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Honor & Devotions {OAP}
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Honor & Devotions {OAP}


Outlandish Adventure Productions and David Adams present:

Honor & Devotions: Traditions and Legends of the Far East

Honor & Devotions is five chapters of Kara-Tur character options and magic items inspired by the cultures, myths, and history of the real-world Eastern continent!

Chapter 1: The Races of Kara-Tur

- The Korobokuru Subrace for Dwarf - A subrace of swamp-dwelling dwarves with a penchant for anger in the face of fear

- Hengeyokai - A transformative race of both animal and humanoid forms, containing 12 subraces, such as the Usagi (Rabbit) and Tanuki (Raccoon)

- Kuo-Toa - A zealously insane race of fish-humanoids with the ability to pierce the veil between the Material and Ethereal Planes

- Pandaren - A jolly, rotund, and surprisingly agile race of humanoid pandas

- Spirit Folk - A race of humans born with a strange and wondrous connection to the yokai nature spirits, as well as their surrounding environment

Chapter 2: The Archetypes of Kara-Tur

- Path of Sumo - An unarmed and unarmored option for barbarians that loves to grapple and shove

- College of Heikyoku - A spiritual option for bards that blinds itself to achieve enlightenment and combat extraplanar invaders

- Godai Domain - A flexible spellslinging option for clerics that channels the powers of the Elemental Chaos to maintain balance in the multiverse

- Bond of the Spirit - A zen option for dracoknights that shares a pool of ki points with its dragon companion

- Circle of Onmyoji - A shamanistic option for druids that summons a shikigami familiar and utilizes divination magic to discover the secrets of the multiverse and help violent spirits to pass on

- Uruwashii - A tactical option for fighters that utilizes its extra attacks as a resource to command their allies for strategic advantage

- Way of the Sohei - A mounted option for monks that utilizes militaristic techniques and masters the use of polearms

- Oath of the Mountain - A stubborn and resolute option for paladins that, like a mountain, refuses to be moved or give in to exhaustion

- Ashigaru - A gun-fu option for rangers that loves to use firearms and other ranged weapons in close quarters alongside martial techniques

- Shinobi - A highly-trained option for rogues that utilizes special weaponry and sacred seals to infiltrate enemy strongholds and silence the evils of the world

- Kitsunetsuki - A mischievous option for sorcerers that derives its power from a kitsune's obsession, learning to adopt a many-tailed fox form and utilize a kitsune's unique magic

- The Jorogumo Queen - a seductive and poisonous option for warlocks that gains the ability to transform into a jorogumo and enrapture its prey

- Brahmin - A scholarly option for wizards that focuses on the creation and use of spell scrolls to teach magic and lessons to its allies

Chapter 3: The Yojimbo Class

Heavily armored wandering warriors that are masters of martial techniques and the spiritual powers of harmony and violence, yojimbo learn stances that they can dynamically enter to combat a great range of foes and situations. Yojimbo have seven subclasses, called Bushido Codes:

- Code of Kyudo - These yojimbo learn to apply their spiritual and martial techniques to yumi, a special type of bow with such incredible draw strength that it uses Strength, instead of Dexterity, for its attack and damage rolls

- Code of the Hebi - These yojimbo learn to master negative spirituality from a dragon teacher, gaining the ability to use the positive energies within them as forces of violence, and harnessing the elemental powers of chromatic dragons

- Code of the Ki-rin - These yojimbo learn Spiritual Disciplines from a ki-rin teacher, gaining the ability to use their balance points to fuel spells

- Code of the Oni - These yojimbo become prisons for a vile fiend, and can utilize the fiend's dark powers for themselves

- Code of the Ronin - These yojimbo focus less on their spiritual powers and more on their own physical abilities, embracing an ideal of self-reliance

- Code of Tosotsu - These yojimbo train to become leaders of a lord's army, learning to use their spiritual energies to empower their forces and enfeeble their enemies

- Code of Yosa - These yojimbo use violence as a last resort, cultivating their spirituality in a way that allows them to use the negative energies within them to heal and mend

Chapter 4: The Feats of Kara-Tur

A collection of 11 feats for the peoples and disciples of the region!

