Base Class: Sorcerer
Evil spirits in mortal flesh, rakshasa originated long ago in the Nine Hells when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Your innate magic comes from this relation to traitorous devils. (This class requires a Tabaxi base race)
Twisted Claws
Your deformed, feline hands sport retractable claws. When struck, enemies' heads are filled with terrible images. These claws do 1d6 + your str or dex modifier damage. You can use an action to attack twice with them. if either of your attacks hits, the victim must make DC12 Wisdom saving throw, or else become frightened until your next turn when it can attempt the save again.
Psychic Strike
Your claw strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Shapechanger
Rakshasa prefer to keep their devilish nature concealed. At level 1 you can cast Alter Self at will.
Devious Incantation
At level 14 you can cast dominate person, plane shift, and true seeing once per long rest.
Magic Immunity
Being a rakshasa, you cannot be affected by spells of third level or lower unless you wish to be. You have advantage against all other spells and magical effects otherwise.
Previous Versions
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Coming Soon
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