```metadata
title: Musen Clan
description: >-
Those of the Musen clan have a shared desire for Fame and Power, willing to
gain it by any means. Even if that means making deals and pushing people to
the edge of their sanity.
tags: []
systems: []
renderer: legacy
theme: 5ePHB
```
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```
# Musen Clan
\page
## Musen Clan
*"Well, my dear, I haven't been active in Hell for some time, and everyone remembers me from my radio show! The PROPER medium to express oneself. But you insisted on this! Noisy picture box advertisement. So, I had a little fun with it."*
* — Alastor, The Radio Demon
Hazbin Hotel, Alastor's Radio Show.*
### Musen Flavor
Those of the Musen clan have a shared desire for Fame and Power, willing to gain it by any means. Even if that means making deals and pushing people to the edge of their sanity.
#### Musen Traits
**Ability Score Increase:** +2 to an ability score, +1 to any
other ability score. *(Recommended: +2 Cha, +1 Con)*
**Speed:** Your base walking speed is 30 feet.
**Skill Proficiencies:** Intimidation, Illusions
#### Musen Features
**Let's Make a Deal:** Beginning at 1st level, your natural charm and overflowing charisma have enabled you to force or talk to people in a way not unlike a devil would deal. You gain access to a special set of deals you can make known as **Contracts**, which are divided into the *Social* and *Combat* categories. You can select up to a total number of these **Contracts** up to your Charisma modifier to gain access to, and can exchange them over the course of a long rest. At 7th level, you can instead select a number of **Contracts** up to your Charisma modifier from the Social and Combat categories each. Social **Contracts** can only be activated outside of intiative.
When you would use a **Contract**, you must first make a **Contract Check**, which is a Charisma ability check vs a DC of 11 + the rank of the target creature. On a success, the target creature suffers the effects of the **Contract**, and on a failure they suffer no effects. *(D-Rank: 1; C-Rank: 2; B-Rank: 3; A-Rank: 4; S-Rank: 5)*
**Contracts** and their effects are listed at the end of this clan, and each of your selected **Contracts** can be used twice per rest, once per turn. A creature can only be affected by one Contract at a time, unless otherwise specified.
**Radio Voice:** Also at 1st level, your voice has taken on the qualities of some of the best Radio Stars.
As a Bonus Action, for one minute, you can scramble your voice and its location. While you speak using this feature creatures cannot locate the source of your voice, and you gain +1d4 to Charisma skill checks. This increases to +1d6 at 7th level, and +1d8 at 11th level.
Also, when casting a Genjutsu that inflicts Fear or has the **Tactile** keyword, you can forgo HS or CS components. You can use these effects a combined number of times equal to your Proficiency Bonus per rest.
Additionally, You can use Charisma as your Genjutsu ability modifier in place of Wisdom.
**Wendigo Biology:** Beginning at 3rd level, with every soul and sucker you trick into deals, your form begins to take on some more monsterous like qualities.
You are considered a Monstrosity along with being Humanoid. You gain resistance to Necrotic damage and when a creature would deal Chakra Damage to you, they take an amount of Necrotic damage equal to half of the result of the Chakra Damage. At 7th level, you gain resistance to Poison damage. At 15th level, you gain Immunity to Necrotic damage.
**Overlord of Hell:** Starting at 7th level, when you would inflict one or more ranks of Fear on a creature, they gain another rank from this feature, once per turn. When a creature would reach 5 ranks of Fear that were all inflicted by you they lose all acquired ranks, instead gaining 1 rank of **Crippling Fear**. A creature Crippled by Fear suffers the following effects. **Crippling Fear** goes away after 10 minutes, if they go unconscious or moves further than 120 feet from you.
- A creature with **Crippling Fear** is treated as Frightened for the purposes of interacting with features, traits and jutsu and cannot gain ranks of the Fear condition while affected by **Crippling Fear**.
- A creature affected by **Crippling Fear** is unaware you are the source of their fear but will refuse to move closer to you or further away.
- When attempting to subjugate a creature affected by **Crippling Fear** into a **Contract**, you automatically succeed the ability check.
- When you cast a Genjutsu that would force a creature to act a certain way against a creature with **Crippling Fear**, if the Jutsu has text that would stop it from intentionally hurting itself, you can ignore that text.
- A creature with **Crippling Fear** can be effected by two Social or Combat **Contracts**.
**Umbral Escape:** Starting at 11th level, targets cannot be Resistant or Immune to Fear you impose. Additionally whenever you are reduced to zero hit points the first time in an encounter you can as a reaction instead be reduced to 1 hit point, and immediately subjugate the creature who damaged you into a Combat **Contract**, and if you're in Dim light, or Darkness, you can immediately teleport up to 120 feet away.
