Homebrew Rakshasa Species Details

Rakshasa walk among us. Assuming the form of near any humanoid figure, these fiends can assimilate into any culture to forward their foul goals and indulge in their many vices. Their true form, rarely seen, is commonly humanoids with the head and fur of tigers; the most powerful members of their kind is said to have multiple heads. The most unnerving feature of the Rakshasa, however, are their hands: the palms and fingers face outwards, away from the body, creating a grotesque effect whenever the creature designs to grasp even simple objects.

Notes for version 0.9.1-a :

  • Thank you for looking at my first DnDB Homebrew race! This is an early Alpha build of the Rakshasa. If it seems unbalanced to you, it's because it is (Claw of the Beast alone can make this a pretty nutso monk build). However, this race is less of an exercise in game balance and more of a door into interesting roleplay opportunities. Rakshasa are meant to be powerful and scary, so no matter where I go in developing this race, it will likely always be a little more powerful than normal.
  • Racial traits will likely be cut down in the future for the purposes of both balance and lessening complexity. 
  • Many of the racial traits found here gain in power and strength upon reaching certain levels (an idea taken from another very very similar roleplaying game). This can help players feel like their choice of race matters gameplay-wise past the first few levels, but can also drastically change the power of a character upon reaching those levels. For a more balanced experience right now, I'd cut Magic Immunity entirely, and disregard any trait upgrade past level 5.
  • I'm not sure how everything will look and work once the character is in the DnDB character builder. The race will be adjusted to fix any clarity issues in the future.

Rakshasa Traits

Rakshasas are cunning, charismatic, and hard to kill. In addition to their nightmare inducing claws, they also have innate spellcasting and protective abilities.

Limited Magic Immunity

At level 10, a Rakshasa's innate cast of disguise self cannot be detected by detect magic.

At level 15,  Rakshasa have advantage on saving throws against spells of 6th level or lower.

Fiendish Blood

Languages: Common, Infernal

Senses: Darkvision 60ft

Rakshasa are vulnerable to piercing damage from Magic Weapons wielded by Good Creatures.

Claw of the Beast

The claws of a Rakshasa have strange properties. Upon being hit with a claw, their foe will be cursed with horrible nightmares.

Level 1: 1d6 + STR slashing damage. Upon their next rest, the target will be plagued with horrible nightmares (with no other ill effects).

Level 10: Claw damage increases to 2d6 + STR. The cursed target will no longer benefit from short or long rests for 24 hours.

Level 20: The curse remains until lifted by remove curse or similar magic.

 

Innate Spellcasting

Level 1: Disguise self can be cast at-will. When Disguise self is cast in this manner, it lasts for 24 hours, instead of 1 hour. (Level 1: 24 hours; Level 5: 48 hours; Level 15: One week)

Level 10: Detect magic and invisibility can each be cast once per day.

Level 20: Dominate person, fly, planeshift, and true seeing can be cast once per day.

Note: 

  • I messed up and originally set this to Additional Feature Type. Will properly fix and add spells later.

Ability Score Increase

Your Charisma Score increases by 1.

Your Constitution Score increases by 1.

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