battle quickly and taking on many enemies at once
      • Master of the Unseen Hand - bolsters melee prowess with telekinetic powers
      • Samurai - an honorable warrior that focuses on versatile stances
      • Shinobi - specializes in infiltration, misdirection, and utilizes the most maneuvers
      • Villainous Class Option: Ravager - a kensai that has been warped by Taint
    • Shogun - a commander who enables new strategies for his allies (includes 7 archetypes)
      • Crawdad - focuses on martial defense
      • Heron - focuses on mobility
      • Pegasus - focuses on mounted combat
      • Phoenix - focuses on magical defense
      • Spider - focuses on trickery
      • Tiger - focuses martial prowess
      • Wyvern - improves the abilities of the base class without focusing on any one area
  • 27 new archetypes for existing classes
    • Barbarian 
      • Path of Brawn - focuses on rage damage and mobility
    • Bard 
      • College of the Geisha - more expertise and good with enchantment and illusion spells
    • Cleric 
      • Shamanism Domain - gains powers depending on a spirit patron (either ancestral, animal, demonic, or primordial)
      • Shugenja Domain - gains elemental powers, focusing on either air, earth, fire, or water
    • Druid 
      • Circle of Chaos - utilizes the Wild Magic Surge table
      • Circle of Elementalism - casts elemental spells efficiently and summons mephits
      • Circle of the Fey Touched - has several fey powers
    • Fighter
      • Bushi - a warrior of the common people, skilled at combat and versatile through stances
      • Hogo-sha - a protector both in and out of battle
      • Satsugai - a swift and ferocious warrior, foregoing heavy armor to better navigate the field of battle
      • Witch Hunter - specializes in fighting aberrations, fiends, and undead
    • Monk
      • Way of Ancient Symbols - gains magical tattoos, offers a ton of customization
      • Way of Purity - a pacifist monk with shapeshifting and utility
      • Way of Righteous Fury - can enter a Ki Frenzy, much like the barbarian's rage and the bladesinger's bladesong
    • Paladin
      • Oath of the Stalwart Defender - focuses on defending himself and his allies
    • Ranger
      • Ishi - inspires his allies on the battlefield
      • Niten Master - focuses on dual wielding
    • Rogue
      • Shadow Spy - a master infiltrator and gatherer of intelligence
      • Skirmisher - emphasizes mobility and ranged attacks
    • Sorcerer
      • Void Disciple - manipulates reality and time
    • Warlock
      • The Great Phoenix - grants the warlock powers from the Fires of Life
      • The Great Sylvan - grants the warlock sylvan powers, becoming one with nature
      • The Great Turtle - grants the warlock protective powers and the ability to transform into water
      • The Great Wyrm - grants the warlock power over lightning and thunder, smiting foes in the patron's name
      • Seishin Mystic - possessed by a spirit, the seishin mystic has an internal patron, rather than an external one
    • Wizard
      • Wu Jen - focuses on the old elements, choosing between earth, fire, metal, water, or wood
      • Villainous Class Option: Maho-Tsukai - a blood mage with three distinct paths: mage, magus, and necromancer
  • 6 new backgrounds
  • 11 new feats
  • 52 new spells.

Please leave a review after purchase, so I know what you like and/or dislike. It'll help me with future iterations of Heroes of the Orient, as well as with the other products I have in the works.


v1.1 (July 8th 2016) - Fixed some spelling, wording, and slight rebalance. Added some ribbon features.

v1.2 (August 17th 2016) - Replaced some art, various balance adjustments, included detriments of childhood as variant rule, added several new armors, added a new weapon, added four new familiars, added two new fighter archetypes, added a new warlock archetype and one additional eldritch invocation.

v1.3 (November 28th 2016): Wording and balance, new weapons, new races, new magic items (talismans), details on how to run flavorful duels and how to reward characters

v2.0 (March 21st 2017): Wording and balance, expanded on several sections, added Shijin and Oni Lords, added Jigoku and Tengoku, added Oriental names, added a variant rule for ancestry, added special materials, added 17 new magic items, added an oriental calendar, added random events, added a new fighter archetype, added three new warlock archetypes, added three new pact boons, added 16 new eldritch invocations, expanded on the wu-jen taboo variant feature, added a villainous archetype to the wizard, added 15 new spells.

