Homebrew The Actual Yautja Race Species Details

Physical Appearance

Yautja are physically distinguished from humans by their greater height, arthropod-like mandibles and long, hair-like appendages on their heads that are set into their skulls. Their bodies are resilient to damage, capable of recovering from multiple gunshot wounds and radiation doses which would be fatal to humans. They are also capable of enduring excruciating pain. Yautja are much stronger than humans, having the ability to easily outmatch a conditioned adult human male and shattering solid concrete with their bare hands. They are also skilled climbers, and will readily move through trees or across rooftops in pursuit of prey. Though capable of surviving exposure in Antarctic temperatures for an extended period of time, Yautja have a preference for hot equatorial climates. Their blood is luminescent phosphor green in color. Their vision operates mainly in the infrared portion of the electromagnetic spectrum

History

Yautja made contact with early human civilizations such as the Ancient Egyptians, the Khmer Empire, Aztecs, and Bouvetøya. Upon arriving on Earth, the Predators were worshipped as gods by humans, and they taught many of the civilizations how to build pyramids, but in return expected sacrifices of humans for use as hosts for huntable Xenomorphs the ultimate prey for initiates. The Predators returned to Bouvetøya every century to consummate the bargain, until, at one point in the ritual, the Xenomorphs spread out of control, resulting in the Predators detonating a bomb that obliterated the entire civilization. Relations between humans and Predators deteriorated from that time on; the Predators then viewed humans as little more than another quarry to hunt.

Society

Predator culture revolves around the hunting and stalking of dangerous lifeforms. After making a kill, Predators typically skin or decapitate the carcass, converting it into a trophy. If immobilized or at the brink of death, a hunter will activate the mass-explosive self-destruct-mechanism in his wristband, honorably erasing any trace of its presence to its prey. It is often alluded to that the reason Predators hunt is not for sustenance or elimination of threats, but as sportsmanship or rite of passage, as they will normally attack only life forms that have the ability to provide them with a challenge. There are at least two different Predator tribes, which are engaged in a long-lasting blood feud. The Yautja Females are rare but are good warriors and respected hunters.

Level Proficiency
Bonus
Features Shoulder Blaster
1st +2 favoured enemy,pred tech 2d6
2nd +2 pred mark 3d6
3rd +2 pred archtype 3d6
4th +2 Ability Score improvement 3d6
5th +3 extra attack 3d6
6th +3 pred leap, fav enemy improv 4d6
7th +3 pred archytpe 4d6
8th +3 Ability Score improvement 4d6
9th +4 precise strike 4d6
10th +4 Predator tech improvement 4d6
11th +4 pred archytpe 5d6
12th +4 Ability Score improvement 5d6
13th +5 hunter endurance 5d6
14th +5 fav enemy improv 5d6
15th +5 pred archytpe 5d6
16th +5 Ability score improvement 5d6
17th +6 Predator tech improvement 6d6
18th +6 trap master 6d6
19th +6 ability score improvement 6d6
20th +6 primal predator 7d6

Predator Tech

Your Tech has many different uses like seeing in different visions and even cloak yourself from your prey. At first level you gain these traits.The Tech you have has cool features but most are deactivated do to the training wheels protocol. More features become unlocked as you progress in this class. These go in your equipment

BioMask *

Your helmet lets you see with special filters. You can switch between them as a bonus action and will have disadvantage on other ways to see. At 1st level, you can see blood trails or Darkvision up to 60ft instead of regular vision. At 10th level you gain heatvison (allows you to see heat witch color), and X-ray Vision (allows you to see through thick walls, up to 60ft) At 17th level you gain Truesight up to 60ft. If you lose your Biomask before level 17 , 1 week later you will start receiving 1 level of exhaustion per day after that, because of the oxygen poisoning. The atmosphere of your planet is primairly Nitrogen based.

 

Plasma Caster

The helmet comes with a unique weapon called a plasma caster that can be mounted on the shoulder, it deals thunder damage equal to the amount shown on the table. At first level the range is 40/90ft. This increases to 120/250ft at level 10 and you get your permanent max range of 300ft at level 17.