**Tormentors Love:** Your words are sharp and manipulative as the greatest of minds. Beginning at 15th level, when you would Subjugate a creature into a **Contract** they see it as fully beneficial to them as well. For the duration of the **Contract** the creature gains 5 Ranks of Charmed that ignores Resistance and Immunity. This Charmed isn't broken when you would deal damage to the target. You can do this twice per rest.
**King of Hell:** Starting at 18th level, once per rest, as an Action, you can manifest your demonic form to the eyes choose a number of creatures equal to half your proficiency bonus within 60 feet of you. They must make a Wisdom saving throw against your Genjutsu save DC. On a failure they gain the **Crippling Fear** Condition for one minute.
\page
### Social Contracts
#### Only the Truth
**Prerequisite:** None
When you would succeed a Charisma check against a creature, you can subtly pull them into this contract. For 10 minutes, they cannot tell a lie, and they have disadvantage on Charisma skill checks against you.
The creature is unaware they are under this contract until the duration is finished.
#### Subtle Suggestions
**Prerequisite:** None
As an Action, make a **Contract Check** against a creature you are having a conversation with that is not hostile towards you, on a success you can speak a short 10 word sentence, the creature does its best to carry out that suggestion as long as it does not directly harm it. Other creatures who would hear this suggestion treat it as harmless and are unaware of any manipulation.
If you would fail the **Contract Check**, the creature is unaware you attempted to use this on them.
#### Chosen Notoriety
**Prerequisite:** None
As an Action, make a **Contract Check** against yourself, with a DC of 15 minus your proficiency bonus. On a success you can choose to be Anonymous or Infamous. You can use this **Contract** in addition to others.
- **Anonymous:** All creatures that see you until you take a rest have a hard time remembering your face, and your mannerisms. Being unable to describe you to other creatures, or recall details about you.
- **Infamous:** You gain a +3 to Charisma skill checks, but disadvantage on Stealth, and Sleight of Hand checks.
#### Guidance
**Prerequisite:** None
When you succeed a Charisma check against a creature, you can make a **Contract Check**, on a success you siphon some of their knowledge until the end of a long rest, you gain proficiency in a Tool kit or Skill they are proficient in. At 11th level, this proficiency is instead expertise.
#### Faithful Service
**Prerequisite:** None
When you succeed a Charimsa check against a creature, you can make a **Contract Check**, on a success, you gain some of their connections as your own. If they can or know someone who sells or makes items, you get a reduced price equal to 200 Ryo, plus 200 for every 2 you succeed the check by. To a maximum of 50% off.
#### Sly Implications
**Prerequisite:** None
When you succeed a Charimsa check against a creature, you can make a **Contract Check**. On a success they become Berserk and a target of your choice within 30 feet of them becomes their sole focus for one minute.
#### Blackmail
**Prerequisite:** None
When you succeed a Charisma check against a creature, make a **Contract Check**. On a success you lead them to believe you have blackmail that could ruin them. They gain 2 ranks of Fear towards you until they can prove you do not have the blackmail.
On a failure, they instead become angry towards you and may lash out.
#### Emotional Intelligence
**Prerequisite:** None
While in a conversation with a non hostile creature, you can make a **Contract Check**, on a success you learn their emotional state, why they are in that state, and if they are being forced or coerced into anything by another creature.
#### Façaded Truth
**Prerequisite:** None
As a Reaction when a creature casts a jutsu or uses an effect that would make you unable to lie or force you to tell the truth, you can make a **Contract Check** against the creature, on a success you are not affected by the jutsu or ability, but they believe you are.
On a failure, they do not know you attempted to use this **Contract**.
#### Strong Gaslight
**Prerequisite:** 11th level
As a Reaction when you would attempt lie against a creature, make a **Contract Check**, on a success whatever you lied about they fully believe, even if it's completely improbable, or impossible. If you would lie about something the creature was personally witness to, their memories reshape to fit your narrative.
#### Look to Me
**Prerequisite:** 11th level
When you would finish a conversation with a creature you have succeeded a Charisma check against, or talked longer than a minute with, you can make a **Contract Check** against them. On a success, they hold you to the highest standard, finding it hard to believe when others speak bad about you, and refusing to engage in conversation if its harmful or against your person or image. This lasts until you do something directly detriment to the creature effected by this **Contract**, such as attacking them, or an ally of theirs.
#### Fear Induced Insanity
**Prerequisite:** 15th level
When you would end initiative against a creature with a rank of **Crippling Fear**, you can make a **Contract Check**, on a success you crack their mind, making them unable to shake the condition by any means. They will always lookout for you around every corner as long as they live. Creatures cannot understand their mad ramblings, and they have Disadvantage in all Intelligence, Wisdom, and Charisma skill checks and saving throws.
