Yokai PC Races for 5e

Long story short, I don't like D&D's traditional array of "oriental fantasy" races, so I want to do something about it by making decent PC writeups out of various yokai.

Yes, I did this thread once before, and I'll probably come back every so often, because good anons with critique on my efforts do show up on occasion.

Other urls found in this thread:

1d4chan.org/wiki/Korobokuru
1d4chan.org/wiki/Spirit_Folk
twitter.com/NSFWRedditImage

Hengeyokai
The creatures collectively known as hengeyokai are a diverse array of sapient animal yokai, or faerie creatures. United by their common traits of base nature as a magical animal and their ability to assume a humanoid form, the most prominent of the hengeyokai are the kitsunes (foxes), bakeneko (cats), mujinas (badgers), itachi (weasels), and tanuki (raccoon dogs). Minor species of hengeyokai include kawauso (otters) and jorogumo (spiders)

For those wishing to add a more myth-accurate feel to the race, add the following optional racial trait:

Hengeyokai: You belong to a race of magical beasts that can assume partially or wholly humanoid form, as well as revert to your true bestial shape when it suits you. As an action, you can shift into any one of your three forms.

Hybrid Form is your default form. It functions as normal for a character.

In your Human Form, you gain Advantage on all Charisma (Deception) checks made to pass yourself off as human. It otherwise functions as Hybrid Form.

In your Beast Form, which is determined by your race, your game statistics are replaced by the statistics of the beast, but retaining your alignment, personality, Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the beast; if you and the beast have the same proficiency and the beast’s bonus is higher than yours, you use the beast’s bonus.

Changing shapes does not alter your current hit points, maximum hit points, or hit dice.
You can remain in any of these three forms as long as you wish, but must consciously choose to change shapes.

You can change shapes once at 1st level, twice at 5th level, and thrice at 11th level. You regain all expended uses of this trait when you complete a long rest.

If you have exhausted your uses of shapeshifting, you can revert back to hybrid form, but you cannot then change again into beast or human form.

Kitsune
Ability Score Modifiers: +2 Charisma, +1 Intelligence
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Foxfire: You know the Produce Flame and Dancing Light cantrips, which you can cast with Charisma. At 3rd level, you can cast Faerie Fire with this trait as a 1st level spell once per long rest, again using Charisma as your casting ability score.
Trickster’s Guile: You have Proficiency in Charisma (Deception).
Hengeyokai: Fox

...

Tanuki
Ability Score Modifiers: +2 Wisdom, +1 Charisma
Size: Medium
Speed: 30 feet, Climb 30 feet
Vision: Darkvision 60 feet
Tanuki Trickery: You can cast the Minor Illusion cantrip with this trait. At 3rd level, you can cast Disguise Self as a 1st level spell once per long rest with this trait. In both cases, Charisma is used as the casting ability score.
Tanuki Slam: You have a slam attack, which is a natural weapon you can wield as an unarmed strike. This slam attack inflicts 1d6 + Str modifier Bludgeoning damage, and counts as Magical for purposes of damage resistance. You can use a Tanuki Slam attack even if your hands are occupied. This racial ability does not grant you an Extra Attack.
Hengeyokai: Tanuki, use the stats for a Raccoon.

Mujina
Ability Score Modifiers: +2 Constitution, +1 Strength
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Badger's Toughness: You are Resistant to Poison damage, and have Advantage on Constitution saves vs. Disease.
Undying Stubbornness: Once per long rest, when you are reduced to zero hit points by an attack, you can instead only be reduced to hitpoints equal to one or your Constitution modifier, whichever is higher.
Tunneller: You have a Burrow speed of 20 feet.
Hengeyokai: Badger.

Bakeneko
Ability Score Modifiers: +2 Intelligence, +1 Dexterity
Size: Normal
Speed: 30 feet
Vision: Darkvision
Hengeyokai: Cat
Eater of Vile Things: You have Resistance to Poison damage and Advantage on Constitution saving throws against the Poisoned condition.
Cat's Lantern: You can cast the Produce Flame cantrip with this trait. Intelligence is your spellcasting ability score.
Jinx: As an action, you can place a curse on a single enemy that you can see within 30 feet. The targeted creature suffers Disadvantage on attack rolls and saving throws until the end of its next turn. Once you have used this trait, you must complete a long rest before you can use it again.

