Half-Youma (5e Race)
Half- Youma (Human Variant)[edit]
Observation - Use in Regular D&D Setting Replace the "Youma" by Fiend on the text and traits if you intend to use this race in a regular setting.
Half-Youma are human (typically female) individuals sold for their youth to the mysterious Organization, raised to hunt Youmas. Once under the control of the Organization, they undergo a process in which they are implanted with Youma blood and flesh, becoming hybrid beings, alongside brutal combat training.
The physical appearance of these hybrids betrays their true nature: their eyes become silvery and unsettling, alien; their hair turns blonde, silvery, or white. Some develop pointy ears. Their bodies become deformed and repulsive beneath their clothes, marked by "stigmas," stitches, and scars from the transplants.
Due to this hybridization process, the subject inherits a portion of the Youma's resilience, able to go days without sleep, food, or water. They also become stronger, faster, and more resilient than regular humans.
The transformation also grants the hybrid the aura of the Youmas, the Youkiri, a supernatural source of power. Access to Youkiri gives them an inherent sense of the presence of Youmas, aiding them in their role of hunting down these beings. More powerful Youmas can invoke their Youkiri, deforming their bodies to access the Youma's monstrous powers. However, this poses the risk of subjecting the hybrid to the "Awakening," a terrifying process where the hybrid loses all humanity, becoming a full Youma.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity and Constitution scores increase by 1.
Youma Heritage. Due to being a Youma hybrid, any abilities that affect a Youma also have an effect on you.
Silvery Eyes. Your uncanny appearance grants you Advantage on Intimidation checks made against humanoids, Disadvantage on all other Charisma checks made against humanoids.
Aberrant Metabolism. Your need for food, drink and sleep are reduced due to your Youma heritage. You have Advantage on Constitution checks to avoid exhaustion due to the lack of food, drink or sleep, and you gain the benefits of a long rest after a 4-hour sleep.
Sense Youma. As an Action, you can sense the presence of Youmas within 60 feet. Doing so requires Concentration (as if concentrating on a spell). The aura potency depends on the Youma CR: Tenuous (5 or lower); Moderate (6-10); Powerful (11-20); or Overwhelming (21+). This lasts until your concentration is broken, and you can't use it again until you finish a long rest.
Release Youkiri. You can release your Youkiri to gain access to Youma traits and powers. Choose one of the powers from the list below. You gain a new power at 3rd and 5th level. You can use an Action to gain the benefits of the power you chose for 1 minute:
- Celerity: Your Dexterity becomes 20, if it is smaller.
- Alacrity: You can take the Dash, Dodge and Disengage actions using a Bonus Action.
- Brutality: Your Strength becomes 20, if it is smaller.
- Cuirass: Your AC becomes 20, if it is smaller.
- Enlargement: Your size becomes Large if it is smaller, you have Advantage on Strength checks and saves and your melee weapon attacks gain additional 5 feet of reach.
- Acid Spit: As an Action, you can make a ranged weapon attack using your Constitution modifier against a creature within 60 feet. On hit, you cause 2d6 + your Constitution modifier acid damage. The damage increases in 1d6 at 5th, 11th and 17th levels.
- Elongated Arms: Your melee weapon attacks gain +10 feet of reach.
- Elongated Legs: Your movement speed increases by 30 feet.
- Regeneration: When you use this trait and at the start of each turn for the duration, you regain hit points equal to half your character level (rounded up, minimum of 1).
- Feel Youkiri:Attacks made by creatures that have Youkiri have Disadvantage against you, and your "Sense Youma" trait is active for the duration (no concentration required).
- Wings: You gain a flying speed equal to your movement speed for the duration.
After the duration of the Youkiri ends, you must succeed in saving throw against a DC of 15, plus 5 for each time you use this feature again. On a failed save, you are stunned until the end of your next turn and must make another save. After three failures, you become awakened. Failing by 10 or more counts as two failures.
Once awakened, you effectively lose your character, that becomes a Youma under the DM's control. A Wish spell can revert the character back to his half youma self.
Racial Feats[edit]
Extreme Youkiri[edit]
Prerequisite: Constitution 13 or higher, 8th level or higher
Your character is capable of releasing enormous amounts of youkiri, granting them more power but also making it harder to resist the awakening. You gain the following benefits:
- When releasing your Youkiri to manifest Agility, Brutality or Cuirass, your score becomes a 24, rather than a 20.
- Using the Alacrity allows you to make a single melee weapon attack as a Bonus Action.
- Elongated Arms reach increases to +20 feet.
The save DC after using an Extreme Youkiri increases by 10, and the save to avoid the negative effects is made with Disadvantage.
Fast Youkiri[edit]
Prerequisite
You can quickly release your Youkiri. You gain the following benefits:
- Your Constitution score increases in 1, up to a maximum of 20.
- You can use your Youkiri as a Bonus Action on your turn, rather than an Action.
- When you roll for Initiative you can release your Youkiri (no action required).
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