Ophidia (Yuan-Ti)
--Insert Lore---
TLDR:
Race of used to be human.
Worships the Nightserpent Dendar.
As with all the Extra Planars, they were yeeted after the war
Small amount of them survived. But the bloodline is dwindling - very rare to see one atm.
But now Dendar's influence is slowly returning - hence race wants to expand and stuff.
Ascended > Enlightened > Normal.
Under that are the slaves which tend not to be Ophidians.
Ascended are rare, usually the ruler of the communities, Enlightened hold various position of powers. To them a Providence might be a myth, it has been centuries since one was sighted. But if one is found, they are pretty much treated like demigods.
Uses various rituals to reach the next level (enlightened, ascended, providence). So even if you hit the level, you need to go back to see like a shaman or something and succeed on the ritual to rank up.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Size. Purebloods match humans in average size and weight. 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.
Innate Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Your Spellsave DC is 8 + your Proficiency bonus + your Charisma modifier.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Poison Immunity. You are immune to poison damage and the poisoned condition.
Languages. You can speak, read, and write Common, Abyssal, and Draconic.
Hit Dice: 1d6 per Ophidia level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher levels: 1d6 + your Constitution modifier per Ophidia level after 1st Proficiencies
Saving Throws: Intelligence, Wisdom
Skills: Choose one from Investigation, Insight, Perception You gain a climb speed of 30 feet
Your poison spray cantrip has a range of 60 feet
You grow sharp fangs, becoming proficient in unarmed strikes. Your unarmed strikes deal piercing damage and when you deal any damage with an unarmed strike, the target must succeed on a Constitution saving throw or be poisoned until the beginning of their next turn.
Creature Type. Your creature type becomes monstrosity.
Health Increase. You gain 10 HP permanently. Your hit die increases to 1d6.
Body Transformation. Your legs fuse into a serpentine tail. You gain the ability to use it as a natural weapon. Attacks with your tail deal 1d4 bludgeoning damage on a hit. When you hit a creature with it on your turn, you can use a bonus action to attempt to grapple the target.
Your fangs now deal 1d4 piercing damage and 1d4 poison damage on a hit.
When unarmored, your AC is equal to 13 + your Dexterity modifier.
When unarmored, your AC is equal to 14 + your Dexterity modifier.
Health Increase II. You gain 20 HP permanently. Your hit die increases to 1d8.
You can use your action to polymorph yourself into a Large snake, or back into your true form. Your statistics are the same in each form. Any equipment your are wearing or carrying isn't transformed. You do not change form if you die.
Health Increase III. You gain 30 HP permanently. Your hit die increases to 1d10.
Six Heads. You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Moreover, you become immune to any effect that would sense your emotions or read your thoughts. The traits Flurry of Bites and Ruler of Serpents decrease by 1 attack and 1 target respectively each time you lose a head.
Flurry of Bites. After using your action to bite a target, on a hit you may use your bonus action to make five more bites at the same target. You do not add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Ophidophobia. As an action you can cause creatures to gain a profound fear of snakes. Creatures other than snakes or serpentine-creatures within 30 feet of you must make a Wisdom saving throw or be frightened of snakes and serpentine-creatures for until the end of your next turn. The DC of this saving throw is 8 + your proficiency bonus + your Constitution modifier. After you use this ability, you can't use it again until you complete a long rest.
TLDR:
Race of used to be human.
Worships the Nightserpent Dendar.
As with all the Extra Planars, they were yeeted after the war
Small amount of them survived. But the bloodline is dwindling - very rare to see one atm.
But now Dendar's influence is slowly returning - hence race wants to expand and stuff.
Society
Hierarchical Society.Ascended > Enlightened > Normal.
Under that are the slaves which tend not to be Ophidians.
Ascended are rare, usually the ruler of the communities, Enlightened hold various position of powers. To them a Providence might be a myth, it has been centuries since one was sighted. But if one is found, they are pretty much treated like demigods.
Uses various rituals to reach the next level (enlightened, ascended, providence). So even if you hit the level, you need to go back to see like a shaman or something and succeed on the ritual to rank up.
Ophidia Traits
As a monstrous race, Ophidias are able to develop and upgrade their own innate power rather than their class' power. Upon level up, you may instead choose to add to your Ophidia level rather than your class level. Ophidia gain the following traits at each Ophidia level, as indicated on the table below:Ophidia Level | Features |
---|---|
0 | ASI, Size, Speed, Darkvision, Innate Spellcasting, Magic Resistance, Poison Immunity, Languages |
1 | Hit Points, Proficiencies, Touch of Dendar, Speak with Serpents |
2 | Swift Spellcaster |
3 | Blessed Venom |
4 | ASI |
5 | Ophidia Enlightened |
6 | Insidious Poison |
7 | Body Transformation II |
8 | ASI |
9 | Detect, Thermal Vision |
10 | Ophidia Ascended |
11 | Tail Swipe |
12 | ASI |
13 | Aversion |
14 | Hypnotic Gaze |
15 | Ophidia Providence |
16 | ASI |
17 | Helpless Prey |
18 | Lingering Venom |
19 | ASI |
20 | Meserizing Gaze |
Hit Points and Proficiencies
At level 1, you gain the following traits: Hit PointsHit Dice: 1d6 per Ophidia level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher levels: 1d6 + your Constitution modifier per Ophidia level after 1st Proficiencies
Saving Throws: Intelligence, Wisdom
Skills: Choose one from Investigation, Insight, Perception
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