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Phhase
2019-09-01, 02:11 PM
Yes, really. :smallcool: The Takea shark has been jumped. And before you mention it, I know I've added an extra 'I' into the race name - I've just always called them that. Rolled off the tongue better. Without further ado...

Rahkishi

https://vignette.wikia.nocookie.net/bionicle/images/a/af/Rahkshi-0.png/revision/latest?cb=20141203022159"]https://vignette.wikia.nocookie.net/bionicle/images/a/af/Rahkshi-0.png/revision/latest?cb=20141203022159

Rahkishi are a race of biomechanical reptilians, initially created long ago by warring factions of mad magesmiths. Once, the Rahkishi clashed in huge hordes, driven by the ambitions and madnesses of their overlords. Great battles were fought, leaving huge scars upon the earth, some of which persist to this day. Each magesmith claimed to be the one who invented the process of refining magical essences into Rahkishi, and indeed, each specialized in Rahkishi with certain powers the others did not possess. But they died long ago, leaving behind hordes of soldiers with no purpose and a potent genetic imprint of a great and very important battle that they must serve in.

Today, the once monolithic Rahkishi are scattered far and wide. Some congregate in primitive barbarian tribes, others wander alone, often in the Underdark, some even find their way to society.

Alignment
Rahkishi are a mixed bag temperament-wise. Some still feel a need to serve a code, or another's will. These Rahkishi tend more toward lawful alignments. Others relish their newfound freedom to unleash their power on anything they choose, and prefer chaotic alignments.

One thing is common among all Rahkishi, regardless of alignment - they LOVE combat. You will never find a Rahkishi farmer or shepard. A Rahkishi marooned on an empty desert island would fight trees and stones to pass the time. They are willing to settle pretty much any dispute by combat, and enjoy little more than training in new techniques and discussing new ways to use their abilities. Whether or not such combat is lethal depends on the Rahkishi in question, but Rahkishi will always tell opponents which it will be, and stick to it. Even the most duplicitous Rahkishi finds no sport in killing an unaware opponent. Rahkishi assassins will let their target know up to a week in advance that they are in danger. Some Rahkishi tribes make annual pilgrimages to Acheron, to fight in its eternal wars. Rahkishi who become shamans, paladins, or clerics heavily favor gods like Erythnul and Heironeous, who have the War domain.

Appearance
Rahkishi appear as hunchbacked tailless bipedal lizards made mostly of metal, and a little sinew. A row of spikes runs down their spines, sometimes frilled. They vary dramatically in color, with forty-two known patterns, each with its own specialty. Inside their chests is their main "brain", which is fully biological and resembles a brightly colored sluglike creature.

Size
Your size is Medium. As all Rahkishi were built from the same blueprint, aside from color and spine variations, all Rahkishi have the same body shapes: exactly 6' tall (6'6" if fully upright, which is almost never), and freakishly thin.

Speed
Unless otherwise noted, your speed is 30ft.

Aging
A Rakishi lives for about 100 years, although this is only the lifespan of the fleshy slug inside. Indeed, Rahkishi usually breed near the ends of their lives, the spawn inheriting the shell of the parent with a matching color when they perish. However, as highly magical creatures, if some sort of heavily magic-infused foodstuff can be found, then it may be possible to extend a Rahkishi's life.

Languages
Rahkishi speak their own language of screeches and howls. More civilized Rahkishi might also speak Common in a brassy, metallic voice. While not encased in a body, Rahkishi slugs can only speak Rahkishi, or through telepathy if they possess it.


Humans: Judge individually and made no assumptions. Humans are dangerously versatile. In a fight, stall to asses their weaknesses while avoiding revealing your own.

Elves: Mentally strong, physically weak. In battle, cause as much chaos as possible, as quickly as possible. Pure rage will cut through the most careful of plans.

Dwarves: Strong, worthy opponents.

Half-Orcs: All stubborn instinct, no calculation. Useful only as a test of physical strength. Eradicate before they can take root.

Gnomes: Weak, but because of their tendency to specialize, rather than their small stature. Respect those who are more than a one-trick pony. All others, avoid playing into their strengths.

Halflings: Not worth fighting.


Firmitas Machina
Being mostly mechanical, you are able to take lots of punishment. Increase your Constitution by 2. You have advantage against poison and necrotic effects and take only 1/4 damage on a successful save. In addition, your durable metallic shell gives you an AC of 10 + Dex Modifier + Con modifier. However, most armor does not fit your emaciated frame and spines unless customized at significant cost. You can use your armor's AC or your innate AC, whichever is higher. This does not stack with Unarmored Defense class features.

Carne Debilitate
There are disadvantages to your nature, though. You have two pools of hp, one for your mechanical body, and one for the fleshy core. The body is 75% of your hp, and takes damage first. Once your body hp is depleted, your brain hp is vulnerable. If you take poison, necrotic, or psychic damage, it is applied directly to your brain hp. If your brain hp is reduced to 0, you are dying and must make death saves.

Only the biological brain portion of your hp can be healed with normal healing magic. The body does not heal naturally, and must be repaired. The mending cantrip heals 1d4+1 hitpoints. Alternatively, with a heat source and proficiency in smithing tools, you or someone else may use 20gp worth of scrap metal to restore 15 hitpoints to your shell over 20 minutes.

While Rahkishi still require food to power their meaty bits, this can consist of any organic matter (Wood, grass, bones), though good food is still preferable.

Rahkishi also require the same amount of sleep as a normal being, and do dream, however, their bodies can be set up to keep watch autonomously, such that the Rahkishi can sense its surroundings enough to keep watch while asleep.

<FURIOUS, INCOHERENT SCREECHING>
As biomechanical creatures built for combat, Rahkishi see everything as a personal challenge. Whether or not fighting is involved, it would be a crime to let such challenges go weakly answered. Whenever you try to use a Charisma based skill, roll a d20. If the result is higher than 3 + your Character level + your Charisma modifier, you use Intimidate instead.

Evacuate
At any time, you may evacuate your mechanical body through a tiny hatch at the base of your spine. In this form, you are a brightly colored slug-like creature. You retain your racial powers, but have no arms and a mouth not suitable for attacking. Your size is Small, your speed is 5ft, and your AC becomes 10. You have a climb speed of 5ft on any surface, due to your many small legs and sticky mucus. You lose your resistance to poison and necrotic effects, and posses only your brain pool of hp. You gain the Amorphous quality, allowing you to pass through spaces of up to 1 inch in diameter. Your small size gives you +4 to Stealth in this form, but you otherwise cannot benefit from any bonuses that require you to have arms or hands. If you find an empty Rahkishi body, you may enter and pilot it. You retain your original racial powers, though. If piloting a body that is not your own, you may attempt an insight check to retrieve some of the memories imprinted by previous owners of the body (DM's discretion). You have +6 to Deception checks made to impersonate another Rahkishi if you are piloting their body.

Racial Weapon: Rahkishi Staff
This metal staff weighs 7lb and costs 10gp. Both sides are tipped with a wicked-looking weapon, although its nature varies. The majority of Rahkishi staves end in blades, but some have other, blunter designs, flame emitters, or other strange features. On a hit, the staff deals 2d4 damage of the appropriate physical or elemental type. When wielding a Rahkishi Staff, you may make a bonus attack with the off hand end as a bonus action if you have the appropriate feat. All Rahkishi are proficient in its use. If you are a Rahkishi able to gain fighting styles from a class feature, you may choose to gain the Dual Wielder feat instead.

A Rahkishi Staff may be used as an arcane focus.

Racial Feat: Awaken Power
Prerequisite: 6th Level
All Rahkishi have innate powers, usually correlated to their colors. On taking this feat, those powers are enhanced greatly. The exact nature of this empowerment depends on the individual's racial power (see below). In addition, the cap for your Constitution becomes 22, and if your racial bonus was overflowing, it now applies.

Color
There are 42 different subraces of Rahkishi. Each has a different color pattern and a unique magical skillset.


Accuracy (Blue body, Purple limbs)
You gain the cantrip True Strike. You don't suffer disadvantage for attacking at long or very short range. You ignore half and three-quarter cover.

Awakened: Add +1 to all attack rolls. Twice per long rest, you can enter a state for 1 minute where True Strike can be cast as a bonus action.


Adaptation (Black body, Purple limbs)
You do not suffer the effects of difficult terrain, or extreme heat and cold environs.

Awakened: Every time you take elemental damage, you gain 1 damage reduction against it, up to 1 + half your total level (round up). This resistance is reset upon taking damage from another element, and begins at 1 again.


Anger (White)
You can enter a rage once per long rest. It is identical to a lvl 1 Barbarian's rage, save that your eyes glow with white fires.

Awakened: You gain three uses of your rage per long rest and may expend a use to inflict Crown of Madness on up to three targets within 120ft of you. The targets also gain all the benefits and drawbacks of your rage, eyes aflame. The save DC is equal to 9 + Con modifier.


Chain Lightning (Silver)
Three times per long rest, you may either deal 1d4 + Con electric damage to all enemies within 5 feet as a bonus action, or deal 1d4 + Con electric damage to up to three enemies or metallic objects, each within 40ft of you or another, as a standard action.

Awakened: Gain a fourth charge per long rest. Damage increases to 1d10 + Con. You can spend all 4 charges as an action to cast Chain Lightning (With Con as the spellcasting ability). You may generate charges as an action in exchange for taking 5 electric damage to your Body pool per charge. You can only have 4 charges at any one time.


Chameleon (Red body, Gold limbs)
You gain proficiency in the Stealth skill. If you are already proficient, gain Expertise. If your Con bonus is higher than your Dex bonus, you may use it for Stealth checks instead. You may also hide without cover as long as you remain still.

Awakened: You can take the Hide action as a bonus action.


Confusion (Gray body, Green limbs)
Creatures struck by your melee attacks and melee spell attacks take 1 psychic damage in addition to the attack's normal effects. Once per long rest, you can cast Confusion with Con as your spellcasting ability. Its maximum duration is a number of rounds equal to your Con bonus.

Awakened:You can toggle a 10ft radius aura around yourself. Creatures starting their turns in the aura or entering it for the first time on a turn take 1 psychic damage. While the aura is active, your melee attacks do not deal bonus psychic damage. If a creature has taken at least 3 psychic damage from either effect, and it takes further psychic damage from either effect, it must make a Wisdom save against 8 + Con Modifier + Psychic damage exceeding 3. Failing means they are under the effects of Confusion until the end of their turn. A successful save grants +6 on further saves against this effect for 24 hours (Does not stack).


Cyclone (Black body, White limbs)
Twice per long rest, you can cast Dust Devil. You automatically succeed saving throws against your own Dust Devils.

Awakened: Thrice per long rest, you can cast Dust Devil, Wind Wall or Investiture of Wind (Though when cast in this way, it will not grant flight). If you are a spellcaster that can reach the proper spell level, add Whirlwind to your spell list. You automatically succeed at saving throws against your racial spells. Con is you spellcasting stat for these spells.