Chapter 5: The Treasures of Kara-Tur

A collection of 18 magic items that can be found in or near the region, including a set of 9 legendary weapons that can be brought together to forge a powerful artifact katana that is said to allow its wielder to conquer the world!

Also with your purchase of Honor & Devotions, you'll receive a PDF character sheet for the Yojimbo, inspired by Emmet Byrne's phenomenal class-specific character sheets!

David Adams, the OAP team, and I hope you enjoy Honor & Devotions, and exploring Kara-Tur through the lens of real-world cultures, as much as we and our players do! We'd love to hear your feedback, so please send us any questions or comments you have.


5/25/2018 - In response to concerns that people may not have seen or heard of the Dracoknight class, which was not included in HnD other than in Bond of the Spirit because of its Western themes, we've included a copy of the class with every purchase of HnD.

This is the Outlandish Adventure Productions philosophy: We are committed to the ideology that everyone who wants to play our products, regardless of financial means, should be able to do so. To that effect, if you'd like to play any of our products, you can message BossLeiser through OAP's Subreddit, contact us on Twitter or Facebook, or email to get a Printer Friendly copy at no cost to you. This copy won't include any of the art assets, but it will contain everything you need to utilize the product in your games. We look forward to hearing from you!

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Reviews (2)
Discussions (9)
Customer avatar
Angus A September 28, 2021 11:33 am UTC
Hi there,

I recently came across this and it looks really cool! I just wanted to ask, did you work with any cultural consultants and/or sensitivity readers for this?

Customer avatar
Ross L September 28, 2021 2:41 pm UTC
Hi, Angus!

The answer is, unfortunately, no. This was from a time in my career before I was as socially conscious as I am now, and though my co-authors and I created everything in this book with the goal of honoring real-world traditions and cultures while attempting to avoid the many mistakes and poor caricatures in the official Kara-Tur sourcebooks, we didn't have the presence of mine to hire a sensitivity consultant. If I were to write this book at this stage in my career, several sensitivity readers certainly would have been hired. I'm not trying to make excuses, just trying to be honest and transparent, and I totally understand if this information makes you not want to buy the book.

If you'd like to view a black and white artless version of the book before you feel comfortable buying it, please email me at and I'll happily send you one at no cost!
Customer avatar
Damian F November 26, 2021 1:37 pm UTC
Sensitivity readers are a scam of grievance farming in the first place. This book is well-written and doesn't need any changes.

On that note, I'd also like to just thank Ross for keeping this up, unlike the cowards behind Heroes of the Orient and its companion books. It's a high quality product.
Customer avatar
Angus A January 04, 2022 9:47 pm UTC
I am inclined to disagree with you, Damian. But that's fine. Have a nice day! ^-^
Customer avatar
Matthew C April 06, 2021 8:28 pm UTC
So, there's a campaign I'm running with a bit of a gothic horror theme to it. One of the factions in particular has a sort of necromancy-theme to them. I'm wanting my players to go up against Yojimba serving this faction, but I'm not sure how to present it.

The obvious choice would be to have them be Oni Yojimba, but they're more necromantic than demonic. Another idea was Ki-Rin and flavor it as some kind of 'dark magic'. Another idea is to flavor them as having some kind of protection given to them by some kind of spirits (this faction views its necromancy in the light of some kind ancestor-worship, ghosts aren't scary to them as a result), but I'm not sure if any subclass fits that.

Do you have any suggestions?
Customer avatar
Ross L April 06, 2021 10:41 pm UTC
Hi, Matthew!

