Mixed Race Rules Species in Drogighar | World Anvil
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Mixed Race Rules

Most of the racial traits credit to Wizards of the coast. And in addition I did use dnd beyond to get the wording

Trait buy system

  Each Player starts with 10 trait points each trait you can select you will subtract the according amount of points. There is a racial feature available: 'Trait Expressive' that allows you to gain 5 more trait points. Negative traits allow you to gain more points to spend on positive traits. Negative refers to the traits effects on the character, not the point value. Your total number of trait points in the end must be greater than or equal to 0. For example:   All traits are listed under Trait list below, they are also categorized into base race for easy consumption.  

Base Rules

Ability score improvements If you are using this system are as follows:
  • You are allowed to increase an ability score of your choice by 2.
  • You increase an ability score by 1 that corresponds to one of your racial origins. This is listed under their race below.
  Any Racial trait that has a (P) listed next to it must be physically expressed in your character.   You know Common and one other language of your choice. This should correspond to your parents origins.  

Trait List

 

Aarakocra Traits:

Ability score: DEX  

Flight(-8)(P):

You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.  

Talons(-2)(P):

Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  

Speed(+2):

Your base walking speed is 25 feet.    

Aasimar Traits:

  Ability Score: CHAR  

Speed(-0):

Your base walking speed is 30 feet.  

Darkvision(-2):

Blessed with a radiant soul, your vision can easily cut through darkness. 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.  

Celestial Resistance(-2):

You have resistance to necrotic damage and radiant damage.  

Healing Hands(-1):

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.  

Light Bearer(-1):

You know the Light cantrip. Charisma is your spellcasting ability for it.    
The following 3 are mutually exclusive:
 

Radiant Soul(-4):

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.  

Radiant Consumption(-4):

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.  

Necrotic Shroud(-4):

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.    

The Arcane Enhanced

a group of people who modify their bodies with arcane mechanisms and energy to subvert some of natures perceived weaknesses. often used by war veterans it allows the kith to replace lost limbs and gain new abilities. ----------------------------------------------------------------------------------------------------

Arcane eyes(-2):

Grants darkvision up to 60 feet. glow a dim color in the dark

Hand replacement(-2):

Your unarmed strikes now deal lightning damage and deal 1d4 + int mod. It also is a functioning hand

Food processor(-3):

Your organs now are replaced by a mechanism that disintegrates objects and provides you the nutrients from them. granting you immunity to poison as well as letting you eat from sources you otherwise couldn't.

Prehensile Arm(-5):

You are given a prehensile arm that connects to a part of your body. this arm can interact with objects hold weapons and shields. Additionally it allows you to perform somatic components of spells.

Temperature control(-3):

This modification allows the creature additional time in harsh environments. Giving them resistance to environmental long term heat and cold. however it cannot withstand the harshest conditions so buyer beware.

Arcane Lamps(-2):

An arcane lamp is installed on a spot of your body. you can cast light cantrip from that spot as a free action  

Centaur

Ability Score: STR

Speed (-3):

Your base walking speed is 40 feet.  

Fey(-1):

You are considered a fey rather than a humanoid.  

Charge(-2):

If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.  

Hooves(-1):

Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  

Equine Build(-2):

You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.  

Survivor(-1):

You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.    

Changeling traits:

Ability score: CHAR  

Speed(-0):

Your base walking speed is 30 feet.  

Change Appearance(-8):

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, but not so much that your size changes. 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 a creature 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  

Changeling Instincts(-2):

You gain proficiency with two of the following skills of your choice: Deception,Insight, Intimidation, and Persuasion    

Elf Traits:

Ability Score: DEX  

Speed(-0):

Your base walking speed is 30 feet.  

Darkvision(-2):

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.  

Fey Ancestry(-2):

You have advantage on saving throws against being charmed, and magic can't put you to sleep.  

Trance(-1):

Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.  

Keen Senses(-1):

You have proficiency in the Perception skill.   Drow subrace:  

Drow Magic(-3):

You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.  

Drow Weapon Training(-1):

You have proficiency with rapiers, shortswords, and hand crossbows.  

Superior Darkvision(-2):

Your darkvision has a range of 120 feet, instead of 60.  

Sunlight Sensitivity(+2):

You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.   High Elf subrace:  

Cantrip(-2):

You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.  

Elf Weapon Training(-1):

You have proficiency with the longsword, shortsword, shortbow, and longbow.  

Extra Language(-1):

You can read, speak, and write one additional language of your choice.   Wood Elf subrace:  

Elf Weapon Training(-1):

You have proficiency with the longsword, shortsword, shortbow, and longbow.  

Fleet of Foot(-2):

Your base walking speed increases to 35 feet.  

Mask of the Wild(-1):

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.  

Firbolg Traits:

Ability Score: WIS  

Speed(-0):

Your base walking speed is 30 feet.  

Firbolg Magic(-4):

You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.  

Hidden Step(-2):

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.  

Powerful Build(-1):

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

Speech of Beast and Leaf (-1):

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.      

Gensai Traits:

Ability Score: CON  

Speed(-0):

Your base walking speed is 30 feet.   Air Gensai  

Unending Breath(-4):

You can hold your breath indefinitely while you’re not incapacitated.  

Mingle with the Wind(-4):

You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.   Earth Gensai  

Earth Walk(-2):

You can move across difficult terrain made of earth or stone without expending extra movement.  

Merge with Stone(-4):

You can cast the Pass without Trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.   Fire Gensai  

Darkvision(-2):

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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.  