Darkness (Black body, Red limbs)
You have two charges per long rest. You may expend one charge to cast Darkness on an object, creature, or area as an action. You can see through this darkness.

Awakened: You have charges equal to your Con modifier per long rest. You can spend one to cast Darkness as an action. You may spend two to cast Pass Without Trace. When cast this way, Pass Without Trace does not require Concentration, but does not affect allies. You can spend three charges to gain One With Shadow for 1 hour. In this state, you may take an action to become invisible while in dim light or darkness. This requires Concentration to maintain, but is not disrupted by casting spells, moving or making attacks. However, the invisibility ends if your position is illuminated.


Density Control (Black body, Green limbs)
You have two charges per short rest. You can spend a charge when you are struck by an effect that deals non-poison/psychic damage to reduce that damage by half. You also can spend a charge to make an Acrobatics check when struck by an attack, but add your Con modifier rather than your Dex. If you beat the enemy's attack roll, the attack deals no damage as it passes right through you. On a failure, take double damage from the attack.

Awakened: If you spend both charges, you may, as part of a melee attack or touch, attempt to make a creature of up to Huge size or an area of substance that can fit in a 10ft cube ethereal. However, it is not truly on the Ethereal Plane. Its density is simply too low to interact with anything else. It cannot be damaged, and cannot interact with objects physically. Its speed becomes a fly speed of 20ft and it can pass through solid objects. Objects or creatures affected become hazy and transparent, and perceive the world around them as such in turn. You can target yourself. Unwilling creatures must make a Con save. Constitution is your spellcasting stat for this ability. This effect lasts a number of round equal to your Con modifier.


Disintegration (Blue)
You have three charges per long rest. You can use a charge as a bonus action. A pale blue nimbus surrounds your weapon, and your next attack made within 1 minute causes inorganic matter to crumble. Inorganic creatures take an additional 3d6 necrotic damage. Organic creatures do not take extra damage, but if they are wearing inorganic armor or an inorganic weapon/shield, it receives 1d4 in penalties to the AC or attack bonus it provides. At -5, the weapon or armor in question disintegrates completely. Unattended objects or structures of an inorganic nature take triple damage. This does not stack with the bonus granted by Adamant weapons

Awakened: Gain 5 charges and a burrow speed equal to your normal speed.


Dodge (Red body, Silver limbs)
You are proficient in Dex saving throws. If you are already proficient, gain Expertise.

Awakened: You gain Evasion and the ability to cast Drifting Zephyr (http://www.giantitp.com/forums/showthread.php?593900-Phhase-s-Esoteric-Arcana&p=24056805#post24056805) once per long rest. When cast in this way, Drifting Zephyr emits no sound and you cannot pass through solid object while dodging.


Elasticity (Tan)
You have the Amorphous property, and can contort though spaces as small as 1 inch without issue. You have +1 AC versus electrical effects.

Awakened: You can stretch your body up to 15 feet to grab or interact with an object. You add 10ft of reach to your attacks.


Electricity (Blue body, White limbs)
Yeah, it's a little redundant, but hey. You have two charges per long rest. You can spend a charge to infuse yourself with a crackling field of electricity for 1 minute. Your melee attacks deal bonus electric damage equal to your Con modifier. Enemies striking you in melee also take this damage.

Awakened: You have three charges per long rest. You can imbue creatures or object with the electrical field instead. As part of a melee attack or as a melee spell attack, strike or touch a creature or object and spend a charge. That creature or object emits the field instead. You do not take damage from your own fields.


Fear (Red)
Creatures struck by your melee attacks and melee spell attacks take 1 psychic damage in addition to the attack's normal effects. Once per long rest, you can cast Fear with Con as your spellcasting ability. Its maximum duration is a number of rounds equal to your Con bonus.

Awakened:You can toggle a 15ft radius aura around yourself. Creatures starting their turns in the aura or entering it for the first time on a turn take 1 psychic damage. While the aura is active, your melee attacks do not deal bonus psychic damage. If a creature has taken at least 3 psychic damage from either effect, and it takes further psychic damage from either effect, it must make a Wisdom save against 8 + Con Modifier + Psychic damage exceeding 3. Failing means they are under the effects of Fear until the end of their turn. A successful save grants +6 on further saves against this effect for 24 hours (Does not stack).


Fire Resistance (Aquamarine)
You have resistance to fire damage. You are unaffected by extreme heat environs.

Awakened: You can become immune to fire damage at will. While immune, you are vulnerable to cold damage.


Fragmentation (Brown)
You have two charges per long rest. You may use an action to expand a charge and cast Erupting Earth. When cast in this way, the 20ft cube may issue from any surface. The explosion created consists of the material it was cast on. Hard materials like stone or metal deal piercing or slashing damage rather than bludgeoning on account of the shrapnel. The spell leaves a 5ft deep crater wherever it was cast, potentially creating a hole in a structure.

Awakened: You have three charges per long rest rather than two. You can position Erupting Earth inside objects such that the 20ft cube intersects as much as you wish. This annihilates the material in that area. Deal triple damage to unattended objects or structures. You can also spend a charge to power up your next melee attack. Make a melee spell attack. On a hit, the area you struck explodes, dealing 2d10 piercing damage to the victim and knocking them 5*Your Con modifier feet in any direction except towards you.


Gravity (Blue body, Silver Limbs)
You have advantage against effects that would move or knock you prone unwillingly. You can walk along any surface as if it were the floor.

Awakened: You have two charges per long rest. You may use a charge to cancel out gravity in a 10ft radius cube. Creatures therein suddenly begin to float and lose all ground speed. Creatures with a fly speed may still fly. A creature must succeed on an Acrobatics check against 10 + your Con modifier in order to move up to 5 feet through the air. If they can push off of an object or throw a sufficiently weighted object in the opposite direction (Or are struck...), they move unhindered in that direction that round. You can control whether or not you are affected by your null-gravity field. Alternatively, you may spend a charge to create a 10ft radius cube of extreme gravity. The gravity may pull in any direction. Creatures inside the field must succeed on a Athletics check against 10 + Your Con modifier. On a failure, they are restrained, unable to attack, and crushed against the ground, taking 1d8 points of bludgeoning damage. A successful save allows one to move at a speed of 5ft. Attacks are made at disadvantage and ranged attacks are altogether impossible. Flying creatures fall, taking 2d8 damage on impact. You are unaffected by the extreme gravity field. Both effects last a max number of rounds equal to your Con modifier.


Heat Vision (Yellow)
You have a gaze attack that can be used a number of times per long rest equal to your Con modifier. Make a ranged spell attack using Con as your spellcasting stat. On a hit, deal 1d6 fire damage.

Awakened: Your gaze attack now deals 3d6 fire damage instead, and ignites creatures and flammable objects for 1d4 damage per round. Creatures must use an action to make a DC 12 Dex check to extinguish the flame. Your gaze attack has Recharge (5,6). Immediately after using your gaze attack, you are blind until The end of your next turn. For one minute thereafter, suffer -5 to Perception checks. This penalty does not stack, the timer only refreshes.


Hunger (Black)
Your melee attacks threaten a hungering strike on a roll of 19-20. On a roll of 20, you may either deal a normal critical, or a hungering strike, not both. A hungering strike does no additional damage, but inflicts a level of exhaustion instead, and grants you THP equal to your total level. These hitpoints last for 1 hour. Hungering strikes do not effect creatures that do not or cannot eat.

Awakened: Creatures struck by a hungering strike must also make a Wis save versus 8 + Your Con Modifier + (2*levels of exhaustion). On a failure, they are seized with gnawing hunger, and are compelled to spend their next action attempting to consume the nearest food source. Devouring a ration consumes an action, but still allows for movement. If there is food nearby that is not in the creature's possession, and the creature's movement can reach it, they must move toward and consume it. This includes corpses and vegetation. If neither are available, the creature will attempt to eat nearby organic creatures (Creatures make an extra Wis save if allies or themselves are the only edible creatures nearby, and they wouldn't normally eat either). A target may repeat the saving throw at the end of each turn. The effect (but not the exhaustion) ends once the target successfully eats something, delivers a successful bite attack to a living creature, or a number of turns equal to your Con modifier pass.


Ice Resistance (Red body, Yellow limbs)
You have resistance to cold damage. You are unaffected by extreme cold environs.

Awakened: You can become immune to cold damage at will. While immune, you are vulnerable to fire damage.


Illusion (Tan body, Blue limbs)
You know the Minor Illusion cantrip. You have two charges per long rest. You may use a charge to cast Mirror Image or Major Image. When cast in this way, Major Image lasts a number of minutes equal to your Con modifier.

Awakened: You have three charges per long rest, and may additionally use a charge to cast Seeming or Mislead. When cast in this way, Seeming lasts a number of hours equal to your Con modifier. When cast in this way, Mislead lasts a number of minutes equal to your Con Modifier, does not require concentration, and ends if your invisibility breaks.


Insect Control (Orange)
You can cast the spell Animal Friendship at will, and can target any number of creatures within 30 feet, although you can only target non-intelligent insects (So you can't dominate a Thri-Kreen, for example). As an action, you may command any number of charmed insects or insect swarms to act on your behalf. You can have up to your level in CR of insects under your control.

Awakened: Your Animal Friendship effect functions against insects summoned by magical effects, such as Summon Monster, Insect Plague, or Giant Insect. Make an opposed Persuasion check. On a success, you take control of the target spell effect. This does not require you to take over Concentration (Although this means a responsible caster can dismiss the spell). You retain control of the spell effect for a number of rounds equal to your Con modifiers, after which the effect is released. Insect Plague counts as 5 CR worth of insects. In addition, you gain the Cloak of Flies eldritch invocation, but the damage is based on your Con modifier instead of Cha.


Laser Vision (Red body, Orange limbs)
Yeah yeah, redundant, blah blah, I'm trying to meaningfully differentiate them, ok? You have a gaze attack that can be used a number of times per long rest equal to your Con modifier. Make a ranged spell attack using Con as your spellcasting stat. On a hit, deal 1d8 radiant damage. On a roll of 20, a target is blinded for 1 round. Reflective surfaces will completely deflect your gaze without taking damage.

Awakened: Your gaze attack deals 2d8 points of radiant damage instead. It blinds on a 19 or 20.


Limited Invulnerability (Grey)
Once per long rest, gain resistance to all non-psychic damage for a number of rounds equal to your Con modifier as a bonus action.

Awakened: Reduce all non-psychic damage taken by 3. However, also reduce all Body healing received through manual repair by 5. Twice per long rest, gain resistance to all non-psychic damage for a number of rounds equal to your Con modifier as a bonus action.


Magnetism (Black body, Gold limbs)
You know the Mage Hand cantrip. However, there is no visible hand, you can affect a number of objects equal to your Con modifier, and you can only affect highly ferrous objects. If you have and use all five "Hands" you can replicate the Levitation spell on yourself, a creature in ferrous armor, or a heavy ferrous object. "Hands" can be commanded as a bonus action.

