Vastaya | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Vastaya

The Vastaya are a chimeric race of Runeterra that are the weaker magical descendants from enlightened mortals that took the power of the spirit realm into themselves known as the Vastayashai'rei. From the ferocious, bestial power of Rengar to the foxlike allure of Ahri, vastaya can look considerably different from one another, but they all share animal and human characteristics.
ability score increase: Increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
age:
Size: Medium
speed: 30 ft
Languages: Common and one other langauge
sub races:
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Kiilash

Bipedal Feline Vastaya that live in the Ixtali Jungles (siehe Rengar)
ability score increase:
age:
Size: Medium
speed: 35 ft
Languages: Common, Ixtali
parent race: ]
race features:

  • 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 discern colors in that darkness only as shades of gray.
  • Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. When you are not moving during a turn you are hiding within high grass, bushes or some other form of plant enviroment, you can become invisible until you attack or interact with an object.
  • Powerful Legs: Your base walking speed increases to 35 feet and you can jump twice as far and high.
  • Cats Grace: You have a Climb Speed of 20 ft. and you have Advantage on Stealth checks against being heard.
  • skill proiciency: Choose one from Survival, Stealth, Perception, Nature oder Animal Handling
  • Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
  • Cat's Claws: You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your STR or DEX modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • ]
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    Lhotlan

    Bird People, living in Ionia (siehe Xayah and Rakan)
    ability score increase:
    age:
    Size: Medium
    speed: 30 ft
    Languages: Common, Ionian
    parent race: ]
    race features:

  • Fancy Footwork: You have proficiency in the Performance or Stealth skills, and gain resistance to fall damage. You dont leave Footprints.
  • Sharpened Feathers: Your feathers are capable of hardening into natural projectiles. As an action, you can make a ranged weapon attack against a creature within 20 ft. of you, or 60 ft. of you at disadvantage. If you hit, you deal piercing damage equal to 1d6 + your Dexterity modifier. When you reach 5th level, this can be used as a bonus action.
  • Talons: You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength or Dexterity modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Wind Caller: Starting at 3rd level, you can cast the Gust of Wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.
  • Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast Gust of Wind with this trait (choose when you select this race).
    ]
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    Marai

    Basically Mermaid, living near the Shores of Mount Targon. (siehe Nami)
    ability score increase:
    age: up to 180 years
    Size: Medium
    speed: 15, swim speed 35
    Languages:
    race features:

    - 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 discern colors in that darkness only as shades of gray.
  • Friend of the Sea: You have Advantage on Animal Handling Checks on Fish and other Sea Animals. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
  • Amphibious: You can breathe air and water. You have a Swim Speed of 35 ft.
  • Marai Weapon Training: You are proficient with tridents, quarterstaffs and spears.
  • Marai Magic: You know the Shape Water Cantrip.
  • When you reach Level 3 you learn the Create/Destroy Water Spell and can cast it once per Long Rest without expending a Spell Slot.
    When you reach Level 5 you learn the Tidal Wave Spell and can cast it once per Long Rest without expending a Spell Slot.
    When you reach Level 7 you learn the Watery Sphere Spell and can cast it once per Long Rest without expending a Spell Slot.
  • Feet are weird: You have a base walk speed of 15 ft. You can use a Bonus Action to use Shape Water and collect Water underneath you, that you can move with you. While you use your Bonus Action to move with the Water, you Walk Movement increases to 30 ft. for that turn.
  • ]
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    Oovi-Kat

    Oovi-Kat Island was an unnamed, secluded island to the far east, most likely closest to the Camavoran Continent. The island was once inhabited by an ancient Vastayan tribe known as the Oovi-Kat. The island was completely destroyed by a mysterious force only described as a "smoldering destruction" and an "ethereal gulf between realms".
    Oovi-Kat are Chameleon-like humanoids, and are almost completly extinct. They are known for their Shapechanging abilities.
    (siehe Neeko)
    ability score increase:
    age:
    Size: Medium
    speed: 30 ft
    Languages: Common and one other language
    parent race: ]
    race features:

  • Shapechanger: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
  • You stay in the new form until you use an action to revert to your true form or until you die. - Lizard Feet: when you are in your original Shape, you have a climb speed of 25 ft.
  • Skill Proficiency: You gain proficiency in one of you Choice: Insight, Deception or Performance
  • sensing Sho'ma b̶a̶l̶l̶s̶: You have a feeling for the magic that flows around you. You have advantage on Arkana checks to sense magic in people or objects.
  • Long Tail: You can make a unarmed attack with your tail as one of your attacks. It has +5 ft. reach and deals 1D4 + STR or DEX modifier Bludeoning Damage. Instead you can also try to grapple a Target with your Tail.
  • ]
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    Ottrani

    G.O.A.T.s (siehe Soraka)
    The Ottrani are a landwalker sub-species and tribe of vastaya that live in the Astral Grove of Targon.
    Ottrani, just like many vastaya, have their physical appearance take inspiration from many types of animals. The appearance can go from human-like to animal-like with mountain goat, leopard, zebra, and horse features. Human-like ottrani have bare skin that ranges from purple to blue with stripes and markings. Equally, the animal-like ottrani have hair (or fur) with a similar color range. All ottrani have hooves for feet, with some ottrani also sporting horns and tails.
    The ottrani have noticeable sexual dimorphism, with males being larger and more muscular while females having a more slender body shape. Most extreme animal-like examples of the ottrani have be seen with males, while females tend to be more human-like. Horns, while not exclusive to ether sex, are more predominant on the males, with some able to grow large curled down horns.
    ability score increase:
    age:
    Size: Medium
    speed: 30 ft
    Languages: Common, Targonian
    parent race: ]
    race features:

  • Guiding Touch: You can touch a creature to give it guidance. The Creature can add 1D6 to an ability check of its choice within the next 10 min. You can do this a number of times equal to your Proficiency Modifier and cant do so again untilyou finish a Long Rest.
  • Shooting Star: Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d6 + the spells level.
  • Horny: You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Goring Rush: Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action. This Attack deals an additional 1D6 Damage.

  • Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your Strength modifier, you push it up to 10 feet away from you.
  • ]
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    Shimon

    Shimon are a tribe of vastaya in Ionia that resemble features of Apes and Monkeys. (siehe Wukong)
    ability score increase:
    age:
    Size: Medium
    speed: 30 ft
    Languages: Common, Ionian
    parent race: ]
    race features:

    - Ape mode: Your natural agility allows you to climb as fast as your base walking speed.
  • Nimble: You are slippery, being able to loop out of pinches. You have advantage on Dexterity (Acrobatics) checks to escape being grappled.
  • Prehensile Tail: You can use your tail as an extra Limb. It can carry objects up to 4lb and has a reach of +5. On your turn your can use your tail as part of your action to make a single additional attack with it or interact with an object. The Tail Attack can be made with a Weapon if your Tail is holding one, or as an unarmed Strike, using STR or DEX and dealing 1D6 + STR or DEX modifier Bludeoning DMG.
  • - Wuju Style: Opportunity Attacks against you are made with disadvantage
    ]
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    Vesani

    The Vesani are a land dwelling form of a sentient species known as the Vastaya. They resemble a mix between humans and foxes, having vulpine-like traits such as big bushy tails, claws, and a pair of fox-like ears. Their nine tails can be grouped together to appear as only one tail. They have whisker-like markings on their cheeks.   If not properly trained to control their hunger, a Vesani is able to completely absorb a person's life energy leaving them as drained husks.
    (siehe Ahri)
    ability score increase: +1 CHA
    age:
    Size: Medium
    speed: 30 ft
    Languages: Common, Ionian
    parent race: ]
    race features:

    - 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.
  • Ears of the Fox: You have Advantage on Perception checks that use your sense of hearing.
  • Charming: You are proficient in Persuasion. You know the friends Cantrip. Once per Long Rest you can use the Charm Person Spell once without expending a Spell Slot.
  • Soul Eater: As a Bonus action, you may consume the life essence of an unconscious creature at 0 hit points within 5 feet of you; that creature then dies and cannot be revived in any way other than the wish spell. This trait cannot take the life essence of undead or living constructs. When you do this you regain hit points equal to your Charisma modifier. You must finish a short or long rest before using this trait again.
  • ]
    race features:

    - Magical: You have Advantage on Saving Throws against being charmed.
    - Diverse: You can learn one Cantrip of your choice from the Conjuration or Evocation spell list or you can choose to have empowered unarmed strikes due to your natural wapons. The unarmed strikes adding your proficiency modifier to the damage of your unarmed strikes.

    Created by

    KhaosKing.

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