Tailed Beasts (5e Race)
Subrace
Tailed Beasts
At first glance, the girl was nothing special. She was neither thin nor brawny. She was not tall, nor was she short. She wore no armor but simple, well-made traveling leathers and carried a simple, full pack. In fact, if not for her dark red hair, she was completely unremarkable. She didn't even carry any visible weapons, a choice that likely played no small part in her current predicament.
"Oi girly," the bandits' captain drawled as his men surrounded her. "How 'bout ye drop all yer valuables nice an' easy an' we don' sell ye to them pointy ears in the Underdark, sound good?"
The girl paused, surveying the group of bandits with clear disdain. "You should run away," the girl told them, her voice strangely calm for a young woman facing down a group of brigands who likely hadn't frequented a house of ill repute in quite some time given how far from civilization they currently were.
There was a moment of incredulous silence before the bandits blocking her path laughed at her words. All but one, who stood stock still, seemingly frozen by the mere sight of her.
Haru was his name and, unlike his fellows, he found no humor in his situation. The world seemed to have faded around him as his eyes fixed on the strange birthmarks like shallow claw tracks slashed into her cheeks that had long since healed. He could tell that they weren't natural and they stirred something in him, some half-forgotten memory from his homeland. Unlike the others he was from just north of the southern sea; a land of forests and wildfires... and ghost stories. One story told of a girl with hair like fresh blood and eyes like the sky who had marks on her face like the whiskers of a fox. The stories said that she appeared like a child, but that her rage had leveled cities and laid low the mightiest of foes. She was one of them, one of the hosts, one of the...
The girl turned, her head canting slightly in animalistic curiosity when she found him staring at her.
"Jinchuuriki," he murmured, trembling in fear.
The girl smiled in predatory delight, bearing teeth too sharp to be human as her crystal blue eyes bled ruby red.
Haru turned and ran without a single backward glance, pursued only by the agonized screams of his former compatriots.
Physical Description
https://myanimelist.cdn-dena.com/s/common/uploaded_files/1446570435-919b23cd1f87cb5b7b4fd31dbe5cc625.jpeg |
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The Jinchuuriki of the Tailed Beasts as they appear in Naruto Shippuden. |
Jinchuriki are creatures (male or female) used as vessels or living prisons for powerful entities. A Jinchuuriki typically appears larger and healthier than a creature of their background normally would but is otherwise indistinguishable from others of their race. In fact, aside from a subtle aura of unease or otherworldliness that they can project, the only distinguishing features a Jinchuuriki will possess will be a mark of the being they hold (typically a birthmark or other atypical physical feature) and the arcane mark employed to seal the entity they contain.
History
Jinchuuriki, literally meaning "The Power of Human Sacrifice," were first used as a means to contain demons and other evil spirits that could not be properly destroyed or banished. It was later discovered that a host could channel a fraction of their tenant's power and many sought to weaponize Jinchuuriki. It is unclear how much of their tenant's power a host can actually wield but it is clear that the level of hostility between the Jinchuuriki and the creature they contain directly impacts their ability to safely use their power.
Jinchuuriki in Society
Most Jinchuuriki grow up in normal society and are usually kept close to people in power or those loyal to them in order to keep an eye on them; it is not uncommon for a Jinchuuriki to be raised as part of a military. Whatever the case, a wise leader will go to great lengths to ensure a Jinchuuriki is raised in a way to foster the Jinchuuriki's loyalty. However, due to the great power and potential danger to society that a typical Jinchuuriki containing a malevolent spirit can pose should the seal fail or the host loses control, they are generally feared and tend to become isolated from their people. Even the wisest and most dedicated leaders struggle to endear their people to a Jinchuuriki and less diligent leaders often find themselves with a dysfunctional Jinchuuriki of questionable loyalty (if they haven't wandered off entirely). Sadly, it is not uncommon for a Jinchuuriki to suffer severe abuse or other decrimination in their youth and become volatile, unpredictable, and extremely dangerous as a result.
In rare cases, hosts of entities of religious significance are raised in monasteries or other places of seclusion. These Jinchuuriki are seen as objects of worship; generally as a prophet or some kind of avatar or incarnation of the being they hold or a power that being is associated with. These Jinchuuriki can vary greatly in temperament. Some are humble and spend their lives working to further some greater good. Others... well, with the right cult and the right culture, you can produce almost anything. Two things they all have in common though are a deep-seated wanderlust and a skewed worldview. They have spent so much time couped up and revered that they simply cannot wait to get out into the wider world. Trick is, the wider world is a very different place and they are rarely prepared for life away from the cult that raised them. A Jinchuuriki with relations to a cult can have major difficulty being an adventurer.
