Aldreck
2017-05-15, 03:25 PM
Posting this for a friend who's creating his own homebrew setting and some custom races to go with it. The fiendkin is supposed to be a playable succubus/incubus, the Yokai is an animal that has lived so long that it's become a sentient spirit with the ability to shapeshift between humanoid/animal form. The fiendkin in particular seems flavorful but really powerful, and I'm not sure how some of the Yokai subraces balance against one another, but I don't have enough homebrewing experience to know what to suggest to balance them. I'm typing this up from his notes and adding my own thoughts in brackets:
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Fiendkin:
Type:Fiend
Size:Medium
Speed: 30ft, plus 30ft Flying (I've suggested to my friend this should be staggered throughout levels)
Language: Common, and either Abyssal or Infernal
Stats: +2 Cha, +1 Wis
Darkvision: 60ft
Fiendish resistance: Fiendkin have resistance to one of the following damage types: Fire, Lightning, Cold or Poison, and are vulnerable to Radiant damage
Telepathic link: Fiendkin may mentally communicate with any willing target within 60ft (Not sure about this, it makes Great Old One Pact warlock redundant until higher levels)
Shapechange: The fiendkin may take the form of any medium or small humanoid or appear as its 'true' form except without its wings (giving up its flight speed if it does so), its size and movement speed change accordingly while other stats remain the same, equipment is not affected by the transformation. It reverts to its true form if killed while transformed
Charm: One humanoid the fiendkin can see within 30ft must succeed on a DC8 + Cha bonus saving throw or become charmed by the fiend and must carry out any commands given by it, a suicidal order will give it a chance to fight control and attempt another save. Creatures that pass the save cannot be charmed by the same fiend for 24hours (I'm assuming some kind of limit to duration and to uses/long rest, although my friend's notes don't mention it)
Draining Kiss: Once per long rest the fiendkin may attempt to kiss an enemy within melee range, forcing the victim to make a DC8 + Cha bonus Con save, if it fails the save it takes 1d10+ Cha bonus psychic damage. This increases to 2d10 +Cha bonus at 6th level and 3d10 + Cha bonus at 11th level
Fiendish Gift: at 5th level, once every 24 hrs a fiendkin can fade into the Ethereal plane or back into the Material plane. (Wording of this is a bit vague, I assume it means you spend a certain period of time on the alternate plane before returning to whatever plane you were on when it was triggered)
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Ascendant Yokai:
Type: Fae
Language: Common, Sylvan
Stats: +2 Cha, plus a bonus to another stat based on Yokai subtype
Shape Changer: As an action, a Yokai may shapeshift into the form of the animal it descended from. Your stats remain the same, while shapeshifted you are incapable of using any tools, weapons, armor or clothing designed for humanoids
Nature Awareness: Due to their inherent awareness of their surroundings, all Yokai have proficiency in the Perception skill
Animal Ancestry: select one subtype which determines what animal form the Yokai may shapeshift into and what other racial abilities they have:
Feline Yokai:
+1 Dex, proficiency in Stealth skill
Feline agility: Feline Yokai may double their base movement for 1 round. You may not use this again until you have spent at least one turn without taking a move action
Darkvision: 60ft
Sharp claws: Feline Yokai have a claw attack which deals 1d4+ Str slashing damage, and a climbing speed of 20ft
Wolf Yokai:
+1 Str, proficiency in Athletics skill
Keen senses: Double proficiency to any Perception skill checks that rely on smell and/or hearing
Tripping: After a successful melee attack, Wolf Yokai may force their target to make a DC 8 + Str Bonus + Proficiency Str save or be knocked prone for 1 round (Seems kind of broken when a wolf totem barbarian can't do this until they hit lvl 14.)
(The original version of Wolf Yokai had Pack Tactics, I didn't like this for the same reason as fiendkin's telepathy, that it makes wolf totem barbarian redundant, I argued this with my friend and assume he took it out because of this)
Fox Yokai:
+1 Wis, proficiency in Deception skill
Cunning Liar: double proficiency to deception skill checks
Fox magic: Fox Yokai know the minor illusion cantrip, with the saving throw based off their wisdom score. At 5th level they may cast disguise self 3 times/day
Sharp claws: Fox Yokai have a claw attack which deals 1d4+ Str slashing damage, and a climbing speed of 20ft
Bear Yokai:
+1 Str, proficiency in Athletics spell
Hulking size: If a Bear Yokai is proficient in the intimidation skill they may add double their proficiency to all intimidation checks. They count as one size larger for determining lifting and carrying limits
Feral rage: Once per long rest Bear Yokai may drive themselves into a frenzy, dealing an extra weapon dice of damage with all successful melee attacks for 1 minute (If I've understood what he's going for, basically 1 minute of free crits? seems pretty broken)
Otter Yokai:
+1 Int
Nimble swimmer: Otter Yokai have a swimming speed of 30ft and can perform a burst of speed for 1 turn (this seemed incomplete when I copied it from my friends' notes, I assume it works the same as feline agility and you can't use it again until you've spent a turn without taking a move action)
Sharp claws: Otter Yokai have a claw attack which deals 1d4+ Str slashing damage.
(There are mentions in my friend's notes of a hidden pouch ability for Otter Yokai, but he hasn't figured out how to apply it. As I was typing this I had an idea that it could provide advantage on Sleight of Hand checks to conceal an object?)
