Vastayan (5e Race)
From D&D Wiki
Simply extraordinary! Unbeknownst to the civilized world, strange and exotic creatures bearing resemblance to both man and beast - a historic encounter, to be sure. What more shall this expedition reveal of that most magical and fantastic land, Ionia? One can only wonder...and wander deeper.
|From left to right: Rengar, Nami, Ahri and Wukong from League of Legends|
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.
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 change their shape.
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.
Vastaya live all over Runeterra and take on a variety of names from their environment.
Male: Rakan, Rengar, Sett, WuKong.
Female: Xayah, Ahri, Nami.
Half Human and half ancient beast
Ability Score Increase. Your Wisdom score increases by 1.
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.
Size. Vastayas grow to around 5 to 6 feet tall. Your size is Medium.
Speed. Your movement speeds depend on your subrace.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Beastly Being. Your creature typing is both beast and humanoid. You are affected by spells that target either typing exclusively, regardless your second typing.
Languages. You can speak, read and write in Common and Sylvan.
Subrace. Choose from the Marai, Shimon, Kiilash, Oovi-Kat, Lhotlan, and Fox subraces.
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.
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 prestidigitation 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.
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.
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.
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 advantage on any Charisma (Deception) check you make to avoid detection. Once you use this trait to you cannot use it again until you complete a long rest.
Empathy. The Oovi-Kat were great at keeping ruses due in part to their skills which allowed them to read the emotions of others. You are proficient in the Insight skill.
These avian beings are the predominant group within the tribes of the sky. They have feathery ears that stick out of their heads as well as decorating feathers on other parts of their bodies.
Ability Score Increase. Your Dexterity score increases by 2.
Speed. You have a base walking speed of 30 feet.
Feather Shot. Your feathers are sharp as quills and can cause serious damage as your natural weapons. As an action, you can make a ranged weapon attack against a creature within 20 feet of you or 60 feet of you at disadvantage. If you hit you deal piercing damage equal to 1d4 + your Dexterity modifier.
Flamboyance. Lhotlan are well known for their ability to regale with tales or dance. You are proficient in the Performance skill.
Lightweight. Your bones are light and you are agile. Your jumping height is doubled.
This nameless group among vastaya are feared for their ability to devour souls. On their heads are fox ears and behind them are the many tails which act as a measure of their power.
Ability Score Increase. Your Charisma score increases by 1.
Speed. You have a base walking speed of 30 feet
Charmer. You know and can cast the charm person spell at will. Your spellcasting modifier for this spell if your Charisma. You must finish a long rest before using this trait again.
Soul Eater. As an action, you may consume the life essence of an unconscious creature at 0 hit points within 5 feet of you; that creature then dies and cannot be revived in any way other than the wish spell. This trait cannot take the life essence of undead or living constructs. When you do this you regain hit points equal to your Charisma modifier. You must finish a long rest before using this trait again.
Random Height and Weight
|5′ 3″||+1d10||125 lb.||× (2d4) lb.|
*Height = base height + height modifier