Luckily for adventuring parties (and dungeon masters), this means that Jinchuuriki rarely have deep ties or loyalties to places and don't need overly much convincing to wander off if they aren't doing so already. In most cases, the average Jinchuuriki makes an excellent frontline fighter as their abilities lend themselves to dealing and receiving damage while making an excellent distraction; to speak nothing of the destructive power they can bring to bear should they earn the favor of their inner beast. However, under the right circumstances, a Jinchuuriki can be just about anything. A high constitution and a disciplined upbringing would allow a Jinchuuriki to be one hell of a spell caster; some of the beings within the Jinchuuriki might even be convinced to regenerate ki or provide enough power to give their host additional spell slots. Still, other beasts are decidedly vain, and may strive to make their host a vision of perfection; quite the boon for a charisma focused character.
Building and Playing a Jinchuuriki
Origin: The first thing to consider when building a Jinchuuriki is where they came from. What race did they grow up with? Who raised them? Were they reviled for what they held or revered for holding it back? These will be key in explaining your character's beliefs and behaviors. Additionally, a Jinchuuriki typically takes their names from the races/societies to which they belong or in relation to the being they contain.
Base Race: Jinchuuriki are not a species unto themselves but members or an existing race who were forever changed when they were used in a ritual to imprison a creature of great power. This leaves some room for interpretation as to how the traits or the base race and those of the Jinchuuriki should interact. If the Jinchuuriki will be playing as part of a full party it would be best that the traits do not stack at all unless stated otherwise. Should the Jinchuuriki be part of a small party or a particularly brutal campaign their GM may approve the use of complex traits like an elf's Fey Ancestory or a halfling's Lucky.
April Fools Option: As a Jinchuuriki you gain access to the full breadth of your lineage. So, yes, you can be a Canus Werewolf Variant whose despicable father turned them into a Jinchuuriki and start the game with a 1d8 natural weapon that gets nastier each time you transform or a succubus with a crossroads demon in her gut that just can't stop buying people's souls for a favor or two. Who are we to judge?
Again, unless specified in the description or approved by your GM, the traits of your base race do not stack with those of the Jinchuuriki.
Jinchuuriki Traits
Jinchuuriki are creatures of uncanny strength and constitution who function as a living prison or vessel for a powerful entity. These traits replace any traits gained from your base race (except speed, darkvision, and languages).
Ability Score Increase. Your Constitution and Dexterity score increases by 2 and your Strength increases by 1.
Age. Jinchuriki come of age according to their base race but age noticeably slower. The stronger the entity they contain and the less hostile it is to its host, the longer they will live.
Alignment. Jinchuriki have no set alignment. However, fear or reverence of the entity they contain can greatly influence this and should be accounted for during character creation.
Size. Jinchuriki are typically a few inches taller than their race’s average height.
Speed. Your base walking speed is determined by your race.
Darkvision. You have supernaturally keen senses, especially in the dark. 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. Note: if your base race already possesses Darkvision you gain Superior Darkvision.
Kyuubi Cloak: Initial Release. At 3rd level as bonus action, a Jinchuuriki may access a fraction of their power to activate the Kyuubi Cloak's Initial Release. Entering into this state reveals the character's status as a Jinchuuriki to anyone that can see them and anyone who can detect magic may make an Insight check with advantage against a DC equal to the Jinchuuriki's Wisdom score to detect what creature they contain. While in this state the Jinchuuriki's appearance becomes feral, almost demonic. They gain the following abilities:
Natural Weapons: the Kyuubi Jinchuuriki gains claws, which deal 1d6+your Dexterity modifier slashing damage. These claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can not benefit from this feature and a class’s unarmed damage die at the same time.
Movement Speed: your base walking speed increased by 5 feet.
Regeneration: At the beginning of each turn, the Jinchuuriki may regenerate a number of hit points equal to 1d4+your Constitution modifier.
The Jinchuuriki can add their proficiency on Strength and Dexterity saving throws an additional time.
A Jinchuuriki may safely use this ability for 1 minute (10 rounds) and may safely use it a number of times equal to the Jinchuuriki's Constitution modifier after which they must complete a short or long rest before using the Kyuubi Cloak. If a Jinchuuriki extends the use of or activates their cloak beyond their limits, they must immediately succeed a DC 17 Wisdom saving throw or be forced into a Tailed Release; they must repeat this roll for every round the cloak remains active. Kyuubi Cloak: Initial Release ends at will or if you are knocked unconscious. While Kyuubi Cloak: Initial Release is active, you may only cast race-specific spells, and any non-passive class features (those that require an action or bonus action to be used) can not be used.