Itachi
Ability Score Modifiers: +2 Dexterity, +1 Strength
Size: Medium
Speed: 35 feet
Vision: Darkvision 60 feet
Writhing Dancer: You have Proficiency in Acrobatics checks. Additionally, you double your proficiency bonus to Acrobatics checks made to escape a Grapple. Creatures trying to Grapple you suffer Disadvantage on their Strength check.
Bringer of Ill Omen: As an action, you can place a curse on a single enemy that you can see within 30 feet. The targeted creature suffers Disadvantage on attack rolls and saving throws until the end of its next turn. Once you have used this trait, you must complete a long rest before you can use it again.
Born Trickster: You have Advantage on Deception checks. Once you have reached 3rd level, you can cast Charm Person as a 1st level spell with this trait. Once you have cast it using this trait, you must complete a long rest before you can use it this way again. Charisma is your spellcasting ability score for this Charm Person effect.
Hengeyokai: Weasel

Kawauso
Ability Score Modifiers: +2 Constitution, +1 Charisma
Size: Medium
Speed: 30 feet
Vision: Normal
River Runner: You have a Swim speed of 30 feet and can hold your breath for 5 + Con modifier minutes (minimum of 5 minutes).
Otter Magic: You know the Shape Water cantrip. At third level, you can cast Create or Destroy Water (Create Water only) as a 1st level spell once per long rest. At fifth level, you can cast Darkness as a 2nd level spell once per long rest. Spells cast with this trait use Charisma as the casting ability score.
Hengeyokai: Otter

Jorogumo
Ability Score Modifiers: +2 Charisma, +1 Intelligence
Size: Medium
Speed: 30 feet, Climb 30 feet
Vision: Darkvision 60 feet
Born Seductress: You have Proficiency in the Deception skill.
Expert Climber: You have Advantage on Acrobatics and Athletics checks made to climb.
Silk Spinner: Once you have reached 3rd level, you can cast Web as a 2nd level spell with this trait. Once you have used this trait, you cannot use it again until you complete a long rest. Charisma is your casting ability score for this trait.
Hengeyokai: Spider

Oni
Ability Score Modifiers: +2 Strength, +1 Charisma
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Powerful Build: You are considered to be one size larger for determining your carrying, pushing, pulling and dragging capacity.
Illusory Veil: You have Proficiency in Deception.
Windstrider: At 7th level, you gain a Fly speed of 30 feet.
Oni Tricks: You can cast the True Strike cantrip. At 3rd level, you can cast Fog Cloud as a 1st level spell with this trait. At 5th level, you can cast Suggestion as a 2nd level spell with this trait. Once you have cast either Fog Cloud or Suggestion with this trait, you must complete a long rest before you can use them again. Spells cast with this trait use Charisma as their spellcasting ability score.

Kappa
Ability Score Modifiers: +2 Strength, +1 Dexterity
Size: Small
Speed: 25 feet, Swim 40
Vision: Normal
Amphibious: You can breathe both water and air.
River Monster: You have a Swim speed of 40 feet.
Pint-Sized Powerhouse: You have Proficiency in Athletics.
Healer’s Arts: You have Advantage on Medicine checks.

Rokurokubi
Ability Score Modifiers: +2 Charisma, +1 Wisdom
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Elongate Neck: As a bonus action, you can extend your neck into a prehensile tendril that reaches 20 feet. Whilst extended, you can use its mobility to gain superior vantage points, as logical, and your bite attack has a reach of 20 feet. Whilst extended, you can retract it back into your body as a bonus action.
Poisonous Bite: You possess a bite attack, which is a standard action melee attack that benefits from your Proficiency bonus. This does not grant you extra attacks. On a hit, your bite attack inflicts 1d12 Poison damage, which increases by +1d12 at 5th level (2d12), 11th level (3d12) and 17th level (4d12).
Tireless: You only need to enter a semiconscious dream-state for 4 hours per day to gain the full benefits of 8 hours of sleep. Also, you have Advantage on saving throws against the Sleep condition.
Toxin Proofed: You have Resistance to Poison damage and advantage on saving throws against the Poisoned condition.
Claws: When making an unarmed strike, you can choose to use your claws as a natural weapon, changing the damage to 1d4 Slashing damage.

