Kijin Race (5e)
The Kijin are a race of medium sized humanoids with demon-like features and a chaotic magical affinity. They are unpredictable and proud creatures with special demonic quirks. Kijin have a normal humanoid skin tone but they have a couple of unnatural features like, horns that come from the sides of their head, claws, glowing eyes and weird skin effects that are proof of the demonic blood that runs through their veins.
About Kijin
Lacking a homeland, Kijin know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a Kijin's companions demonstrate that they trust him or her, the Kijin learns to extend the same trust to them. Kijin have a very unstable connection to their demonic origin,meaning when they use their demonic abilities sometimes unwanted things happen.
The Kijin are usually a rare sight and as such are treated cautiously by people, some fear them and the stories of the anomalies they bring, others see them as a bad omen, there are also people that admire them and see them as powerful allies and worthy adversaries. Kijin communities are not common but they exist in many major towns and cities in the world.
Demon Flair
You unlock a special ability based on your Kijin subrace on your 3rd level, which is referred to as a Demon Flair. After using your Demon Flair (when the ability is used and its duration is over) roll on the Chaos Surge Table found at the end of the race description. You regain your ability to use your Demon Flair after a long rest. If a Demon flair requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Kijin Features
Ability Score Increase
- Your Constitution score increases by 1, and your Dexterity score increases by 2
Age
- Kijin mature at the same rate as humans but live a few years longer.
Alignment
- Kijin might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many kijin toward a chaotic alignment.
Size
- Kijin are about the same size and build as humans. Your size is Medium.
Speed
- Your base walking speed is 30 feet.
Languages
- You can speak, read, and write Common and Abyssal.
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.
Abyssal Telepathy
- You can speak telepathically to any creature you can see within 30 feet of you that understands your language.
Child of a Demon:
- You know theThaumaturgy cantrip, and you have resistance to fire damage.
- Demon Flair: Once you reach 3rd level, you can use your action to cast the find familiar spell(no material components needed). When cast in this way, the familiar has a demonic appearance and it can only stay for the duration of 1d6 hours. In addition, your familiar can take the special form of a quasit instead of a regular familiar form.
Credits
Art by sagasketchbook, Art by GUWEIZ, Art by GUWEIZ 2, Art by avvart, Art by Mansik Yang
Abyssal Heritage
Some Kijin were not descended from mere demons at all, but from powerful Demon lords. These Kijin often had their own physical characteristics that set them apart. And had a number of special abilities gifted to them by their demonic heritage.
The following subraces will replace the Ability score increase, and the Child of a Demon traits from the base Kijin race.
Demogorgon Bloodline
You carry the corruption of the Prince of Demons a being of pure rage and violence, the mightiest of the demon lords.
Kijin with the Demogorgon bloodline are vicious, larger and stronger than most other Kijin, they usually feature glowing orange eyes and some have an ambient orange glow emanating from cracks around their body.
Ability Score Increase
- Your Constitution score increases by 1, and your Strength score increases by 2
Child of Demogorgon:
- You have advantage at saving throws against being frightened.
- Demon Flair: Once you reach 3rd level, you can use your action to transform your hand into a huge tentacle for 1 minute. It counts as a simple melee weapon with which you are proficient. It deals 2d8 bludgeoning damage on a hit, and once on each of your turns that you hit a creature, it must succeed on a Dexterity saving throw or become grappled by you.
Orcus Bloodline
You carry the corruption of the Demon Prince of undead that seeks to end all life in the cosmos, replacing the living with immortal, undead that answer to him.
Kijin with the Orcus bloodline have a more pessimistic attitude and some even lack empathy, they usually feature bright green eyes, and their horns have a more yellowish red color.
Ability Score Increase
- Your Constitution score increases by 1, and your Intelligence score increases by 2
Child of Orcus:
- You have resistance to necrotic damage.
- Demon Flair: Once you reach 3rd level, you can use your action to infuse a dead creature within 60 feet with an abyssal curse, and make it explode with necrotic energy. Each creature in a 15-foot-radius sphere centered on the dead creature must make a Dexterity saving throw. A target takes 1d8 necrotic damage or half as much on a success. If a creature is reduced to 0 Hit Points, the creature explodes, repeating the same effect. The ability damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Zuggtmoy Bloodline
You carry the corruption of the Demon Queen of fungi, she is believed to be the originator of all fungi and molds, from the mushrooms that grow in the forest to the deadliest yellow mold.
Kijin with the Zuggtmoy bloodline are drawn to love nature and can be a bit crazy about it, they usually feature unnatural hair colors and have fungi growing around their horns.
Ability Score Increase
- Your Constitution score increases by 1, and your Wisdom score increases by 2
Child of Zuggtmoy:
- You have resistance to poison damage, and you have advantage on saving throws against being poisoned.