At first level you can use the Plasma Caster 4 times before needing to take a short or long rest. At 10th level you can use it 12 times before needing to rest. Then at 17th level you can use it 15 times before needing to rest. To use the Plasma Caster you must use a bonus action and this counts as a ranged attack.

Wrist Blade

At first level you have one wrist blade that deals 1d8 slashing damage. You need an action to attack with one (or both when you get them) and a bonus action to take them out. Climbing while your wrist blade is out gives you advantage. You gain your second at 10th level. You are proficient in this weapon. You can use your strength modifier or dexterity. This weapon doesn't take any hands to attack (you can hold things while attacking). At 17th you don't need anymore a bonus action to take them out (you use a reaction) and you might attack with them as a bonus action instead of action.

Cloak

The Tech that you have allows you to become invisible to the naked eye.At 1st level you gain proficiency in stealth. As a bonus action, you can become invisible until you attack. The duration is up to a total of 1 hour before needing to have a short or long rest to refresh it. Your first melee attack while invisible has advantage and the creature has to make a DC 13 Wisdom(Perception) check with disadvantege to try to spot you, you do not break invisibility until the end of your turn. The Wisdom(Perception) DC needed increases to 15 at 10th level and to 17 at 17th level.

Gauntlet

This lets you chart previous areas you have gone to or seen on a 3D map. You can use it to record the places you have seen. At 10th level you can scan for creatures within a 500ft radius taking 1 minute to do so. Once scanned you can find them precisely on your map. At 17th level you can make the ultimate sacrifice: when you have failed two of your death saving throws you can activate your Self-Destruction Device. Creatures within a 50ft Radius must make a DC 18 Dex saving throw or take 10d12 Radiant damage and 10d12 Bludgeoning damage or half as much on a success.

Smart Disc

At first level you get your Smart Disc(Finnesse) wich allows you to deal 1d10 slashing damage. You can set up your smart disc in the air once per day as a bonus action, and the disc will make a route of objectives you can see within a range of 60ft, the disc will damage each enemy until it fails an attack roll, then it will automatically come back. This damage increases by 1d10 at level 10 (2d10) and you are able to use it twice, and it increases by 1d10 at level 17 (3d10) and you are able to use it three times.

*Your helmet does only work on you, on your head, no other creature can't use it anyway. If you lose your helmet or it is destroyed, you can repair it using predator tech and materials you get with 1000 gp. You will work on it for 2d4 days. The destruction or loss of the helmet isn't thought to happen frequently, and all this terms are subject to DM's discretion.

Fighting Style

When you reach 1st level, you may choose a Fighting Style. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Great Weapon Fighting

When you roll a 1 or 2 on damage die for an attack with a weapon you wield with two hands, you can reroll the die and must use the second roll. The weapon must have two-handed or versatile as a property to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Predator's Mark

At 2nd level you can use your bonus action You choose a creature you can see within range and mystically mark it as your quarry. Until the 1 hour has ended,you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this feature ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Predator Archetype

At 3rd level you can choose one archetype to further enhance you predator style. You may choose one of the archetypes called Champion or you can be a Stalker . Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Champion

All Predators are trained warriors, but these individuals in particular prefer combat over the hunt, and their strength matches their attitude.

Stalker

These Predators revel in studying their prey, searching for the perfect method of attacking the perfect area, all for the perfect kill.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Predator Leap

At 6th level, when you take a jump on your movement you can jump great distances, up to 40ft.

Precise Strike

Starting at 9th level you can use your bonus action to focus your attacks giving you advantage on your attack rolls but also giving you critical hit rolling a 19, in addition to the rolled 20.

Hunter Endurance

At 13th level your time on this planet has allowed you to adapt to its environment, enabling you to heal an extra hit die when you take a short rest. Also, when you do take a short rest you can get rid of 1 level of exhaustion.

Trap Master

At 18th level you can make different kinds of traps, provided that you have the materials. The crafting time for them is halved. Also, the Wisdom (perception) check required to see your traps have a +1 in DC. You can find all the traps you placed on your map and check if they went off.