Fire Resistance(-4):

You have resistance to fire damage.  

Reach to the Blaze(-2):

You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.   Water Gensai  

Acid Resistance(-2):

You have resistance to acid damage.  

Amphibious(-4):

You can breathe air and water.  

Swim(-1):

You have a swimming speed of 30 feet.  

Call to the Wave(-3):

You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.  

Gnome Traits:

Ability Score: INT  

Size(-2):

Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.  

Speed(+1):

Your base walking speed is 25 feet.  

Darkvision(-2):

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.  

Gnome Cunning(-5):

You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.  

Artificer's Lore(-2):

Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.   Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:   Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.   Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.   Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.   At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.  

Human Traits:

Ability Score: Your choice  

Skills(-2):

You gain proficiency in one skill of your choice. You can take this twice  

Feat(-5):

You gain one Feat of your choice.  

Extra Language(-1):

Gain proficiency in a language of your choice.  

Kobold Traits:

Ability Score: DEX  

Size(-2):

Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.  

Speed(-0):

Your base walking speed is 30 feet.  

Darkvision(-2):

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.  

Grovel, Cower, and Beg(-2):

As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.  

Pack Tactics(-4):

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.  

Sunlight Sensitivity(+2):

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.  

Kenku Traits:

Ability Score: DEX  

Speed(-0):

Your base walking speed is 30 feet.  

Expert Forgery(-2):

You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.  

Kenku Training(-2):

You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.  

Mimicry(-4):

You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.  

Lizardfolk Traits:

Ability Score: CON  

Speed(-1):

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.  

Bite(-2):

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike  

Cunning Artisan(-2):

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.  

Hold Breath(-1):

You can hold your breath for up to 15 minutes at a time.  

Hunter's Lore(-2):

You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival  

Natural Armor(-2):

You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.  

Hungry Jaws(-1):

In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.  

Minotaur Traits:

Ability Score: STR  

Speed(-0):

Your base walking speed is 30 feet.  

Horns(-2):

You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.  

Goring Rush(-3):

When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.  

Hammering Horns(-3):

When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.  

Labyrinthine Recall(-2):

You can perfectly recall any path you have traveled.  

Orc Traits:

Ability Score: STR  

Speed(-0):

Your base walking speed is 30 feet.  

Darkvision(-2):

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.  

Aggressive(-3):

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.  

Menacing(-2):

You are proficient in the Intimidation skill.  

Powerful Build(-1):

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

Relentless Endurance(-4):

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.  

Savage Attacks(-2):

When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.  

Brutish Nature(+2):

You receive a -2 to INT  

Outya

Ability Score: DEX

Speed(-0):

Your base walking speed 30 feet

Claws(-1):

A outya's fingers extend to long, sharp claws. You may make an attack action with their claws that deal 1d4 slashing damage.

Mist Frenzy(-3):

While in fog or mist, heavily obscuring weather or darkness. outya gain advantage on weapon and spell attack rolls, or do not have disadvantage if they cannot see.

Natural strength(-1):

You gain proficiency in one of athletics or acrobatics checks.

Powerful Jumper(-2):

Outya's have extremely powerful leg muscles. You can use your Dexterity score in place of your Strength score in regards to jumping.

Sensitive Ears (-0):

Gain proficiency in perception however if a loud noises occur near you you must roll a constitution 15 save or be deafened for 12 seconds.  

Darkvision(-2):

you gain darkvision for 60 feet

Tabaxi Traits:

Ability score: DEX  

Speed(-0):

Your base walking speed is 30 feet.  

Darkvision(-2):

You have a cat's keen senses, especially in the dark. 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.  

Feline Agility(-4):

Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.  

Cat's Claws(-2):

Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  

Cat's Talent(-2):

You have proficiency in the Perception and Stealth skills.  

Teifling Traits:

Ability Score: CHAR  

Speed(-0):

Your base walking speed is 30 feet.  

Darkvision(-2):

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.  

Hellish Resistance(-4):

You have resistance to fire damage.  

Infernal Legacy(-4):

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

Legacy of Maladomini(-4):

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Crown of Madness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

Devil's Tongue(-4):

You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Enthrall spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

Legacy of Dis(-4):

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Detect Thoughts spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

Legacy of Phlegethos(-4):

You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

Legacy of Malbolge(-4):

You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

Legacy of Stygia(-4):

You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

Legacy of Minauros(-4):

You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Arcane Lock spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

Legacy of Cania(-4):

You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

Legacy of Avernus(-4):

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.  

Tortle Traits:

Ability Score: CON  

Speed(-0):

Your base walking speed is 30 feet.  

Claws(-1):

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike  

Hold Breath(-2):

You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.  

Natural Armor(-4):

Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.  

Shell Defense(-2):

You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.  

Survival Instinct(-1):

You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.  

Yuan-Ti Traits:

Ability Score: CHAR  

Speed(-0):

Your base walking speed is 30 feet.  

Darkvision(-2):

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(-2):

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.  

Magic Resistance (-12):

You have advantage on saving throws against spells and other magical effects.  

Poison Immunity(-2):

You are immune to poison damage and the poisoned condition.  

Magic Resistance Re-balanced(-4):

You gain advantage on saving throws against one school of magic.  

Snake Transformation(-4):

You are able to turn your body into varying degrees of a snake. while your lower body is transformed you gain a +5 to your melee range. a +5 to your swim speed. If you grapple a creature using your tail you can use your action to try and restrain them. However for the purposes of combat you now take up 2 squares. the space you are occupying and the space you last were. if you have extra movement you can move your tail into your current square    

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