Homebrew Yexsee Species Details
( I used Hero Forge to create the species look and I only deserve the credit of using the art to design the species but not making the art.)
Yexsee are smi-undead creatures that resembles vampires. There is a lot of ways a Yexsee can be created for example: made by a mage or necromancer, bitten by a vampiric creature but were not fully turned, child of a Yexsee or anything else really. Any humanoid or fey creature can be turned in to a Yexsee but even if they don't lose their personality they will still change physically. Yexsians have retractable fangs, pale skin, grey eyes and dark hair and many finds them to look beautiful and to be full of mystery. They also have different types of magic depending on what type of what it was that turned them or how they where created. Yexsians often reside in big abounded houses and they often live with 2-3 other Yexsians.
They can live for an unknown amount of time, their hearts doesn't beat, and they don't breathe, but they have a body temperature thats just a little lower than humans. They need to eat and drink to stay "alive" but they can also live of blood and humanoid flesh if they want to. Yexsians the physical proportions with the creature type they or their ancestors where before they become Yexsee but generally they become a little bigger. Yexsee means half-dead half-man but the name is misleading since an elf or hafling and many other creatures can also become one.
Yexsians can behave any way and have any values depending on what culture they have lived in before they turned or they parents had.
There are several types of Yexsee such as:
Cethous Yexsee or the shapeshifting Yexsee.
Cesoth Yexsee or the teleporting Yexsee.
Uthyus Yexsee or ghost Yexese.
Strugol Yexsee or Telepath Yexese.
Yexsee Traits
Bringing the strongest part of the world of the dead and the world of the living.Ability Score Increase
Your Constitution score increases by 1.
Age
Yexssians can get really old but how long they can live is not known. They reach physical maturity at the age of the race of the race they or their ancestors where before they was turned.
Size
Yexsians are generally quite a bit bigger than the race they blood with.
Speed
Yexsians have fairly strong leg muscles that help them move fast. You gain a movement speed of 35 ft.
Darkvision
Yexsians are most often out at night and their undead heritage has granted them darkvision for 60 ft.
Fangs
Yexsee has retractable fangs which serves as weapons and tools for eating.
You can retract or push out your fangs at will requiring no action, with your fangs out you can do several things as shown below.
Biteattack: As an action you can make a melee biteattack against a creature to deal 1d6+STR of piercing damage.
This increases by 1d6 at level 5, 12 and 17.
Life Transfer: If you have grappled
When you use the Life Transfer ability you do an additional 1d6+WIS of necrotic damage. 1d6 at level 4, 7, 10, 13, 16 and 20.
When you do this you will regain hitpoints equal to the damage the creature took.
If the creature died because of this you will gain hitpoints equal to the amount of damage needed to kill it.
You can also do this against a creature that is [condition]paralyzed[/condition], [condition]stunned[/condition] and [condition]unconscious[/condition] without having to grapple it.
Undead Heritage
Yexsians are half-undead which means they share many properties with undead ass well as the living. They don't suffer from the dumbness many undead have but they don't suffer the limations of the living body either which generly makes them supperior to most humans, elfs and ect.
You gain resistance to poison and necrotic damage as well as advantage on savingthrows against attacks that deals that type of damage. And you are immune to the poisoned condition. Healing by the means of spells and potions only grants half as much hitpoints.
Yexsee Liniage
What type of Yexsee you are grants you several bonuses including ability score increases and magic.
Cethous Yexsee or the Shapeshifting Yexsee:
Ability Score Increase: Your Wisdom score increases by 2.
At level 1 you will gain alter self and at level 5 you will gain polymorph.
Both of these spells can be cast 3 times a day without using a spellslot or components but you can only use it on your self.
You also have advantage on concentration checks for these spells. You use Wisdom for these spells.
Cesoth Yexsee or the teleporting Yexsee:
Ability Score Increase: Your Constitution score increases by 1 and your Intelligence score increases by 1.
At level 1 you will gain misty step and at level 5 you will gain dimension door.
Both of these spells can be cast 3 times a day without using a spellslot or components but you can only use it on your self.
You use Intelligence for these spells.
Uthyus Yexsee or the Ghost Yexese:
Ability Score Increase: Your Dexterity score increases by 1 and your Wisdom score increases by 1.
At level 1 you will gain invisibility and pass without trace.
Both of these spells can be cast 3 times a day without using a spellslot or components but you can only use it on your self.
You also have advantage on concentration checks for these spells. You use Wisdom for these spells.
Mask Life: Once per day you can use a bonus action to suppress the life energy inside you and lower your body temperature
for one hour to make undead ignore you as long as they have intelligence of 12 or lower as long as you don't attack them.
Creatures with blindsight must make a DC15 Wisdom check, or they
can't see you using that sense until you attack them or the effect is over.
Strugol Yexsee or the Telepath Yexese:
Ability Score Increase: Your Charisma score increases by 2.
At level 1 you will gain detect thoughts, suggestion.
Both of these spells can be cast 3 times a day without using a spellslot or components.
You use Charisma for these spells.
Telepath: At level 5 you can speak telepathicly to any creature you can see within 60 ft. of you.
You can choose whether you want them to be able to respond to you or not and you both need to understand a language to communicate this way.
The target can use its action make a Intelligence savingthrow against a spellsave DC calculated using your charisma.
If the save is successful you can't communicate with them for 8 hours this way.
Languages
You can speak, read, and write Common and two extra languages of your choice.
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