Mine

Crafting Time 10min, cost 50gp. A mine is an explosive that is buried underground. When a creature enters within 5ft of it, it triggers an explosion and it deals 4d6 fire damage. A (DC of 8 + your Dexterity Modifier + your Proficiency bonus) Perception check is needed to see the trap, and a person with thieves tools can disarm it with a successful DC 20 check.

Barb Wire Snare

Crafting Time 15min, cost 20gp. A Hanged Barbed Wire is favored by most predators because you can hang someone and still deal damage to them. The Hanged Barb Wire is a spiked wire that has been formed into a noose. A creature can make a Wisdom (perception) DC 18 or be suspended in mid-air by their foot. While hanging they take 2d8 piercing damage each turn.

Laser Mine

Crafting Time 25min, cost 46gp. This mine emits lasers, causing anything that enters within a 10 foot sphere centerd on it it take 2d8 radiant damage. If something enters within 5ft of the trap, 7d12 radiant damage is taken instead. This laser can be turned on or off at any time with your gauntlet as a bonus action or reaction.

Primal Predator

At 20th level you unlock the absolute strength of a Predator. As an action you can make a threatening battle cry, and have Advantage on your Strength and Dexterity rolls for 10 minutes. You also have a +4 to attack rolls and damage rolls. Once you use this feature you can't use it again until you finish a long rest.

Champion

The Champion is a proud warrior who prefers a slaughter over a stealthy, quick kill.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Primal Behavior

At 3rd level you act more animal-like, with great brutality and violence, giving you advantage on creatures who haven't taken a turn in combat yet and an extra 1d6 damage to that creature, of the same damage type.

Champion Strength

Your blood has become stronger at 7th level. You can hold normal weighted weapons with one hand and over-sized weapons with both hands, and you also have advantage on Strength checks and saving throws. Additionally, your Strength score increases by 2, and your maximum for that score is 24.

Brutal Swings

At 11th level you know how to knock a creature on their feet. When you take the attack action you can attempt to push them onto the ground. If successful, you can make one more attack against them. If this attack hits, it counts as a critical hit. Once you use this feature you can't use it again until you complete a short or long rest.

Primal Champion

At 14th level you have reached your maximum power. You can choose two of the abilities listed below. At 17th level you might choose another one, and you can replace the ones you used with any other two if you wish to do so.

  • Size Increase

As an action, you can grow one size larger and deal +5 to all damage rolls and strength rolls for 1 hour after which you return to your normal size.

  • Brutal Crush

When you attack a medium or smaller creature they must make a Strength saving throw DC 14 + your Strength modifier on a sucess they take 3d12 bludgeoning damage on top of the regular damage. You can use this feature twice before needing to complete a long rest.

  • Primal Slash

When you take the attack action you can target a specific body part on a creature. The creature must succeed a DC 14 + your Strength modifier saving throw, on a success they take an extra 2d6 slashing damage on a fail they have that limb cut off. If all limbs are cut then they take 3d8 slashing damage instead. If you are using this attack on another player the player has to do a strength saving throw of 10 + half your Str modifier.

If you cut off a leg the target's speed is reduced to 10 feet

If you cut off an arm the target has disadvantage on attack rolls provided the arm is necessary to the task. Spellcasters must make a concentration check if they try to cast a spell provided the spell has somatic components.

If you cut off both legs the target falls on the ground and can't move. (they may attack) Because they can't move they no longer add their dexterity to their AC.

If you cut off both arms the target is unable to use its arms to attack, cast spells etc.

  • Aggressive Defense

When you are not wearing armor your Str modifier can be replaced for your Dex modifier for your AC. Additionally, if a creature attacks you with a nonmagical attack within a 10 feet radius, you can use your bonus action (and your part of your movement on that turn to reach the objective) to Grapple or Shove that creature.

Stalker

The Stalker is a hunter whose lethality can only be attributed to its raw skill and knowledge.

Echolocation

At 3rd level you have 60ft of Blindsight. You can't use this blindsight while deafened. At 17th Level This becomes 120ft of Blindsight.

