Homebrew Vastayan Race Species Details

The vastaya are chimeric creatures of Runeterra whose lineage contains both human blood and the spiritual magic of a pre-human race. From the ferocious, bestial power of Rengar to the vulpine allure of Ahri, vastaya can look considerably different from one another, but they all share animal and human characteristics. They are not limited to mammals and can take on properties of reptiles and fish.

History

The vastaya’s origins can be traced back to a hidden corner of Ionia where a group of humans fled in escape of the Great Void War. There, these refugees came into contact with a tribe of intelligent shapeshifting creatures who were greatly in tune with the world’s natural magicks. These spiritual creatures, known as the Vasthayshai’rei, welcomed the human refugees and eventually produced what Runeterrans now refer to as vastaya – a blanket classification for any number of species of chimeric creatures. Over time, the varied offshoots began to settle in different regions and naturally adopted different forms – simian, avine, even piscine – according to the creatures which most embodied their strongest characteristics.

In addition to their animal-human forms, vastaya are notable for their extremely long lives. Some have been known to live for thousands of years, while others claim to be immortal.

As time wore on and the vastayan bloodline spread throughout Runeterra, an interesting genetic aberration occurred: certain humans with very small amounts of vastayan heritage gained the ability to shapeshift. From the frozen Freljord to the darkest jungles of Runeterra, these shapeshifters can't maintain their animalistic forms for long, yet are still capable of harnessing some of their ancestral magic and changing their shape.

Society

With great power comes burdens. Vastaya are not exempt from mistreatment due to their powers or appearances and humans often will harm or kill vastaya. The Vasthayshai'rei did not mean to shelter humans only for foul means to come afoot. There is a very old treaty between specific tribes of Ionian vastaya and the humans, which deals with the sharing of natural magic. However in recent decades, post-Noxian Invasion, the vastaya have become increasingly unhappy and uncertain with the way humans are using magic. For instance, extremist groups like the Order of Shadows have begun consolidating power for their own purposes. The vastaya are, understandably, not pleased by this, as these groups often invade their land and capture vastaya.

Vastayan Names

Vastaya live all over Runeterra and take on a variety of names from their environment.

Male: Rakan, Rengar, WuKong.

Female: Xayah, Ahri, Nami.

Vastayan Race Traits

The Vastayan Race is from the Runeterra world

Ability Score Increase.

One score of your choice increases by 1(not your racial)

Age.

Vastayans can live for thousands of years, some can even be immortal.

Alignment

Vastayan tend to lean towards being chaotic due to their connection to the force of magic and nature.

Speed.

Your movement speeds depend on your subrace.

Predatory Strikes

Using their various claws, fangs, scaled tails, and other beastial appendages, all vastaya are proficient with unarmed strikes. This deals 1d4 damage unless otherwise stated in the subrace.

Instincts.

 You have proficiency in one of the following skills: Acrobatics, Animal Handling, Athletics, Nature, Perception, Survival

Languages

You can speak, read, and write Common and Vastayan(Sylvan). 

Marai Subrace

Most prevalent of the vastaya tribes of the sea, their members have the properties of fish like fins and webbed hands.

Ability Score Increase. Your Dexterity score increases by 2.

Speed. You have a base walking speed of 25 feet and a swim speed of 40 feet.

Amphibious. You can breathe both air and water.

Tidecaller. You can wield the weapons of the sea at ease. You are proficient in the trident, net, javelin and spear.

Speaker with the Deep. You can read, write and speak in Aquan.

Surging Tides. The Marai traverse the land by floating on a surface of water which they control beneath them. This skill is the result of learning to cast the Redirect Flow option of the Control Water spell as a cantrip, at a range of 5 feet, and a speed of 35 feet. Surging Tides can hover, ignoring difficult terrain, but no more than 5 feet off the ground. It will end if concentration is broken, and may be cast as a bonus action. 

Shimon Subrace

A race of land-walkers that sport hair all over their bodies like monkeys, they utilize their abilities as tricksters to fell opponents.

Ability Score Increase. Your Intelligence score increases by 2.

Speed. You have a base walking speed of 30 feet and a climbing speed of 30 feet.

Trickster. Wits that can trick the sense of opponents is very useful. You know the minor illusion or the Thaumaturgy cantrip and can cast it at will.