Your campaign sounds super fun! I think your instincts were right on the money with using a "reflavored" Code of the Ki-Rin that draws power from their ancestor spirits instead of learning from a ki-rin mentor. You could even replace many of the spells with necromantic or other sorts of darker spells!
Customer avatar
valdemar T September 11, 2020 6:46 pm UTC
When you reach 18th level, you gain the advanced stance. This stance is included in the Stances Known column of the Yojimbo table. does this mean a total of 8. the 7 + this one or this is one of the 7
Customer avatar
Ross L September 11, 2020 8:04 pm UTC
Hi, Valdemar!

It is included as part of the number in the table, so it is your 7th stance. However, like other stances you know, it can be replaced if you'd prefer another option!
Customer avatar
valdemar T September 12, 2020 7:54 am UTC
Customer avatar
Stefan F October 14, 2019 12:14 am UTC
So I have a question about the oni. I was wondering if the whole temp hit points thing didn't seem a little on the weaker end, mainly because they dont stack and only getting so little a turn seems like it wont help as much with the tanking. Or at least this subclass seems like the tanky one of the rest. Although I have only played the old oni class, and am switching over to this one, what I will say. I love a lot of the other changes you made to the samurai class and the oni in general. The ability to summon a demon is hype
Customer avatar
Ross L October 14, 2019 1:25 pm UTC
Hi, Stefan!

In a vacuum, just those temporary hit points by themselves would indeed be a little weak. However, since the Oni Yojimbo is a melee brawler, you are very likely to be taking damage due to being on the front lines, so in this way the temporary hit points act as a bit more proactive (since you gain their benefit even while at full hit points) of a heal at the start of each of your turns.

In addition, these temp hp aren't the only benefit you gain from Infernal Transformation; you also gain magical darkvision, free Negative Channel activations, and a bonus to your attack and damage rolls for your demonic weapon. All of these benefits together, especially when combined with the Akuma Stance damage resistance augments at 18th level, make for a very potent feature that excels at both damage soaking *and* damage dealing.

But I'm very glad you like the changes David and I made to upgrade my old Samurai into the Yojimbo! And I agree, the addition of the Summon Greater...See more
Customer avatar
Alex Hunt H August 20, 2019 5:21 pm UTC
Hey just confirming when you use the Balance point, it ends at the begining of you next turn, or if you stay in the stance do some of these effects stay. Some abilities such as sukochi do not specify of when it ends, when many of the other stances specify this. For example, Kurenjingu Stance
You emit bright light for 10 feet and dim light for an
additional 10 feet.

Positive Channel. A creature of your choice within
10 feet of you regains 1d4 hit points. This ability has no
effect on undead or constructs.

This ability seems useless if it was only last for one turn.
Just wanted specification as the stance natural abilities, I see they are dfferent from the abilities gained from the usage of balance points.
Customer avatar
Ross L August 20, 2019 10:55 pm UTC
Hi, Alex!

All stance effects end when you start your next turn. However, some stances, especially Channels, have effects that are intended to last for an even shorter period, so they require a stated duration. The general rule is that a stance's effects will last until the start of your next turn, unless the effect specifies a shorter duration. Each Channel, which you activate by spending balance points when you enter a stance, lasts only until the start of your next turn, at which point you may use your bonus action to reapply the same stance and potentially spend further balance points to activate any of its Channels again, which will then again last only until the start of your next turn unless it has an instantaneous effect or has a listed shorter duration.

Kurenjignu Stance actually has a lot of hidden power. In general, you can just say to your DM "I continue to take Kurenjingu Stance at the start of each of my turns until we enter initiative." Doing so basically allows...See more
Customer avatar
Alex Hunt H August 25, 2019 1:21 am UTC
Thank you very much, this clarifies a lot.
Customer avatar
Rui L May 10, 2019 9:43 am UTC
I was thinking of buying this supplement but I have one question; you said that this supplement comes with a copy of the dragonknight class but does it also come with the other subclasses from the dragonknight class or only with the class; it's just to know if I need to buy the dragonknight class as well to have those subclasses.
Customer avatar
Ross L May 10, 2019 1:31 pm UTC
Hi, Rui!