Shadow Stalker

At 7th level you know how to stay hidden and use that hiding spot to deal a lot more damage than usual. When you are in dim light or darkness you add +4 to your stealth rolls and on your first attack out of stealth deals an extra 4d6 damage

Fast Adapter

At 11th level your Dex score increases by 2 and your maximum for that score is 22. Also, when you spend 1 week in a certain type of environment you gain +2 to your stealth rolls.

Master Stalker

You have trained day in and day out for this moment: the day you slay one of your favored enemies. At 14th level choose two of these abilities that you wish to slay your favored enemies with. At 17th level you can switch 1 or both of your abilities and replace them with another one.

  • Volley

You can use your action to make a ranged Attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate Attack roll for each target.

  • Whirlwind Attack

You can use your action to make a melee Attack against any number of creatures within 5 feet of you, with a separate Attack roll for each target.

  • Sharp Shot

You can use your action to slow your breathing and hit a specific area on a creature. On a hit, the creature must make a Con saving throw DC 18 or take 1d12 bleeding damage. This increases by 1d12 at the start of the creatures turn. Favored enemies have Disadvantage on the roll.

  • Dead Shot

You can use your action to deal more damage on an attack roll. On a successful attack roll, you can choose to roll an additional d6 of damage for every point of difference between your attack roll and the targets AC. You can use this feature a number of times equal to half your Wisdom modifier (rounded up), afterwards you cannot use it again until you finish a long rest.

 

The Actual Yautja Race Traits

The Predator. Strong, versatile and deadly are a few of the things that describe a Yautja

Ability Score Increase

As a Yautja, you have lived on Yautja Prime for 100s of years and have become unblooded while studying on being a good hunter, You are strong and live in a hot rocky environment and you are tough and strong and ready to hunt!

Darkvision

As a Yautja you have evolved to be adapted to the dark and the light, You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Unarmed Strike

Through training and powerful build allows you are never unarmed. you will deal bludgeoning with your fists

Relentless Endurance

As you are a yautja, you are tanky normally, When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Yautja Weapon Training.

you have been trained for melee combat/Yautja Bow Combat

Yautja Weapon and Yautja Trophy Crafting.

You, as a yautja, have had to keep your heritage, and yourself, alive. You can craft these weapons:

Yautja Wristblades

Yautja Bow

Yautja bio mask

  • Ceremonial dagger. This is a weapon used by warriors as a last-resort weapon or a weapon to take trophies from fallen enemies. It takes 1 hour to make this weapon, and 65gp. It does 1d6 damage, but as a bonus action you may take a portion of there skeleton and later turn it into a trophy. (if the creature is still alive in this process they have to make a DC13 dexterity saving throw or take 1d6 piercing damage, on a successful save, the creature takes half the damage but knocks you 10ft away) Depending on what creature you took this trophy from, you have advantage on intimidation or persuasion checks on that type of creature.
  • Yautja Glaive. This axe takes 2 hours to fashion out of the bones of your enemy's is surprisingly sturdy. It requires 13 strength and dexterity to wield properly (if not then make attack roles with disadvantage), has the finesse property and does 2d4 (one handed) and 2d6 (two handed) slashing damage.
  • Yautja Pickaxe. This is a piece of mining equipment fashioned using 1 hour and the bones of fallen prey, as a bonus action you can either mine raw materials, or chisel through a wall at advantage.
    Languages. You can speak, read and write Common, and one other language of your choice.

Hunter Alliegiance

You Can Track Like any other hunter/Yautja

Pre-Hunt Experience

you are a yautja, you have hunted for 100s of years, you have pre hunt experience and you know how to deal with monstrosities especially

ExoSuit

ExoSuit

You can make an exosuit that is immune to fire, necrotic, and lightning damage, and is half immune to piercing damage and normal damage to everything else, the exosuit needs to take damage to be destroyed and can only be used once after every 2 long rests

At level one 

10 hit points 

Every level roll a 1d4+1 to add hit points to the exosuit

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