Awakened: Additionally, for a number of (Not necessarily consecutive) rounds equal to twice your Con modifier, you can replicate the spell Telekinesis, but only against ferrous objects or creatures. You can crush a grabbed creature wearing ferrous armor, it deals 2d8 bludgeoning damage.


Mind Reading (Light Purple)
You have two charges per long rest. You can spend a charge to cast Detect Thoughts. When cast this way, Detect Thoughts lasts a number of rounds equal to your Con Modifier + 2. If you are scanning a creature's mind, you gain +1 to attack rolls against them, and +1 to your AC and Reflex saves versus their attacks and spells. If you use the Dodge action, you can instead attempt a deeper probe of the first creature to attempt to attack you. On a success, you dodge that attack. Successful saves against this effect do not end it. When you succeed at a deeper probe (That is not a Dodge), you can choose to instead of character insight, gain +5 to your next attack against the creature.

Awakened: In addition to the above method, you can toggle a 15ft radius Detect Thoughts field. However, you can only probe creatures in the field that you have line of sight to. You also have the ability to make a Wisdom (Stealth) check against a creature's Passive Wisdom. On a success, they do not notice your mental presence, although you must make a new check for each probe you make.


Molecular Disruption (Light Blue)
Was actually really hard to design. It's pretty much identical to Disintegration and Density Control.

You have two charges per long rest. You can use an action to spend a charge. Make a melee spell attack. Inorganic targets and creatures are discorporated. This effect renders struck objects transparent. They pass through solid objects as if the objects were a dense gas (Unattended discorporated objects will float on rather than falling through the floor). In this way, solid matter can be swum through at a lower speed (but not seen through). Discorporated creatures cannot make physical attacks and must succeed on a Concentration check against 8 + Your con modifier to cast a spell. You must make a Sleight of Hand check to interact with objects in this state (Note: they no longer have mass). A word item remains on the creature but discorporated armor no longer provides any benefits or drawbacks. You cannot target yourself with this effect. This effect can be applied to an area of up to a 10ft cube. That material can be potentially moved or reshaped. This effect last a number of rounds equal to your Con modifier or until dismissed.

Awakened: You can along any solid object in any direction at your normal speed by shoving your limbs into the substance. Your movements leave no sign of passage and do not leave any lasting effects where you passed through. You can use this ability to burrow at your normal speed or fully pass through walls or objects for a number of rounds equal to twice your Con modifier per long rest.


Plant Control (Green body, Brown limbs)
You can cast the spell Plant Growth at will. However, it can only be cast as an action to create overgrowth, and the effects take 2 rounds to manifest fully, 4 if there is no pre-existing vegetation. Additionally, you have two charges per long rest. You can use a charge to cast Ensnaring Strike or Entangle. When cast in this way, they do not require Concentration, but last only up to a number of rounds equal to your Con modifier. There must be preexisting vegetation to cast these spells.

Awakened: You have four charges per long rest instead. You can use two charges to cast Wall of Thorns. When cast in this way, it does not require Concentration, but lasts only up to a number of rounds equal to your Con modifier. There must be pre-existing vegetation. Additionally, you can cast Animal Friendship using one charge. You can target any number of plant creatures with this effect. As an action, you may command any number of charmed plants to act on your behalf. You can have up to your level in CR of plants under your control at any one time. You can use this ability to take control of summoned plant creatures, but this requires an opposed Persuasion check.


Plasma (Tan body, Red limbs)
You know the Produce Plasma cantrip. This is identical to Produce Flame, except as follows. The plasma globule deals 1d8 damage, and is both fire and radiant. Resistance and vulnerability are only half as effective unless a target possesses resistance or vulnerability to both elements. You have two charges per long rest. You can spend one charge to create a larger plasma globule with Produce Plasma that deals 3d8 fire/radiant damage instead. This ability has Recharge (5,6).

Awakened: You have three charges instead of two. In addition, for a number of rounds equal to your Con modifier per long rest, you can sheathe yourself in a nimbus of superheated plasma. In this state, your unarmed attacks deal +1d8 fire/radiant damage. You gain a burrow speed of 20ft, and the melted passage deals 1d4 fire damage per round to anyone other than you touching it. Unattended objects take triple damage from your nimbus (Does not stack with Adamant). Attackers must make a Dex save against 10 + Your Con modifier when striking you with a melee weapon or else their weapon is destroyed (You still take full damage). You are vulnerable to electric damage in this state (Plasma is highly conductive).


Poison (Green)
You have two charges per long rest. You can use one charge to spend 1 minute coating an object or weapon with poison. The poison lasts until the weapon or object has made a number of successful attacks or contacts equal to your Con modifier. Successive applications of poison refresh the number of attacks or contacts but do not stack. On a hit, or on contact with a poisoned object, deal 1d6 bonus poison damage. Creatures that have taken at least 10 poison damage from this effect in the last hour that take further poison damage must make a Con save versus 8 + Your Con Modifier + Damage in excess of 10. On a failure, they are poisoned for 2 hours. This poison is not perishable, and may be stored. Ingesting the poison deals double damage, but its pungent, bitter odor and awful flavor make this impractical.

Awakened: You have three charges per long rest instead of two. If a creature has taken at least 20 poison damage from you, and takes further poison damage, it must make a Con save versus 8 + Your Con Modifier + Damage in excess of 20. On a failure, it is paralyzed for 1 hour. However, the save may be repeated each round, and successful saves allow the victim to act normally that round, and grant +4 to future saves. Receiving magical healing removes the paralysis, though the creature still must make another save if they take more poison damage. Additionally, you may spend a charge to emit a noxious cloud of poison in a 10ft radius sphere around yourself. This cloud follows you, lightly obscures you, and lasts a number of rounds equal to your Con modifier. Creatures in the cloud take 1d4 poison damage if they fail to hold their breath, and may be subject to the above effects.


Power Scream (Purple)
As an action, you can blast a 20ft cone with a shredding screech. Creatures take 1d8 sonic damage, or half on a successful Con save versus 9 + Your Con Modifier. In addition, you have two charges per long rest. You can spend a charge to intensify a scream. The cone becomes 40ft in size and deals 2d8 sonic damage instead (Half damage on a successful save). Creatures failing the save are also deafened for a number rounds equal to your Con modifier.

Awakened: Your base scream now deals 1d10 sonic damage instead. An intensified scream now affects a 50ft cone and deals 4d8 sonic damage (Half on a successful save). Creatures that fail the save are deafened for a number rounds equal to your Con modifier, and knocked away from you a number of feet equal to 10*Half your Con Modifier.


Quick Healing (Black body, Brown limbs)
At the beginning of your turn, your brain hp recovers by 5. This effect doesn't function while at 0 hp.

Awakened: At the beginning of your turn, after making any necessary death saves, your brain hp recovers by 10. This effect functions while at 0 hp, but death saves are not erased until you receive healing from another source. It is still possible to die from massive damage or to be dismembered.


Rahi Animal Control (Magenta)
You can cast the spell Animal Friendship at will, and can target any number of beasts or monstrosities within 30 feet, although you can only target creatures with low (I'm not sure how low) Intelligence (So you can't affect a drider, for example). As an action, you may command any number of charmed beasts or monstrosities to act on your behalf. You can have up to your level in CR of insects under your control.

Awakened: Your Animal Friendship effect functions against beasts or monstrosities summoned by magical effects. Make an opposed Persuasion check. On a success, you take control of the target spell effect. This does not require you to take over Concentration (Although this means a responsible caster can dismiss the spell). You retain control of the spell effect for a number of rounds equal to your Con modifiers, after which the effect is released.


Shapeshifting (Blue body, Gold limbs)
You can cast Alter Self at will, but only to change your appearance. You can't take the form of something you've never seen.

Awakened: You can cast Alter Self at will, without limitations. You can also cast Polymorph twice per long rest, though you can't take the form of anything more than one size larger or smaller, and can't take the form of something with a CR higher than your level. You're a Rahkishi, not the Krahka.


Silence (Grey body, Black limbs)
You have two charges per long rest. Using a charge, you can cast Silence centered on yourself. When cast in this way, it does not require Concentration, but lasts a number of rounds equal to your Con modifier. The spell's radius can range from 30ft to Self only, and you can change the radius of an active field as a bonus action.

Awakened: You have three charges per long rest rather than two, and you gain finer control over the Silence field's shape and function. You can activate or change the area as a reaction. Silence certain people and not others, multiple people, all things except yourself, etc.


Sleep (Maroon)
You have a number of charges per long rest equal to Your character level + 2. As a bonus action, you may enhance a successful melee attack by spending any number of charges. If the creature is one that can suffer exhaustion and can sleep, they gain a number of sleep tokens equal to Chargesd8. If a creature's sleep tokens are within 10 of their current hp, they gain a level of exhaustion (Does not stack with other sources of exhaustion). If their sleep tokens exceed their hit points, they fall asleep for a number of rounds equal to your Con modifier. They awaken if they are attacked or shaken. Once a character awakens, they are no longer exhausted and must gain 10 more sleep tokens before they can be put to sleep again.

Awakened: You can toggle on a 10ft radius field of very faint sleep gas. A creature that enters the cloud for the first time or begins its turn there must hold its breath or gain 1d8 sleep tokens (These dice are subtracted from your pool of charges). The penalty for having sleep tokens within 10 of your current hp becomes three levels of exhaustion (Does not stack with other sources of exhaustion).


Slowness (Blue body, Yellow limbs)
You have two charges per long rest. You can spend a charge to cast Slow on up to 2 creatures within 30 feet of you. When cast in this way, it does not require Concentration, but only lasts a number of rounds equal to your Con modifier. Con is your spellcasting ability for this spell.

Awakened: You have three charges per long rest, and may alternatively spend a charge to create a temporal distortion field within 20ft of yourself. Within this zone, you and all other creatures are Slowed. However, creatures Slowed in this way do not suffer AC or Dex Save penalties. You gain +2 to attack rolls vs. Slowed enemies and advantage against effects that would move you unwillingly while so Slowed. This field lasts a number of rounds equal to your Con modifier and has Recharge (5,6).


Sonics (Yellow body, Green limbs)
You have expertise in Deception checks made to reproduce a sound or voice you have heard before. You can cause sounds you create to issue from any point within 50 feet of you, rather than yourself. Sustaining this effect requires Concentration. The number of individual creatures worth of volume/variety you can create at once is equal to your total level. In addition, you have two charges per long rest. You can spend a charge to cast Shatter. When cast this way, Shatter fires out a lance of sound and requires a ranged spell attack rather than a saving throw.

Awakened: You have three charges per long rest rather than two. Your Shatter deafens affected creatures for one round. Your sonic spells can originate from any point you can see within 50 feet of yourself. Additionally, you can use a charge to create a 10ft radius field of keening sound. The field can either be stationary or centered on you. Creatures entering the field for the first time on a turn or starting their turn in it take sonic damage equal to your Con modifier and are deafened until they leave. Creatures in the field cannot communicate via sound until they leave the field. Any entities within a field gain the effects of the Blur spell, due to the rippling waves and distortions. This effect functions against creatures with blindsight that depends on sound and is not countered by truesight. You are not affected negatively by your fields. The sonic field lasts a number of rounds equal to your Con modifier.


