Quetzalti

The Quetzalti or Quetz are beings given life from the mythical Quetzalcoatl, hence their appearance as flying feathered serpents of great size. They are a large serpentine race with great strength and strong innate magical abilities passed unto them by their divine blood, with each among their race bearing large fanciful tails that end in a variety of colored feathers. True to their roots they are often seen as guardians of ancient places living deep within the jungles of their birthplace, they defend the mighty ziggurats that hold to the faith of their people and the power of the ancients. Though this view is often of only the most prominent of clans, those that dwell within the heart of Henez, it is here that this society lies, guarding the primal aspects of the realm and teaching those that would seek its guidance.

5e Racial Stats

  • Ability Score Racial Traits: A quezalti increases their Strength score by 2, and one other ability score of their choice by 1.
  • Type: Quezalti are humanoids with the reptilian subtype.
  • Size: Quezalti are large.
  • Speed: Quezalti have a base speed of 25ft.
  • Languages: You can speak, read, and write Common and Draconic.

Cold Blooded (x)

Quetzalti are cold-blooded, they cannot be detected by thermal vision; however, they are especially susceptible to the environment around them, they suffer Disadvantage on any Environmental cold or heat effects, and are Vulnerable to damage caused by Environmental cold or heat effects. Resistance to either Cold or Fire, cancels out the Environmental vulnerability of that environment. Natural resistance to one of these environments negates that environment's penalties.

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.

Flight (2)

You have large wings sticking out of your back that, when fully extended outwards, give you a wingspan equal to twice your height. All armor and back accessories must be tailored to accommodate your wings. You have a flying speed of 50 feet. In order to fly, you cannot be over-encumbered or wearing medium or heavy armor.

Heat sense (2)

You have Advantage on Investigation checks made to identify non-thermal, visual illusions such as that created by the Silent Image spell. Additionally, you can as a bonus action, flick your tongue to sense the heat of those close by, until the start of your next turn, you can detect the presence of, and pinpoint the location of any warm-blooded creature or object that gives off heat within 30 feet of you. This heat sense does not penetrate barriers that are 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Powerful Tail (1)

Your tail is a powerful and useful appendage. While wearing armor you are considered to be wearing equipment for the purposes of serving as a mount to a creature of a size smaller than you. While mounted in this way, you maintain your full range of actions; however you still take your turn during your own Initiative and you suffer a -1 penalty to AC while so mounted. Finally, you are treated as a Mount when ridden by suitable creatures for the purposes of features that benefit mounts, such as the Cavalier fighter subclass.

Serpentine Body (x)

You have a long, coiling, serpentine body that allows you to maneuver into places far smaller than your actual size would normally allow. You can move through a space as narrow as 3 feet in diameter without squeezing, and can squeeze through spaces as narrow as half a foot in diameter. Due to your frame, you wield weapons sized for medium creatures, and armor must be specially designed to fit your strange anatomy, requiring an additional 50 percent of the normal materials to accommodate you.

Sub-Race

The quezalti are all birthed under a certain aspect of the sun and its cycle through the cosmos, this cycle greatly impacts their essence as a quetz and their destiny in life.

Solar

The solar quetzalti were born at the height of the sun's warmth on the surface of Kaidryn. They are able to tap into this warmth to spread healing light to those around them.

Innate Spellcasting

You know the Druidcraft cantrip. You can cast Cure Wounds a number of times equal to your Proficiency bonus with this trait. Starting at 5th level, you can cast this spell at 2nd level. Starting at 9th level, you can cast this spell at 3rd level. You regain all expended uses of this ability upon completing a long rest.

Lunar

The lunar quetzalti were born during the sun's rest on the surface of Kaidryn. Instilling in them a spark of wonder at the mysteries hidden just over the horizon.

Artificer's Skill

You gain proficiency with any one artisan tool of your choice. Additionally, whenever you make a check related to crafting using your chosen tool proficiency, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Eclipse

The eclipse quetzalti were born during a solar eclipse, often resulting in their scales losing some of their natural luster, instead giving off a metallic sheen. They, like the eclipse itself move with greater speed and understanding than others of the kind.

Swift Maneuvers

You gain a +2 bonus to all Initiative based ability checks, and your base Walking speed is increased to 35 feet.

Basic Information

Growth Rate & Stages

Base Intuitive Self-Taught Trained
18 years +1d4 years (17 - 22 years) +1d6 years (17 - 24 years) +2d6 years (18 - 30 years)

Young Middle Age Old Venerable Maximum Age
under 10 years 150 years 225 years 300 years 300 years + 3d100 years

Gender Base Height Height Modifier Base Weight Weight Modifier Diameter
Female 7' 3" +5d12" (7' 9" - 13' 3") 380 lb. +3d12 * 10 (410 - 740lb.) one-half Height
Male 6' 9" +6d12" (7' 3" - 12' 9") 345 lb. +3d12 * 10 (375 - 705lb.) one-half Height
Original design by piereallygoodiful; modified by SerNurp to fit the Syrik campaign setting.
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