Vanara
Ability Score Modifiers: +2 Dexterity, +1 Wisdom
Size: Medium
Speed: 30 feet
Vision: Normal
Tree-Dweller: You have a Climb speed of 30 feet.
Ape Agility: You have Proficiency in Acrobatics.
Extra Hands: Your feet can act as secondary hands, thanks to their unique configuration. This allows your to substitute your feet for tasks that would normally require your hands, though this does not allow you to wield more weapons than a human.

Vishkanya
Ability Score Modifiers: +2 Charisma, +1 Dexterity
Size: Medium
Speed: 30 feet
Vision: Darkvision
Serpentine Allure: You have Advantage on Charisma (Deception) checks.
Toxic Blood: You have Resistance to Poison damage. Additionally, by sacrificing a hit dice, you can smear your blood on a weapon as a bonus action; this blood wears off after your next attack, but an enemy struck by the blood-smeared weapon takes additional Poison damage equal to 1d8 + your Charisma modifier (minimum of +1).
Sweet Poison Kiss: Once you have reached 5th level, once per long rest, you can cast Charm Person as a 1st level spell on a single creature with a touch. If the Charm effect on this creature is ended, then the creature is Poisoned for a number of rounds equal to your Charisma modifier (minimum of 1).

Too complicated, paralysis of options.

Reduce it closer to 5e tieflings or drow in spellcasting. Definite proficiency in Deception.

Remove hybrid form. You get to pick a medium animal or smaller. You must sleep in your animal form.

...It would be helpful if you would specify which race you're referring to.

And if you're talking about the hengeyokai in general, as I stated in the very second post, they are being designed so they can function even if you remove shapeshifting from them entirely.

I fucking well REFUSE to repeat D&D's traditional stupidity by making every single hengeyokai race practically indistinguishable from each other, just because they happen to share a common origin.

I am talking about hengeyokai. Removing shapeshifting from them is stupid, since that's entirely what they are. Also, condensing them down into a single race makes the most sense.

They're animals that got so old they can take human form. It also can't replace the druid's shit either.

No, it doesn't. It's one trait they share in common. They are their own distinct creatures in the story. A kitsune is not a tanuki is not a bakeneko, and I spit on D&D for portraying them that way for the last four editions.

Then you're bloating your game.

Having all the options does NOT mean having to use all the options. Besides, "bloat" is hardly a problem for most players unless they're somehow dead set on human-only neo-Medieval Europe games.

Have you considered making the flight a once per day/once per rest thing instead?

Hmm... well, doing so wouldn't be historically inaccurate; back when the Oni was an actual PC race (Ogre Mage, AD&D 2e), Flying for 12 rounds per day was one of the racial traits they unlocked at their first level.

And the oni's Fog Cloud and Suggestion SLAs were inspired by the ogre mage's SLAs in AD&D...

But, on the other hand, level 7 is when a PC Wizard can cast fly and the rest of the party is getting into fights with flying creatures anyway. So, is fly 30 at level 7 really that powerful? It's not like the rest of the party won't have options to keep up, unless you're a distinctly low-powered/low fantasy party...

In which case, what the hell are you doing playing an Oni anyway?

How cute are kitsune in this setting?

I'm just focusing on making the crunch work. Anons who want to take this crunch and pair it with their own fluff to make themselves kitsune waifus are free to do so, but I'm not focusing on the fetish fuel here.

...Even if I must admit that the first thing to come to mind for a Hakutaku or Ushi-oni PC race is visually inspired by the MGE's versions.

What about Tsukumogami?

So, I've got a couple of other yokai PC races waiting to share when the thread needs bumping, but, as much as I don't like them, I still figure that the Korobokuru and Spirit Folk should at least get an attempt at converting them done. Maybe there's something salvageable?

For those who want a reference to the 1e and 3e statblocks for both races, 1d4chan has them:
1d4chan.org/wiki/Korobokuru
1d4chan.org/wiki/Spirit_Folk

I'm game to give them a shot, but I'll need help figuring out which ones can and can't work, and how to make them function.