Stasis Field (Blue body, Black limbs)
You have a gaze attack you can use as a bonus action once per long rest. Upon meeting another creature's eyes (Technically, they don't NEED to have eyes but you know), it must make a Wis save vs. 10 + your Con modifier or be frozen in stasis. While they are still solid, time does not flow for them, and they cannot be physically interacted with or moved. Persistent or ongoing effects (such as dying death saves, buffs, being on fire, progression poison or disease) are all suspended, but not cleansed. The creature can only hear the noises you make, and can only see your glowing eyes during this time (No matter where you stand). It does not need to breathe or eat and does not age. The gaze has a range of 50 feet and you must maintain line of sight and Concentration. This effects lasts for a number of rounds equal to your Con modifier.

Awakened: You gain another use of your gaze attack per long rest. You can have two frozen enemies at the same time. Additionally, instead of using your gaze attack, you may consume both uses to create a large Stasis pulse. Everything in a 50ft radius sphere except you is held in stasis (Including the air - you are the only being that can traverse this area). While the effect lasts, you are blinded, eyes completely dark as your eyes are busy elsewhere-they are in front of the eyes (Or in the minds) of every other creature affected by your field. The relentless tap-tap of your footfalls is maddening, the yellow fires of your eyes boring into the very souls of the affected. Meanwhile, you are seized with an unnatural silence and crushing isolation. You (While you remain in the field) and all affected creatures must make a Wis save each round against 8 + Your Con modifier. Failing means you take 1d4-1 (Min 1) points of damage to your Wisdom. At 0, you become permanently Confused until you receive a Restoration spell or other magic, which will restore lost Wisdom. You cannot run while in the field. The field lasts for a number of rounds equal to double your Con modifier, or until dismissed.


Teleportation (Blue body, Green limbs)
You have four charges per long rest. You may use a charge to cast Dimension Door as a bonus action. Its range is 100 feet when cast in this way, and it cannot end in a solid object. Multiple charges may be expended to extend the range by 100 feet each.

Awakened: You have five charges per long rest instead, and if you strike an opponent in melee, you may elect to cast Dimension Door as a bonus action and teleport them instead (Or both of you). You cannot spend multiple charges to teleport farther when using this option. In addition, you may teleport to a space 5 feet from the last enemy you struck in melee within 1 minute as an action of you are within 30 feet of them, at will.


Vacuum (Orange body, Black limbs)
At will as an action, you may create a vortex of air that pulls in creatures in a 20ft cone. The targets must succeed on a Strength saving throw against 9 + Your Con modifier or be pulled up to 15 feet in a straight line toward you and then take 1d8 bludgeoning damage if it is within 5 feet of you. You also have three charges. You can spend a charge to cast Gust of Wind. When cast this way, Gust of Wind does not require Concentration, but lasts a number of turns equal to your Con modifier. In addition, the 60 foot line of wind may be drawn between any two points you can see within 60 feet, and you can change the location of a point as a bonus action. You can't have more than one line at once.

Awakened: You can spend a charge to create a space where there is no air as an action. The space is a 10ft radius sphere, either stationary or centered on you. Creatures entering the area for the first time or beginning their turn there must make a Con save against 8 + Your Con modifier. On a failure, they fail to hold their breath and begin to suffocate. You automatically succeed this save, and have 1 bonus round of breath, though you can still suffocate. The space lasts for a number of rounds equal to 2 + your Con Modifier, though you can add to the duration of an existing field by spending a charge.


Weather Control (Gold)
You have four charges per long rest. You can use one charge to cast Fog Cloud. When cast in this way, Fog Cloud does not require Concentration, but lasts a number of rounds equal to your Con modifier. If there is a Fog Cloud or a similar volume of water vapor within 30 feet of you, you may create a weather effect. Weather effects cost 1 charge, and have a potential area equal to that of the vapor volume targeted. They require 1 round to materialize unless otherwise noted. You can create a Sleet Storm, or fire Witch Bolt, or create a Monsoon. The Witch Bolt may strike a secondary target within 15 feet of the first. A Monsoon causes targeted clouds to begin a torrential downpour, potentially causing a problematic amount of water to gather.

Awakened: You gain the weather effects Call Lighting and Ice Storm.

(MIGHTY SIGH OF RELIEF) Wow. I don't know why I did that, but it was fun.
Please read each and every entry and leave detailed feedback
take one look, laugh in derisive disbelief, and click the Back button
PEACH?

I have ABSOLUTELY no idea how wonky and OP/UP this monstrosity of a race I've created is. Some of the abilities are undoubtedly overloaded and I have no idea how having a 1/2 inch healable healthbar gimps you. I did this mostly for flavor and completionism (Hence the defiant efforts to distinguish nigh-redundant powers), but I wouldn't mind it being somewhat playable rather than allergically unplayable (Take a shot for every time I say "Doesn't require Concentration but only lasts a few rounds!").

khadgar567
2019-09-02, 01:53 AM
Yes, really. :smallcool: The Takea shark has been jumped. And before you mention it, I know I've added an extra 'I' into the race name - I've just always called them that. Rolled off the tongue better. Without further ado...

Rahkishi

https://vignette.wikia.nocookie.net/bionicle/images/a/af/Rahkshi-0.png/revision/latest?cb=20141203022159&quot;]https://vignette.wikia.nocookie.net/bionicle/images/a/af/Rahkshi-0.png/revision/latest?cb=20141203022159

Rahkishi are a race of biomechanical reptilians, initially created long ago by warring factions of mad magesmiths. Once, the Rahkishi clashed in huge hordes, driven by the ambitions and madnesses of their overlords. Great battles were fought, leaving huge scars upon the earth, some of which persist to this day. Each magesmith claimed to be the one who invented the process of refining magical essences into Rahkishi, and indeed, each specialized in Rahkishi with certain powers the others did not possess. But they died long ago, leaving behind hordes of soldiers with no purpose and a potent genetic imprint of a great and very important battle that they must serve in.

Today, the once monolithic Rahkishi are scattered far and wide. Some congregate in primitive barbarian tribes, others wander alone, often in the Underdark, some even find their way to society.

Alignment
Rahkishi are a mixed bag temperament-wise. Some still feel a need to serve a code, or another's will. These Rahkishi tend more toward lawful alignments. Others relish their newfound freedom to unleash their power on anything they choose, and prefer chaotic alignments.

One thing is common among all Rahkishi, regardless of alignment - they LOVE combat. You will never find a Rahkishi farmer or shepard. A Rahkishi marooned on an empty desert island would fight trees and stones to pass the time. They are willing to settle pretty much any dispute by combat, and enjoy little more than training in new techniques and discussing new ways to use their abilities. Whether or not such combat is lethal depends on the Rahkishi in question, but Rahkishi will always tell opponents which it will be, and stick to it. Even the most duplicitous Rahkishi finds no sport in killing an unaware opponent. Rahkishi assassins will let their target know up to a week in advance that they are in danger. Some Rahkishi tribes make annual pilgrimages to Acheron, to fight in its eternal wars. Rahkishi who become shamans, paladins, or clerics heavily favor gods like Erythnul and Heironeous, who have the War domain.

Appearance
Rahkishi appear as hunchbacked bipedal lizards made mostly of metal, and a little sinew. A row of spikes runs down their spines, sometimes frilled. They vary dramatically in color, with forty-two known patterns, each with its own specialty. Inside their chests is their main "brain", which is fully biological and resembles a brightly colored sluglike creature.

Size
Your size is Medium. As all Rahkishi were built from the same blueprint, aside from color and spine variations, all Rahkishi have the same body shapes: exactly 6' tall (6'6" if fully upright, which is almost never), and freakishly thin.

Speed
Unless otherwise noted, your speed is 30ft.

Aging
A Rakishi lives for about 100 years, although this is only the lifespan of the fleshy slug inside. Indeed, Rahkishi usually breed near the ends of their lives, the spawn inheriting the shell of the parent with a matching color when they perish. However, as highly magical creatures, if some sort of heavily magic-infused foodstuff can be found, then it may be possible to extend a Rahkishi's life.

Languages
Rahkishi speak their own language of screeches and howls. More civilized Rahkishi might also speak Common in a brassy, metallic voice. While not encased in a body, Rahkishi slugs can only speak Rahkishi, or through telepathy if they possess it.


Humans: Judge individually and made no assumptions. Humans are dangerously versatile. In a fight, stall to asses their weaknesses while avoiding revealing your own.

Elves: Mentally strong, physically weak. In battle, cause as much chaos as possible, as quickly as possible. Pure rage will cut through the most careful of plans.

Dwarves: Strong, worthy opponents.

Half-Orcs: All stubborn instinct, no calculation. Useful only as a test of physical strength. Eradicate before they can take root.

Gnomes: Weak, but because of their tendency to specialize, rather than their small stature. Respect those who are more than a one-trick pony. All others, avoid playing into their strengths.

Halflings: Not worth fighting.


Firmitas Machina
Being mostly mechanical, you are able to take lots of punishment. Increase your Constitution by 2, this can exceed 20. You have advantage against poison and necrotic effects and take only 1/4 damage on a successful save. In addition, your durable metallic shell gives you an AC of 10 + Dex Modifier + Con modifier. However, most armor does not fit your emaciated frame and spines unless customized at significant cost. You can use your armor's AC or your innate AC, whichever is higher.

Carne Debilitate
There are disadvantages to your nature, though. You have two pools of hp, one for your mechanical body, and one for the fleshy core. The body is 75% of your hp, and takes damage first. Once your body hp is depleted, your brain hp is vulnerable. If you take poison, necrotic, or psychic damage, it is applied directly to your brain hp. If your brain hp is reduced to 0, you are dying and must make death saves.

Only the biological brain portion of your hp can be healed with normal healing magic. The body does not heal naturally, and must be repaired. The mending cantrip heals 1d4+1 hitpoints. Alternatively, with a heat source and proficiency in smithing tools, you or someone else may use 20gp worth of scrap metal to restore 15 hitpoints to your shell over 20 minutes.

While Rahkishi still require food to power their meaty bits, this can consist of any organic matter (Wood, grass, bones), though good food is still preferable.

Rahkishi also require the same amount of sleep as a normal being, and do dream, however, their bodies can be set up to keep watch autonomously, such that the Rahkishi can sense its surroundings enough to keep watch while asleep.

