D&D homebrew Planescape Races

Monstrous Subraces – Part 2 of Whatever

As the Planescape game continues, there are more people wanting to play crazy whacked-out races and classes. That’s fine with me. I don’t care who plays what, as it’s Planescape. As long as the group gels ideologically, then it’s all gravy. Racism isn’t one of the things generally explored by the setting from an internal mechanics perspective. It’s definitely exploring prejudices, but that’s an external thing. Anyway, today we’ve got lamia and wemic.

Monstrous Subraces: Part One: Aarakocra, Goblin, and Mind Flayers | Lamia, Wemic

Lamia

Lamia are creatures created through a combination of abyssmal and fey manipulation to combine a humanoid torso with the lower half of a beast – typically that of a deer or lion, though it can vary. There are lamia who proclaim themselves nobles and claim positions of honor in lamia society – such as it is – and these nobles uniformly have the lower-body of a great serpent.

Your lamara (singular of lamia) character has the following traits:
Ability Score Increase. Your Charisma score increases by 2.
Age. Lamia mature at the same rate as a human, entering adulthood in their late teens, with the most wizened and venerable members of the race reaching near 1000 years of age.
Alignment. Whatever
Size. Your size is medium, though total length is near to your height.
Speed. Your walking speed is 30 feet.
Alluring. You have proficiency in Charisma (Deception).
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 grey.
Cursed Touch. As part of your use of your abyssal hunger or forbidden rites trait, you may opt to curse your target with the magic of your abyssal heritage. The target must make an additional Wisdom saving throw against your DC (8 + your proficiency bonus + your highest ability modifier). On a failed saving throw, the target loses any resistance to psychic damage (invulnerability becomes resistance), and has disadvantage on Wisdom saving throws and all ability checks until the end of your next turn.
Languages. You can speak, read, and write Common and Abyssal.
Subrace. Lamia find themselves divided into three groups, the Queen’s Blood – lamia with the lower-bodies of serpents comprise the nobles that establish their ruling class – those who pursue the more intellectual pursuits – the Blood of Kirlo  – and those who take up more military aims – the Blood of Abraxas .

Blood of Abraxas

Ability Score Increase. Your Strength or Dexterity score increases by 1.
Claws. When making an unarmed attack, you may attack with your claws, dealing 1d6 slashing damage. You are proficient in this attack, and your claws count as finesse weapons. If you receive additional training in unarmed attacks that increased unarmed attack damage, the damage of your talons increase accordingly.
Abyssal Hunger. As a reaction to hitting with a melee attack, you seek to slake the thirst of your demonic nature to keep it in check. You deal an extra 1d10 psychic damage on the attack, and gain temporary hit points equal to the result of this die. Once you have used this trait you may not do so again until you complete a long or short rest.

This increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.

Blood of Kirlo

Ability Score Increase. Your Intelligence or Wisdom score increases by 1.
Fey Form. You may cast disguise self at will to transform into an elf or gnome. Your appearance is always the same when you transform into either of these forms, chosen when you first transform.
Forbidden Rites. As a reaction to a creature within 60 feet of you dying, you may harvest a piece of their soul. You may choose to have the next spell you cast before the end of your next turn to have advantage on the attack, or cause one target selected at the time of the cast to roll a 1d4 and suffer the result as a penalty to the saving throw against the spell. This spell is cast as if you had spent a spell slot one level higher than you are casting it and may deal psychic damage instead of its normal damage type, if applicable. If you cast a cantrip while using this trait, it instead deals one extra die of damage as psychic damage. Once you have used this trait you may not do so again until you complete a long or  short rest.

Wemic

Wemic are similar to centaurs, though their lower-half is that of a lion, tiger, or panther, as opposed to that of a horse. The wemic are natives of the Beastland, and there the various tribes pledge themselves to the gods that claim domain therein…though all heed the call of the Huntsman when the Horn of Hunting is blown.

Your wemic character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Wemic mature at the same rate as a human, entering adulthood in their late teens, though they tend to lead shorter lives, most living only into their 60s.
Alignment. Whatever
Size. Your size is medium, though total length is near to your height.
Speed. Your walking speed is 30 feet.
Game Hunter. You have proficiency in Wisdom (Survival). You have advantage on checks made to track while in pursuit, or to avoid being pursued.
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 grey.
Claws. When making an unarmed attack, you may attack with your claws, dealing 1d6 slashing damage. You are proficient in this attack, and your claws count as finesse weapons. If you receive additional training in unarmed attacks that increased unarmed attack damage, the damage of your talons increase accordingly.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Wemic divide themselves into tribes in the service of powerful creatures – such as deities or archfey. The two largest tribes are the Children of Bastet and the Children of Kolharoj.

Children of Bastet

Ability Score Increase. Your  Strength score increases by 1.
Wemic Weaponry. You are proficient with all bows, crossbows, thrown weapons, and firearms (if applicable).
Scalebane. You have advantage against being poisoned.
Sunlit Warrior. As a bonus action, any damage you deal until the end of your next turn is radiant and deals additional damage equal to your proficiency bonus. You also shed light as if a light spell had been cast on you for the duration of this trait. Once you have used this trait, you may not do so again until you have completed a short or long rest.

Children of Kolharoj

Ability Score Increase. Your  Wisdom score increases by 1.
Whispers of the Ancients. You are proficient in Intelligence (Nature), and may substitute Intelligence (Religion) checks with Intelligence (Nature) checks when it applies to death or the dead..
Rotbane. You have advantage against diseases.
Heir of the Wild. You call upon the spirits of the wild to aid you. If you are outside, you may cast truestrike as a bonus action and you deal an additional 1d10 slashing damage on your next successful attack made before the end of your next turn. This damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level.

If you are inside, you may cast thunderwave (DC is 8+your Wisdom modifier+your proficiency bonus) and creatures affected by it suffer disadvantage on the saving throw and any objects caught in it take maximum damage. This spell is cast as a 2nd-level slot at 6th level, a 3rd-level slot at 11th level, and a 4th-level slot at 16th level.

Once you have used this trait, you may not do so again until you have completed a short or long rest.

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