- Demon Flair: Once you reach 3rd level, you can use your action to spread fungal spores from your skin. You can choose up to four creatures within 20 feet of you, they must make a Constitution saving throw or become poisoned for 1 minute. In addition, every creature that didn't succeed in the save takes 1d6 poison damage at the start of their turn. At the end of each of the target’s turns, they can make a Constitution saving throw to end the effect. After failing three of these saving throws, the poison effects last for the duration, and the creature stops making these saves.
Baphomet Bloodline
You carry the corruption of the Horned King, the ferocious hunter of the abyss that loves the sense of impending doom that comes over prey that cant escape his pursuit.
Kijin with the Baphomet bloodline have a more focused and calculating personality, the thrill of the hunt is usually present on their mind but some either supress it or they embrace it, they usually feature Black jagged horns, black claws or they have jet black skin on their hands/legs.
Ability Score Increase
- Your Constitution score increases by 1, and your Wisdom score increases by 2
Child of Baphomet:
- You have advantage on Wisdom(survival)checks.
- Demon Flair: Once you reach 3rd level, you can use your action to vanish in a shadow and teleport up to 30 feet on a creature. You appear behind the target and you can make a melee weapon attack with advantage. If the attack hits, you apply a demonic mark on the creature, for the next minute you deal an extra 1d8 damage to the target whenever you hit it with a weapon attack.
Juiblex Bloodline
You carry the corruption of the Faceless Lord, a truly alien creature said to be responsible for spawning oozes all around the world.
Kijin with the Juiblex bloodline are loners that seem bizzare and weird to other people, they usually feature a flexible body, and they can temporarily make small parts of their body slime-like at will.
Ability Score Increase
- Your Constitution score increases by 1, and your Strength score increases by 2
Child of Juiblex:
- You have resistance to acid damage, and you have advantage on checks made to escape a grapple.
- Demon Flair: Once you reach 3rd level, you can use your action to move up to 20 feet through space no more than an inch in diameter. You must end your movement in a space big enough for your size. Otherwise you take 5 force damage and return to where you began your movement.
Graz'zt Bloodline
You carry the corruption of the Lord of pleasure and indulgence, he insites lust and uncontrollable urges in both his cultists and enemies.
Kijin with the Graz'zt bloodline have a flirty attitude and act a bit flamboyant, they usually feature athletic and beautiful physique, and they have multiple small horns on their head.
Ability Score Increase
- Your Constitution score increases by 1, and your Charisma score increases by 2
Child of Graz'zt:
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You know the Friends cantrip, and you have advantage on saving throws against being charmed.
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Demon Flair: Once you reach 3rd level, whenever you get damaged from an attack or a spell, you can take pleasure from the pain and use your reaction to gain the damage dealt to you as Temporary Hit Points (maximum of 20 Hit Points).
Yeenoghu Bloodline
You carry the corruption of the Beast of the Butchery, a creture that in his mind the cosmos is made up only of predators and prey.
Kijin with the Yeenoghu bloodline are aggresive, hot blooded and enjoy the heat of battle some even crave it, they usually feature extended canines, jet black fur in parts of their body.
Ability Score Increase
- Your Constitution score increases by 1, and your Strength score increases by 2
Child of Yeenoghu:
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When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
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Demon Flair: Once you reach 3rd level, you can use your action to howl in the air and inspire bloodthirst to your allies. Every ally creature within 20 feet of you for 1 minute can roll a d4 and add the number rolled to its attack roll.
Chaos Surge Table
Due to your unstable Demonic nature after you use your demonic abilities a chaotic power surge happens, roll a d12 to determine the demonic effect produced. If the chaos surge table requires a saving throw, the DC equals (8 + your proficiency bonus + your Constitution modifier).
d12 | Effect |
---|---|
1 | Madness seeps into your mind and you become Paralyzed for 1d6 rounds. The effect ends if you take any damage. |
2 | A force of shadow explodes from inside you. Each creature in a 20 feet sphere originating from you must make a strength saving throw or be knocked prone. |
3 | A third demonic eye grows in your forehead giving you advantage on Wisdom (perception) checks related to sight for 1 hour. |
4 | You suddenly witness a memory from your demonic ancestor, giving you advantage on your next ability check. |
5 | Your shadow detaches from you and becomes a shadow (the creature), and is hostile to everyone. |
6 | You body becomes shadowy and demonic and you can only speak in abyssal for 1d4 hours. |
7 | You gain a surge of unnatural speed you get +10 movement speed for 1 minute. |
8 | Thousands of flies pour out of your mouth, heavily obscuring everything within a 20 feet sphere originating from you, for 1d4 rounds. |
9 | An abyssal hole opens in your body and it launches an Aganazzar’s Scorcher spell in a random direction around you(DM's Choice). |
10 | You are driven mad by your demonic essence, causing you to go into a barbarian rage for 1 minute. |
11 | A slender demonic arm grows from your side, giving you advantage to Dexterity (sleight of hand) checks for 1 hour. |
12 | Your eyes become pools of darkness, you are blinded, but you gain blindsight of 15 feet for 10 minutes. |
Fraz-Urb'Luu Bloodline
You carry the corruption of the Prince of Deception and Lord of Illusions, he thrives by luring his cultist and his enemies alike into lives of self delusion.