Evacuate
At any time, you may evacuate your mechanical body through a tiny hatch at the base of your spine. In this form, you are a brightly colored slug-like creature. You retain your racial powers, but have no arms and a mouth not suitable for attacking. Your size is Small, your speed is 5ft, and your AC becomes 10. You have a climb speed of 5ft on any surface, due to your many small legs and sticky mucus. You lose your resistance to poison and necrotic effects, and posses only your brain pool of hp. You gain the Amorphous quality, allowing you to pass through spaces of up to 1 inch in diameter. Your small size gives you +4 to Stealth in this form, but you otherwise cannot benefit from any bonuses that require you to have arms or hands. If you find an empty Rahkishi body, you may enter and pilot it. You retain your original racial powers, though. If piloting a body that is not your own, you may attempt an insight check to retrieve some of the memories imprinted by previous owners of the body (DM's discretion). You have +6 to Deception checks made to impersonate another Rahkishi if you are piloting their body.

Racial Weapon: Rahkishi Staff
This metal staff weighs 7lb and costs 10gp. Both sides are tipped with a wicked-looking weapon, although its nature varies. The majority of Rahkishi staves end in blades, but some have other, blunter designs, or even more esoteric shapes. On a hit, the staff deals 2d4 damage of the appropriate physical type. When wielding a Rahkishi Staff, you may make a bonus attack with the off hand end as a bonus action if you have the appropriate feat. All Rahkishi are proficient in its use. If you are a Rahkishi able to gain fighting styles from a class feature, you may choose to gain the Dual Wielder feat instead.

A Rahkishi Staff may be used as an arcane focus.

Racial Feat: Awaken Power
Prerequisite: 6th Level
All Rahkishi have innate powers, usually correlated to their colors. On taking this feat, those powers are enhanced greatly. The exact nature of this empowerment depends on the individual's racial power (see below).

Color
There are 42 different subraces of Rahkishi. Each has a different color pattern and a unique magical skillset.


Accuracy (Blue body, Purple limbs)
You gain the cantrip True Strike. You don't suffer disadvantage for attacking at long range. You ignore half and three-quarter cover.

Awakened: Add +1 to all attack rolls. Twice per long rest, you can enter a state for 1 minute where True Strike can be cast as a bonus action.


Adaptation (Black body, Purple limbs)
You do not suffer the effects of difficult terrain, or extreme heat and cold environs.

Awakened: Every time you take elemental damage, you gain 1 damage reduction against it, up to 1 + half your total level (round up). This resistance is reset upon taking damage from another element, and begins at 1 again.


Anger (White)
You can enter a rage once per long rest. It is identical to a lvl 1 Barbarian's rage, save that your eyes glow with white fires.

Awakened: You gain three uses of your rage per long rest and may expend a use to inflict Crown of Madness on up to three targets within 120ft of you. The targets also gain all the benefits and drawbacks of your rage, eyes aflame. The save DC is equal to 9 + Con modifier.


Chain Lightning (Silver)
Three times per long rest, you may either deal 1d4 + Con electric damage to all enemies within 5 feet as a bonus action, or deal 1d4 + Con electric damage to up to three enemies or metallic objects, each within 40ft of you or another, as a standard action.

Awakened: Gain a fourth charge per long rest. Damage increases to 1d10 + Con. You can spend all 4 charges as an action to cast Chain Lightning (With Con as the spellcasting ability). You may generate charges as an action in exchange for taking 5 electric damage to your Body pool per charge. You can only have 4 charges at any one time.


Chameleon (Red body, Gold limbs)
You gain proficiency in the Stealth skill. If you are already proficient, gain Expertise. If your Con bonus is higher than your Dex bonus, you may use it for Stealth checks instead.

Awakened: You can take the Hide action as a bonus action.


Confusion (Gray body, Green limbs)
Creatures struck by your melee attacks and melee spell attacks take 1 psychic damage in addition to the attack's normal effects. Once per long rest, you can cast Confusion with Con as your spellcasting ability. Its maximum duration is a number of rounds equal to your Con bonus.

Awakened:You can toggle a 10ft radius aura around yourself. Creatures starting their turns in the aura or entering it for the first time on a turn take 1 psychic damage. While the aura is active, your melee attacks do not deal bonus psychic damage. If a creature has taken at least 3 psychic damage from either effect, and it takes further psychic damage from either effect, it must make a Wisdom save against 8 + Con Modifier + Psychic damage exceeding 3. Failing means they are under the effects of Confusion until the end of their turn. A successful save grants +6 on further saves against this effect for 24 hours (Does not stack).


Cyclone (Black body, White limbs)
Twice per long rest, you can cast Dust Devil. You automatically succeed saving throws against your own Dust Devils.

Awakened: Thrice per long rest, you can cast Dust Devil, Wind Wall or Investiture of Wind (Though when cast in this way, it will not grant flight). If you are a spellcaster that can reach the proper spell level, add Whirlwind to your spell list. You automatically succeed at saving throws against your racial spells. Con is you spellcasting stat for these spells.


Darkness (Black body, Red limbs)
You have two charges per long rest. You may expend one charge to cast Darkness on an object, creature, or area as an action. You can see through this darkness.

Awakened: You have charges equal to your Con modifier per long rest. You can spend one to cast Darkness as an action. You may spend two to cast Pass Without Trace. When cast this way, Pass Without Trace does not require Concentration, but does not affect allies. You can spend three charges to gain One With Shadow for 1 hour. In this state, you may take an action to become invisible while in dim light or darkness. This requires Concentration to maintain, but is not disrupted by casting spells, moving or making attacks. However, the invisibility ends if your position is illuminated.


Density Control (Black body, Green limbs)
You have two charges per short rest. You can spend a charge when you are struck by an effect that deals non-poison/psychic damage to reduce that damage by half. You also can spend a charge to make an Acrobatics check when struck by an attack, but add your Con modifier rather than your Dex. If you beat the enemy's attack roll, the attack deals no damage as it passes right through you. On a failure, take double damage from the attack.

Awakened: If you spend both charges, you may, as part of a melee attack or touch, attempt to make a creature of up to Huge size or an area of substance that can fit in a 10ft cube ethereal. However, it is not truly on the Ethereal Plane. Its density is simply too low to interact with anything else. It cannot be damaged, and cannot interact with objects physically. Its speed becomes a fly speed of 20ft and it can pass through solid objects. Objects or creatures affected become hazy and transparent, and perceive the world around them as such in turn. You can target yourself. Unwilling creatures must make a Con save. Constitution is your spellcasting stat for this ability. This effect lasts a number of round equal to your Con modifier.


Disintegration (Blue)
You have three charges per long rest. You can use a charge as a bonus action. A pale blue nimbus surrounds your weapon, and your next attack made within 1 minute causes inorganic matter to crumble. Inorganic creatures take an additional 3d6 necrotic damage. Organic creatures do not take extra damage, but if they are wearing inorganic armor or an inorganic weapon/shield, it receives 1d4 in penalties to the AC or attack bonus it provides. At -5, the weapon or armor in question disintegrates completely. Unattended objects or structures of an inorganic nature take triple damage. This does not stack with the bonus granted by Adamant weapons

Awakened: Gain 5 charges and a burrow speed equal to your normal speed.


Dodge (Red body, Silver limbs)
You are proficient in Dex saving throws. If you are already proficient, gain Expertise.

Awakened: You gain Evasion and the ability to cast Drifting Zephyr (http://www.giantitp.com/forums/showthread.php?593900-Phhase-s-Esoteric-Arcana&p=24056805#post24056805) once per long rest. When cast in this way, Drifting Zephyr emits no sound and you cannot pass through solid object while dodging.


Elasticity (Tan)
You have the Amorphous property, and can contort though spaces as small as 1 inch without issue. You have +1 AC versus electrical effects.

Awakened: You can stretch your body up to 15 feet to grab or interact with an object. You add 10ft of reach to your attacks.


Electricity (Blue body, White limbs)
Yeah, it's a little redundant, but hey. You have two charges per long rest. You can spend a charge to infuse yourself with a crackling field of electricity for 1 minute. Your melee attacks deal bonus electric damage equal to your Con modifier. Enemies striking you in melee also take this damage.

Awakened: You have three charges per long rest. You can imbue creatures or object with the electrical field instead. As part of a melee attack or as a melee spell attack, strike or touch a creature or object and spend a charge. That creature or object emits the field instead. You do not take damage from your own fields.


Fear (Red)
Creatures struck by your melee attacks and melee spell attacks take 1 psychic damage in addition to the attack's normal effects. Once per long rest, you can cast Fear with Con as your spellcasting ability. Its maximum duration is a number of rounds equal to your Con bonus.

Awakened:You can toggle a 15ft radius aura around yourself. Creatures starting their turns in the aura or entering it for the first time on a turn take 1 psychic damage. While the aura is active, your melee attacks do not deal bonus psychic damage. If a creature has taken at least 3 psychic damage from either effect, and it takes further psychic damage from either effect, it must make a Wisdom save against 8 + Con Modifier + Psychic damage exceeding 3. Failing means they are under the effects of Fear until the end of their turn. A successful save grants +6 on further saves against this effect for 24 hours (Does not stack).


Fire Resistance (Aquamarine)
You have resistance to fire damage. You are unaffected by extreme heat environs.

Awakened: You can become immune to fire damage at will. While immune, you are vulnerable to cold damage.


Fragmentation (Brown)
You have two charges per long rest. You may use an action to expand a charge and cast Erupting Earth. When cast in this way, the 20ft cube may issue from any surface. The explosion created consists of the material it was cast on. Hard materials like stone or metal deal piercing or slashing damage rather than bludgeoning on account of the shrapnel. The spell leaves a 5ft deep crater wherever it was cast, potentially creating a hole in a structure.

Awakened: You have three charges per long rest rather than two. You can position Erupting Earth inside objects such that the 20ft cube intersects as much as you wish. This annihilates the material in that area. Deal triple damage to unattended objects or structures. You can also spend a charge to power up your next melee attack. Make a melee spell attack. On a hit, the area you struck explodes, dealing 2d10 piercing damage to the victim and knocking them 5*Your Con modifier feet in any direction except towards you.


Gravity (Blue body, Silver Limbs)
You have advantage against effects that would move or knock you prone unwillingly. You can walk along any surface as if it were the floor.

Awakened: You have two charges per long rest. You may use a charge to cancel out gravity in a 10ft radius cube. Creatures therein suddenly begin to float and lose all ground speed. Creatures with a fly speed may still fly. A creature must succeed on an Acrobatics check against 10 + your Con modifier in order to move up to 5 feet through the air. If they can push off of an object or throw a sufficiently weighted object in the opposite direction (Or are struck...), they move unhindered in that direction that round. You can control whether or not you are affected by your null-gravity field. Alternatively, you may spend a charge to create a 10ft radius cube of extreme gravity. The gravity may pull in any direction. Creatures inside the field must succeed on a Athletics check against 10 + Your Con modifier. On a failure, they are restrained, unable to attack, and crushed against the ground, taking 1d8 points of bludgeoning damage. A successful save allows one to move at a speed of 5ft. Attacks are made at disadvantage and ranged attacks are altogether impossible. Flying creatures fall, taking 2d8 damage on impact. You are unaffected by the extreme gravity field. Both effects last a max number of rounds equal to your Con modifier.