If you purchase HnD, you will also get the full PDF file of our Dracoknight class, including the original 4 subclasses: Bonds of the Guardian, Rider, Sniper, and Mage. For a full description of the class PDF, you can follow this link:

There is also a supplement we created called Outlandish Bonds, which contains three additional Dracoknight Subclasses - Bonds of the Champion, Minstrel, and Scourge - but they aren't necessary to enjoy the class. If you are interested in checking it out, though, here's the link:

Hope that helps!
Customer avatar
Greg O November 17, 2018 8:15 pm UTC
You might want to consider adding the varana (monkey folk) to PC races. It appeared in the 3E version of OA and while more in keeping with India and SE Asia, it is in keeping with the nations to the far south of Kara Taur. With bonuses in DEX and WIS (not to mention 30' base climbing speed) they make excellent monks and ninja types.

In our game we've established that the region south is an India region settled by Hindus brought to Toril in ancient times (along with the Egyptians and the Mespotanians) but migrated to the far south long ago. Their descendants who dwell in city-states beyond the great jungle act as a go-between for Shou and Zakhara. We've also established in our setting that spirit known as Monkey (as seen Mad Monkey vs Dragon Claw) was the creator god of the varana but was demoted to a lesser god for pranks made against the Celestial Emperor but following the Spellplague and the restoration has regained his major deity status.
Customer avatar
Ross L November 18, 2018 1:21 pm UTC
Hi, Greg!

We actually did include a Vanara PC race, though as a subrace of the Hengeyokai. We know it's a little buried in there due to how long the Hengeyokai race description is, but it's right before the Kuo-Toa race description.

Hope that helps!
Customer avatar
Raymond B September 07, 2018 10:18 am UTC
So, I've been doing a deeper read on the class contained within this document, and that involves working over a character sheet for it. I have some suggestions for tightening up the included character sheet:

The Yojimbo's subclass features are incredibly long and often complex. That's fine -- they're quite gameplay-rich. But, the included character sheet, which is lovely and well-designed, has *very* small text boxes for archetype features. What I'd suggest for tweaking this is an approach that emphasizes features which are actively used, while minimizing those that are passively gained. Chiefly, Hansha is a one-and-done -- you just bubble in your saving throw when you take that level. There's no need for the text on the sheet telling you what you get, since you can just refer to the Dex save on the left side of the sheet. Similarly, Kamae Kodona is important to refer to *between levels* (when it's entirely reasonable to expect a player to consult a class document) but not *during play*. An edge case...See more
Customer avatar
Ross L September 07, 2018 1:33 pm UTC
Thank you for your kind words, and for these fantastic suggestions! I'll pass them along to our graphic designer, who made the included character sheet, and we'll look into releasing an update sometime in the near future^TM.
Customer avatar
Raymond B May 30, 2018 10:14 am UTC
Boy is this comment gonna seem weird. Uh, first of all great supplement; the Yojimbo alone is pretty much worth the price of entry and is a wonderful revision of the Samurai class of old. Also, the artwork is incredibly high quality. I've spent some time showing my players the entries for the big ol' Sumo lizardman, Kitsunetsuki goblin, and Brahmin wizard -- and those are just the cute ones.

Really, though, I'm commenting because I can't respond to another review asking for the Cook class, which is actually on this very site:

(Not that I wouldn't have eventually gotten around to reviewing this without the motivation, just, y'know... laziness... and DMing two games at once.)
Customer avatar
Ross L May 30, 2018 12:39 pm UTC
Thank you for your kind words, and for the link! Ever since I saw the class in Emmet Byrne's bundle, I've been quite curious about it myself, and now I can check it out. Much obliged!
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This title was added to our catalog on May 25, 2018.