Talk:Tailed Beasts (5e Race)
Release the Beast
Alongside being unreasonably powerful and exceptionally vague, the fact that it is exclusive to and far beyond any other Tailed Beast subrace needs to be addressed. As this page hasn’t been updated in 2 months, I am confident nobody will take offense, but as a safety measure, I am open to discussion here. Ref3rence 10:27 EST, 19 April 2019.
Incase Anybody Cares
The following is the Inner Beast template. While it was a good idea, I disagree on the wording, and the changes made recently change enough that this is no longer necessary. For posterity’s sake, I have put it here. Ref3rence 13:44 EST, 19 April 2019.
Titles, type of being, and brief physical description.
Innate Spellcasting. The creature within should passively grant the use of a cantrip and two additional spells received at levels 3 and 5 respectively. The chosen magics should reflect the theme of the entity within the Jinchuuriki (Example: a Lust demon might grant Charm while a Spirit of the Forge might grant Heat Metal).
Unique Ability (Optional). Jinchuuriki aren't created to hold back generic demonic menaces. The creatures they house are as exceptional as they are powerful and often times some semblance of these traits get passed on to their hosts. This can be as simple as an "Iron Gut(Goat Demon)" that allows the Jinchuuriki to eat anything as if it were food and an immunity to any malady that would normally befall them (poison, disease, magic, etc.)
Affinities, Influences, & Beliefs. These should describe the essence of the spirit your Jinchuuriki contains. What elements do they favor? What traits do they represent or embody? Who are they? These should also serve as the criteria for gaining their favor or, at the very least, getting them to hate you slightly less so that their power isn't burning the life out of you every time you use more than a sliver of it.
Fractional Release. This should represent what happens when your Jinchuuriki is capable of when they access the barest fraction of their tenant's abilities. This should be comparable to a werewolf transforming or a fey's ability to perform minor miracles. Powerful but short lived.
Incramental Release. As a Jinchuuriki grows, so too does their ability to use what is within them, but to do so is to play with fire that has a mind of its own. This ability should reflect staged access to the creature within tied to and limited by the Jinchuuriki's constitution (representing their ability to withstand the power) and the relevant casting stat (Int/Wis/Cha; representing their ability to control the power) with negatives to match should they exceed their limits. The consequences to exceeding these limits should include the potential to lose control leading to possession, excessive damage, or even an unintended Full Release.
Full Release. What happens when you channel the full powers or a being that some worship as a god? This, this right here is what happens. Such is the awesome power that they are bringing to bear that either the Jinchuuriki has completed extensive role-play elements and side quests in order to tame or make peace with their tenant who is now helping their host to control their full power or this will kill them. There is no middle ground with Full Release. Either the Jinchuuriki has done the legwork to ally themselves with their tenant or they have grown powerful enough to defeat their tenant in single combat. If neither condition has been met, they get to wield the finger or god for a number of rounds equal to their constitution modifier before their HP is reduced to 0, they cinematically dissolve into ash, and their tenant is released onto the plain of existence the Jinchuuriki is occupying at the moment of their death.