Heat Vision (Yellow)
You have a gaze attack that can be used a number of times per long rest equal to your Con modifier. Make a ranged spell attack using Con as your spellcasting stat. On a hit, deal 1d6 fire damage.

Awakened: Your gaze attack now deals 3d6 fire damage instead, and ignites creatures and flammable objects for 1d4 damage per round. Creatures must use an action to make a DC 12 Dex check to extinguish the flame. Your gaze attack has Recharge (5,6). Immediately after using your gaze attack, you are blind until The end of your next turn. For one minute thereafter, suffer -5 to Perception checks. This penalty does not stack, the timer only refreshes.


Hunger (Black)
Your melee attacks threaten a hungering strike on a roll of 19-20. On a roll of 20, you may either deal a normal critical, or a hungering strike, not both. A hungering strike does no additional damage, but inflicts a level of exhaustion instead, and grants you THP equal to your total level. These hitpoints last for 1 hour. Hungering strikes do not effect creatures that do not or cannot eat.

Awakened: Creatures struck by a hungering strike must also make a Wis save versus 8 + Your Con Modifier + (2*levels of exhaustion). On a failure, they are seized with gnawing hunger, and are compelled to spend their next action attempting to consume the nearest food source. Devouring a ration consumes an action, but still allows for movement. If there is food nearby that is not in the creature's possession, and the creature's movement can reach it, they must move toward and consume it. This includes corpses and vegetation. If neither are available, the creature will attempt to eat nearby organic creatures (Creatures make an extra Wis save if allies or themselves are the only edible creatures nearby, and they wouldn't normally eat either). A target may repeat the saving throw at the end of each turn. The effect (but not the exhaustion) ends once the target successfully eats something, delivers a successful bite attack to a living creature, or a number of turns equal to your Con modifier pass.


Ice Resistance (Red body, Yellow limbs)
You have resistance to cold damage. You are unaffected by extreme cold environs.

Awakened: You can become immune to cold damage at will. While immune, you are vulnerable to fire damage.


Illusion (Tan body, Blue limbs)
You know the Minor Illusion cantrip. You have two charges per long rest. You may use a charge to cast Mirror Image or Major Image. When cast in this way, Major Image lasts a number of minutes equal to your Con modifier.

Awakened: You have three charges per long rest, and may additionally use a charge to cast Seeming or Mislead. When cast in this way, Seeming lasts a number of hours equal to your Con modifier. When cast in this way, Mislead lasts a number of minutes equal to your Con Modifier, does not require concentration, and ends if your invisibility breaks.


Insect Control (Orange)
You can cast the spell Animal Friendship at will, and can target any number of creatures within 30 feet, although you can only target non-intelligent insects (So you can't dominate a Thri-Kreen, for example). As an action, you may command any number of charmed insects or insect swarms to act on your behalf. You can have up to your level in CR of insects under your control.

Awakened: Your Animal Friendship effect functions against insects summoned by magical effects, such as Summon Monster, Insect Plague, or Giant Insect. Make an opposed Persuasion check. On a success, you take control of the target spell effect. This does not require you to take over Concentration (Although this means a responsible caster can dismiss the spell). You retain control of the spell effect for a number of rounds equal to your Con modifiers, after which the effect is released. Insect Plague counts as 5 CR worth of insects. In addition, you gain the Cloak of Flies eldritch invocation, but the damage is based on your Con modifier instead of Cha.


Laser Vision (Red body, Orange limbs)
Yeah yeah, redundant, blah blah, I'm trying to meaningfully differentiate them, ok? You have a gaze attack that can be used a number of times per long rest equal to your Con modifier. Make a ranged spell attack using Con as your spellcasting stat. On a hit, deal 1d8 radiant damage. On a roll of 20, a target is blinded for 1 round. Reflective surfaces will completely deflect your gaze without taking damage.

Awakened: Your gaze attack deals 2d8 points of radiant damage instead. It blinds on a 19 or 20.


Limited Invulnerability (Grey)
Once per long rest, gain resistance to all non-psychic damage for a number of rounds equal to your Con modifier as a bonus action.

Awakened: Reduce all non-psychic damage taken by 3. However, also reduce all Body healing received through manual repair by 5. Twice per long rest, gain resistance to all non-psychic damage for a number of rounds equal to your Con modifier as a bonus action.


Magnetism (Black body, Gold limbs)
You know the Mage Hand cantrip. However, there is no visible hand, you can affect a number of objects equal to your Con modifier, and you can only affect highly ferrous objects. If you have and use all five "Hands" you can replicate the Levitation spell on yourself, a creature in ferrous armor, or a heavy ferrous object. "Hands" can be commanded as a bonus action.

Awakened: Additionally, for a number of (Not necessarily consecutive) rounds equal to twice your Con modifier, you can replicate the spell Telekinesis, but only against ferrous objects or creatures. You can crush a grabbed creature wearing ferrous armor, it deals 2d8 bludgeoning damage.


Mind Reading (Light Purple)
You have two charges per long rest. You can spend a charge to cast Detect Thoughts. When cast this way, Detect Thoughts lasts a number of rounds equal to your Con Modifier + 2. If you are scanning a creature's mind, you gain +1 to attack rolls against them, and +1 to your AC and Reflex saves versus their attacks and spells. If you use the Dodge action, you can instead attempt a deeper probe of the first creature to attempt to attack you. On a success, you dodge that attack. Successful saves against this effect do not end it. When you succeed at a deeper probe (That is not a Dodge), you can choose to instead of character insight, gain +5 to your next attack against the creature.

Awakened: In addition to the above method, you can toggle a 15ft radius Detect Thoughts field. However, you can only probe creatures in the field that you have line of sight to. You also have the ability to make a Wisdom (Stealth) check against a creature's Passive Wisdom. On a success, they do not notice your mental presence, although you must make a new check for each probe you make.


Molecular Disruption (Light Blue)
Was actually really hard to design. It's pretty much identical to Disintegration and Density Control.

You have two charges per long rest. You can use an action to spend a charge. Make a melee spell attack. Inorganic targets and creatures are discorporated. This effect renders struck objects transparent. They pass through solid objects as if the objects were a dense gas (Unattended discorporated objects will float on rather than falling through the floor). In this way, solid matter can be swum through at a lower speed (but not seen through). Discorporated creatures cannot make physical attacks and must succeed on a Concentration check against 8 + Your con modifier to cast a spell. You must make a Sleight of Hand check to interact with objects in this state (Note: they no longer have mass). A word item remains on the creature but discorporated armor no longer provides any benefits or drawbacks. You cannot target yourself with this effect. This effect can be applied to an area of up to a 10ft cube. That material can be potentially moved or reshaped. This effect last a number of rounds equal to your Con modifier or until dismissed.

Awakened: You can along any solid object in any direction at your normal speed by shoving your limbs into the substance. Your movements leave no sign of passage and do not leave any lasting effects where you passed through. You can use this ability to burrow at your normal speed or fully pass through walls or objects for a number of rounds equal to twice your Con modifier per long rest.


Plant Control (Green body, Brown limbs)
You can cast the spell Plant Growth at will. However, it can only be cast as an action to create overgrowth, and the effects take 2 rounds to manifest fully, 4 if there is no pre-existing vegetation. Additionally, you have two charges per long rest. You can use a charge to cast Ensnaring Strike or Entangle. When cast in this way, they do not require Concentration, but last only up to a number of rounds equal to your Con modifier. There must be preexisting vegetation to cast these spells.

Awakened: You have four charges per long rest instead. You can use two charges to cast Wall of Thorns. When cast in this way, it does not require Concentration, but lasts only up to a number of rounds equal to your Con modifier. There must be pre-existing vegetation. Additionally, you can cast Animal Friendship using one charge. You can target any number of plant creatures with this effect. As an action, you may command any number of charmed plants to act on your behalf. You can have up to your level in CR of plants under your control at any one time. You can use this ability to take control of summoned plant creatures, but this requires an opposed Persuasion check.


Plasma (Tan body, Red limbs)
You know the Produce Plasma cantrip. This is identical to Produce Flame, except as follows. The plasma globule deals 1d8 damage, and is both fire and radiant. Resistance and vulnerability are only half as effective unless a target possesses resistance or vulnerability to both elements. You have two charges per long rest. You can spend one charge to create a larger plasma globule with Produce Plasma that deals 3d8 fire/radiant damage instead. This ability has Recharge (5,6).

Awakened: You have three charges instead of two. In addition, for a number of rounds equal to your Con modifier per long rest, you can sheathe yourself in a nimbus of superheated plasma. In this state, your unarmed attacks deal +1d8 fire/radiant damage. You gain a burrow speed of 20ft, and the melted passage deals 1d4 fire damage per round to anyone other than you touching it. Unattended objects take triple damage from your nimbus (Does not stack with Adamant). Attackers must make a Dex save against 10 + Your Con modifier when striking you with a melee weapon or else their weapon is destroyed (You still take full damage). You are vulnerable to electric damage in this state (Plasma is highly conductive).


Poison (Green)
You have two charges per long rest. You can use one charge to spend 1 minute coating an object or weapon with poison. The poison lasts until the weapon or object has made a number of successful attacks or contacts equal to your Con modifier. Successive applications of poison refresh the number of attacks or contacts but do not stack. On a hit, or on contact with a poisoned object, deal 1d6 bonus poison damage. Creatures that have taken at least 10 poison damage from this effect in the last hour that take further poison damage must make a Con save versus 8 + Your Con Modifier + Damage in excess of 10. On a failure, they are poisoned for 2 hours. This poison is not perishable, and may be stored. Ingesting the poison deals double damage, but its pungent, bitter odor and awful flavor make this impractical.

Awakened: You have three charges per long rest instead of two. If a creature has taken at least 20 poison damage from you, and takes further poison damage, it must make a Con save versus 8 + Your Con Modifier + Damage in excess of 20. On a failure, it is paralyzed for 1 hour. However, the save may be repeated each round, and successful saves allow the victim to act normally that round, and grant +4 to future saves. Receiving magical healing removes the paralysis, though the creature still must make another save if they take more poison damage. Additionally, you may spend a charge to emit a noxious cloud of poison in a 10ft radius sphere around yourself. This cloud follows you, lightly obscures you, and lasts a number of rounds equal to your Con modifier. Creatures in the cloud take 1d4 poison damage if they fail to hold their breath, and may be subject to the above effects.


Power Scream (Purple)
As an action, you can blast a 20ft cone with a shredding screech. Creatures take 1d8 sonic damage, or half on a successful Con save versus 9 + Your Con Modifier. In addition, you have two charges per long rest. You can spend a charge to intensify a scream. The cone becomes 40ft in size and deals 2d8 sonic damage instead (Half damage on a successful save). Creatures failing the save are also deafened for a number rounds equal to your Con modifier.

Awakened: Your base scream now deals 1d10 sonic damage instead. An intensified scream now affects a 50ft cone and deals 4d8 sonic damage (Half on a successful save). Creatures that fail the save are deafened for a number rounds equal to your Con modifier, and knocked away from you a number of feet equal to 10*Half your Con Modifier.