Titles in the Epic Campaigns Series

Epic Characters  Ulraunt's Guide to the Planes: The Shadowfell

Titles in the Oriental Adventures Series

Heroes of the Orient  Monsters of the Orient: Complete Bestiary  Heroes of the Orient: Unearthed Kensai

Available for Fantasy Grounds

Epic Characters  for Fantasy Grounds 
 Customers who bought this title also purchased
Reviews (13)
Discussions (186)
Customer avatar
Jean-Francois P September 11, 2018 2:59 am UTC
Amazing supplement! Can’t wait for a POD version!
Customer avatar
Clay C September 08, 2018 10:44 pm UTC
I was looking over the Elemental Burst spell and it said that for that spell you can use any of the five elements, but the air element is not listed as an option. Is that intentional or a mistake?
Customer avatar
Gage R September 05, 2018 11:14 am UTC
The Shogun does not have the option for great weapon fighting, but has the option for dueling, even though using a shield is not exactly something that would strike one as a very oriental thing to do. Is this intentional?
Customer avatar
Kaine O August 24, 2018 4:45 am UTC
I was looking over the spells and noticed, while reading the Commune With Spirit and Commune With Greater Spirit spells, that they seem to be mechanically identical to each other with the exception being that Great Spirit costs a 5th level slot as opposed to the lesser's 3rd. Was there an intended mechanical difference for these? If not, what sort of suggestions do you have to make them distinct from one another in play?
Customer avatar
Benjamin B August 24, 2018 2:48 am UTC
Hello! Love your book, I have a question: are fireworks in any of your notes? I figured a book about the orient would mention them but either I missed it or isn't there. I would love a supplement with maybe an archetype or two, or even a new class entirely, seriously love your book. Today I helped one of my players make an aasimar cotton nezumi (ki-rin squirrel lol)
Customer avatar
Aniruddh B August 01, 2018 7:27 pm UTC
hi there! love the supplement! I use it for my 5e legend of the 5 rings campaign. Question for you though, the spell, "kiss of the spider" does not show up in any spell lists when looking at the "sorcerer spells" or the "bard spells" what classes can use this spell?
Customer avatar
Marc A August 02, 2018 6:17 pm UTC
Hi Aniruddh,

Thank you for your kind words! It means a lot.

Kiss of the Spider is intended as a druid spell. It should also be transmutation. That's fixed in the next update.
Customer avatar
jason M July 18, 2018 4:53 am UTC
love your work,, if there were physical books id buy a copy of each..
would love an adventure, maybe lv 1-15? or lv 1-20.
to go along with heroes of the orient..
Customer avatar
Marc A August 02, 2018 6:12 pm UTC
Hi Jason,

Sorry for the late reply. I didn't get a notice about any unread messages.

Thank you for your kind words! Monsters of the Orient is available as Print-on-Demand now. Hopefully, the rest will follow in due time.

I'd also love to have a big adventure like you suggest.
However, I'm sorry to say that an adventure that spans so many levels isn't realistic for me to produce.
That said, I am working on an introductory adventure for the setting that could span a few levels. That will be my first attempt at creating an adventure though, so let's see how that goes first.
Customer avatar
Gage R June 04, 2018 6:13 am UTC
One of my players wants me to clarify something. Based on Clash's wording, is the clash damage dealt once per turn, or on each successful attack? I've always assumed once per turn, but now a re-reading of the ability leaves me with some doubt.
Customer avatar
Marc A August 02, 2018 6:06 pm UTC
Hi Gage,

Sorry for the late reply. I didn't get a notice about any unread messages.