Kijin with the Fraz-Urb'Luu bloodline are cunning and deceptive by nature often time unwilling lie and find themselves in unfortunate situations, they usually feature green stone like skin on parts of their body, and they have long stone tails.
Ability Score Increase
- Your Constitution score increases by 1, and your Charisma score increases by 2
Child of Fraz-Urb'Luu:
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You know the Minor Illusion Cantrip.
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Demon Flair: Once you reach 3rd level, you can use your action to send a bolt of demonic purple energy toward a creature of your choice up to range of 60 feet. Make a ranged spell attack (Charisma modifier) against the target. On a hit, the target takes 2d6 psychic damage, and must make an Wisdom saving throw. On a failure the nearest ally of the target is perceived as an enemy, and it must use its next attack against that creature. The ability damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Kijin
{Homebrew Eastern Fantasy Alternative}
Gutou-Emo Bloodline
You carry the corruption of the Devouring Demoness Gutou-Emo. Gutou-Emo was woman that became obsessed with consuming the flesh of monks believing it would grant her eternal life and beauty. But instead her obsession made her a devouring demon that consumes the flesh and souls of innocents for her own joy.
Kijin with the Gutou-Emo bloodline are the most feared and hated of all the kijin bloodlines because of their unorthodox eating habits. They usually feature ashen and cracked skin, and their most prominent feature is that they have a single white horn.
Ability Score Increase
- Your Constitution score increases by 2, and your Wisdom score increases by 1
Child of Gutou-emo:
- You are immune to diseases, and you know the Chill Touch cantrip (Constitution Modifier)
- Demon Flair: Once you reach 3rd level, You can take a minute to consume a nearby corpse, after consuming the corpse you heal for 1d10 + Your Constitution Modifier. In addition, you can take a glimpse into that creatures soul choosing to see either one deep dark secret or the happiest moment of that creatures life. The heal increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Mowang Bloodline
You carry the corruption of the Mowang demon. Mowang, also known as the Bull demon king was a king that ruled with an iron fist and was a menace in the battlefield, but his only weakness was his love for a young princess that he eventually married, but for his demise she planned a coup and killed him to take the throne, that betrayal fueled the spirit of the king with sadness and anger that transformed him to a bull-like demon that his only purpose was to spread destruction and death in his path starting with her.
Kijin with the Mowang bloodline have a powerful build and a short temper, usually their most prominent features are the bull-like horns.
Ability Score Increase
- Your Constitution score increases by 1, and your Strength score increases by 2
Child of Mowang:
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Demon Flair: Once you reach 3rd level, As a reaction when you get hit by a melee weapon attack, you can headbutt the attacker with your horns dealing 2d6 piercing damage and forcing them to make a Constitution saving throw or become stunned until the end of your next turn.
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Nine Tailed Fox Bloodline
You carry the corruption of the Nine tailed fox demon. The Nine tailed fox was a cunning and powerful demon that lived for thousands of years and loved tormenting the hearts of powerful men by presenting itself as various beautiful women, seducing and slowly consuming their soul and intelligence until they became their mindless puppets.
Kijin with the Nine tailed fox bloodline are cunning and deceptive, also their appearance is very different from the normal kijin because instead of demonic features they have foxlike features and most notably instead of horns they have fox ears.
Ability Score Increase
- Your Constitution score increases by 1, and your Charisma score increases by 2
Child of the Nine tailed fox:
- You have advantage on Charisma (Deception) checks.
- Demon Flair: Once you reach 3rd level, As an action you can summon three spirit fires that hover behind you for 1 minute. Each round you can use a bonus action to send one of the spirit fires streaking toward one creature or object within 60 feet of you. When you do so, make a ranged spell attack (Charisma modifier). On a hit. the target takes 1d6 fire damage. Whether you hit or miss, the spirit fire is expended. The ability ends early if you expend the last spirit fire. The number of spirit fires increases by 1 each level to a maximum of 9.
Yamata no Orochi Bloodline
You carry the corruption of the Yamata no orochi demon. The Yamata no orochi also known as the eight headed serpent demon was a very powerful demon with eight snake-like heads and eight tails, in fact it was that powerful that for some time people worshiped it as a dragon god, and even sacrificed their first born daughters to it just to quell its wrath.
Kijin with the Yamata no orochi bloodline usually have a cold and greedy personality, many of them also feature an agile and lithe body with their most prominent feature being their purple glowing horns that emanate shadows from the inside.
Ability Score Increase
- Your Constitution score increases by 1, and your Dexterity score increases by 2
Child of Yamata no Orochi:
- You are resistant to poison damage, and you have advantage on saving throws against being poisoned.
- Demon Flair: Once you reach 3rd level, As an action you can transform into either a Giant Poisonous Snake or a Poisonous Snake for 10 minutes. When you transform you retain your intelligence and language.