Quick Healing (Black body, Brown limbs)
At the beginning of your turn, your brain hp recovers by 5. This effect doesn't function while at 0 hp.

Awakened: At the beginning of your turn, after making any necessary death saves, your brain hp recovers by 10. This effect functions while at 0 hp, but death saves are not erased until you receive healing from another source. It is still possible to die from massive damage or to be dismembered.


Rahi Animal Control (Magenta)
You can cast the spell Animal Friendship at will, and can target any number of beasts or monstrosities within 30 feet, although you can only target creatures with low (I'm not sure how low) Intelligence (So you can't affect a drider, for example). As an action, you may command any number of charmed beasts or monstrosities to act on your behalf. You can have up to your level in CR of insects under your control.

Awakened: Your Animal Friendship effect functions against beasts or monstrosities summoned by magical effects. Make an opposed Persuasion check. On a success, you take control of the target spell effect. This does not require you to take over Concentration (Although this means a responsible caster can dismiss the spell). You retain control of the spell effect for a number of rounds equal to your Con modifiers, after which the effect is released.


Shapeshifting (Blue body, Gold limbs)
You can cast Alter Self at will, but only to change your appearance. You can't take the form of something you've never seen.

Awakened: You can cast Alter Self at will, without limitations. You can also cast Polymorph twice per long rest, though you can't take the form of anything more than one size larger or smaller, and can't take the form of something with a CR higher than your level. You're a Rahkishi, not the Krahka.


Silence (Grey body, Black limbs)
You have two charges per long rest. Using a charge, you can cast Silence centered on yourself. When cast in this way, it does not require Concentration, but lasts a number of rounds equal to your Con modifier. The spell's radius can range from 30ft to Self only, and you can change the radius of an active field as a bonus action.

Awakened: You have three charges per long rest rather than two, and you gain finer control over the Silence field's shape and function. You can activate or change the area as a reaction. Silence certain people and not others, multiple people, all things except yourself, etc.


Sleep (Maroon)
You have a number of charges per long rest equal to Your character level + 2. As a bonus action, you may enhance a successful melee attack by spending any number of charges. If the creature is one that can suffer exhaustion and can sleep, they gain a number of sleep tokens equal to Chargesd8. If a creature's sleep tokens are within 10 of their current hp, they gain a level of exhaustion (Does not stack with other sources of exhaustion). If their sleep tokens exceed their hit points, they fall asleep for a number of rounds equal to your Con modifier. They awaken if they are attacked or shaken. Once a character awakens, they are no longer exhausted and must gain 10 more sleep tokens before they can be put to sleep again.

Awakened: You can toggle on a 10ft radius field of very faint sleep gas. A creature that enters the cloud for the first time or begins its turn there must hold its breath or gain 1d8 sleep tokens (These dice are subtracted from your pool of charges). The penalty for having sleep tokens within 10 of your current hp becomes three levels of exhaustion (Does not stack with other sources of exhaustion).


Slowness (Blue body, Yellow limbs)
You have two charges per long rest. You can spend a charge to cast Slow on up to 2 creatures within 30 feet of you. When cast in this way, it does not require Concentration, but only lasts a number of rounds equal to your Con modifier. Con is your spellcasting ability for this spell.

Awakened: You have three charges per long rest, and may alternatively spend a charge to create a temporal distortion field within 20ft of yourself. Within this zone, you and all other creatures are Slowed. However, creatures Slowed in this way do not suffer AC or Dex Save penalties. You gain +2 to attack rolls vs. Slowed enemies and advantage against effects that would move you unwillingly while so Slowed. This field lasts a number of rounds equal to your Con modifier and has Recharge (5,6).


Sonics (Yellow body, Green limbs)
You have expertise in Deception checks made to reproduce a sound or voice you have heard before. You can cause sounds you create to issue from any point within 50 feet of you, rather than yourself. Sustaining this effect requires Concentration. The number of individual creatures worth of volume/variety you can create at once is equal to your total level. In addition, you have two charges per long rest. You can spend a charge to cast Shatter. When cast this way, Shatter fires out a lance of sound and requires a ranged spell attack rather than a saving throw.

Awakened: You have three charges per long rest rather than two. Your Shatter deafens affected creatures for one round. Your sonic spells can originate from any point you can see within 50 feet of yourself. Additionally, you can use a charge to create a 10ft radius field of keening sound. The field can either be stationary or centered on you. Creatures entering the field for the first time on a turn or starting their turn in it take sonic damage equal to your Con modifier and are deafened until they leave. Creatures in the field cannot communicate via sound until they leave the field. Any entities within a field gain the effects of the Blur spell, due to the rippling waves and distortions. This effect functions against creatures with blindsight that depends on sound and is not countered by truesight. You are not affected negatively by your fields. The sonic field lasts a number of rounds equal to your Con modifier.


Stasis Field (Blue body, Black limbs)
You have a gaze attack you can use as a bonus action once per long rest. Upon meeting another creature's eyes (Technically, they don't NEED to have eyes but you know), it must make a Wis save vs. 10 + your Con modifier or be frozen in stasis. While they are still solid, time does not flow for them, and they cannot be physically interacted with or moved. Persistent or ongoing effects (such as dying death saves, buffs, being on fire, progression poison or disease) are all suspended, but not cleansed. The creature can only hear the noises you make, and can only see your glowing eyes during this time (No matter where you stand). It does not need to breathe or eat and does not age. The gaze has a range of 50 feet and you must maintain line of sight and Concentration. This effects lasts for a number of rounds equal to your Con modifier.

Awakened: You gain another use of your gaze attack per long rest. You can have two frozen enemies at the same time. Additionally, instead of using your gaze attack, you may consume both uses to create a large Stasis pulse. Everything in a 50ft radius sphere except you is held in stasis (Including the air - you are the only being that can traverse this area). While the effect lasts, you are blinded, eyes completely dark as your eyes are busy elsewhere-they are in front of the eyes (Or in the minds) of every other creature affected by your field. The relentless tap-tap of your footfalls is maddening, the yellow fires of your eyes boring into the very souls of the affected. Meanwhile, you are seized with an unnatural silence and crushing isolation. You (While you remain in the field) and all affected creatures must make a Wis save each round against 8 + Your Con modifier. Failing means you take 1d4-1 (Min 1) points of damage to your Wisdom. At 0, you become permanently Confused until you receive a Restoration spell or other magic, which will restore lost Wisdom. You cannot run while in the field. The field lasts for a number of rounds equal to double your Con modifier, or until dismissed.


Teleportation (Blue body, Green limbs)
You have four charges per long rest. You may use a charge to cast Dimension Door as a bonus action. Its range is 100 feet when cast in this way, and it cannot end in a solid object. Multiple charges may be expended to extend the range by 100 feet each.

Awakened: You have five charges per long rest instead, and if you strike an opponent in melee, you may elect to cast Dimension Door as a bonus action and teleport them instead (Or both of you). You cannot spend multiple charges to teleport farther when using this option. In addition, you may teleport to a space 5 feet from the last enemy you struck in melee within 1 minute as an action of you are within 30 feet of them, at will.


Vacuum (Orange body, Black limbs)
At will as an action, you may create a vortex of air that pulls in creatures in a 20ft cone. The targets must succeed on a Strength saving throw against 9 + Your Con modifier or be pulled up to 15 feet in a straight line toward you and then take 1d8 bludgeoning damage if it is within 5 feet of you. You also have three charges. You can spend a charge to cast Gust of Wind. When cast this way, Gust of Wind does not require Concentration, but lasts a number of turns equal to your Con modifier. In addition, the 60 foot line of wind may be drawn between any two points you can see within 60 feet, and you can change the location of a point as a bonus action. You can't have more than one line at once.

Awakened: You can spend a charge to create a space where there is no air as an action. The space is a 10ft radius sphere, either stationary or centered on you. Creatures entering the area for the first time or beginning their turn there must make a Con save against 8 + Your Con modifier. On a failure, they fail to hold their breath and begin to suffocate. You automatically succeed this save, and have 1 bonus round of breath, though you can still suffocate. The space lasts for a number of rounds equal to 2 + your Con Modifier, though you can add to the duration of an existing field by spending a charge.


Weather Control (Gold)
You have four charges per long rest. You can use one charge to cast Fog Cloud. When cast in this way, Fog Cloud does not require Concentration, but lasts a number of rounds equal to your Con modifier. If there is a Fog Cloud or a similar volume of water vapor within 30 feet of you, you may create a weather effect. Weather effects cost 1 charge, and have a potential area equal to that of the vapor volume targeted. They require 1 round to materialize unless otherwise noted. You can create a Sleet Storm, or fire Witch Bolt, or create a Monsoon. The Witch Bolt may strike a secondary target within 15 feet of the first. A Monsoon causes targeted clouds to begin a torrential downpour, potentially causing a problematic amount of water to gather.

Awakened: You gain the weather effects Call Lighting and Ice Storm.

(MIGHTY SIGH OF RELIEF) Wow. I don't know why I did that, but it was fun.
Please read each and every entry and leave detailed feedback
take one look, laugh in derisive disbelief, and click the Back button
PEACH?

I have ABSOLUTELY no idea how wonky and OP/UP this monstrosity of a race I've created is. Some of the abilities are undoubtedly overloaded and I have no idea how having a 1/2 inch healable healthbar gimps you. I did this mostly for flavor and completionism (Hence the defiant efforts to distinguish nigh-redundant powers), but I wouldn't mind it being somewhat playable rather than allergically unplayable (Take a shot for every time I say "Doesn't require Concentration but only lasts a few rounds!").
Looks like first 7,5 edition d&d released as homebrew

Phhase
2019-09-02, 02:11 AM
Looks like first 7,5 edition d&d released as homebrew

Sorry, come again? Also holy crap someone actually noticed, thank god.

khadgar567
2019-09-02, 02:13 AM
Stats block missing and what edition this is for?

Phhase
2019-09-02, 03:00 AM
Stats block missing and what edition this is for?

Fifth Edition, sorry. Stat blocks?

BerzerkerUnit
2019-09-02, 09:16 AM
I think a Monk Rahkshi would have few problems operating outside their shell. Speed increase, Kicking attacks. The new Astral Self Monk would even have 10feet or reach.