Kyuubi Cloak: Tailed Release. At 7th level while in Kyuubi Cloak: Initial Release, as an action, a Jinchuuriki may access a greater portion of their power to activate the Kyuubi Cloak's Tailed Release. Activating this form resets the time limit.
While in this state the Jinchuuriki's appearance shifts from feral to almost beast-like, and they are covered in ghostly red energies that take the phantom shape their beast, becoming more defined and solid as the form stays active. They gain the following abilities:
Natural Weapons: the Kyuubi Jinchuuriki’s claws deal an additional 1d4 damage. This damage’s type is the same as that added by their subrace.
Movement Speed: your base walking speed increased by an additional 5 x your Dexterity modifier feet.
Regeneration: While in Tailed Release, at the beginning of each turn, the Jinchuuriki may regenerate an additional 1d4 hit points, but can not gain hit points any other way
If a Jinchuuriki has been forced into their Tailed Cloak from overusing their Initial Release or extends the use of the Tailed Cloak beyond their limits, they loose their ability to regenerate hitpoints and take 1d6 psychic damage every turn.
Kyuubi Cloak: Full Release. At 15th level, a Jinchuuriki gains access to their Tailed Beast’s full power. Those who accesses this form without first defeating their beast in single combat or earning their allegiance manifests its full form for a number of rounds equal to the Jinchuuriki’s constitution modifier after which their hit points are reduced to 0 and the beast is released onto the plain of existence the Jinchuuriki was on when they died. Otherwise, they may enter and exit any form of the Kyuubi Cloak at will as a bonus action, and any negative effects originating from the Kyuubi cloak no longer apply.
Kyuubi Cloak: Tailed Beast Bomb. At 20th level, you can cast a Tailed Beast Bomb. Despite how heavy they are, they move incredibly fast. A Tailed Beast Bomb deals 3d8 damage and has a range of 200 feet. You regain use of this feature at the end of a long rest.
Languages. You can speak, read, and write the languages of your base race.
The Tailed Beasts
Shukaku
A One-Tailed sand spirit Shuukaku takes the form of a gargantuan Tanuki with arcane blue markings spiderwebbing the entirety of its body..
Innate Spellcasting. Has an affinity for wind-based skill as a result of housing the beast, you know the gust cantrip. When you reach 3rd level, you can cast the fog cloud spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the gust of wind spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Living Earthquake. Your unarmed attacks deal 1d4 force damage. This acts in conjunction with Kyuubi Cloak forms.
Matabi
The Two-Tailed Nekomata Matatabi, an enormous spirit creature composed of blue and black flames that are said to originate from the infernal plain.
Innate Spellcasting. The Jinchuriki who hosts this creature gains an affinity for fire as a result of housing the beast, you know the control flames cantrip.When you reach 3rd level, you can cast the hellish rebuke spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the flame blade spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Fiery Spirit. Your unarmed attacks deal 1d4 fire damage. This acts in conjunction with Kyuubi Cloak forms.
Isobu
The Three-Tailed Kyodaigame, Isobu is a Giant shark-like turtle demon covered in deadly thorn-like spikes.
Innate Spellcasting. Jincuriki hosting Isobu gain an affinity for water, as a result of housing the beast, you know the ray of frost cantrip When you reach 3rd level, you can cast the shield spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the barkskin spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Cold Heart. Your unarmed attacks deal 1d4 cold damage. This acts in conjunction with Kyuubi Cloak forms.
Son Gokū
The Four-Tailed Saru, Son Goku takes the shape of a giant red furred green skinned primate physically resembling a gorilla.
Innate Spellcasting. Those whom host him a fire affinity, as a result of housing the beast, you know the produce flame cantrip. When you reach 3rd level, you can cast the burning hands spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the branding smite spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Brutish Physique. Your unarmed attacks deal 1d4 bludgeoning damage. This acts in conjunction with Kyuubi Cloak forms.
Kokuō
The Five-Tailed Irukauma, Kokuō is a demonic horse-dolphin hybrid that favors water-based abilities.
Innate Spellcasting. As a result of housing the beast, you know the shape water cantrip. When you reach 3rd level, you can cast the ice knife spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the misty step spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Being of the Sea. Your unarmed attacks deal 1d4 cold damage. This acts in conjunction with Kyuubi Cloak forms.
