Jinchuriki (5e Race)

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This content deviates from 5th standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
While in the original publication it is possible for a jinchuriki to possess more than one creature at a time it should be at the privy of the Dungeon Master and treated as a reward like gold or magic items are. As a general rule, a player should not have more than two pre 5th level.

Jinchuriki

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 but well-made traveling leathers and carried a simple but full pack. In fact, but 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. She 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 but 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 the south just north of the 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 like 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.

"Jinchuriki," he murmured, trembling in fear.

The girl smiled in predatory delight, bearing teeth too sharp to be human as her crystal blue eyes bleed ruby red.

Haru turned and ran without a single backward glance, pursued only by the agonized screams of his former compatriots.

Physical Description

Jinchuriki are creatures used as vessels or living prisons for powerful entities. A jinchuriki 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 jinchuriki 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. For example, they may have oddly colored eyes or marks that look like whiskers on their skin. These qualities will become more pronounced with rage and can be passed down to offspring.

Cursed Past

Jinchuriki literally means "the power of human sacrifice." They 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 jinchuriki. 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 jinchuriki and the creature they contain directly impacts their ability to safely use their power.

Over the course of history, nations prized and sought these jinchuriki, often committing horrendous experimental acts to try and replicate them even. Jinchuriki are commonly thus referred to as the property of the state militia where they were born. They are usually made into vessels from birth and are designated so for their synergy with the beast or their inherent abilities to control and pacify them. Countries keep them like military secrets and they are not well treated in many societies, who call them cursed beings. The creature sealed in them is often one of great destruction and jinchuriki carry that stigma around with them. Most jinchuriki thus never know what true love or compassion is and further isolate themselves.

Jinchuriki in Society

Most jinchuriki 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 jinchuriki to be raised as part of a military. Whatever the case, a wise leader will go to great lengths to ensure a jinchuriki is raised in a way to foster the jinchuriki's loyalty. However, due to the great power and potential danger to society that a typical jinchuriki 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 jinchuriki and less diligent leaders often find themselves with a dysfunctional jinchuriki of questionable loyalty (if they haven't wandered off entirely). Sadly, it is not uncommon for a jinchuriki to suffer severe abuse or other discrimination in their youth and become volatile, unpredictable, and extremely dangerous as a result.

In rare cases, hosts of entities of religious significance and are raised in monasteries or other places of seclusion. These jinchuriki 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 jinchuriki 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. The trick is, the wider world is a very different place and they are rarely prepared for life away from the cult that raised them. (Warning: a jinchuriki with relations to a cult can cause serious complications. Discuss with your DM before choosing this as part of your backstory)

Building and Playing a Jinchuriki

Luckily for adventuring parties (and dungeon masters), this means that jinchuriki 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 jinchuriki 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 jinchuriki can be just about anything. A high constitution and a disciplined upbringing would allow a jinchuriki to be one hell of a spell caster; some of the beings within the jinchuriki 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, which can be quite the boon for a charisma focused character.

Origin
The first thing to consider when building a jinchuriki 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 jinchuriki typically takes their names from the races/societies to which they belong or in relation to the being they contain.
Base Race
Jinchuriki 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 jinchuriki should interact. If the jinchuriki 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 jinchuriki 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 Ancestry or a halfling's Lucky.
April Fools Option
As a jinchuriki 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 jinchuriki 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?


Design Note: The traits of your base race do not stack with those of the jinchuriki.

Jinchuriki Traits

Jinchuriki are creatures of uncanny strength and constitution who function as a living prison or vessel for a powerful entity.
Ability Score Increase. Your Strength or Constitution score increases by 2, and your Wisdom score 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. A normal Jinchuriki is between 5'2" and 6'0". Weight may vary with race. Your size is Medium.
Speed. Your base walking speed is 30 feet
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.
Aura. No mortal magic is strong enough to fully contain the terrible power held within, lending a jinchuriki an aura of power that can make those around them uncomfortable. You are proficient in the Intimidation skill and when a creature targets you with divination magic they receive the impression of the tailed beasted contained within and must make a Wisdom save or be frightened until the start of their next turn. The DC for this saving throw is equal to 8 + your Charisma modifier + your proficiency bonus. On success, they cannot be frightened this way for the next 24 hours.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Jinchuriki come in various forms dependant on the tailed beast within. Pick one from Shuukaku, Matabi, Isobu, Son Gokū, Kokuō, Saiken, Chōmei, Gyūki, or Kurama.

The Tailed Beasts

These are taken straight from the Naruto series to be options for your Creature Within trait. However, you are not limited to them and can make your own, as detailed toward the bottom of the race description. Be creative and bold!

Reibi

The "0-tailed" spirit is a leech-like creature created from negative emotions.

Innate Spellcasting. You are the embodiment of ill-intent from the downtrodden. You know the sapping sting cantrip. When you reach 3rd level, you gain more power to manipulate negative emotions and can cast the bane spell once at will. You need to finish a long rest before you can cast it again. When you reach 5th level, you can cast the darkness spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Negativity. Being made of malevolent and negative energies, you are resistant to necrotic damage.