F.H. Zebedee
2019-09-02, 10:24 AM
I like a lot of what you are doing here, but there are a few alarm bells to be careful of:
-breaking Cap is a profoundly strong bonus in 5e; taking this race literally gets you 1/4 of the Barbarian level 20 capstone, and it's in a stat that the race gets a lot of use out of (since they get it to both AC and any Spell like abilities).
That said, it is a *cool* effect. I might suggest actually appending the capstone break to the Awaken feat you've got there.
- -1 Charisma is not a major downside. I mean, I like quirky abilities, so I might instead do something like, going by the racial personality, "Whenever you try to use a Charisma based skill, roll a d20. If they result is higher than your Character level plus your Charisma modifier, you use Intimidate instead."
Which lets them keep Intimidate good (which racially, it should be), but means that attempts to say, settle things diplomatically or be deceitful tends to escalate into punching (which I'm sure they'd be completely cool with, typically).
-The two separate HP pools is *really* cool. Love the idea there, and the real gem of this design. That said, there's a few caution areas with it; the first thing I'd do when playing a Rahkishi is look into ways to block psychic damage (as Necrotic and Poison is resisted already, and depending on your wording, might be "double resisted" on a save [and Necrotic and Poison tend to be Con saves, which you are good at]). That said, not sure how easy regular psychic damage is to come by at low levels, but assume over level 8 or so most players would be either resistant or immune to Psychic damage.
-I am *cautious* about the AC rules here. I'm not sure if it breaks anything, but it is a fairly strong ability. That said, making armors unusable does seem to balance this, and it doesn't *seem* to stack with Monk AC, which would be the real kicker.

-Being healed by Mending is... potentially dangerous? I'm not sure. It does mean you go into every fight at 75% HP, which is ignorable in some campaigns, and broken in others. If you're a dedicated party member, either an ally has Mending, or you've Magic Initiate yourself. I do like the scrap metal healing, too, as it gives a way around the mending. Maybe something like "Mending can repair gross damage to your mechanical body, but can not restore full functionality. Mending heals 1d4+1 HP to your Mechanical HP, to a maximum of half of that HP total."

That said, again, campaign dependent. In my campaigns, I tend towards single or double super high impact encounters per day, then nothing else, so being able to be perpetually topped off is not an issue. For other DMs who run grindier games, the lack of attrition could be a major issue.

-Evacuate might want rules as to how to construct a body from scratch, just in case a player is in a location/setting that they can't find another body (let's say they Evacuated because their body was mired in lava, and it was the safest way for the party to get them out). That said, again, DM dependent; some DMs will throw another Rahkishi at the party right away and make a plot about assassinating the slug for the body, whereas others might have a shell of a body left in the treasure later, and others might just say "well, too bad." Options are always good, though.


That all said, you've got a lot of cool mechanical ideas. The tricky thing is making them work within the stock boundaries of 5e, but that's all spit and polish. Good ideas and cool execution are the most important parts.

BerzerkerUnit
2019-09-02, 12:37 PM
The only ways to resist psychic damage that Iím aware of are GOOlock level 10 ability and the 8th Level Mindblank Spell (Level 15 caster).

On the up side Psychic damage is typically terrible and scales even worse.

Examples: D4s for Vicious Mockery, the only psychic damage Cantrip.

Mindspike, deals single target 3d8 as a 2nd Level Spell (Shatter, also 2nd, hits a 20ft cube for the same damage) and only adds d6s when upcast.

Phhase
2019-09-02, 04:21 PM
The only ways to resist psychic damage that Iím aware of are GOOlock level 10 ability and the 8th Level Mindblank Spell (Level 15 caster).

On the up side Psychic damage is typically terrible and scales even worse.

Examples: D4s for Vicious Mockery, the only psychic damage Cantrip.

Mindspike, deals single target 3d8 as a 2nd Level Spell (Shatter, also 2nd, hits a 20ft cube for the same damage) and only adds d6s when upcast.
Yes, but Mind Flayers. Also, Synaptic Static.


I like a lot of what you are doing here,

Yaaaaay! He likes it! :smallbiggrin:

but there are a few alarm bells to be careful of:
-breaking Cap is a profoundly strong bonus in 5e; taking this race literally gets you 1/4 of the Barbarian level 20 capstone, and it's in a stat that the race gets a lot of use out of (since they get it to both AC and any Spell like abilities).
That said, it is a *cool* effect. I might suggest actually appending the capstone break to the Awaken feat you've got there.

Hmm, my rationale was to ensure that A, yes, it's got good synergy with your racial abilities, and B that you receive plenty of brain hitpoints so you don't just insta-die every time a neo-otyugh sneezes. But you're right, I could toss the "Exceeds" bit into the Feat.


- -1 Charisma is not a major downside. I mean, I like quirky abilities, so I might instead do something like, going by the racial personality, "Whenever you try to use a Charisma based skill, roll a d20. If they result is higher than your Character level plus your Charisma modifier, you use Intimidate instead."
Which lets them keep Intimidate good (which racially, it should be), but means that attempts to say, settle things diplomatically or be deceitful tends to escalate into punching (which I'm sure they'd be completely cool with, typically).
That's PERFECT. It's canon now.


-The two separate HP pools is *really* cool. Love the idea there, and the real gem of this design. That said, there's a few caution areas with it; the first thing I'd do when playing a Rahkishi is look into ways to block psychic damage (as Necrotic and Poison is resisted already, and depending on your wording, might be "double resisted" on a save [and Necrotic and Poison tend to be Con saves, which you are good at]). That said, not sure how easy regular psychic damage is to come by at low levels, but assume over level 8 or so most players would be either resistant or immune to Psychic damage.
Thank :smallbiggrin:. I can't entirely claim the credit 'cause that's pretty much just exactly how Rahkishi work in Bionicle anyways, but still. As previously stated, there aren't many psychic defenses. It's Force's less-stinky cheese brother in some ways. I really liked the "Really powerful and tough, but is hard to heal and has potential Achilles Heels (Oi, puns!)," shtick, because it just felt right.


-I am *cautious* about the AC rules here. I'm not sure if it breaks anything, but it is a fairly strong ability. That said, making armors unusable does seem to balance this, and it doesn't *seem* to stack with Monk AC, which would be the real kicker.
Yeah, it's just Unarmored Defense. Doesn't stack.


-Being healed by Mending is... potentially dangerous? I'm not sure. It does mean you go into every fight at 75% HP, which is ignorable in some campaigns, and broken in others. If you're a dedicated party member, either an ally has Mending, or you've Magic Initiate yourself. I do like the scrap metal healing, too, as it gives a way around the mending. Maybe something like "Mending can repair gross damage to your mechanical body, but can not restore full functionality. Mending heals 1d4+1 HP to your Mechanical HP, to a maximum of half of that HP total."

That said, again, campaign dependent. In my campaigns, I tend towards single or double super high impact encounters per day, then nothing else, so being able to be perpetually topped off is not an issue. For other DMs who run grindier games, the lack of attrition could be a major issue.
I get your point, and it is something I considered. Thing is, since Mending has a 1-minute casting time, you can't really use it in combat. I also think I might make it so that your Hit Dice can only heal you for Brain health. The real problem here is that 5e didn't inherit many of the great repair and creation spells from 3e, like Major Creation or Make Whole. All I have to work with for inorganic repair is manual labor, Mending, and (come to think of it) Fabricate, which is 10 minutes long. I could make Fabricate your only source of healing, but that requires a wizard able to cast it and still isn't useful in combat.


-Evacuate might want rules as to how to construct a body from scratch, just in case a player is in a location/setting that they can't find another body (let's say they Evacuated because their body was mired in lava, and it was the safest way for the party to get them out). That said, again, DM dependent; some DMs will throw another Rahkishi at the party right away and make a plot about assassinating the slug for the body, whereas others might have a shell of a body left in the treasure later, and others might just say "well, too bad." Options are always good, though.


That all said, you've got a lot of cool mechanical ideas. The tricky thing is making them work within the stock boundaries of 5e, but that's all spit and polish. Good ideas and cool execution are the most important parts.
Maybe. Since the secret of building Rahkishi is something that belonged to their ancient progenitors, it's possible there could be a quest to retrieve that secret. Rahkishi probably have some inkling about how to make one, but don't because their talents lie elsewhere. Spare suits might also be rare, but not impossible, since they're usually passed down. A neat way to work around it might be if you have enough junked Rahkishi parts, smithing proficiency, and Fabricate, you can create another body by fusing the parts into a new body.



I think a Monk Rahkshi would have few problems operating outside their shell. Speed increase, Kicking attacks. The new Astral Self Monk would even have 10feet or reach.
You need legs to kick tho. I feel like your tiny slug cilia might be insufficient for the task lol. The image is funny though. Personally I'm more worried about Monklock Awakened Plasma Rahkishi Hex, Hexblade's, and Flurry of blowsing for 3xAttack+proficiency+1d8+1d6.

Phhase
2019-09-05, 08:04 PM
Wow, I've actually hit the character/word limit in the OP. As such, I've added new feature to the OP and excess will go below.

Added: <FURIOUS INCOHERENT SCREECHING>

Added: If your shell is completely annihilated, there are a few options. You could steal or "Acquire" another Rahkishi's shell. Or, you could find 4/6 scrapped parts of Rahkishi shell (Out of head, arms, torso, legs) and 40gp worth of scrap for each missing piece, along with 100gp in precious metal, and use the spell Fabricate with proficiency in tinker's or smithing tools to create a new body of your color. Alternatively, retrieving the secret of creating Rahkishi from scratch could be a quest of its own.

Changed: Con Cap was moved to feat.

Added: Unarmored Defense stipulation.

MagneticKitty
2019-09-06, 01:48 PM
Not sure what this is based on... having different hp pools is odd... didn't read all the subclasses.. doesn't feel very 5e ish...
I like the idea.. I think it's a lot to sort through. There's interesting things here.
I think it would benefit from a table instead of subclasses. Where you look up your body color and leg color and have something super simple attached to each. Maybe body color is a cantrip and leg color a proficiency or something. Easier to manage than 42 subclasses

I will say makes me want to make a yeerk race. :D

Phhase
2019-09-07, 12:08 PM
Not sure what this is based on... having different hp pools is odd... didn't read all the subclasses.. doesn't feel very 5e ish...
I like the idea.. I think it's a lot to sort through. There's interesting things here.
I think it would benefit from a table instead of subclasses. Where you look up your body color and leg color and have something super simple attached to each. Maybe body color is a cantrip and leg color a proficiency or something. Easier to manage than 42 subclasses

I will say makes me want to make a yeerk race. :D

Glad you like it!
It's based on an old action figure line/epic story called Bionicle. Don't blame you, there are 42 =P. The reason there are 42 is because in the old Bionicle lore, there are 42 different Rahkishi types, each with one of the unique powers I've listed. That's why I can't exactly simplify it like that. It WAS a flavor-forward balance second thing, though I'm not opposed to playablility changes. If by "5e ish" you mean "simple and clean", then yeah, I guess. It does need some polish. However, while I get that 5e is kinda simplified, I feel like that's not a standard to work towards, but rather what makes the system "Good iron" if you will. A good place to start from when building more involved things.

Yeerk sounds like it could be similar to intellect devourer if I remember correctly.

MagneticKitty
2019-09-10, 01:10 PM
Nah, yeerks are closer to illithid tadpoles if they were to only control the host And not change them. They're sentient slugs that crawl into your brain and take over. But you are aware of what they're doing the whole time. Thematically I like them more than illithids. Because they can be anyone.

Aaaanyway. 42 subclasses is a bit much for me and my table, but you do you.