Ryoko's Guide to the Yokai Realms, pg 139
All nishikin possess a roiling heart of warmth and power within. Usually, this inner strength acts invisibly, a well of energy that drives a nishikin onwards with incredible longevity and vitality. In moments of great endeavour, however, the slumbering dragon awakens and briefly manifests as a tangible ally and guide. On rare occasions, nishikin who undergo transformative experiences of great euphoria or tragedy can even metamorphose into an actual dragon: a ryūjin. This transformation is not a certainty; many nishikin never metamorphose, but for those that do, it is accompanied by a change in perspective and mindset—an evolution of outlook as well as form.
Restless Ambition. The diligence of the nishikin is legendary, their history overflowing with tales of explorers, hunters, crafters, and teachers who dedicated their lives to their pursuits. Nishikin hurl themselves into new experiences, dangers, and passions with alarming fervour, rarely entertaining more than one pursuit at a time and focusing solely on its mastery before moving on. The life of a nishikin is often an exhausting one, an endless trail of passion and dedication. From birth until death, nishikin struggle to tolerate rest or relaxation for any length of time.
Color | Ability Score | Associated Class |
|---|---|---|
| Red | Strength | Sorcerer |
| Gold | Dexterity | Druid |
| Black | Constitution | Warlock |
| Silver | Intelligence | Wizard |
| White | Wisdom | Cleric |
| Blue | Charisma | Bard |
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 above.
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.
Anatomy. You have two arms, two legs, and a tail.
Amphibious. You can breathe in both air and water.
Creature Type. You are a Humanoid.