It is indeed intended to be once per turn only.
The wording is a bit clunky. I'll get it fixed.
Customer avatar
Kaine O May 30, 2018 3:47 pm UTC
For the Hengeyokai (race and feat), is their gear meant to merge with them, or does it drop off?
Customer avatar
Marc A August 02, 2018 5:55 pm UTC
Hi Kaine,

Sorry for the late reply. As I wrote further down, I didn't get a notice about any unread messages.

As for your question, I play it with the gear dropping off. It adds some fun and flavorful moments.
It wouldn't break anything if you'd have it merge though.
Customer avatar
Ryan T May 12, 2018 9:05 pm UTC
I purchased this companion a few months ago and after alot of research of all the core books ive started my own DND games for the first time. Thank you so much for all this work you put together. Its an amazing compilation for a setting. I didnt see any modules out there so ive been building all my own encounters and its been alot of fun to work on.
Customer avatar
Marc A August 02, 2018 2:06 pm UTC
Hi Ryan,

Sorry for the late reply. I didn't get a notice about any unread messages.

I'm glad you're enjoying the title! It's posts like yours that make it all worth it.
It might also interest you to hear that I'm working on an introductory adventure for the setting.
Customer avatar
Chris S April 30, 2018 12:46 am UTC
I can see that a character's taint score can be reduced by casting Greater Restoration, however does it wear off eventually in any way if the character leaves the area of taint or the Shadowlands?
Customer avatar
Chris S April 30, 2018 12:54 am UTC
Sorry, I found it.
Customer avatar
Kaine O April 17, 2018 8:21 pm UTC
Hey Marc! I had a question regarding the Void Thing familiar. In general, it seems like a very powerful familiar minion, essentially becoming the perfect scout against anything without truesight or blindsight, but I didn’t notice until a player pointed it out to me the other day its AC of 19. Paired with the fact that it’s always either invisible (with no time limit) or in perpetual darkness, it already imposes disadvantage on most attacks against it. Is it also having so high an AC intentional?

Also, what are the intended limitations on that shroud of darkness? Obviously to create darkness it would have to be able to snuff out basic lights, but what about sunlight, magical light, etc.? Thank you!
Customer avatar
Kaine O April 29, 2018 4:38 pm UTC
The Void Thing's dexterity is also 28, or a +9 modifier. I feel like this was a typo but wanted to try to clarify.
Customer avatar
Marc A August 02, 2018 2:01 pm UTC
Hi Kaine,

Sorry for the late reply. I got no notice about any unread messages.
But okay, regarding the Void Thing:

Firstly, it is meant as a familiar exclusive to Pact of the Chain Warlocks. That's where it fits best with its otherworldly nature.
It is also slightly stronger than regular familiars because Pact of the Tome warlocks can easily pick up the Familiar spell and get almost the same effect as Pact of the Chain while also getting the tome.
Its high AC is a result of its immense Dexterity. While it is very hard to hit, it dies rather quickly when hit. Area spells and effects would kill it quite quickly.
Its darkness is meant for utility as the darkness isn't magical. It's just regular darkness. Magical light would most certainly illuminate the area and darkvision allows a creature to look through as well.
It has the Ephemeral and Limited Telepathy traits to give it some drawbacks. Note that it can't speak, so it can't accurately inform the warlock...See more
Customer avatar
Jacob B March 29, 2018 5:25 am UTC
Dropping by for a *slight* repost, here's a version of the last map with corrected City placement and proper territory assignment.
Customer avatar
Marc A April 04, 2018 7:50 am UTC
Hi Jacob,