Saiken
The Six-Tailed Namekuji, Saiken is a gargantuan blue slug that leaves a trail of acid in its wake.
Innate Spellcasting. Host to Saiken have an affinity for water as a result of housing the beast, you know the acid splash. When you reach 3rd level, you can cast the grease spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the acid arrow spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Toxic Relationship. Your unarmed attacks deal 1d4 acid damage. This acts in conjunction with Kyuubi Cloak forms.
Chōmei
The Seven-Tailed Kabutomushi, Chōmei resembles an armored rhinoceros beetle and 6 wings in place of his siblings' tails.
Innate Spellcasting. Hosts to Chōmei have an affinity for wind as a result of housing the beast, you know the infestation cantrip. When you reach 3rd level, you can cast the snare spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the levitate spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Insect-like. Your unarmed attacks deal 1d4 piercing damage. This acts in conjunction with Kyuubi Cloak forms.
Gyūki
The Eight-Tailed Oni-Ushi. The strangest shaped of the creatures is Gyūki, It possesses 8 octopus-like tentacles, humanoid-shaped torso and arms as well as an ox's head.
Innate Spellcasting. Those whom host Gyūki don't gain an affinity as a result of housing the beast, you know the poison spray cantrip.
When you reach 3rd level, you can cast the color spray spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the spider climb spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Uncontrollable Force. Your unarmed attacks deal 1d4 lightning damage. This acts in conjunction with Kyuubi Cloak forms.
Kurama
The Nine-Tailed Kitsune. Kurama is a red fox larger than most castles with razor sharp teeth and claws whose tails are said to be strong enough to sunder mountains and cause tsunami's.
Innate Spellcasting. Those whom host Kurama gain no affinity as a result of housing the beast, you know the primal savagery cantrip. When you reach 3rd level, you can cast the hunter's mark spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the scorching ray spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Seventh Hokage. Your unarmed attacks deal 1d4 thunder damage. This acts in conjunction with Kyuubi Cloak forms.
Suggested Characteristics
When creating a jinchuriki character, you can use the following tables to add flavor or depth to you Jinchuuriki.
d6 | Personality Quirks (Normal is boring. What's your damage?) |
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1 | I don't like people, they don't make sense and it makes me anxious when they pay attention to me. |
2 | I'm told that I'm condescending and arrogant. I say it's hard to respect people when they do nothing but disappoint you. |
3 | Trusting others is an alien concept and something I could never see myself doing. |
4 | Good people are hard to find. So when I find them, I become quickly attached and protective of those who treat me fairly. |
5 | Impossible is a word used by lesser beings to justify their failure and I don't have time for excuses. |
6 | Some say I should set my sights lower, but what the hell do they know? We remember the doers and dreamers, we don't even think to remember those that don't. |
d6 | Ideal (Strip your character down to a single concept. What do you see?) |
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1 | If I want something done, it will get done. If you're in my way? Well, that's your problem. |
2 | I never go back on my word once I've given it. So listen carefully when I do. |
3 | I'm dishonest, and a dishonest man you can always trust to be dishonest. Honestly. |
4 | Normal people are just so... useless. I swear the only way to get anything done is to do it myself. |
5 | Kindness and mercy are meant for children, everything else and everyone else is fair game. |
6 | I am the only thing that is real. All else exists for my entertainment. |
d6 | Drive (Everyone has some reason to go on. What drives you?) |
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1 | Someone saved me when I was at my lowest, it's time I paid it forward. |
2 | To kill, is to live, as long as I kill, my life has meaning. |
3 | They said I would never amount to anything. Now, I live for the look on their faces every time I prove them wrong. |
4 | By blood or mortar, I will carve my name in history so I can never be forgotten. |
5 | It's a cruel and dangerous world out there. To protect what I love... I need power. |
6 | Life is pain and I'm a coward, so I will run and keep running to avoid my problems as long as I can. |
d6 | Flaw (Nobody is perfect. What's your disfunction?) |
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1 | The monster inside me slowly tears away at my psyche. Unless something changes, I will go mad. |
2 | I wake up every night screaming as the horrors of my past replay in my dreams. |
3 | There is very little in this life that I cherish. For those precious few, I would burn the world to see them smile. |
4 | My story is nothing special. Truth is, when push comes to shove, killing is as easy as breathing. |
5 | I am pathologically incapable of trust. No, I'm not telling you why! |
6 | Most days I can't tell where the monster ends and I begin. Worse? I can't find it in me to care. |
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