In fact... I have some rudimentary thoughts for the Karakasa-kozo and Karakasa-hone, if anons think I should go ahead and post them...?

Sure, why not?

What about taking some bits from constructs and warforged and adapting them?

Mostly because the different Tsukumogami are very different creatures - like hengeyokai, the only things they tend to have in common are that they're objects come to life, and many of them are more like animals than people, even by yokai standards.

1d4chan.org/wiki/Korobokuru

Korobokuru
Ability Score Modifiers: +2 Constitution, +1 Strength
Size: Small
Speed: 30 feet
Vision: Darkvision 60 feet
Hearty: You increase your maximum hit points by +1. Each time you gain a level, your maximum hit points increase by +1. Additionally, you have Advantage on saving throws against Poison and Disease.
Child of the Wild: You have Proficiency in the Animal Handling and Survival skills.

Futakuchi-onna
Ability Score Modifiers: +2 Charisma, +1 Wisdom
Size: Medium
Speed: 30 feet
Vision: Normal
Writhing Mane: You possess a long train of prehensile hair, which functions as a third arm that has a reach of 10 feet. You can wield a weapon in your hair, but only if it is a a one-handed melee weapon with the Light property. Having a weapon in your hair does not grant you an extra attack, it simply gives you an alternative weapon with which to attack, per the normal rules for dual-wielding.
Ensnaring Locks: You have Advantage on Grappling checks.
Skull-Maw: When you have a victim grappled, you can choose to automatically inflict 1d4+Charisma bonus magical slashing damage each round that you maintain the grapple.
Voracious Eater: You need to eat twice as much per day as a human and can only go 1 + Con modifier days without eating before beginning to starve.

Hakutaku
Ability Score Modifiers: +2 Intelligence, +1 Wisdom
Size: Medium
Speed: 30 feet
Vision: Normal
Heaven-Sent Sage: When making skill checks for Intelligence and Wisdom skills that you do not have Proficiency in, you may still add half of your Proficiency bonus (rounding up).
All-Seeing Eyes: You can cast the Guidance cantrip. At 3rd level, you can cast Detect Magic as a 1st level spell with this trait. At 5th level, you can cast Detect Thoughts as a 2nd level spell with this trait. When you cast Detect Magic or Detect Thoughts with this trait, you cannot use that spell again until you complete a long rest. Spells cast with this trait use Intelligence as their casting ability score.
Mountain Dweller: You have Advantage on Athletics checks made to handle mountainous terrain, and are considered to be acclimatized to high mountain conditions.

>+2 int
Keine a smart

1d4chan.org/wiki/Spirit_Folk

Spirit Folk
Ability Score Modifier: +1 Dexterity, +1 Charisma
Size: Medium
Speed: 30 feet
Vision: Darkvision 60 feet
Heir to the Spirit Realm: You have Advantage on Charisma checks against creatures with the Celestial, Dragon, Elemental, Fey or Fiendish typing.
Walk Amongst Spirits: You have Advantage on Perception checks made to see through magical attempts to hide or disguise, including invisibility and disguise self.
Spiritual Ancestry: You belong to a subrace of spirit folk that determines the rest of your racial abilities. Choose between the Bamboo Spirit, Mountain Spirit, River Spirit and Sea Spirit races.

Bamboo Spirit
Ability Score Increase: +1 Dexterity
Lord of the Groves: You have Proficiency in the Nature skill. Additionally, you leave no physical tracks when moving on foot in woodland, forest and grassland environments, and have Advantage on Stealth checks in woodland, forest and grassland environments.
Evergreen Soul: When resting in a forest, woodland or grassland environment, you regain bonus hitpoints equal to your Charisma modifier if conducting a short rest, and +1 Hit Dice if conducting a long rest.

Mountain Spirit
Ability Score Increase: +1 Constitution
Mountain King: You have Resistance to Cold damage and are considered to be Acclimatized to high mountain environments.
Scale the Rocky Throne: You have a Climb speed of 30 feet.

River Spirit
Ability Score Increase: +1 Charisma
Waterborn: You have a Swim speed of 30 feet.
Amphibious: You can breathe both air and water.
Master of the Flow: You know the Shape Water cantrip. At 3rd level, you can cast Create or Destroy Water as a 1st level spell once per long rest with this trait. At 5th level, you can cast Warding Waves once per long rest with this trait - treat as Warding Wind, except it does not Deafen creatures. All spells cast with this trait use Charisma as their spellcasting ability score.