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. You are the embodiment for a hardy creature of the sand. You know the resistance cantrip. When you reach 3rd level, you gain more weathered powers in creation to your affinity for winds and can cast the fog cloud spell once at will. You need to finish a long rest before you can cast it again. When you reach 5th level, you can cast the gust of wind spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Sand Spirit. You are attuned to the winds and sands, meaning your eyes do not suffer as others do from the buffers. You have advantage on saving throws against being blinded.

Matatabi

The two-tailed nekomata Matatabi is an enormous spirit creature composed of blue and black flames that are said to originate from the Infernal Plane.

Innate Spellcasting. The jinchuriki who hosts this creature gains an affinity for fire. You know the control flames cantrip. When you reach 3rd level, you can cast the hellish rebuke spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the flame blade spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Flame Wrought. You are used to the burning and searing qualities of heat. You are resistant to fire damage.

Isobu

The three-tailed kyodaigame, Isobu, is a Giant shark-like turtle demon covered in deadly thorn-like spikes.

Innate Spellcasting. Jinchuriki hosting Isobu gain an affinity for water. You know the ray of frost cantrip. When you reach 3rd level, you can cast the shield spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the barkskin spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Natural Armor. While unarmored your Armor Class is equal to 12 + your Constitution modifier. You may use a shield and still gain this benefit.

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 who host him gain a fire affinity, though less so than Matabi. You know the produce flame cantrip. When you reach 3rd level, you can cast the burning hands spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the branding smite spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Ape Arms. Goku is an ape with powerful physical prowess which imprints on his host. You gain a climbing speed of 30 feet.

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 aquatic beast, you know the shape water cantrip. When you reach 3rd level, you can cast the ice knife spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the misty step spell at will, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Swimmer. You gain a swim speed equal to your base walking speed.

Saiken

The six-tailed namekuji, Saiken is a gargantuan blue slug that leaves a trail of acid in its wake.

Innate Spellcasting. You know the acid splash cantrip. When you reach 3rd level, you can cast the grease spell at will, regaining use after you finish a long rest. When you reach 5th level, you can also cast the melf's 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.
Fluid Defense. Saiken secretes acid normally from his skin, but he himself is unaffected. You are resistant to acid damage.

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 insects as a result of housing the beast. You know the infestation cantrip. When you reach 3rd level, you can cast the snare spell at will, regaining use after you finish a long rest. When you reach 5th level, you can also cast the levitate spell at will, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Sap Sipper. Chōmei has an excellent scent for plants and their edibility. Whenever you make a Intelligence (Nature) check related to plants and their properties, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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 at will, regaining use after you finish a long rest. When you reach 5th level, you can also cast the spider climb spell at will, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Amphibious. You can breathe both water and air.

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.
Empathy. Kurama allows their host to tune into the many energies around them to sense the living. You are proficient in the Perception skill.

Gedo Mazo

The emaciated husk of the Ten-Tails, the Gedo Mazo, also often referred to as the Gedo Statue or Demonic Statue of the Outer Path, is a massive source of chakra, even in death.

Innate Spellcasting. Those who host the Gedo Mazo gain minor abilities capable of debilitating their enemies gradually. You know and can cast the vicious mockery cantrip. When you reach 3rd level, you gain more power to manipulate negative emotions and can cast the charm person spell once, without material components at its lowest level. You need to finish a long rest before you can cast it again. When you reach 5th level, you can cast the enthrall spell once, without material components at its lowest level, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Ten-Tails's Corpse. The Gedo Mazo gives the user incredible survivability. When you become unconscious, you may instead choose to become paralyzed. If you are at 0 hit points, you roll death saving throws as normal.

Datara

The fabled One-Eyed Ten-Tailed God. The Ten-Tails is brown in colour and titanic in size; one of its hands is larger than any of the tailed beasts. While the beast possess multiple forms, common attributes include a single eye, which takes up most of its head, and spiky protrusions growing out of its back in a shape reminiscent of a conch shell. Legends say that it was the progenitor of all of existence. The other tailed beasts were split from it to weaken it.

Innate Spellcasting. Those whom host Kaguya gain a universal affinity as a result of housing the beast. You know the eldritch blast cantrip. When you reach 3rd level, you can cast the absorb elements 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 tidal wave spell once and need to finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells.
All-Seeing Eye. Your darkvision extends out to 120 feet.

Inner Spirit Template

Given Name/True Name

Titles, type of being, and brief physical description. You should describe the essence of the spirit your jinchuriki 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.

Innate Spellcasting. The creature within should passively grants 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 jinchuriki (Example: a Lust demon might grant charm person while a Spirit of the Forge might grant heat metal).
Unique Ability. Jinchuriki aren't created to hold back generic demonic menaces and just use spells. 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 jinchuriki to eat anything as if it were food and immunity to any malady that would normally befall them from doing so (poisons, diseases, blight, etc).

Suggested Characteristics

When creating a jinchuriki character, you can use the following tables to add flavor or depth to your jinchuriki.

d6 Personality Quirks (Normal is boring. What's your damage?)
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?)
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?)
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 dysfunction?)
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 at the horrors of my past replay in my dreams.
3 It 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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