Boar Yokai:
+1 Con, proficiency in Intimidation skill
Relentless Endurance: Once per long rest, if Boar Yokai are reduced to 0hp but not killed outright, they may instead drop to 1hp instead
Rabbit Yokai:
+1 Dex
Bounding leap: After moving up to ten feet a Rabbit Yokai may add twice it's proficiency to any melee attacks and twice it's strength bonus to any damage it does when it lands a hit
Deer Yokai: (No notes on this, assume it's a work in progress)
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Fiendkin:
Type:Fiend
Size:Medium
Speed: 30ft, plus 30ft Flying (I've suggested to my friend this should be staggered throughout levels)
Language: Common, and either Abyssal or Infernal
Stats: +2 Cha, +1 Wis
Darkvision: 60ft
Fiendish resistance: Fiendkin have resistance to one of the following damage types: Fire, Lightning, Cold or Poison, and are vulnerable to Radiant damage
Telepathic link: Fiendkin may mentally communicate with any willing target within 60ft (Not sure about this, it makes Great Old One Pact warlock redundant until higher levels)
Shapechange: The fiendkin may take the form of any medium or small humanoid or appear as its 'true' form except without its wings (giving up its flight speed if it does so), its size and movement speed change accordingly while other stats remain the same, equipment is not affected by the transformation. It reverts to its true form if killed while transformed
Charm: One humanoid the fiendkin can see within 30ft must succeed on a DC8 + Cha bonus saving throw or become charmed by the fiend and must carry out any commands given by it, a suicidal order will give it a chance to fight control and attempt another save. Creatures that pass the save cannot be charmed by the same fiend for 24hours (I'm assuming some kind of limit to duration and to uses/long rest, although my friend's notes don't mention it)
Draining Kiss: Once per long rest the fiendkin may attempt to kiss an enemy within melee range, forcing the victim to make a DC8 + Cha bonus Con save, if it fails the save it takes 1d10+ Cha bonus psychic damage. This increases to 2d10 +Cha bonus at 6th level and 3d10 + Cha bonus at 11th level
Fiendish Gift: at 5th level, once every 24 hrs a fiendkin can fade into the Ethereal plane or back into the Material plane. (Wording of this is a bit vague, I assume it means you spend a certain period of time on the alternate plane before returning to whatever plane you were on when it was triggered)
================================================== ====================================
Ascendant Yokai:
Type: Fae
Language: Common, Sylvan
Stats: +2 Cha, plus a bonus to another stat based on Yokai subtype
Shape Changer: As an action, a Yokai may shapeshift into the form of the animal it descended from. Your stats remain the same, while shapeshifted you are incapable of using any tools, weapons, armor or clothing designed for humanoids
Nature Awareness: Due to their inherent awareness of their surroundings, all Yokai have proficiency in the Perception skill
Animal Ancestry: select one subtype which determines what animal form the Yokai may shapeshift into and what other racial abilities they have:
Feline Yokai:
+1 Dex, proficiency in Stealth skill
Feline agility: Feline Yokai may double their base movement for 1 round. You may not use this again until you have spent at least one turn without taking a move action
Darkvision: 60ft
Sharp claws: Feline Yokai have a claw attack which deals 1d4+ Str slashing damage, and a climbing speed of 20ft
Wolf Yokai:
+1 Str, proficiency in Athletics skill
Keen senses: Double proficiency to any Perception skill checks that rely on smell and/or hearing
Tripping: After a successful melee attack, Wolf Yokai may force their target to make a DC 8 + Str Bonus + Proficiency Str save or be knocked prone for 1 round (Seems kind of broken when a wolf totem barbarian can't do this until they hit lvl 14.)
(The original version of Wolf Yokai had Pack Tactics, I didn't like this for the same reason as fiendkin's telepathy, that it makes wolf totem barbarian redundant, I argued this with my friend and assume he took it out because of this)
Fox Yokai:
+1 Wis, proficiency in Deception skill
Cunning Liar: double proficiency to deception skill checks
Fox magic: Fox Yokai know the minor illusion cantrip, with the saving throw based off their wisdom score. At 5th level they may cast disguise self 3 times/day
Sharp claws: Fox Yokai have a claw attack which deals 1d4+ Str slashing damage, and a climbing speed of 20ft
Bear Yokai:
+1 Str, proficiency in Athletics spell
Hulking size: If a Bear Yokai is proficient in the intimidation skill they may add double their proficiency to all intimidation checks. They count as one size larger for determining lifting and carrying limits
Feral rage: Once per long rest Bear Yokai may drive themselves into a frenzy, dealing an extra weapon dice of damage with all successful melee attacks for 1 minute (If I've understood what he's going for, basically 1 minute of free crits? seems pretty broken)
Otter Yokai:
+1 Int
Nimble swimmer: Otter Yokai have a swimming speed of 30ft and can perform a burst of speed for 1 turn (this seemed incomplete when I copied it from my friends' notes, I assume it works the same as feline agility and you can't use it again until you've spent a turn without taking a move action)
Sharp claws: Otter Yokai have a claw attack which deals 1d4+ Str slashing damage.
(There are mentions in my friend's notes of a hidden pouch ability for Otter Yokai, but he hasn't figured out how to apply it. As I was typing this I had an idea that it could provide advantage on Sleight of Hand checks to conceal an object?)
Boar Yokai:
+1 Con, proficiency in Intimidation skill
Relentless Endurance: Once per long rest, if Boar Yokai are reduced to 0hp but not killed outright, they may instead drop to 1hp instead
Rabbit Yokai:
+1 Dex
Bounding leap: After moving up to ten feet a Rabbit Yokai may add twice it's proficiency to any melee attacks and twice it's strength bonus to any damage it does when it lands a hit
Deer Yokai: (No notes on this, assume it's a work in progress)