Ophidia (Yuan-Ti) Species in Altosphere | World Anvil

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.
 

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
  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 Points and Proficiencies

At level 1, you gain the following traits:   Hit Points
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  

Touch of Dendar

Dender has noticed you, new initiate, thus he has decided to grant you a gift. You gain the following:  
  • 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.  

    Speak with Serpents

    Starting at level 1, you can now communicate with serpents as if you share a language.

    Swift Spellcaster

    Beginning at level 2, you can use a bonus action to cast a spell that has a casting time of 1 action. This feature has 1 charge that recharges after a short rest. The number of charges increases to 2 at level 5, 3 at level 10 and 4 at level 15.

    Blessed Venom

    Starting from 3rd level, Dendar has seen some potential in you, thus granting you more of his blessing. His blessing grants you latent energy to coat your weapons with a powerful toxin. As a bonus action, you may expend one or more charges of this feature to poison your weapon. The next creature you hit with an attack from that weapon within 1 hour must succeed on a Constitution saving throw or be poisoned for a number of rounds equal to the number of charges you expended. Whether or not the creature succeeds on their saving throw, the poison is expended.   The number of charges this feature has is equal to your Total Character Level and recharges after a long rest.

    Ophidia Enlightened

    At 5th level, Dendar has acknowledged your accomplishments and dedication. After the Ritual of Enlightenment, you have been transformed into an Ophidia Enlightened. You gain the following:  
  • 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.

    Insidious Poison

    Starting at 6th level, when you cast a spell that deals poison damage, you may add your Charisma modifier to one damage roll of that spell. Additionally, when you cast a spell that deals a type of damage other than poison, spell’s damage type becomes poison instead.

    Body Transformation II

    At 7th level, your ascension progresses, your body becomes covered in more scales and your head becomes that of a snake. You gain the following:
  • 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.

    Detect

    Beginning at level 9, you may use your reaction to make a Wisdom (Perception) check.  

    Thermal Vision

    You getting close to ascension, your body develops specialized sensors that are able to track the heat signatures of creatures around you. Starting at 9th level, you are able to sense the heat coming off of creatures within 30 feet of you, “seeing” them around corners. This applies to any creature that is on the same plane as you, even one that is invisible or concealed.

    Ophidia Ascended

    At 10th level, you join the top ranks of the Ophidia hierarchy. Your body undergoes transformation again, this time scales coat your entire body. You gain the following:  
  • 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.

    Tail Swipe

    Starting from the 11th level, you can violently swing your tail around to knock target down. Each creature within 10 feet of you must succeed on a Strength saving throw (DC equals to 8 + your Proficiency bonus + your Strength modifier), taking 2d6 bludgeoning damage and knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one. You cannot use Tail Swipe if you have a creature grappled.

    Aversion (3/day)

    Starting from the 13th level, you may target one creature within 30 feet and psionically compel it. It must make a Wisdom saving throw (DC is spell save DC) or become frightened of snakes and serpentine creatures. During its turn, the target must use its movement to move to the nearest safe spot from which it can't see any snakes or serpentine creatures. If there is no such safe spot, it moves to the farthest possible space away from snakes or serpentine creatures. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Hypnotic Gaze

    Your prey can easily get lost in your gaze, losing their ability to focus on the world around them for a short time. At 14th level, once per long rest, you may cast the hold monster spell on a creature within 5 feet of you without using a spell slot or components. Charisma is your spellcasting modifier for this spell. While you remain within 5 feet of an affected creature, it has disadvantage on saving throws made to end the effect on its turns.  

    Ophidia Providence

    Upon reaching level 15, you have achieved what is essentially demi-god status among Ophidians, only being second to Dendar himself. Your appearance transforms to mimic that of Dendar, you gain the following:  
  • 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.

    Helpless Prey

    At 17th level, you are able to inject more and more venom into creatures who have your poison running through their veins. You may use your bonus action to cast the poison spray cantrip on any poisoned creature who is under the effects of poison inflicted by you.

    Lingering Venom

    Beginning at 18th level, you are able to supplement the Blessed Venom granted by Dendar with your now enormous power, extending it. If you cast a spell that dealt poison damage on your previous turn, you may use your action to roll the same amount of damage again on the same creature (maximum of one creature, even if the spell affected multiple targets).   For example, if you cast the poison spray cantrip on a creature, it would deal 1d12 + your Charisma modifier damage. On your subsequent turn, you could use this ability to deal another 1d12 + your Charisma modifier damage to the same creature.   You may use this ability a number of times equal to your Charisma modifier (minimum of once). You gain all expended uses when you complete a long rest.

    Mesmerizing Gaze

    At level 20, you may target up to six creatures that you can see within 60 feet. Each creature must succeed on a Charisma saving throw (DC is equal to 8 + your Proficiency bonus + your Charisma modifier) or be stunned for 10 minutes. The target is no longer stunned if it takes damage or another creature takes an action to shake it. If a creature’s saving throw is successful, the creature is immune to this ability for the next 24 hours. You can only use this feature once per long rest.

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