\page
### Combat Contracts
#### Non-Violence Pact
**Prerequisite:** None
As a Bonus action, choose one creature within 30 feet of you that can see and hear you. Make a **Contract Check**, on a success you forge a pact of Non-Violence. For one minute, or until one of you are unconscious, the creature cannot attack, damage, or apply conditions you in anyway, and you to them.
#### Code of Ethics
**Prerequisite:** None
As a Reaction, when an ally is hit with a critical hit, or would be reduced to zero hit points wtihin 60 feet of you. Make a **Contract Check**, on a success the crit is negated, or your ally is instead brought to 1 Hit Point. And the creature subjugated cannot attack the creature you used this Reaction on until the beginning of their next turn.
#### Freeze
**Prerequisite:** None
As a Reaction, when a creature would attempt to gain the benefits of a feature or ability that would allow them to pass a save and suffer no effects, make a **Contract Check**, on a success their ability does not trigger, and cannot do so until the end of their next turn.
#### No Retreat
**Prerequisite:** None
As a Bonus action, make a **Contract Check** against a creature within 30 feet of you that can hear you, on a success for 10 minutes that creature cannot take the Dash, Disengage, or Hide actions. Additionally, they cannot Teleport further than 30 feet away from a hostile creature.
#### Anti-Cruelty
**Prerequisite:** 7th level
As an Action, make a **Contract Check** against a creature within 30 feet of you, on a success the creature cannot inflict one creature of your choice with Physical, or Mental conditions. For one minute.
#### Minion Subjugation
**Prerequisite:** 7th level
When you begin initiative against a creature that has the Minion Classification you can immediately make a **Contract Check** against that creature as long as they are within 60 feet of you and can hear you. On a success that creature is instead under your control for the duration of the combat, doing its best to listen to your commands, act in your favor, and work with your allies as if they were their own.
At 11th level, the subjugation lasts until the end of a long rest. At 15th level, the subjugation lasts until they die.
#### Fair Fight
**Prerequisite:** 7th level
As an Action, make a **Contract Check** against a creature within 30 feet of you that can hear you, on a success that creature is forced to limit their power. For one minute, they cannot cast their highest rank of jutsu known, but can still cast every rank below. And they can only make one weapon or unarmed attacks per turn.
#### Unfair Advantage
**Prerequisite:** 7th level
As an Action, make a **Contract Check** against a creature within 30 feet of you that can hear you. On a success, that creature cannot gain the benefits of any Jutsu, Features, or Abilities that would grant them a bonus to attack rolls, damage rolls, saves, or skill checks until the end of their next turn.
If you succeed the check by 5 or more, this lasts for a minute.
#### Contractual Bindings
**Prerequisite:** 7th level
As a Bonus action, make a **Contract Check** against a creature within 30 feet of you that can hear you, on a success that creature has disadvantage on the first Strength, Dexterity, or Constitution saving throw it makes each turn. For one minute.
Additionally, that creature cannot get rid itself of any Physical or Elemental conditions it is under for the same duration.
#### Shattered Mental
**Prerequisite:** 11th level
As a Bonus action, make a **Contract Check** against a creature within 30 feet of you that can hear you, on a success that creature has disadvantage on the first Wisdom, Intelligence, or Charisma saving throw it makes each turn. For one minute.
Additionally, that creature cannot get rid itself of any Mental or Sensory conditions it is under for the same duration.
#### Flood Gate
**Prerequisite:** 11th level
As a Reaction, when a creature attempts to cast a jutsu that would summon a creature or create a sentient construct within 60 feet of you, make a **Contract Check** against the Summoner. On a success that creature is instead under your control for one minute, doing it's best to listen to your commands, act in your favor, and work with your allies as if they were their own. At the end of the timer, the summon duration ends.
#### Standardized Subjugation
**Prerequisite:** 11th level
When you begin initiative against a creature that has the Standard Classification you can immediately make a **Contract Check** against that creature as long as they are within 60 feet of you and can hear you. On a success that creature is instead under your control until the end of combat, doing its best to listen to your commands, act in your favor, and work with your allies as if they were their own.
At 15th level, this subjugation lasts until they long rest.
\page
## Clan Feats
#### Face for Radio
**Category:** Clan
**Prerequisite:** Musen Clan
A face only a mother could love, or a face made to broadcast on the radio. You gain the following benefits:
- You can use both halves of your **Radio Voice** feature a number of times equal to your proficiency bonus per rest.
- You learn the **Distant Echo** Genjutsu, the casting time becomes a Bonus action, and does not require HS.
