Nishikin & Ryujin

Nishikin are a vibrant, koi-like species of fishfolk that dwell within the sacred rivers, underwater shrines, and reef-temples scattered across The Sapphire Sea and Azure Ocean. Their shimmering scales often appear in hues of orange, white, crimson, and gold, and they possess delicate fin-like crests that drape from their arms and backs like flowing robes. Spiritually inclined and gracefully built, Nishikin are deeply attuned to the presence of dragons, believing themselves to be descendants of ancient sea serpents who once swam beside the divine beings during the earliest ages of Aigusyl.

Nishikin culture revolves around the concept of evolution through enlightenment. Every Nishikin is born with a small draconic spark, known as the Ryūnohi or "dragon’s ember", nestled within their soul. This ember is dormant, requiring personal growth, spiritual trials, acts of valor, and selfless wisdom to awaken. As such, Nishikin societies are filled with rites of passage, sacred pilgrimages, and internal reflection. They see strength not only in combat but also in restraint, empathy, and the honoring of oaths.

The most respected Nishikin are those who heed the call of Ryūshōdan — the sacred proving. Those who succeed in this personal trial undergo a powerful, irreversible transformation and emerge as Ryujin, draconic beings of radiant presence and divine power. Ryujin resemble elegant, bipedal eastern dragons with koi-like motifs: flowing whiskers, ornate scales, and Celestial eyes that seem to shimmer with the sea’s depth and the storm’s fury. They embody the union of Nishikin devotion and draconic majesty.

Ryujin serve as mentors, emissaries, and defenders of both the mortal seas and the spiritual currents that pass through them. Many become Dragon envoys, swimming alongside the dragon gods, particularly Zyna, Dragon Goddess of Goodness, or Ieldrus, Goddess of Chaos, depending on their path. A few even guard submerged temples of the World Tree, ensuring balance between planar boundaries beneath the waves.

While Ryujin are rare, they are universally revered among oceanic peoples. Their words carry the weight of tides and prophecy, and their presence often heralds great change or deliverance. Legends say some Ryujin can part the sea with a roar or call down rain in times of drought, while others whisper guidance into dreams.

In all things, the journey from Nishikin to Ryujin represents more than a change of body — it is the realization of one’s potential, the awakening of the slumbering dragon within, and the eternal dance between humility and majesty beneath the waves of Aigusyl.

Discovered by

RGttYR

Nishikin & Ryujin

HUMANOID

Nishikin & Ryujin Traits

Size: Medium (5-7ft)

Speed: 30 feet, and you have a swimming speed equal to your walking speed.

As a Nishikin & Ryujin, you have these special traits.

Amphibious.

You can breathe in both air and water.

Koi Dragon Colour.

Each tatsumi is born with its own unique colouration. In tatsumi folktales, one’s primary colouration holds special significance. Your primary colouration also impacts your Slumbering Dragon trait as a nishikin, and your Heartening Breath and Innate Magic traits as a ryūjin, based on the table below.

ColorAbility ScoreAssociated Class
RedStrengthSorcerer
GoldDexterityDruid
BlackConstitutionWarlock
SilverIntelligenceWizard
WhiteWisdomCleric
BlueCharismaBard

Subrace.

The two main morphs are nishikin and ryūjin. All ryūjin were once nishikin, so they are more like stages of development than true subraces. Choose one of these subraces.

Nishikin

Moonblessed.

While bathed in moonlight, you can use a bonus action to spend a number of your Hit Dice equal to your proficiency bonus. Roll those dice and add your Constitution modifier; you regain hit points equal to the total. If this healing restores your hit points to maximum, any surplus healing is gained as temporary hit points. Once you use this trait, you can’t do so again until you finish a long rest.

Powerful Build.

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Slippery.

You have advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself.

Slumbering Dragon.

You can draw upon the bubbling energy you carry within to empower yourself. When you make an attack roll, ability check, or saving throw using the ability associated with your primary colouration, you can use your reaction to add 1d6 to the roll. You can use this reaction after rolling the d20, but must decide before the outcome is determined. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. Draconic Metamorphosis. When you reach 7th level, or when you undergo a significant moment of personal achievement or loss (at the GM’s discretion), you can choose to metamorphose into a ryūjin. Your level, class, and other game statistics remain the same, aside from your subrace. You replace your subracial traits from this race with those of the ryūjin, and your ryūjin colour is the same as your nishikin primary colouration. This transformation is one-way and can’t be reversed by any means short of a wish spell.

Ryujin

Cloudstep.

As a bonus action, you can conjure a small cloud under your feet. You gain a flying speed equal to half your walking speed for the next 10 minutes. Once you use this trait, you can’t do so again until you finish a long rest.

Heartening Breath.

You can use your action to exhale a warming, spiralling burst of magical energy in a 30-foot cone. You and a number of creatures of your choice in that area up to your proficiency bonus can add 1d4 to attack rolls, as well as to ability checks and saving throws that use the ability associated with your primary colouration for 1 minute, or until you lose concentration (as if concentrating on a spell). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Innate Magic.

You learn one cantrip of your choice from the spell list of the class associated with your primary colouration. Your spellcasting ability for this cantrip is the ability associated with your primary colouration.

Sunblessed.

While in sunlight, a warm, bubbling vitality thrums through you, giving you advantage on saving throws you make to avoid or end the frightened, paralysed, or stunned condition on yourself, or against being put to sleep.