Sea Spirit
Ability Score Increase: +1 Strength
Waterborn: You have a Swim speed of 30 feet.
Amphibious: You can breathe both air and water.
Ruler of the Deep: You have Resistance to Cold and are considered to be Acclimatized to deep underwater environments.

Bumping and hoping that some anons will actually provide critique.

Losing hope, but bumping one last time to see if this thread can make it through the night.

I would add some sort of "oni weapon training" or something that would give them am automatic proficiency to big clubs and hammers (b/c ya can't have an oni without a kanabo). Kinda like how dwarves automatically start with proficiencies in axes and hammers.

Hmm... as a simple weapon , the club is basically something everybody starts with proficiency in, tomy knowledge. But I'll think it over when it's not the middle of the night.

Hmm... how about this?

Brutish Weapon Mastery: You have Proficiency with one Martial melee weapon of your choice, which must have the Two-Handed quality.

Not him, but I agree with him.
Having the options, and not having any gates between the options means that each player will have to read through all of these races.

Another problem I have is that you only talk about their combat/mechanical stuff. What's their society like? Do they have any habits or beliefs that make them interesting to play or interact with? Are there certain customs or types of government that a race tend towards?
Are these races always aware of eachother's existence? What are their typical interactions with eachother?
These are the kind of questions a person wants to know about races and cultures, but instead you just have stat bonuses and extra abilities that could just as easily come about through non-race character creation options.

...This is fucking Veeky Forums. I don't have the space, and no user here has the inclination, to read through the fluff.

Furthermore, I don't need help with the fluff. I need help with the mechanical stuff - the crunch.

The players will get full details on things like the kitsune bureaucracy, or the tanuki mystics, the kappa samurai and whatever.

But, here and now, my concern is making the races mechanically balanced. Providing all of the fluff would just get in the way.

So, any anons out there with opinions on balance? There was one user the last time I made this thread who started to do a points-based examination of each race, but they only made it as far as the kitsune before vanishing and the thread died.

So, I've got a yuki-onna statblock done, and I'll post that later, but here's the thing; I've just tried to set my thoughts to a Jiang-shi PC writeup, and I find myself stuck on one key problem:

What's the best ability score modifier to give to a PC race based on the infamous Chinese Hopping Vampire?

I mean, you'd think that Dexterity would be the least likely statblock to modify, but in Pathfinder, it's actually the highest stat that jiang-shi get, with a whopping +6 Dex included in the jiang-shi template.

>Jiang-shi
Would they have a CON score? They are undead after all.

No reason not to; Undead lacking Con scores was a 3e idea that hasn't been maintained. Every undead creature in the 5e MM has a Con score, especially the vampires.

Are the +1 bonuses to ability scores also a 5e thing? I don't remember 3e having them. And post Yuki-onna stat block.

Standard ability score bonuses in 5e are +2 to one stat and +1 to a second. Exceptions to this formula are rare; Mountain Dwarves get +2/+2, Half-Elves get +2/+1/+1, Humans get +1 to all stats, Tritons get +1/+1/+1, Kobolds get +2/-2, and Orcs get +2/+1/-2.

As for the Yuki-onna...

Yuki-onna
Ability Score Modifiers: +2 Charisma, +1 Constitution
Size: Medium
Speed: 30 feet
Vision: Normal
Icewalker: You are immune to difficult terrain that is caused by ice or snow.
Snowsight: You do not suffer penalties to Perception checks based on sight or attack rolls caused by intense snow, nor do creatures within snowy weather count as being obscured to you.
Frozen Heart: You have Resistance to Cold damage.
Frigid Charms: You can cast the Chill Touch cantrip. At 3rd level, you can cast Ice Knife as a 1st level spell once per long rest. At 5th level, you can cast Snilloc's Snowball Swarm as a 2nd level spell once per long rest. Charisma is your spellcasting ability score for this trait.

...

And thank god it hasn't been maintained. It never made any damn sense that 'Elf that starved to death' zombie was just as tough as 'Hardass dwarf' zombie.