The map is truly beautiful.
Thank you!
Customer avatar
Aniruddh B August 01, 2018 7:48 pm UTC
dang this is awesome. hey jacob, you think there is anyway to get my hands on the raw photoshop file? I would love to add all my towns and cities and POIs that I made on this continent.
Customer avatar
Jacob B March 27, 2018 3:15 am UTC
Hey again, Marc! The beautiful map of The Orient is finished and it is beautiful! I also sent an email containing other silly bits should you choose to show interest, but I hope you enjoy!
Customer avatar
Antonio B March 27, 2018 1:15 pm UTC
There are.... quite the few changes here
Customer avatar
Jacob B March 27, 2018 9:53 pm UTC
There are a few homebrew elements from my end, however the official recreation is essential there and being slightly revised (Removal of the islands belong to other clans, etc.) and a few of the clan capitals are being relocated to areas more closely represented. Then again, the existing map doesn't give a *ton* to go off of!
Customer avatar
Kaine O March 17, 2018 2:40 am UTC
Hey Marc! I've seen some chatter on your end regarding the Orient adventures you're working on. Is there still any need for playtesting on that? I'm running an Orient campaign with my players currently at levels 10-11, and if I could get involved I'd love to try to help.

Also, I made some tweaks to the overland map to add provinces to the Orient, to better break down who is in charge of which parcels of land, and it had me wondering if there's any intention to further define the map in the future. It's a good overview, but the text definitely suggests that there's much more to the world than we see there.
Customer avatar
Marc A March 21, 2018 8:12 am UTC
Hi Kaine,

Yeah, I'd love some help with playtesting the adventure. It isn't quite ready for playtesting yet, however. I'm still working on that. Feel free to poke me at where we can discuss it further.

As for the map I purposefully tried to leave a lot up to interpretation. I do, however, want to update the map to include more details. I don't have an ETA on that update though.
Customer avatar
Alan M March 09, 2018 12:06 am UTC
My DM pointed me in the direction of this product and Ive been really enjoying playing a blademaster kensai in our campaign. It fits very well into 5e and hasnt felt "home brewed" at all. Really great work. Though there are a couple of things Id love the creators input on.

1. In the first part of Ki defense it says that you gain AC equal to the number of medium or larger creatures that are within 5 feet. My DM and fellow players immediately said that they felt the ability was more appropriate as only counting enemies that are within 5 feet, not allies. I can see it working either way but im clearly bias as the player who is most effected. Id love to hear what your intent as the creator is for this aspect of the ability, both from a gameplay point of view and a flavor point of view.

2. The second part of Ki defense where you focus on a target describes the ability to lose focus "as if concentrating on a spell". Does this mean that if you multiclass, you cant maintain...See more
Customer avatar
Marc A March 11, 2018 1:08 pm UTC
Hi Alan,

Thank you for your kind words. I'm glad you enjoy playing a blademaster.
Don't be sorry for asking questions though. That's what this section is for after all. And aside from me being able to clear a few things up for you, you're actually helping me refine the title. It's a win-win :)

Now, to address your points:

1. It is very much intended to include hostile creatures only, yes.
From a flavor point of view, I imagine it like holding your sword up in front of you and seeing enemies behind you in the reflection.
Gameplay-wise it's supposed to enable the fantasy of one-versus-many, making you unafraid to be surrounded - perhaps even blinkstriking smack into the middle of a bunch of hostiles.

2. Yeah, it is intended to use your concentration. It's a great mechanic for things like this precisely because it allows putting a limit on things.
That second part of Ki Defense is extremely potent versus boss-type enemies and really requires...See more
Customer avatar
Alan M March 11, 2018 4:09 pm UTC
Thanks very much for the reply. Im glad to see a creator still supporting his product for so long after release.

While a part of me is sad that I dont get to be super OP, Im very glad that we have been playing both abilities as they were intended to work. They've both been very satisfying but not felt too overbearing. I know I have definitely dived into the middle of the enemy to try to assist friendlies and ki defense makes it feel heroic rather than reckless/suicidal. It's allowed our party to have someone who can play that frontline/tank role without it having to be a traditional platemail heavy or a barbarian meat-shield. I think some people felt it was maybe a little too good at first but after seeing it in more scenarios and their own characters becoming more powerful its become a happy fit in our DnD world.

And yeah I think if I decide to go with the full multiclass it will still be strong, just maybe somewhat restricted, even if its just in my head. My dm plays a very deadly campaign...See more
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This title was added to our catalog on July 06, 2016.