Homebrew Fell Rakshasa Species Details
Rakshasa are formidable infernal warriors, deceptively dexterous and with sharp eyes and tongue. Their honed eyes grant them dark vision up to 60ft. Their long line of memories only bolster their innate skill with repeat experience.
Those of this Fell variant have had their demonic power cut off, and memories of their past lives locked away.
Occasionally, their once known power will return to them in short bursts, occuring as brief fits if bestial rage and mutation.
Fell Rakshasa Traits
Fell Rakshasa grant the following traits:Ability Score Increase
When determining ability score, choose from a list of bonuses.
Rakshasa's Advance
As a Fell Rakshasa, your body has been weakened, but it still remembers the imprint of whay it was molded to be. Per long rest, you are granted a total of 1 transformation point per character level.
Rakshasa Transformation
As a bonus action, expend one transformation point to transform part or all of your body to become an even more ferocious warrior.
Rakshasa's Claw: At the cost of 1 transformation point, your claws will extend outward until retracted. Object interactions are limited, and weaponst or tools cannot be equipped. Spells also cannot be cast. The attack by default uses unarmed rolls. The damage dice is 1d10 slashing damage at 1st level, increasing to 2d10 at 5th
Rakshasa's Hide: At the cost of 1 transformation point, your skin and coat will toughen against nonmagical attacks. For 2 turns, you have +2 AC against all nonmagical damage.
Rakshasa's Nimbleness: As a reaction to being attacked, expend 1 transformation point to halve the damage of the attack if deemed possible. This transformation can be used only 1 time per short rest at 1st level, increasing to twice per short rest at 5th level.
Bestial Precipice
When a fell rakshasa can master their unfortunate failure to reincarnate, they once again tap into the terrible power they were destined to wield and wreak with. Heat emmanates from their bodies as the infernal spirit rouses.
As a bonus action, advance your demonic flesh and become closer to a true Rakshasa. For the next 4 turns you become wreathed in a flamin pelt. Your spells have a +3 to damage, have a +2 to STR DEX CON, and you are immune to Bludgeoning, Piercing, and Slashing from nonmagical attacks.
The attacks are as follows:
Infernal Paw: Unarmed attacks are now magical, dealing 2d10 slashing + 1d10 fire.
Torch-Tail Spin: Once per turn when at least 1 unarmed attack lands, as a bonus action swipe your blazing tail at a target, dealing and additional 1d8 bludgeoning + 1d8 fire damage. Targets must make at DC17 DEX saving throw or suffer additional effects based on size. Small targets will be thrown back 10 feet and knocked prone. Medium targets will be knocked prone. Anything larger than medium will be unaffected.
Flare-Hug: As an action, grapple a target within range. Target creature must succeed a contested Athletics check or be crushed for 2d10 bludgeoning + 1d8 fire damage. The grappled creature will take 1d8 fire damage for each turn it remains grappled.
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