- If you would be captured on camera or recorded visually in any way, all of your facial features and voice are permanently obscured as they short circuit just enough to mask your identity.
- Choose a number of **Contracts** per long rest equal to your proficiency bonus, you can use those **Contracts** an additional time per rest.
#### The Shadow Man
**Category:** Clan
**Prerequisite:** Musen Clan, Level 4+
Your jutsu and abilities have always been a mystery, some could call voodoo. You gain the following benefits:
- Increase your Constitution or Charisma score by +1, to a maximum of 20.
- Your hit points maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit points maximum increases by an additional 2 hit points.
- When you would cast a jutsu while you're in dim light or darkness, you can spend an additional 5 chakra to immediately teleport up to your full movement speed to another area that is in dim light or darkness. You can do this a number of times equal to your proficiency bonus per rest.
#### Fear is the Mind Killer
**Category:** Clan
**Prerequisite:** Musen Clan, Level 4+
Fear is the most potent chemical to get what you need. You gain the following benefits:
- Increase your Constitution or Charisma score by +1, to a maximum of 20.
- All Genjutsu that inflict the Fear condition has an amount of cost reduction equal to its rank. *(D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = 5).*
- Once per turn when you would give a creature a rank of Fear, you can spend 5 chakra to give them an additional rank.
```
```
#### Psychotic Extraction
**Category:** Clan
**Prerequisite:** Musen Clan, Level 8+
Your powers have grown, and with it your manipulation of your targets fears. You gain the following benefits:
- When you would apply a rank of Fear towards a creature, you can telepathically ask them one question, and they must answer it to the best of their ability in 10 words or less.
- When a creature would react to a jutsu you cast that inflicts Fear, they increase the cost of their reaction by the amount of Fear ranks they have. Once per turn.
- You can swap up to two **Contracts** on a short rest.
\page
#### Psychological Warfare (WIP)
**Category:** Clan
**Prerequisite:** Musen Clan, Level 16+
Fear grips the heart of any who see your true form. You gain the following benefit:
- You can unleash your constraints to show what you truly are beneath the Façade. Turning into a creature that looks unique to every person who has the misfortune of gazing upon you. As an Action once per long rest, you transform into an Unimagineable Horror. With the following statistics. But it uses your Ability Scores. This lasts for 1 hour, or until you reach zero hit points.
```
```
___
> ## Unimagineable Horror
> Large Monstrosity, Unaligned
> ____
> - **Armor Class**: Your AC
> - **Hit Points**: Your Hit Points
> - **Speed**: 60ft, 120ft of Shadow Travel
> ___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|
> ___
> - **Damage Vulnerability** Fire
> - **Damage Resistances** Cold, Psychic
> - **Damage Immunities**: Necrotic, Poison, Acid
> - **Condition Immunities**: Mental, Sensory, Exhaustion.
> - **Senses**: Dark Vision 120 ft, Chakra Sight 60ft,
> ___
> ***Shadow Travel:*** When you are within Dim Light or Darkness you can teleport up to 120 feet to another area of Dim Light or Darkness.
>
> ***Immutable Form:*** You are immune to any Jutsu or effect that would alter your form.
>
> ***Paranoia:*** Creatures who look directly at you cannot see you by any means. They can only notice your presence, or see your form from the corner of their eyes.
>
> ***Heart Attack:*** Creatures who would see you from the corner of their eyes in this form must make a Wisdom save against your highest save DC, on a failure they gain 1 rank of **Crippling Fear**. They can make another Wisdom save at the end of their turns to end this condition.
>
> ***Everywhere and Nowhere:*** You are immune to jutsu with the Sensory Keyword of A-Rank and lower.
>
> ***Haunted Thoughts:*** When you are hidden from a creature while in this form you do not have to speak to a creature or meet any requirements to attempt to subjugate them into a Social **Contract**, you can instead make the **Contract Check** at advantage by speaking into their mind directly.
> ___
>
>***Tendril of Darkness***: Ranged Genjutsu Attack: Range (30/60),, one creature. Hit: 3d8 + Charisma mod Psychic or Necrotic damage. (pick one).
>
>***Dream Eater***: Ranged Genjutsu Attack: Range 60 ft, one creature. Hit: 4d6 + Charisma mod Psychic or Necrotic damage (pick one). Target must make Wisdom save against Genjutsu save DC, or gain 1 ranks of Fear.
>
>***Channel Fear:*** You reach your hand in the darkness to attack your foes. Each creature of your choice within 60 feet of you must make a Wisdom saving throw. On a failure, they gain 3 ranks of Fear and you can subjugate them into a Combat **Contract** of your choice.
\page