Wuju. This battle style utilizes a burst of strength within a small window of time to strike decisively. When you make an unarmed strike you can deal 1d4 + your Strength modifier, instead of the damage normal for your unarmed strike.

Kilash Subrace

These vicious hunters venerate the hunt and pursuit of prey. They resemble bipedal wolf-lion hybrids.

Ability Score Increase. Your Strength score increases by 1, and your constitution score increases by 1.

Speed. You have a base walking speed of 40 feet.

Bloodlust. The smell and sight of blood and weakness of the prey invigorate you. You have advantage in Wisdom (Perception) checks to track creatures whose hit points are below their maximum.

Survivalist. The mighty chieftain Rengar is proof of the Kiilash tenacity. You are proficient in the Survival skill.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Oovi-Kat Subrace

Among the shapeshifters of the vastaya, the Oovi-Kat were the wisest. They lived isolated from others until disaster came and blew them out of their safe home.

Ability Score Increase. Your Charisma score increases by 2.

Speed. Your base walking speed is 30 feet.

Form Shift. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you arouse suspicion, or if a wary creature suspects something is amiss, you have to make a Charisma (Deception) check you make to avoid detection. Once you use this trait, you cannot use it again until you complete a long rest.(yes, its basically changeling but copied down to match eberron's official Changeling race.

Empathy. The Oovi-Kat were great at keeping rises due in part to their skills which allowed them to read the emotions of others. You are proficient in the Insight skill.

Lhotlan Subrace

On the ancient, mystical borders of Ionia’s deep forests live the last of the Lhotlan vastaya. The Lhotlan vastaya have cultural and existential ties with Ionia. Being one of the oldest vastayan tribes in existence, they have deep ties with their ancestral roots and protect their cultural heritage from the ever encroaching human population of the continent. They are a race of bird-like vastaya with raptorial feet and long feathers. Their feathers vary between individuals, some with dark and thin feathers adept at hiding, others with the flamboyant and gleaming plumage of a true performer, the latter being more common in males.

Ability Score Increase Your Dexterity score increases by 2.

Fey Feathers. The magic imbued in your feathers offers additional protection. You may cast the shield spell once without any components, dexterity is your spellcasting ability for this spell. Once you use this trait, you cannot use it again until you finish a long rest.

Innate Gliders. Lhotlan make use of their feathered form to slow decents, and remove the risk of taking fall damage when in control of their actions. To use this trait, you cannot be wearing heavy armor. You use this trait as a reaction when you fall, reducing the damage of a fall by half(rounded down). Once used, you cannot use this trait again until you finish a short rest.

Deadly Plumage. By lashing out with their razor sharp feathers and delicate precision, unarmed strikes made by the Lhotlan are done with the property of Finesse, dealing slashing damage.

Tool Proficiency. You gain proficiency with one artisan’s tools of your choice.

Kumiho Subrace

The elusive Kumiho are a vastayan race of vulpine humanoids commonly exhibiting the tails and ears of their fox spirits. They have no village or tribe, instead they are mostly solitary creatures that roam from place to place. They have an affinity for use of magic and even without a teacher, they are able to instinctively learn how to draw it from the world around them. Kumiho have a strong connection to the spirit realm and are able to see spirits if they are present, as well as one leaves a body. The Kumiho rely on life essence to sustain themselves and devour them when they can.

     Ability Score Increase Your Charisma score increases by 2.

     Deceptive Charm. Kumiho are able to cast charms in combat without giving the opponent advantage. As an ability you my cast Charm Person, Charisma is your spellcasting ability for this spell. This charm has a chance to persist after the target takes damage (Target performs a Wisdom saving throw with DC 10 after each instance of damage, and at the beginning of their turn, in an attempt to break free). Once you cast this ability, you cannot use it again until you complete a long rest.

Siphon Essence. You may consume life essence from a charmed living creature as a an action, dealing 1d8 necrotic damage, regaining hit points up to your maximum hit points equal to half the necrotic damage dealt(rounded up), and experiencing fragments of their memories. This can only be done at touch range, and once on one creature, but cant knock out the creature, so when you deal the necrotic damage, and it knocks out the creature(you still get the regaining hit points part), then the creature drops to 1 hit point and you can't use this feature again onto the creature for 24 hours. 

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